As a follow up to my previous thread, here are a bunch of random relatively simple ideas that I think would make the game better. I tried to keep more concrete suggestions at the top and less fleshed out ones at the bottom.
In addition, some more interactions would be added between the different space creatures. Space Amoeba Hunters would try to chase and kill Tiyanki, which would run away. Mining Drones would attack any crystalline entities that came in system.
Add more modules that provide economic benefit. Let me choose between expanding my naval cap or juicing up the output from that 14 mineral system I have. Make those starbases precious. Make the player consider if they really need a border station with their friendly neighbor, and could instead use it somewhere else.
- Have battle thralls give +1 naval capacity from jobs.
- Crime Syndicates can sign commercial agreements. Doing so has -20 modifier to acceptance and gives +10 crime to all planets.
- Make Chemical Bliss take Exotic Gases as upkeep and produce unity when unemployed. Unemployed pops on Chemical Bliss give 2 unity.
- Give Gaia Worlds +20% pop growth.
- A new policy for machine empires regarding leaders.
- Safe: +100% leader upkeep. -50% leader failure chance. Constant backups and redundant servers minimize the chances of our semi-autonomous drones being lost.
- Normal: no change. A balance of caution and costs is the most prudent approach.
- Risky: +25% leader experience gain. +100% leader failure chance. Semi-autonomous units are ultimately expendable. No great care needs to be taken for their safety when compared to the survival of the collective.
- Make Gene clinics give +5% habitability and Cyto-Revitalization Centers give +10% habitability.
- Add +1 Housing for Fortresses to Imperious architecture. Add +1 soldier jobs from Fortresses to Judgement Corp.
- Allow Space creatures to grow and repopulate.
- Mining Drones: If any mining drone station is destroyed, and at least 10 years have passed with the system not in the borders of any empire, the mining drone hub will send out a fleet. The fleet will be made of drones and a prospector (which could just re-use the destroyer model), and will be neutral until it has re-set up the mining station. Local mining stations would be able to re-build mining drones, as well.
- Tiyanki: Tiyanki should reproduce when two fleets meet, merging for a period of more than a year, then splitting off into 2-4 fleets with more total creatures. There would be a cool down on how often this could happen, and a limit on how many total fleets could exist/exist in an area.
- Space Amoeba: Space amoeba should passively grow and then split into separate fleets. Mitosis!
- Crystaline Entities: Crystaline entities should be able to "hibernate" next to pulsars to grow. Once a crystal fleet gets big enough, it will split into many new equal shard fleets. Each will spend some time hibernating, before going off on their own.
- Void Clouds: Void clouds should occasionally spawn from The Great Wound or unstabilized wormholes. For people with void cloud pacification(which would be added and available to pacifists, spiritualists, or materialists), there should be an edict that could be done on black hole systems to crate a void cloud fleet.
In addition, some more interactions would be added between the different space creatures. Space Amoeba Hunters would try to chase and kill Tiyanki, which would run away. Mining Drones would attack any crystalline entities that came in system.
- Allow claims persist when outposts are destroyed, and allow that space to be rebuilt in with -10% influence cost per claim.
- Add a "Remove claims" Cassus Belli. If successful, removes 5 levels of claims on systems you currently own.
- Make Livestock and purging pops not give building slots.
- Temples level 3 and 4 should have 1 high priest.
- Make all worker jobs (miners, technicians, farmers) give 5 resources base.
- Add Resettlement decisions to Planets.
- Subsidized Resettlement (Resettlement Allowed)[50 influence]: Unemployed pops will automatically resettle to a planet with housing and jobs, paying the energy required.
- Subsidized Migration(Resettlement Prohibited)[25 influence]: Unemployed pops have a chance to resettle to a planet with housing and jobs. Chance increases if planet has negative amenities, overcrowding, migration push, etc. Doing so pays the energy required.
- Resettlement Target [100 influence]: +50% migration attraction. All pops resettled by the above policies will target this planet, regardless of available jobs/housing there or elsewhere.
- When Primitives nuke themselves, allow intervention.
- Zro, Dark Matter, and Living Metal should all have building uses.
- A Tier 2 research institute for Dark Matter. (+30-50% research output)
- Either a T5 Temple or T2 Psi Corp for Zro.
- A special Starbase Building for Living Metal. (-10% ship cost, +25% ship construction speed) or (+10 Armor/Hull Regeration monthly)
- A completely new building!
- Give Marauders and Enclaves actual habitats with pops on them.
- Allow the ability to sell/rent ships on the galactic market.
- Modules/Buildings for starbases to boost system mining/research stations.
Add more modules that provide economic benefit. Let me choose between expanding my naval cap or juicing up the output from that 14 mineral system I have. Make those starbases precious. Make the player consider if they really need a border station with their friendly neighbor, and could instead use it somewhere else.
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