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I'm just looking for ways how one can improve performance and that something like this won't happen anymore.
Log scale. Lots of half-breeds at first, then trails off sharply. Vary some constants to balance it as needed.
 
Well, it would be simple to control it by only allowing interbreeding in the same species group, e.g. humanoids only with humanoids, bugs only with bugs and so on.
That would only be a minor patch. I am think a rework.
Stuff like "Habitability, Psionics/Cybernetic, Hivemind, Brainslugs and the like is now a pop trait".
That would cut down a lot on the number of genetic templates you and the game have to manage.
Habitability alone is a x3 to x10 Multiplier in number of Genetic Tempaltes. And for the others, making them Pop traits would help with other stuff too.
 
I really don't understand why so many people believe that half-breeds are the problem...
I took the time (better part of an hour...) and made you something, it only includes from A to Human - so all them half-breeds are in there...
Yet I didn't even reached the half way mark...

(Warning: The pic is 7mb (.jpeg) and 850x26130!!!)
problem1agklo.png

problemmbjkr.jpg

So sorry but Xeno Compatibility isn't the problem, the AI's recless gene modding is!
 
I have a script somewhere that folds all of empire's pops into their primary species.

If it could be improved to do that on per-species basis (rather then every bio species into primary), then it might be possible to use to clean up that mess. (assuming you're not ironmanning it)
 
The current version of events that I've been talking about. It should work with cybernetic-enhanced and psionic empires. Not sure about slugged or other even-modified species -- make sure to save your current game before trying the event.

Since every bio empire will end with just one type of bio pops, it might cause problems for xenophiles that rely on having multiple different species (e.g. through mods that give such empires bonuses)

Code:
namespace = species_cleaner

event = {
    id = species_cleaner.1
    is_triggered_only = yes
    hide_window = yes

    immediate = {
        every_country = {
            limit = {
                NOR = {
                    is_country_type = fallen_empire
                    is_country_type = awakened_fallen_empire
                }
            }
            country_event = { id = species_cleaner.2 days = 0 }
        }
    }
}

country_event = {
    id = species_cleaner.2
    is_triggered_only = yes
    hide_window = yes

    immediate = {
        every_owned_pop = {
            limit = {
                NOR = {
                    is_exact_same_species = root
                    has_trait = trait_mechanical
                }
            }
            change_species = root
        }
    }
}
 
The current version of events that I've been talking about. It should work with cybernetic-enhanced and psionic empires. Not sure about slugged or other even-modified species -- make sure to save your current game before trying the event.

Since every bio empire will end with just one type of bio pops, it might cause problems for xenophiles that rely on having multiple different species (e.g. through mods that give such empires bonuses)

Code:
namespace = species_cleaner

event = {
    id = species_cleaner.1
    is_triggered_only = yes
    hide_window = yes

    immediate = {
        every_country = {
            limit = {
                NOR = {
                    is_country_type = fallen_empire
                    is_country_type = awakened_fallen_empire
                }
            }
            country_event = { id = species_cleaner.2 days = 0 }
        }
    }
}

country_event = {
    id = species_cleaner.2
    is_triggered_only = yes
    hide_window = yes

    immediate = {
        every_owned_pop = {
            limit = {
                NOR = {
                    is_exact_same_species = root
                    has_trait = trait_mechanical
                }
            }
            change_species = root
        }
    }
}

How should the code be changed that the pop is not "the same" but "a subspecies" of the root one?
 
How should the code be changed that the pop is not "the same" but "a subspecies" of the root one?

Code:
# is_exact_same_species = exactly same subspecies as <species/subspecies> you're comparing with
# is_same_species = same species as <species> you're comparing with, or any of its subspecies

# root in context of species is your primary (sub)species.
# It may be different from what you started the game with.

is_exact_same_species for humans.subspecies1 will return 'no' when comparing with humans.subspecies2, but is_same_species will return 'yes' (since both are humans).
 
Maybe this mess of countless subspecies is in part responsable of the lag, with the game having a hard time to choose wich pop take a job no?
I can not see how it would be more load then any other pop with those traits.
 
Sometimes random empire placement is truly random (my neighbor is the fallen Xenophobic Isolationist). Never knew they can't kill me off as this is my only colony and system. If Awoken, Namakians or Primitives emerge they get destroyed fast. Recently Namakians settled a holy world in one of my systems they survived for one month.
20200131222622_1.jpg
20200131222650_1.jpg
 
Sometimes random empire placement is truly random (my neighbor is the fallen Xenophobic Isolationist). Never knew they can't kill me off as this is my only colony and system. If Awoken, Namakians or Primitives emerge they get destroyed fast. Recently Namakians settled a holy world in one of my systems they survived for one month.
View attachment 543405 View attachment 543406
Is that even possible without mods? I was under the impression there's a minimum distance empires can be from each other on generation?
 
Is that even possible without mods? I was under the impression there's a minimum distance empires can be from each other on generation?

I am not sure. Using UI mods like Tiny Outliner and some FPS boosting stuff to make the game faster (late game pop stuff and reducing some graphic quality). Starnet (+More Colossus to destroy Fortress Spam), Dynamic Difficulty and Mod to unlock all Ascension Perks (AI can, too) are the only ones affecting the gameplay more. Don't know one in particular affecting starting location.

There is a mod that changes starting location by extending the amount of empires possible in a galaxy. I am not using that one.
 
Sometimes random empire placement is truly random (my neighbor is the fallen Xenophobic Isolationist). Never knew they can't kill me off as this is my only colony and system. If Awoken, Namakians or Primitives emerge they get destroyed fast. Recently Namakians settled a holy world in one of my systems they survived for one month.
View attachment 543405 View attachment 543406
And the award for the fastest reset goes to: