Stellaris
201 人が評価
Total Assimilation [v2]
3
2
2
5
3
2
   
アワード
お気に入り
お気に入り
お気に入りから削除
ファイルサイズ
投稿日
更新日
722.228 KB
2020年11月22日 23時27分
5月5日 15時33分
17 項目の変更履歴 ( 表示 )
このアイテムを使用するには、 DLC が必要です。

サブスクライブしてダウンロード
Total Assimilation [v2]

解説
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 are a Bodysnatcher
  3. You have the tradition Engineered Genesis, from the genetic ascension path
  4. You have the tradition Evolutionary Extrapolation, from the cloning ascension path (requires BioGenesis DLC)
  5. You have the tradition Planned Polymorphism, from the mutation ascension path (requires BioGenesis DLC)
  6. You have the tradition Genotype Regeneration, from the purity ascension path (requires BioGenesis DLC)
  7. You have the tradition Transubstantiation Synthesis, from the cybernetics ascension path (and the synthetic path for machines, if you lack the Machine Age DLC)
  8. You have the tradition Great Awakening, from the psionic ascension path
  9. You have completed the special project for synthetic evolution
  10. You've finished the Nanotech tradition tree, one of the Machine Age DLC ascension paths for machines
  11. You've finished the Modularity tradition tree, one of the Machine Age DLC ascension paths for machines
  12. 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.
  5. Total Assimilation pops do not consume resources (food, energy, minerals).



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.
人気スレッド 全て表示 (7)
1
5月11日 16時37分
BUG: Genesis Guide
Knaughts
9
3月15日 8時36分
Feature Request: Assimilate into other species than your main one
Kano
9
2024年5月18日 11時31分
Updates for 3.12
Knaughts
327 件のコメント
Knaughts  [作成者] 5月21日 7時56分 
@Erika: I noticed that, but interestingly, this happens in vanilla too: any assimilated pops are put in the Assimilated stratum. I'll keep an eye on patch notes; when Paradox fixes it in vanilla, I'll copy that fix to TA.
Erika 5月21日 1時55分 
having some bugs with this. Specificaly pops that are asimilated remain in stratum asimilation rather than just become worker, and don't end up benefiting from utopian abundance.
Knaughts  [作成者] 5月16日 7時20分 
@RED7URY: No, I'm afraid it requires 4.*. If there's enough appetite, I can release the old version as another workshop item.
RED7URY 5月15日 4時13分 
Is this mod 3.14 compatible as I don't want to update to 4.0 yet?
Knaughts  [作成者] 5月12日 9時49分 
@KingKull: I noticed that, but interestingly, this happens in vanilla too: any assimilated pops are put in the Assimilation stratum. I'll keep an eye on patch notes; when Paradox fixes it in vanilla, I'll copy that fix to TA.
KingKull2112 5月12日 3時33分 
Interesting bug. If you assimilate biomass from a wilderness empire, it keeps it in assimilation, even though it's your species now. It only shows this in the resettlement screen, it's not actually assimilating it anymore. I've tried spreading it out over several planets, not changing, but in fact is growing.
Knaughts  [作成者] 5月11日 16時38分 
@Mr.Thiccman: Gotcha. I have a few more questions, but let's move this to a thread: https://gtm.steamproxy.vip/workshop/filedetails/discussion/2296011997/596274665528256036/
Mr.Thiccman24 5月10日 1時11分 
@Knaughts just ran a quick test with only this mod enabled. bug still exist
Knaughts  [作成者] 5月9日 20時10分 
@Mr.Thiccman: Interesting. Does the bug appear when TA is the only mod active? Can you get me a savefile that shows the issue?
Mr.Thiccman24 5月9日 17時35分 
Found weird bug with genesis guide. When modify main species,it will forced to assimilate all the pre-sapient into main species. Because of this, i can't uplift them for the juicy unity and removing -2 district modifier from genesis preserve (can't turn planet into ecu because of this).

Bug gone when i turn off this mod. Anyways thank you for this mod