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2022年3月7日 (一) 18:16的版本
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{{version|3.2}} [[File:Evt circuitry modification.png|450px|right|frame|Every species can be radically changed through genetic or cybernetic modification]] {{see also|Traits}} '''Population modification''' refers to the process of altering a population's traits either to change its habitability, create subspecies suited for different tasks or improving it after unlocking more trait points through research. Both organic and robotic pops can be modified and each has its own set of traits. In addition, a small number of events can modify the population of a colony. Species with the {{iconify|Clone Soldier}} or {{Iconify|Clone Soldier Ascendant}} trait cannot be genetically modified. == Trait points and Picks == {{SVersion|3.2}} The two primary limiters to how many traits in what combination one can have are the Trait Points and Trait Picks. The first contact with both is on the species creation screen. Various technologies add additional Trait Points but Trait Picks are always capped at 5, except for hybrid species which have 6. In Utopia traits given by ascension paths do not count towards either limit. == Species templates == {{SVersion|3.2}} [[File:UI genetic modification.png|thumbnail|right|The genetic modification menu.]] Population modification is done via templates. Templates can be applied to pops residing on a planet or to the entire species, previously modified or not. Modified pops are considered part of the same species as the original even if the name and portraits have been changed. However, it is possible to set different rights for templates and its parent species. Templates with zero current pops can be freely modified or deleted however the ones with at least one pop cannot be changed and the template modification window presents only the option to create a new one. After a template has been applied a special project to start modifying the selected pops will appear in the situation log. The project will timeout in 30 days if not started. Depending on the kind of modification, how severe the modification (total amount of trait point differences) and how many pops were picked, this special project can be very expensive in science. The system is currently designed towards favoring bulk modification of many traits over specific via a high base cost. {| class="mildtable plainlist" ! Type !! Genetic !! Cybernetic |- ! style="text-align: left;" | Unlocked by | {{iconify|Glandular Acclimation|21px}} for climate preference<br>{{iconify|Gene Tailoring|21px}} for adding positive and removing negative traits<br>{{iconify|Genetic Resequencing|21px}} for removing positive and adding negative traits | {{iconify|Machine Template System|21px}} |- ! style="text-align: left;" | Cost | * 3000 {{iconify|Society}} Research * +5 per affected Pop * +20 per affected Pop per Trait Point Difference between the old and new Templates * +60 per affected Pop if climate preference is changed * {{green|-25%}} for [[File:ap engineered evolution.png|21px]] Engineered Evolution ascension perk * {{green|-25%}} for [[File:ap evolutionary mastery.png|21px]] Evolutionary Mastery ascension perk | * 1500 {{iconify|Engineering}} Research * +20 per affected Pop * +40 per affected Pop per Trait Point Difference between the old and new Templates * {{green|-33%}} for [[File:ap synthetic age.png|21px]] Synthetic Age ascension perk * {{green|-50%}} for [[File:ap synthetic evolution.png|21px]] Synthetic Evolution ascension perk |- ! style="text-align: left;" | Trait Points | * {{iconify|Gene Tailoring|21px}} technology grants +1 * {{iconify|Targeted Gene Expressions|21px}} technology grants +1 * [[File:ap engineered evolution.png|21px]] Engineered Evolution ascension perk grants +3 * [[File:ap evolutionary mastery.png|21px]] Evolutionary Mastery ascension perk grants +3 * [[File:R omnicodex.png|21px]] The Omnicodex relic grants +1 * [[File:Ap xeno compatibility.png|21px]] Hybrid species have one additional trait point and one additional trait pick | * {{iconify|Machine Template System|21px}} technology grants +2 (+1 for machine empires) * {{icon|Cross-Model Standardization|21px}} Cross-Model Standardization / Binary Motivators technology grants +1 * {{icon|Fungible Circuitry|21px}} Fungible Circuitry / Nanite Assemblers technology grants +1 * [[File:ap synthetic evolution.png|21px]] Synthetic Evolution ascension perk grants +1 * [[File:ap synthetic age.png|21px]] Synthetic Age ascension perk grants +2 |} == Uplifting == {{SVersion|3.2}} For pre-sapient species the option to create templates is replaced with the option to uplift and bring them to sapience. It requires the {{iconify|Epigenetic Triggers|24px}} technology and costs 3000 {{iconify|Society}} research. Upon completion the empire will instantly integrate the uplifted species and gain 500 {{iconify|Influence}}. In addition the uplifted species will gain {{green|+10%}} {{iconify|Happiness}} when living within the borders of the empire that uplifted it. The initial ethics of the uplifted species will be determined by a series of initial events although afterwards the species fully susceptible to Ethics divergence. == Assimilation == {{expansion|utp|snd}} This special Citizenship with associated Living Standards allows the conversion of pops to better fit the existing empire, without the hassle of regular modification. Each year 3, 6 or 12 pops will be assimilated, chosen from among all assimilating pops. The type of assimilation depends on the empire and the pop in question. {{iconify|Fanatic Purifiers}}, {{iconify|Devouring Swarm}}s and {{iconify|Terravore}}s can't perform any kind of assimilation. {{iconify|Hive-Minded}} pops can't be assimilated into an empire that isn't a {{iconify|Hive Mind}}, except with Hive Dissociation. {| class="mildtable plainlist" cellspacing="2" cellpadding="4" ! Assimilation type ! Empire requirements ! Species requirements ! Trait gained ! Traits removed |- | '''Identity Sublimation''' | {{iconify|Driven Assimilator}} | * {{icon|no}}{{iconify|Mechanical}} * {{icon|no}}{{iconify|Machine}} * {{icon|no}}{{iconify|Cybernetic}} | {{iconify|Cybernetic}} | * {{iconify|Hive-Minded}} * {{iconify|Self-Modified}} |- | '''Identity Sublimation''' | * {{iconify|Evolutionary Mastery}} * {{iconify|Hive Mind}} | * {{icon|no}}{{iconify|Mechanical}} * {{icon|no}}{{iconify|Machine}} * {{icon|no}}{{iconify|Hive-Minded}} | {{iconify|Hive-Minded}} | {{iconify|Self-Modified}} |- | '''Transubstantiation Synthesis''' | {{iconify|The Flesh is Weak}} | * {{icon|no}}{{iconify|Mechanical}} * {{icon|no}}{{iconify|Machine}} * {{icon|no}}{{iconify|Cybernetic}} * {{icon|no}}{{iconify|Hive-Minded}} | {{iconify|Cybernetic}} | * {{iconify|Self-Modified}} |- | '''Transubstantiation Synthesis''' | {{iconify|Synthetic Evolution}} | * {{icon|no}}{{iconify|Mechanical}} * {{icon|no}}{{iconify|Machine}} * {{icon|no}}{{iconify|Hive-Minded}} | {{iconify|Mechanical}} | All |- | '''Hive Dissociation''' | * {{iconify|Evolutionary Mastery}} * {{icon|no}}{{iconify|Gestalt Consciousness}} | {{icon|yes}}{{iconify|Hive-Minded}} | | {{iconify|Hive-Minded}} |- | '''Transcendent Awakening''' | {{iconify|Transcendence}} | * {{icon|no}}{{iconify|Mechanical}} * {{icon|no}}{{iconify|Machine}} * {{icon|no}}{{iconify|Cybernetic}} | {{iconify|Psionic}} | {{iconify|Latent Psionic}} |} Assimilating a pop from an invaded primitive species into a {{iconify|Gestalt Consciousness}} will additionally remove culture shock modifiers. == Ascension paths == {{SVersion|3.2}} {{expansion|utp}} Genetic modification can be used in conjunction with some of the [[ascension perk]]s. * The biological ascension path focuses entirely on genetic modification. Each of the two ascension perks grants 3 additional trait points and reduces the cost of genetic modification projects by 25% as well as unlocking early the {{iconify|Gene Seed Purification|21px}} and {{iconify|Genetic Resequencing|21px}} technologies respectively. * The psionic ascension path adds the {{iconify|Psionic}} trait that cannot be acquired or removed through genetic modification. At first, only the founding species will get it, but other species living in the empire can get it through the aforementioned assimilation. * Choosing the synthetic ascension path will first enhance the empire's every species with the {{iconify|Cybernetic}} trait. Cybernetic species are still organic enough to be genetically modified. Finishing the synthetic ascension path will upload all {{iconify|Cybernetic}} pops into Robotic bodies, replacing genetic modification with cybernetic. == Hybrid species == {{expansion|mgc}} {{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile empires can pick the [[File:Ap xeno compatibility.png|24px|link=Traditions#Xeno-Compatibility]] Xeno-Compatibility Ascension Perk to allow the reproduction of two organic species into hybrid species. Hybrid species take a portrait from one of the parent species and a mix of traits from both parent species, with at least one trait being inherited from each. They also get 1 additional trait point and trait pick. Two species are three times more likely to create a hybrid species if they are part of the same species group. A Caravan event unique to {{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile empires also has a 33% chance of creating a hybrid species. == References == <references /> {{ConceptsNavbox}} [[Category:游戏概念]]
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