I'm making a mod to overhaul species types so that they actually matter, like Lithoids do. Each type other than humanoid should have a unique trait, preferably less powerful than Lithoid, and a unique origin they can use. I just need ideas to finish what I have so far.
Humanoid - They get a free trait point. The unique origin is based on livestock. They get access to the Despoliation casus belli and abduction bombardment, and they get bonuses for having diversity in their livestock-type slaves.
Mammalian - Trait changes habitability to consider both temperature and precipitation. Instead of having an 80% type, two 60% types, and six 40% types, they get an 80%, four 60%, and four 40%. I have not decided on an origin yet.
Reptilian - No idea for trait or origin.
Avian - No idea for trait or origin, but I want something to reflect how birds are extremely social and probably something related to feathers, flight, etc.
Arthropoid - Trait should have something to do with their exoskeleton, but just making armies stronger would suck. The origin is related to ant mounds or bee hives, but not a hive mind. More like an authoritarian oligarchy where there is one ruler-class worker per planet.
Molluscoid - Trait related to shell somehow, since mollusks generally have their organs up in their shell for protection. Origin is something Lovecraftian. I'm considering making Arthropoids a re-flavored Necrophage origin (like in The Shadow Over Innsmouth) and changing the origin for Necroids.
Fungoid - Trait makes each pop naturally produce trade goods, things like edible mushrooms or alcohol. For their origin, I want to do something based around spores. Maybe colonies start with four pops and there's a spore bombardment that kills biological pops and if you wipe them all out it automatically spawns some of your species.
Plantoid - Trait makes them photosynthetic. Pops cost 0.5 energy and 0.5 food since they have to supplement the extra caloric expense from movement and stuff. The origin is like an intelligent forest. Their pops cost no upkeep but they cost double housing, and agricultural districts provide a lot of housing but no jobs. Basically pops are free but they're very limited by land area.
Necroid - Not sure what to do for the trait, since undead usually don't exist without a living species and you can be Necroid without any special origins. As mentioned under the Molluscoid section, I'll probably rework the Necrophage origin for Molluscoids and make a new one for Necroids. There isn't an origin that requires you to be a Corporate empire, so I kinda want to do something with the idea that you're literally selling your soul to the Necroids.
If anyone has any ideas, please let me know.
Humanoid - They get a free trait point. The unique origin is based on livestock. They get access to the Despoliation casus belli and abduction bombardment, and they get bonuses for having diversity in their livestock-type slaves.
Mammalian - Trait changes habitability to consider both temperature and precipitation. Instead of having an 80% type, two 60% types, and six 40% types, they get an 80%, four 60%, and four 40%. I have not decided on an origin yet.
Reptilian - No idea for trait or origin.
Avian - No idea for trait or origin, but I want something to reflect how birds are extremely social and probably something related to feathers, flight, etc.
Arthropoid - Trait should have something to do with their exoskeleton, but just making armies stronger would suck. The origin is related to ant mounds or bee hives, but not a hive mind. More like an authoritarian oligarchy where there is one ruler-class worker per planet.
Molluscoid - Trait related to shell somehow, since mollusks generally have their organs up in their shell for protection. Origin is something Lovecraftian. I'm considering making Arthropoids a re-flavored Necrophage origin (like in The Shadow Over Innsmouth) and changing the origin for Necroids.
Fungoid - Trait makes each pop naturally produce trade goods, things like edible mushrooms or alcohol. For their origin, I want to do something based around spores. Maybe colonies start with four pops and there's a spore bombardment that kills biological pops and if you wipe them all out it automatically spawns some of your species.
Plantoid - Trait makes them photosynthetic. Pops cost 0.5 energy and 0.5 food since they have to supplement the extra caloric expense from movement and stuff. The origin is like an intelligent forest. Their pops cost no upkeep but they cost double housing, and agricultural districts provide a lot of housing but no jobs. Basically pops are free but they're very limited by land area.
Necroid - Not sure what to do for the trait, since undead usually don't exist without a living species and you can be Necroid without any special origins. As mentioned under the Molluscoid section, I'll probably rework the Necrophage origin for Molluscoids and make a new one for Necroids. There isn't an origin that requires you to be a Corporate empire, so I kinda want to do something with the idea that you're literally selling your soul to the Necroids.
If anyone has any ideas, please let me know.