Gene Remodeling

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Author: 古月不觉暖

Last revision: 9 Apr at 01:31 UTC

File size: 3.35 MB

On Steam Workshop

Description:

Leaving our evolution entirely to nature is an inefficient and slow process. Why not achieve biological evolution in one fell swoop, ascending to immortality?

This is a mod simulating Stellaris’ genetic ascension mechanics to enrich gameplay content and strategic options.

Core Mechanics: Simulates the core logic of Stellaris’ genetic ascension. Players will face four key stage choices during the game, corresponding to

Purity, Cloning, and Mutation

paths. Each choice immediately grants corresponding bonuses based on the chosen path and unlocks exclusive technologies and research projects, gradually realizing the civilization’s genetic ascension:

  • Stage One [Shifting Nature]: Automatically triggered after the player has 3 cities, unlocks the initial genetic reshaping technology.
  • Stage Two [Turning Point]: Triggered after building a Genome Institute, unlocks advanced genetic projects and grants stage bonuses.
  • Stage Three [Evolutionary Crossroads]: Triggered after completing the Gene Splicing project, unlocks high-tier genetic modification options.
  • Final Stage [The Chosen Path]: Triggered automatically 5 turns after Stage Three, determines the type of additional policy slot.

The permanent modifiers obtained from the first three genetic choices are as follows:

PathStage
First
Second
Third

Purity
Cities with a Genome Institute gain +1 Production per population.
Cities with a Genome Institute gain +1 Culture per population.
Gain the "Gene Seed Purification" modifier: your melee units suffer no combat penalty from damage taken.

Cloning
Genome Institute provides an additional +4 Food and +2 Housing.
Cities with a Genome Institute gain +2 Food and +1 Housing per district.
Gain the "Gene Bank" modifier: each time you train a melee unit, consume 1 city population to gain an additional identical unit.

Mutation
Cities with a Genome Institute gain +2 Amenities.
Newly trained builders gain +1 build charge and +2 Movement when starting a turn on friendly territory.
Gain the "Occupational Genome" modifier: non-food output in the empire increases by 5%.

【Compatibility Notes】

This mod does not modify core vanilla mechanics and is compatible with most mods. Not available in multiplayer.

Please report any bugs, and I will fix them promptly.