Here is a third version of the table. Under this model, there are basically two categories of origins: pre-FTL history and post-FTL situation.
(A number of current origins could be converted to homeworld or species trait choices, while "Society Type" is the new category for permanent civics that occupies a design concept space different from origins, civics and governments.)
Some principles I tried to follow:
- When an origin's content can be delegated to other choices of empire design, such as homeworld or species traits, this should be done.
- Content-heavy origins should remain, but if other choices of empire design could (relatively) easily support "light" versions of them, such an addition should be considered.
- Civics should be more clearly delineated by the dictionary definition of civics, i.e. civics should express what "good citizenship and proper membership in a community" means.
- The overarching purpose / organization / objective of a society is on a higher organizational level than civics, and should be represented by a new choice that defines the type of society / civilization, its purpose and reason for being; its future direction.
- Similarly, there should be no civics that are primarily about the usage of species abilities; if it does not take a civic to farm, it should not take a civic to use other abilities either. The abilities of pops should remain the same regardless of which empire they are in.
- There should be no permanent civics, since ideas of civic duties and civic pride can change when society changes (new ethics, new government types).
- Civics should also be subject to #1 and #2 above.
Blue = suggested addition
Yellow = current civic
DELEGATED TO
HOMEWORLD / TRAITS | ORIGIN
(pre-FTL history) | POST-FTL SITUATION
(diplomacy, infrastructure, etc.) | SOCIETY TYPE
(abnormal gameplay, purpose, raison d'être) |
Tomb World (Post-Apocalyptic) | Prosperous Unification (default) | "Default" | "Default" |
Gaia World (Life-Seeded) | Lost Colony | Doomsday | Barbaric Despoilers |
Relic World (Remnants) | Mechanist | Galactic Doorstep | Fanatic Purifiers |
Machine World (Resource Consolidation) | Syncretic Evolution | Common Ground | Inward Perfection |
Hive World | Clone Army | Hegemon | Shadow Council |
Habitat (Void Dwellers) | On the Shoulders of Giants | Hegemon Subordinate | Criminal Heritage |
Shattered Ring | Here Be Dragons | Scion | Devouring Swarm |
Calamitous Birth | Ocean Paradise | Imperial Fiefdom | Terravore |
Cave Dweller (Subterranean) | Knights of the Toxic God | Slingshot to the Stars | Determined Exterminator |
Aquatic (Anglers, etc.) | Overtuned | Broken Shackles | Driven Assimilator |
Storm Touched (Storm Devotion, etc.) | Fear of the Dark | Payback | Rogue Servitor |
Necrophage | Under One Rule | Fruitful Partnership | Obsessional Directive |
Limited Cybernetic | Riftworld | | Sovereign Guardianship, etc. |
Latent Psionic | Storm Chasers | | Idyllic Bloom , etc. |
Degrading Genes | Primal Calling | | Galactic Curators, etc. |
Natural Perfection (Natural Design, etc.) | Treasure Hunters | | Beastmasters, etc. |
Parthenogenesis | Teachers of the Shroud | | |
Malleable Genes | Cybernetic Creed | | |
| Synthetic Fertility | | |
| Arc Welders | | DE-PERMANENTED CIVICS |
| Tree of Life | | Augmentation Bazaars |
| Progenitor Hive | | Oppressive Autocracy |
| Tactical Algorithms | | Shadow Corporation |
| Eager Explorers, etc. | | Planetscapers, etc. |
Some examples of what the delegation of origins to the homeworld and species trait selection could look like:
- The presence of specific traits in the species templates of an empire unlocks specific technologies.
- If these traits are present at the beginning of the game, the empire starts with those technologies.
- The jobs unlocked could limit their Workforce input to pops with the requisite trait.
- This allows DLC content-specific features to still have a cost, mediated via the (much better suited) species trait system rather than the (poorly fitting) civic system.
- This also means that empires that acquire pops with unique talents can now put those talents to use, while empires where the main species has a unique talent cannot expect other species to be able to do the jobs that require those unique abilities. For instance, only Aquatic pops could have what it takes to be Pearl Divers.
- It is possible to choose a climate preference that differs from the homeworld.
- This would mostly be useful in case of special homeworld climates, such as Tomb World or Relic World.
- It would, however, also allow us to pick a wrong-climate homeworld to represent a recent climate shift, or a Lost Colony empire ending up on a wrong-climate planet.
- It seems a bit unlikely that every Lost Colony expedition ends up having been stranded in precisely the same climate as their homeworld, no? (This could perhaps even be encouraged by giving Lost Colony a +10% Habitability bonus, compensating them for an absence of the +30% homeworld habitability bonus.)
- Tomb World
- Allows Tomb World Preference, which now costs trait points, replacing the two effects above?
- Picking another, natural, climate preference instead:
- Adds species trait Survivor (+50% Tomb World habitability, but could be reduced further if we want Tomb World starts to be more complicated), or equivalent.
- Adds technology Tomb World Adaptation (+20% Tomb World habitability) as a starting technology.
- Gaia World
- Habitat
- Allows Habitat Preference.
- Keeping it adds species trait Void Dweller, while picking another climate preference does not - it would signify that the species is primarily planetbound, and that the habitat is perhaps a Lost Colony.
- Picking the Aquatic trait could perhaps even make the Habitat start as flooded.
- Adds starting technologies of Void Dwellers.
- Void Dwellers' free Voidborne effects, tradition swaps, guaranteed habitable world replacements, and civic restrictions are all tied to the main species having Habitat preference (rather than the Void Dwellers origin).
- Relic World, Machine World, Shattered Ring
- Inherit the effects of their respective former origins.
- Calamitous Birth
- A new species trait, that turns any colony ship with its pops into a Meteorite Colony Ship.
- Since the effect is so small, a better option may be to just make this a feature of the lithoid shipset (for colony ships carrying a lithoid species; other species require more delicate means of settlement). This may be especially fitting if lithoid ships are reinterpreted as being lithoid bioships.
- Cave Dweller
- The Cave Dweller trait remains as it is, except it is now selectable.
- The Cave Dweller trait now unlocks a new technology for subterranean habitation, which in turn unlocks a planetary decision that gives a colony the effects currently reserved for the Subterranean origin (and, perhaps, can only be used if Cave Dweller pops are present on the colony concerned).
- This would finally end the weirdness that happens when subterranean colonies switch owners.
- This subterranean habitation effect should probably also have sub-optimal effects for non-Cave Dweller pops, to discourage non-Cave Dweller empires from spamming the decision. (For lack of a better way to handle mixed colonies.)
- Aquatic
- The Aquatic trait now unlocks new technologies that grant the benefits of the Anglers civics.
- A zone or planetary decision (or even planetary designation) could swap Agricultural district Farmer jobs for Anglers and Pearl Divers.
- Similar to the situation with Subterranean, this change could prevent the weirdness where an entire colony can suddenly lose its entire fishing fleet, and forget how to fish and dive for pearls, when it switches owners.
- Pearl Diver jobs could require the Aquatic trait, while Angler jobs could be done by any pop.
- The removed cap for Agricultural districts on Ocean worlds could be moved to the Hydrocentric ascension perk.
- Storm Touched
- The Storm Touched trait remains as it is, except it is now selectable.
- The Storm Touched trait now unlocks a new technology for the Storm Summoning Theater buildings, and is required for supplying Workforce to the Storm Dancer job (which, if I read the wiki correctly, currently does not require pops that are storm-sensitive).
- Necrophage
- The Necrophage trait remains as it is, except it is now selectable.
- The Necrophage trait now unlocks a new technology for the Chamber of Elevation buildings, and a new Necrophage-only job is added to signify the target species template(s) for voluntary Necrophytes.
- Alternatively:
- Pop growth that scales with the size of the living population? Minus the size of the Necrophage population? Instead of the current growth penalty?
- Usurping pop growth from other pops?
- If a population turnover mechanic was introduced (to make the lifespan and xp gain species traits matter for pops and not just leaders), the Necrophage trait could tap into that mechanic by growing its pops proportionally to the turnover of other pops (plus any purging and sacrifices taking place)?
- Limited Cybernetic, Latent Psionic, Bad Genes
- These traits would serve as "light" versions of the ascension-oriented origins, allowing a species/empire to begin the game locked to a specific ascension path (especially useful for designing custom AI empires) and also enabling flavour combinations currently not possible. For instance, it would now be possible to recreate something like the Ketling story (Tomb World + Latent Psionic), or the Babylon 5 setting where most species could be considered Latent Psionic without having any connections to the Teachers of the Shroud content, or many cyberpunk settings where cybernetics precede FTL travel.
- "Degrading Genes" would not be as bad as Pathogenic Genes, but would still be bad and unremovable; something like the situation of the Hyach of Babylon 5. Perhaps a general habitability penalty that is proportional to the amount of time passed since the start of the game? This trait would point the empire towards synthetic ascension.
- Natural Perfection
- A trait that would be the "light" equivalent of the Natural Design civic. Blocks species modification (where this trait is kept), while increasing trait picks and trait points by +2 each (not counting itself), and blocks all ascension paths if the main species has this trait.
- The trait unlocks a technology that unlocks the Genomic Services Center, which in turn unlocks a job that requires this specific trait.
- Alternatively, the permanent civic could be replaced with an origin that gives the main species this trait and unlocks the other effects.
- One reason for reworking the civic into either an origin or a trait, or both, or a non-permanent civic that requires the trait in the main species, is that there would presumably only be room for one permanent civic, and this trait/origin should arguably be combinable with the other choices.
- Natural Perfection, Malleable Genes, Parthenogenesis/Budding
- These traits could tie an empire to a specific genetic ascension path.
- In this case, the interpretation of "Natural Perfection" would be that while the species has pretty strong genetic benefits, the absence of the origin (or civic) means that the society is not above imagining even greater genetic Perfection (while a society with the origin/civic is too arrogant).
- Malleable Genes could be made available independently of the origin which grants the trait.
- Parthenogenesis could be a non-plant counterpart of Budding, and make a species naturally predisposed towards Cloning.
De-permanentification of civics:
- Augmentation Bazaars
- Could instead require the presence of cybernetic pops (or that the main species is cybernetic).
- The civic could then be adopted after picking the Limited Cybernetic starting trait, the Cybernetic Creed origin, or cybernetic ascension.
- (More advanced civics that are unlocked via traits, technologies, traditions, or ascension paths? Yes please!)
- Anglers / Marine Machines / Trawling Operations / Maritime Robotics
- If these are kept as civics to begin with, despite being more about a species using its natural abilities...
- Could instead require the presence of aquatic pops; i.e. acquiring an aquatic species midgame would unlock the civic.
- Natural Design / Innate Design
- If the trait is added as per above, it could be made a requirement for picking this civic, which would then no longer need to be permanent.
- Oppressive Autocracy
- It is not very clear why this civic needs be permanent to begin with.
- Shadow Corporation
- Its non-corporate counterpart, Dark Consortium, does not seem to be permanent according to the wiki... so, then, why should Shadow Corporation be?
This splitting of origins into pre-FTL and post-FTL parts, recycling of origins as homeworld or species trait selections, and addition of society type covering many permanent civics, could potentially resolve the previously described issues and also enable such combinations as:
- Habitat homeworld + any of many different origins
- Relic homeworld + On the Shoulders of Giants
- Eager Explorers + Doomsday
- Life-Seeded + Doomsday (for a really cursed beginning)
- Tree of Life + Doomsday
- Tree of Life + Fruitful Partnership
- "Can of Overtuna" (Habitat homeworld + Overtuned + Aquatic + Necrophage)
- Feel free to suggest more combinations with great fun / roleplaying potential, or sci-fi empires/species that could be approximated more faithfully than what is currently possible.
Also feel free to point out any typos, errors, inconsistencies, et cetera in the text above.
(And keep in mind that it is primarily meant as a basis for discussion, and is not necessarily a complete suggestion.)