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Ragatokk

Second Lieutenant
84 Badges
Apr 13, 2014
161
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Cybernetic Creed for Cybernetic
Synthetic fertility for Synthetic
Teachers of the shroud for Psionics

Clone army for Cloning
Evelutionary predators for Mutation
Wilderness for Purity

We even have a civic for cybernetic, Augmentation Bazaars.

But there is nothing for Modularity, Nanotech and Virituality?

Rather sad because I want to make sure that I get at least one AI empire of each.
(Also last time I tried giving cloning to the AI they just had their planets colonize and die over and over again because they were too slow to build their cloning vats)

And whats up with the permanent Natural design civics that block all ascension? It's so bad it would still be bad if you could pick an ascension with it.
 
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Personally Natural Design was OK trade before, since you basically got slightly more powerful pops from the start.

But now with BioGenesis adding bunch of powerful Advanced Empire -types, it's lacking in power.
 
Rather sad because I want to make sure that I get at least one AI empire of each.
Tangentially related, but Id love the ability to set stuff like policies and ascension perks in empire creation for when they get used as AI empires. Probably niche, but it would be great for creating custom behaviours and storylines, plus the policy setting could save a few clicks for regular players as well.
 
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Good ideas for improving the roleplay of the game, it would be cool to have origins in vtd cyber + bio elevation with a special tradition, but this is 1. apparently already the work of modders. 2. with the release of version 4.0 all the interesting ideas and their implementation are postponed for a very long time, now it would be great to bring what is there back to normal
 
on the natural design civic.
yeah, I feel like it's underpowered,but it's also def because it's made to be underpowered. not sure waht they could do about it, besides maybe making it so that, your pops get more workforce efficiency and growth/assembly speed the more ascencion perks you get (specifically making it uncappped, thus making it without the need for tweaking, more powerfull whenever playing modded). maybe giving it a custom vanomic/automodding trait that's also slightly more powerfull than the regular one. or at least something that would carry over even with the pops themselves being in other empires. all the while keeping the idea of this civic being more of an investmen,t that's supposed to snowball your pops as you burn trought the perks.
idk, just spitballing some ideas.
 
on the natural design civic.
yeah, I feel like it's underpowered,but it's also def because it's made to be underpowered. not sure waht they could do about it, besides maybe making it so that, your pops get more workforce efficiency and growth/assembly speed the more ascencion perks you get (specifically making it uncappped, thus making it without the need for tweaking, more powerfull whenever playing modded). maybe giving it a custom vanomic/automodding trait that's also slightly more powerfull than the regular one. or at least something that would carry over even with the pops themselves being in other empires. all the while keeping the idea of this civic being more of an investmen,t that's supposed to snowball your pops as you burn trought the perks.
idk, just spitballing some ideas.

Just moving the bonus to give job efficiency should be fine.
 
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Okay, then the question becomes: What would you like Origins for these to look like?

It's easy enough to say you want Ascension Origins for these, but what would the story and mechanics for them be?
- "Guys, do you remember how the neighboring city built a bridge across our river? It turned out great, it became faster and more convenient to cross it. It would be great if we built one like that"

- "Well, give me all the calculations and drawings for the construction, if that's what you want"

- "I'm saying it will be great, it's obvious to everyone"

- "WELL, CALCULATE AND DESIGN THE BRIDGE YOURSELF"
 
Okay, then the question becomes: What would you like Origins for these to look like?

It's easy enough to say you want Ascension Origins for these, but what would the story and mechanics for them be?
for modularity, I could see your pops having a major disadvantaging trait an thus, making it their mission to engineer their way out of it (maybe something aking to rotting frames or incompatible hardware, a trait essentially getting rid of the upsides of playing machines, so a trait nerfing your leader lifespan, hability and maybe energy generation.) if/when you get done with the modularity tree, your trait becomes similar to the mutagenic habitability trait.
for virtual ascension, it could be a situation similar to synthetic fertility (but make it more necron inspired, something along the lines of: our physical frames relied on a material unique to our home planet, however, now that we've fully mined out the deposit, we can't actually make new frames, so we're going virtual now.), same as last time, you also get a unique species trait, that makes it so that you can't colonize other planets.
for nanotech : probably something tied to the L-gates/grey tempaste. something along the lines of how, on your planets you had an asteroid hitting, said asteroid was carrying some nanites and said nanites began terraforming the world, killing all organic life and the machines merged with said nanites. this origin could also have some interactivity with the L-cluster, especiallly depending on the outcome you get from opening it (possibly evn the ability to vassalize the desanu or to call them out/extort some additional ressources.
that's the way I see it.
 
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Natural design turned so bad because biogenesis became so good. Before the bio overhaul natural design essentially gave the major bio ascension buffs, but without the shiny stuff. Now with the overhaul the civic fell massively behind.