Stellaris

Stellaris

184 ratings
Total Assimilation [v2]
3
2
5
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
640.389 KB
22 Nov, 2020 @ 11:27pm
31 Oct, 2024 @ 12:04am
16 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Total Assimilation [v2]

Description
Assimilation does more.

  1. In general, as soon as you can Assimilate any species, you can Total Assimilate every species. See specifics below.
  2. Total Assimilation is by replacement rather than by modifying traits. This functions much the same way synthetically ascended empires normally assimilate.

Specifically, you can Total Assimilate any species into your primary species when one of these is true:
  1. You are a Driven Assimilator
  2. You have completed the special project for synthetic evolution
  3. You have the tradition Engineered Genesis, from the genetic ascension path
  4. You have the tradition Transubstantiation Synthesis, from the cybernetics ascension path (and the synthetic path for machines, if you lack the Machine Age DLC)
  5. You have the tradition Great Awakening, from the psionic ascension path
  6. You've finished the Nanotech tradition tree, one of the Machine Age DLC ascension paths for machines
  7. You've finished the Modularity tradition tree, one of the Machine Age DLC ascension paths for machines
  8. You've finished the Virtuality tradition tree, one of the Machine Age DLC ascension paths for machines


For easier compatibility, there are four other minor differences between the Citizenship Types Assimilation and Total Assimilation:
  1. Total Assimilation does not contribute to planetary revolts.
  2. Total Assimilation will not cause a breach of the Universal Prosperity Mandate resolution, unlike Identity Sublimation.
  3. Total Assimilation pops may leave as refugees if land is appropriated.
  4. Total Assimilation pops may have normal Living Standards while assimilating.



Special thanks to Tom Stone[github.com] for the thumbnail!

Installation

Since this mod creates all new objects, it should not conflict with any other mod.

Feedback

Feedback is quite welcome in the comments, but look at Known Issues below, first.

Known Issues
Since these are minor and/or nontrivial to fix, I have no immediate plans to fix them. Let me know in comments if it particularly irks you.

  • The Driven Assimilator Colossus weapon, Nanobot Diffuser, is implemented completely independently from assimilation, so its immediate effect is unaffected by this mod. That means it kills drones, and converts organics to cyborgs. These cyborgs can be converted, gradually, into the primary species of the Driven Assimilator via Total Assimilation.
  • The Total Assimilation Living Standard is visible (but not selectable until you qualify) from the beginning of the game. This has no mechanical effect, and makes the mod slightly easier to maintain.

Localisation
Send me a pastebin like this one[pastebin.com] if you'd like me to add support for an additional language.
Popular Discussions View All (6)
4
30 Dec, 2024 @ 9:57pm
Feature Request: Assimilate into other species than your main one
Kano
9
18 May, 2024 @ 11:31am
Updates for 3.12
Knaughts
7
4 Dec, 2022 @ 9:51am
BUG: Script Error, attempted to execute an effect on an unsupported scope! Event: tass.2
Knaughts
306 Comments
Knaughts  [author] 18 Dec, 2024 @ 12:17pm 
@everyone: If you're interested in being able to choose which species Total Assimilation converts to, speak up in this thread: https://gtm.steamproxy.vip/workshop/filedetails/discussion/2296011997/7343773446573297124
Knaughts  [author] 2 Dec, 2024 @ 4:39pm 
@Glory: :D:
Glory 2 Dec, 2024 @ 4:33pm 
Thought about a mod like this today, got home from work and this was the first result for 'assimilation' very nice :lunar2019coolpig:
Knaughts  [author] 31 Oct, 2024 @ 2:04pm 
@Hektar: <3
Hektar 31 Oct, 2024 @ 4:35am 
@Knaughts
Thanks so much for keeping this up-to-date. <3
Knaughts  [author] 31 Oct, 2024 @ 12:06am 
@敖律风: Done, thanks for your help.
敖律风 12 Oct, 2024 @ 5:57am 
Knaughts  [author] 6 Oct, 2024 @ 1:58pm 
@Park: Ah, I see what you mean. Thanks and good catch; I'll submit a bugfix now.
Park Lee-eung 5 Oct, 2024 @ 10:56pm 
No it's not that. Pops under assimilation species rights would normally have "assimilating" job to prevent unemployment (this is already in vanilla). I see you duplicated it but forgot to set it for total assimilation rights, instead it still references the original assimilation

This means pops being total assimilated count as unemployed and causes "unemployment" events
Knaughts  [author] 19 Sep, 2024 @ 9:31am 
@Park: Hey, thanks for trying the mod. That's a choice I made to make the mod more compatible with other mods, and is listed above: "Total Assimilation pops may have normal Living Standards while assimilating." It isn't meaningfully unbalancing.