Genemod Micromanager

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Author: rayshaun

Last revision: 18 Mar, 2023 at 18:46 UTC

File size: 2.41 MB

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Description:

An automatic Trait Modification micromanager for both genetic and machine species traits.

Update: Now supports all Ascensions. Robomodding is now supported as a separate edict.

With cybernetics, cyborg traits will be freely added/removed. The Edict is somewhat more conservative on what positive genetic traits to add as they can only be removed if you have a species template without them. It won’t add new genetic negatives and will only remove positive genetic traits itself if you have a valid matching species template without the trait.

This mod provides two features:
1) A new policy choice for Leader Enhancement, "Custom Genesculpting" or "Bespoke Cybernetics" which will provide your leaders with the erudite/cyborg trait and all the other traits increasing lifespan and experience gain. No longer will your leaders be tied to the random modification chance of the working population. This policy choice is available once you’ve completed the Genetic or Cybernetic Ascension Tradition Tree. These policy choices are available once your have finished an Ascension Tree. (Update: there are also choices for Psionic and Synthetic empires.)
2) An Edict which will make your Pops modify themselves to gradually optimize them for the job they are currently working. The edict is designed to take approximately 10 years to modify your entire population once, at which point it will begin additional passes to optimize anyone who changes jobs. The cost of the edict is set to be approximately equivalent to the cost of doing the same thing with modification projects, but uses Unity instead of Society Research. The Genetic edict is available once you’ve researched Gene Tailoring and the Machine edict once you’ve researched Robomodding.

It’s highly recommended that you enable the Custom Genesculpting/Bespoke Cybernetics leader policy if you are using the Edict, as otherwise your leaders may end up with poor traits or be "orphaned" without an associated pop species.

The Edict works especially well for the Overtuned origin and will prioritize overtuned traits over the more expensive regular traits.

The Edict will generally only do modifications that you are allowed to do yourself:
-The number of trait points and picks will be based off of your researched techs.
-Half-species being given their extra point and pick.
-Habitability will only be changed if you have researched Glandular Acclimation.
-Species won’t be given special habitabilities.
-Self Modified species and infertile Clone Soldiers won’t be changed.
-Special Traits that you can’t add/remove won’t be changed. (Cyborg, Psionic, etc.)
-Overtuned Traits will be used if you have the overtuned origin.
-Only Cyborgs will get Cyborg traits, and only if you have the Cybernetic Ascension.
-It won’t add new negative genetic traits if you are a cyborg.
-It won’t remove positive genetic traits for cyborgs unless it finds a species template without them.
-Machine traits that depend on Droid/Synth technology will be gated by that research.

The Edict will intentionally not do some things:
-Tomb/Habitat Habitability will never be removed.
-Leviathan Traits will never be added/removed.
-None of the traits that produce motes/gasses/crystals will be added/removed.
-It never removes presapient traits.
-It will only add/remove a trait that requires a DLC if you have the DLC.
-The only negative traits it will choose are Repugnant, fleeting, slow learners, and solitary. Those will only be added if it has extra picks available and it needs extra points for a positive trait.
-Only slaves employed in worker/livestock jobs will ever get Nerve Stapled

Habitability optimzation works with other mods that add additional planet classes, such as Planetary Diversity. The micromanager won’t add or remove traits added by other mods.

Q: Will this blow up my species list?
A: Yes, to an extent. The AI won’t use it and the traits picked are deterministic, so the same species in the same job on the same planet type will always get the same traits. Also species will try to keep their homeworld habitability if they are already at 100% habitability. If you are a xenophobe with only one species and one planet type you’ll end up with at most one subspecies per job, probably less.

Q: Why don’t I see the Robomodding Edict?
A: Make sure you don’t have the AI outlawed policy. Robomodding requires that AIs be legal.

Q: Why is the Edict so expensive?
A: It’s set to be approximately the same cost as the existing trait modification system, just with unity instead of research. The edict cost is based on the number of organic pops you have in your empire. Once 90% of your pops have been modified once, the monthly cost will start to go down to reflect only "ongoing maintenance".

Q: Why didn’t my pop get Trait X?
A: I don’t know. Leave a comment with their job and traits and I can probably figure it out.

Q: My pop didn’t use all of the Trait points!
A: Not a question. But the lowest priority trait that the micromanager will actually add is Talented, but in my testing I couldn’t find a job where it got that far down the list, so if they got Talented and still have left over points I’d be interested in figuring out why.

Q: Will this work with jobs added by other mods?
A: Yes, except for Amenities and Trade Value jobs. Anything that produces a resource will work, but trade value and amenities needed a hardcoded list of jobs.

Q: Can I trigger this from the console?
A: Yes. "effect country_event = { id=gene_micromanager_mod.4 }" will instantly trigger the Edict effect for all your pops. "effect planet_event = { id=gene_micromanager_mod.5 }" will trigger it for the selected planet. The traits given will still be limited by whether you have unlocked the technologies and traditions to add them, however. (Leaders won’t be affected.)