Stellaris

Stellaris

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Total Assimilation [v2]
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22 Nov, 2020 @ 11:27pm
26 May @ 10:51pm
18 Change Notes ( view )
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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 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.
Popular Discussions View All (7)
1
11 May @ 4:37pm
BUG: Genesis Guide
Knaughts
9
15 Mar @ 8:36am
Feature Request: Assimilate into other species than your main one
Kano
9
18 May, 2024 @ 11:31am
Updates for 3.12
Knaughts
329 Comments
Knaughts  [author] 18 hours ago 
Thanks for your patience, all. I believe I've fixed the bug that causes pop groups to get stuck in "Stratum: Assimilation" after total assimilation. Let me know if it keeps appearing, and please give me a link to a savefile so I can dig deeper.
ChuckGyver 24 May @ 11:31am 
hi,

the assimilated pops still seems to do the jobs. I was killing them by kill_pop command, what doesnt seem to work on the long run
Knaughts  [author] 21 May @ 7:56am 
@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 21 May @ 1:55am 
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  [author] 16 May @ 7:20am 
@RED7URY: No, I'm afraid it requires 4.*. If there's enough appetite, I can release the old version as another workshop item.
RED7URY 15 May @ 4:13am 
Is this mod 3.14 compatible as I don't want to update to 4.0 yet?
Knaughts  [author] 12 May @ 9:49am 
@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 12 May @ 3:33am 
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  [author] 11 May @ 4:38pm 
@Mr.Thiccman: Gotcha. I have a few more questions, but let's move this to a thread: https://sp.zhabite.com/workshop/filedetails/discussion/2296011997/596274665528256036/
Mr.Thiccman24 10 May @ 1:11am 
@Knaughts just ran a quick test with only this mod enabled. bug still exist