Genetics Extended

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Author: Excalibur643

Last revision: 8 Aug, 2023 at 13:57 UTC

File size: 41.86 MB

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Description:

This mod is currently under development and does contain some issues (see below). I will do my best to patch these (and any bugs that haven’t been found yet) as soon as possible.


New Traits

Werewolf
This species trait enhances the habitability and army damage of the species as well as marginally improving job production and pop growth speed. However, werewolf pops contribute more to empire size and require 50% more food and consumer goods. The werewolf trait is available in empire creation and can be added to species during the game along with other advanced species traits such as erudite by progressing down the genetics ascension path and researching the Space-Age Lycanthropy technology. Leaders from a species with the werewolf trait have special leader traits. This trait can never be removed from a species!
(Valid on biological species only)

Chimera
If you don’t want to commit to the irreversible werewolf trait, the chimera is for you! Species with this trait receive half the bonuses to habitability, army damage, production and pop growth speed than werewolves, the same increase to empire size but with only a 15% greater food and consumer goods upkeep. Can be added once advanced species traits have been unlocked and a technology has been researched. All chimera traits can be removed at any time. Once the chimera technology has been researched, more chimera traits can be researched.
(All chimera traits valid on biological species only)

Chimera Electrokinesis
This trait increases job energy credits production by 20% and replaces pop food upkeep with energy upkeep. Also increases empire size by 15%.

Adaptive Camouflage
Increases pop happiness by 15% and reduces pop empire size by 25%. Researching the technology for this trait also unlocks the Chimera Cloaking Device ship component.

Banshee (Under Development)
This species trait increases pop physics research and unity production but reduces pop happiness. Similar to the werewolf trait, this is available in empire creation and can be added later in the game but can never be removed.
(Valid on biological and lithoid species)

Draconian (Under Development)
This species trait, derived from Ether Drake DNA, increases leader life span by 50 years as well as habitability, army health and pop assembly speed. As well as this, all pops will passively produce a small amount of alloys and rare crystals. Can be added and removed at any time required that the Leviathan Transgenesis technology has been researched.
(Valid for biological and lithoid species)

**All chimera civics are compatible with each other, but the werewolf trait, banshee trait and chimera group of traits are all incompatible with each other.


New Civics

Werewolf Packs
This civic can be added in the empire creation screen and is designed for empires which start off as a fully-fledged werewolf society. This civic is incompatible with the fanatic authoritarian and fanatic egalitarian ethics (but is compatible with normal authoritarian and egalitarian ethics). Increases leader life span, job production and reduces war exhaustion gain and empire size from pops.
(Valid only for non-gestalt empires)

New government types and a new councillor position have been added with this civic.

Emerging Lycanthropy
This civic acts as a mini origin as it adds in a story line in the early game for your empire, which must grapple with an ever-spreading lycanthropy epidemic. Pops will gradually become werewolves, spreading the werewolf bite quickly on a planet but slowly between planets. Spoilers for the story line below:
Each time the werewolf bite spreads further (every 1-3 pops), the player is presented with a choice between accepting the werewolves or condemning them. Once more than 50% of your pops have become werewolves, you are presented with a decision to either fully accept the werewolves, resulting in eventually all of your population becoming werewolves and the replacement of this civic with the werewolf packs civic; to find a cure for the werewolves (available only to materialists); or to exterminate them (available only to xenophobes). Each option when pursued to completion gives you a special empire-wide modifier.
This civic also reduces empire size from pops and war exhaustion gain as well as slightly boosting faction unity production.


New Species Portraits

This mod includes a new set of humanoid portraits, which are the werewolves from MTV’s Teen Wolf. There are 6 different phenotypes to choose from. A species does not have to have the werewolf trait to use the species portrait. Completing the Embrace Lycanthropy branch of the Emerging Lycanthropy story line will give you an option to change species portraits.


New Paragons (Under Active Development)

This mod includes several new paragon leaders based off of characters from MTV’s Teen Wolf. Requires the Galactic Paragons DLC. These are all currently in development and must be cheated in with the console command "event geparagon.x".
Scott McCall

  • Pacifist, level 7 admiral
  • Special council trait: True Alpha
  • Immortal
  • event geparagon.1

Stiles Stilinski

  • Xenophile, level 7 governor
  • Special council trait: Everyone’s Best Friend
  • Special leader trait: Brother
  • event geparagon.3

Theo Raeken

  • Materialist, level 7 scientist
  • Special council trait: Machiavellian
  • event geparagon.20

Corey Bryant

  • Egalitarian, level 5 scientist
  • Special leader trait: Camouflage Chimera
  • event geparagon.100

New Colossi Weapons, Armies, Jobs, Event Chains and More

This mod also features a number of small additions, mostly focused around the werewolf trait. Event chain story lines for the mid to late game are being worked on.


Known Issues
  • Some species portraits are not placed correctly in their frame (actively being worked on).
  • Some leaders may not receive the werewolf trait if the Embrace Lycanthropy option is chosen at the end of the Emerging Lycanthropy storyline.
  • In some cases, the pop-up text which explains why you may not assimilate a species will display the reason as "can_only_assimilate_werewolves", however this is cosmetic and will disappear once all the normal criteria are met.
  • Swapping councillors out of the custom council position added by the Werewolf Packs civic or losing effective councillor skill may lead to ruler unemployment, as this council position adds ruler jobs based on skill level. (Less of an issue, more of a warning.)
Download
Required DLC:

These DLC should be installed in order to use this item.


Stellaris: Utopia