Stellaris
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Total Assimilation [v2]
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22 nov 2020, ore 23:27
31 ott 2024, ore 0:04
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Total Assimilation [v2]

Descrizione
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.
Discussioni più popolari Visualizza tutte (6)
5
5 gen, ore 8:52
Feature Request: Assimilate into other species than your main one
Kano
9
18 mag 2024, ore 11:31
Updates for 3.12
Knaughts
7
4 dic 2022, ore 9:51
BUG: Script Error, attempted to execute an effect on an unsupported scope! Event: tass.2
Knaughts
306 commenti
Knaughts  [autore] 18 dic 2024, ore 12:17 
@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  [autore] 2 dic 2024, ore 16:39 
@Glory: :D:
Glory 2 dic 2024, ore 16:33 
Thought about a mod like this today, got home from work and this was the first result for 'assimilation' very nice :lunar2019coolpig:
Knaughts  [autore] 31 ott 2024, ore 14:04 
@Hektar: <3
Hektar 31 ott 2024, ore 4:35 
@Knaughts
Thanks so much for keeping this up-to-date. <3
Knaughts  [autore] 31 ott 2024, ore 0:06 
@敖律风: Done, thanks for your help.
敖律风 12 ott 2024, ore 5:57 
Knaughts  [autore] 6 ott 2024, ore 13:58 
@Park: Ah, I see what you mean. Thanks and good catch; I'll submit a bugfix now.
Park Lee-eung 5 ott 2024, ore 22:56 
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  [autore] 19 set 2024, ore 9:31 
@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.