Ascension Traits
This mod aims to add extra traits that you can unlock through ascending. So far only the robot/machine traits are complete, but I decided to upload the mod because there are mods already which add biological traits.
The main idea:
I felt like biological ascension benefits the most from mods out there on the workshop, and synth / psionic gets less love. I want to add species customization to all 4 (including the Machine one) ascension paths.
How it works:
Each ascension pick will allow you to research up to 3 technologies. The 1st becomes avaliable when you select the first ascension perk (Flesh is Weak, Mind over Matter, etc) and the other 2 when you pick the second.
Machine Intelligences must pick either Synthetic Age or Machine Worlds, the order is not important.
Psionics will get genetic resequencing with the 1st one, and +1 modification points with the rest.
Organics get modification points.
Robots get modification points, while machines also get +20% robot resource output to bring them to the level of synths.
The 3 technologies each unlock trait tiers (details above in the images). The 3rd tier grants unique ones, they are very strong but have drawbacks.
Psionics will get traits to enhance intellectual abilities, happiness and unity.
Biologicals get more materialistic traits, and they have relatively low pick cost, so you can make a perfect lifeform.
Machines/Robots get pricier traits, but they can robomod so that is fine.
You also need gene tailoring / robomodding to unlock the 1st tech tier.
Localisation:
English
Russian (by [KaMyHяKи] ☭ Kpoxa) //Has some missing texts in the latest update of the mod.
ASSIMILATORS:
So the assimilators no longer have machine worlds. I added a new ascension perk for them to enable their techs:
Age of Steel
In a nutshell it replaces most organic traits with cybernetic ones (basicly they are around 1.5 times better, sometimes double, sometimes 10% increase, depending on how strong the trait is). They also get habitability and leader age.
Now to the interesting part: It also allows the Cybernetic Integration Policy. You can fully integrate cybernetic pops, turning them into machines. By default they turn into the dominant machine species, but if you build a Cyborg Integration Facility on a planet, and put a machine on it, it will be used as a template instead (for that planet that is).
When you get the perk, the policy is On Hold (no integration). You can also use selective (only turns cybernetic pops on planets with a CIF) and Full (All cybernetic pops are turned). The rate is around 1 pop / 90 days every planet, but a CIF will make this 3x faster. Fully grown pops are prioritized, so if the last grown pop of a planet is turned, the progress on the remaining growing pop is lost (it disappears).
Turning cybernetic pops gives 4 unity.
This mod does NOT modify vanilla files.
Revisions:
Old revisions of this mod are available below. Click the link to download.