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Origin Civics make sense given how customization-oriented Stellaris is. They also sound like they'd add much-needed variety to empires, both their personalities and the goals they'd pursue.

There's a few mods out there that add Origin Civics with elaborate event chains and flavor. I think having them as a feature would be a step in the right direction.

That said, I understand the balance concerns. Seems like it'd be a pain in the ass to make them play well without one being an objectively better choice than the others.
 
I think it would make "the origin civics" a little less unique, though. There are just about dozen of them, and if every empire picked one from purifier/post-apoc/gaia/machinist/synchretic etc, there would be a fuck-ton of them. It might work if there were large amount of these "origin civics."

Many 'origin' civics are locked behind DLC, so they would basically have to add more in at the same time. Some current non-DLC civics could also be tweaked to become origin civics.
 
It is because with each additional civic you add to the start, the greater the synergistic potential there is for broken combos. As it is the best combination in the game is Mining Guilds + Mechanist because they give a huge bonus to minerals from the start and allow you to expand your POP-base faster than any other empire. If you could add, say, Corporate Dominion on top of that you'd be in a much better position than pretty much any given empire out there because you could spend that much fewer minerals on building power plants.

That is a point didnt concider the more holistic angle.
 
Origin Civics make sense given how customization-oriented Stellaris is. They also sound like they'd add much-needed variety to empires, both their personalities and the goals they'd pursue.

There's a few mods out there that add Origin Civics with elaborate event chains and flavor. I think having them as a feature would be a step in the right direction.

That said, I understand the balance concerns. Seems like it'd be a pain in the ass to make them play well without one being an objectively better choice than the others.
I think the best way to do these sorts of origins is if there was a system for customizing your start, rather than your government. Potentially tied to the population customization or it's own thing. This would have it's own positive and negative modifiers you can choose from, such as extra planets or terraforming candidates in your starting system, rare resources, a larger/smaller homeworld, more or less population, life-seeded/post apocalyptic/mechanist/sycretic evolution, special starting buildings, different blockers, etc. Starting in Sol and other unique systems would also be a part of this.
 
I think the best way to do these sorts of origins is if there was a system for customizing your start, rather than your government. Potentially tied to the population customization or it's own thing. This would have it's own positive and negative modifiers you can choose from, such as extra planets or terraforming candidates in your starting system, rare resources, a larger/smaller homeworld, more or less population, life-seeded/post apocalyptic/mechanist/sycretic evolution, special starting buildings, different blockers, etc. Starting in Sol and other unique systems would also be a part of this.

Moo2_RaceDesignScreen.png


For those who don't know or are not familiar. This is the Master of Orion 2 race custom screen.
 
For those who don't know or are not familiar. This is the Master of Orion 2 race custom screen.

A reminder of how much UI design has changed over the decades. Yeesh.
 
I think it would make "the origin civics" a little less unique, though. There are just about dozen of them, and if every empire picked one from purifier/post-apoc/gaia/machinist/synchretic etc, there would be a fuck-ton of them. It might work if there were large amount of these "origin civics."

Right, you would want more origin civics, and you'd also want a bunch of origin civics that don't cause an extreme change in gameplay. You'd want them to outnumber the others, so there's still some semblance of "normal" that the origin civics we have now provide a difference from.

This leaves 3 options I can think of off the top of my head (though I'm sure there are plenty more):
1. The "normal" origin civics aren't really much different from non-origin civics. Which basically means your option is "2 civics and an origin civic" or "essentially 3 non-origin civics". This is what we already have now.

2. The "normal" origin civics just don't take a civic slot. Basically, the current origin civics include in their effect "empire loses one civic slot" while the "normal" origin civics are something you can't get rid of, might include both advantages and disadvantages, but don't change gameplay crazily, and still allow 2 normal civics.

3. If you don't pick one of the crazy origin civics, instead you get a "fanatic" version of a non-origin civic.

However, I think the current way works fine, once you consider that there's also now a "ruling caste" set of civics (technocracy, bureaucracy, priesthood etc), and there will be more sets of mutually exclusive civics in the future I'm sure.
 
Creating Origin and Governmental civics is certainly an interesting idea, and probably worth exploring. Anything that encourages diversity and asymmetrical game play would be a positive.
 
Interesting, which strata/job type are the megacorp assigned to? Eg: Do they have extra administrators, traders etc?

Megacorps start with one fewer generator district (1/2/2) and one commercial zone building (5 more clerks) from what I saw. I think they have a 4th city district as well.
 
Police state seems a little underwhelming, it's like a slightly worse version the Aristocratic Elite civic

They both provide +5 stability (base for police state, and for each noble for AE), but aristocratic elite lets you get 2 nobles per planet and they give amenities as well.

Would have been neat if the civic had made each enforcer give a little extra stability, maybe at the cost of their efficiency in crime fighting to represent their split priorities

edit: and AE gives a governor level cap bonus in addition
 
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Police state seems a little underwhelming, it's like a slightly worse version the Aristocratic Elite civic

They both provide +5 stability (base for police state, and for each noble for AE), but aristocratic elite lets you get 2 nobles per planet and they give amenities as well.

Would have been neat if the civic had made each enforcer give a little extra stability, maybe at the cost of their efficiency in crime fighting to represent their split priorities

edit: and AE gives a governor level cap bonus in addition
Doesn't police state also add additional unity on enforcers?
 
Police state seems a little underwhelming, it's like a slightly worse version the Aristocratic Elite civic

They both provide +5 stability (base for police state, and for each noble for AE), but aristocratic elite lets you get 2 nobles per planet and they give amenities as well.

Would have been neat if the civic had made each enforcer give a little extra stability, maybe at the cost of their efficiency in crime fighting to represent their split priorities

edit: and AE gives a governor level cap bonus in addition

Why Police State don't increase the number of Jobs of Enforcers?

You would think there would be a way higher number of police and law enforcers in a government like this, no?
 
For anyone whose been annoyed by the micromanagement of Syncretic Evolution in the past:


Dts4N9ZU0AE6S1A.jpg

From this tweet.

Servile
Cannot produce leaders
Cannot be employed in Ruler or Specialist jobs


:eek:I can die happily now:eek:
 
Weren't most people using them as slaves anyway?

So this is nice, but only needed for the people using serviles for non-slave roles
Which does not only include Syncretic Evolution empires. Between warfare, migration, and refugees, I have seen serviles end up all sorts of places, not all of which are slavery-friendly.