em3 wrote:
- After researching it by an empire, an enhanced version of each of the empire's species is generated.
- If an empire has this technology, it can build on any of it's planet a special project that would transform the species on that planet to the enhanced version (like Gaia transformation adds a special to the planet). This represents the tedious process of enhancing an entire population of a planet.
- A planet with an enhanced species can produce colony ships and bases with that enhanced species (that means, an enhanced species is treated as a separate species from the base species).
- A captured planet would retain its enhanced population and enable spreading it to other planets.
Well, that's how to make the essential concept actually work. But i doubt it is currently possible. More importantly, implementing it that way has several troubling ramifications:
How do you distinguish the new sub-species? 9 variations of the icon won't work. What about the species descriptions?
More troubling is that using these techs inflate the number of species a player needs to deal with, while decreasing the overall variety.
Lets say tundra-dwelling Hhhoh, create "Desert Hhhoh". So the "Desert Hhhoh exist as a species in their own right. Then the Swamp-dwelling Gyisache capture some "Desert Hhhoh". The Gyisache have some tundra planets they want to colonize, so they further engineer their "Desert Hhhoh" to become the "Tunrda Desert Hhhoh".
Or
Modifying species while, theoretically very cool-- would also be pretty complicated to do well. Chances are a good implementation isn't going to mirror the content description of the xeno/bio techs.
em3 wrote:
Alternatively we could assume, that the capturing empire does not have the technology base to reliably sustain the cyborgs (probably some alternative food, medicines or energy sources are needed) and they die out because of that.
Well, cyborgs are only the last tech, the rest are biological. But i suppose the descriptions could be changed to something much more artificial, and plausibly fragile-- weather control, bubble cities, etc.