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G S Palmer

Lt. General
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Jan 20, 2019
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So with Ancient Relics, we're going to have Archaeology now. New precursors, dig sites, etc. That's great! The galaxy is getting richer all the time.

But doesn't it feel a little dead?

Thus, this thread. The Alien Specimen Procurement chain has always been one of my favorites, because it makes the galaxy seem more alive. It's fun to look at a planet and think "oh, yeah, this planet has Snirans living under the dunes". But once the project is done, you forget about them, just like you forget about where most anomalies happened. Which is the reason Daniel Moregard cited in the Ancient Relics reveal stream for making dig sites a thing you can see on the map.

So what if the species stuck around? To that end, I suggest the creation of a new "Biosphere" tab in the planet screen, which would look something like this:
sTxgX7a.png

This would add several new things, but I don't think any of them would stretch Stellaris' engine very much. Breakdown of my ideas:

Animals, Plants, and Fungi
Upon galaxy generation, each planet would get 3-5 unique species, which could be either animals, plants, fungi, silicoids, or machine lifeforms (rare synthetic beings, probably anomaly only). Earth might get Cows, Rats, and Dogs, for example. These would be defined by a) their group and b) their diet. For instance, an animal could be a Herbivorous Crustacean, while a plant could be a Photosynthetic Tree.
Diet types
  • Omnivorous, Herbivorous, Carnivorous, Scavenging, Parasitic, Planktivorous, Photosynthetic, Chemosynthetic, Decomposing, Lithovorous, Electrovorous, Detritovorous, Hemovorous
Groups
  • Animals: Mammal, Reptile, Synapsid (aka reptomammals), Amphibian, Mollusk, Avian, Insect, Arachnid, Crustacean, Fish, Worm, Gastropod, Cephalopod, Medusoid, Animal (for ones that don't fit the above)
  • Plants: Flower, Tree, Moss, Weed, Grain, Fruit, Reed, Tuber, Kelp, Algae, Plant (again, default)
  • Fungi: Mushroom, Spore, Mold, Fungi
  • Microbes: Bacterium, Virus, Algae, Fungi, Protozoa
  • Amorph: Slime, Blob, Gas, Liquid
  • Machines
  • Silicoids
Each species would also get 0-3 Traits, which could impact the planet and your population in different ways.
Dangerous Predator trait, reduces happiness with each Population Level (I'll get into that)
eG0MMwh.png

Migratory trait, reduces the Export Species cost (see below)
PQoqLUw.png

Edible trait, boosting farmer food production
xeJFf4o.png

Parasitic Worm trait, increasing pop food upkeep
pdSKOlJ.png

Fragrant trait, giving increased pop happiness
CsPeuxm.png

Explosive Fungi (a rare species, tied to a research project) that gives Volatile Motes
SnHlIAb.png

Plus, here's a picture of the last species tab expanded, because I made it and don't want it to go to waste. ;)
nBQtfTH.png
Species would be sortable by name, Traits, Domestication type, Status, Population, and whether they had a research project tied to them.

Name
The species' names would be randomly generated based on 4 different templates: 1) "[adjective] [name]", 2) "[adjective] [adjective] [name]", 3) "[name]", and 4) "[name] [group]" (you can see examples of all except 3 in the images I posted above). For each adjective, the game would also need to keep track of synonyms (for the description) and antonyms (to avoid conflicting descriptions, such as the Wooly Hairless Snirkell).

Domestication type
Fairly simple. The species would either be Wild, Domesticated, or Feral (wild species that aren't native).

Status
The conservation status of the species. This could be Safe, Threatened, Endangered, Collapsing, or Extinct.

Population
The size of the population on the planet. This could be None, Rare, Uncommon, Common, Plentiful, or Abundant. None would only be for extinct species, while Plentiful and Abundant would usually only apply to domestic or invasive species.

These translate to population levels 0, 1, 2, 3, 4, and 5, respectively, which are multipliers applied to any traits the species has (for instance, Edible provides +5% farmer food output per population level, meaning an Abundant species would provide a 25% boost.

Different species would naturally fit into different population levels. An insect might be Abundant, whereas a large, slow-breeding mammal could very well be rare without being threatened.

Other stuff
When you expanded a species' entry you would also be able to read it's description (randomly generated based on type, adjectives, planet type, etc), see it's type (ie Carnivorous Plant), set its domestication type (if domesticated) to either livestock (boosting food production) or pets (boosting amenities), see whether it is native or not (this could be either Native, Imported (domesticated aliens only), Invasive (wild aliens only), or Naturalized (aliens that have integrated into the biosphere)), export the species to another planet (ie, send a particularly valuable domesticated livestock creature to one of your agri-worlds), and set your policy toward the species.
If Wild:
  • None
  • Domestication - attempt to establish a domestic population of the species. If successful, it will appear as technically a new species, a duplicate of the wild one but with the domestic trait instead of wild.
  • Eradication/Extirpation - speaks for itself
  • Hunting - produce a small amount of food
  • Captive Breeding - attempt to increase the wild population size. Used if a species is about to go extinct, and you want to prevent that.
  • Study - society gain
  • Conservation - protects the species from decline, without actively increasing its population like Captive Breeding does.
If Domestic
  • None
  • Proliferation - increase population
  • Strict Control - keep population stable
  • Slaughtering - equivalent of Eradication
  • Sale - provides trade value, lifeform can be bought on the Galactic Market by other empires
1kbYXhI.png
GadDkdw.png
So species would not be static, and would be able to grow and decline. Which leads us to:

Biodiversity
Biodiversity would be a new mechanic introduced alongside this. Basically, every planet would start out with a biodiversity score., which would run from, say, 0-1000. This score would translate to the health of the biosphere, which could be either Healthy (1000-751), Stable (750-501), Unstable (500-251), Collapsing (250-1), or Dead (0).

Once a planet was colonized, or following certain events, the score would begin to decrease. Each year, the game would roll a dice to see if the biosphere would decline. The percent chance would be calculated based on the biodiversity score minus a number of factors, such the number of pops, the number of districts, the number of buildings, the planetary designation, the number of extinct species, the number of invasive species (and their population level), and whether the planet was being terraformed. Conversely, the number of native species (and their pop level) would be added to the score, decreasing the decline chance. Each of these would be weighted differently, for instance a pop with conservationist would have less impact that one with wasteful, or a temple would be less destructive than an alloy foundry/civilian industry. This would also cause biodiversity decline to be a snowball effect, because the lower the score, the higher the chance of rolling a decrease.

Extinction
Lower biosphere health would also increase the chance of a species declining, say moving from uncommon to rare and from safe to threatened. This would be determined by a species' hidden hardiness score, which would also determine how easy it was for a species avoid eradication or develop a population on an alien world as an invasive. So a rat would have a massively high hardiness score, while, say, a delicate alien avian that only feeds on one type of fruit would have a disastrously low one.

Dead Worlds
Once your score hit zero, the planet would become dead. This would cause something like a -20% habitability malus, because a planet without any plant life to produce oxygen, among other things, isn't going to be very habitable.

There would be ways to prevent this, which wold be:

Biosphere Rejuvenation
When activated, the planet would gain something like a -20% to -50% malus to job production, but the biodiversity score would recharge over time. The malus would go away when the score was full, or when you cancelled. You could also establish a

Nature Preserve
Which you can see in the image above (I forgot to change the text from National Park). This would greatly reduce the score decline at the cost of 1 max district, but would also give you amenities.

Additionally, a few new modifiers would be added to the game, such as Hardy Biosphere and Sickly Biosphere, which would lessen or increase the chance of decline.

Alternatively, if you're RPing a race of smog-loving industrialist bastards, you can instead use

Exploit Biosphere
which you can see the button for right beside the Rejuvenation one. This would give you a bonus to production-based jobs while greatly increasing the rate of biosphere decline. Once the planet became a dead planet, continuing to use it might start to provide a stacking habitability debuff to simulate excessive pollution.

How would this work with current planetary types?
I'm glad you asked. Gaia worlds would probably be resistant to decline, considering they were specially engineered to be perfect. They would also come with an assortment of unique special species with powerful bonuses. These species would probably be unable to live off planet (represented by having their export button disabled even for domesticated species).

Ecumenopoli would be dead worlds, because, y'know, we paved them. That wouldn't mean there was no life: there could totally be things like rats or things in the sewers (like alligators or the Dianogas on Coruscant from Star Wars).

Tomb Worlds: those that generated at galaxy start would have a special biosphere that was extremely resistant to decline, because anything that's still alive survived the fires of nuclear annihilation. However, they would require extremely high hardiness, meaning other species couldn't survive and any species that made it off them would be an extremely disruptive invasive.

Tomb worlds that were created in game by Apocalypse bombardment would become dead worlds, and all species would go extinct.

What to do with Dead worlds
So, nobody wants to live on a planet with a -20% habitability malus. What now? Well, there would be a planetary decision to Create a new biosphere. This decision would probably be unlocked by the Climate Restoration tech. The project would naturally take a while. As it ran its course, it would generate various special projects to secure animals and plants from other worlds to seed the planet with (similar to alien specimen procurement), and projects to help them adapt to the environment (probably stopping society research). This would generate a new biosphere that would start out as unstable (although this could probably be fixed by techs). You could then prop it up with Rejuvenate Biosphere.

Working this into current mechanics
  • The alien zoo would allow you to import species onto a planet and give them the special domestication type Captivity, granting amenities and trade value per species. They would have the unique Representative pop level.
  • Pre-sapients would be changed from a pop to a species with the presapient trait, unlocking the Uplift species policy (once you researched it, of course). Following this, you could have events where a particular species begins to show signs of intelligence and gains the trait.
  • The recruitment of Xenomorph armies could be dependent on having a population of xenomorphs on the planet, which you could create through a special project. These would have the special domestication type Containment. (With these new domestication types, you would have to change it to a drop down menu instead of my current toggle).
  • Perhaps (and this is a big perhaps) genetic engineering could be changed so you can only engineer traits similar to a species you've studied. This would incentive the use of the Study species policy.
  • Beyond Alien Specimen Procurement, other anomalies could be turned into species, for instance, Titanic Life, Invasive Exofungus, Hostile Fauna, the ice-slug guys (can't remember, sorry) (EDIT: Azizians), Savage Wildlands, the Ancient One, Migrating Forests, the pollen that makes everyone lazy, etc.
And the big one... Research Projects
This is where the idea came from. I really liked the idea of Ancient Relics, but thought to myself, "when are zoology and botany going to get their share of the spotlight?"

Certain planets would get unique species, such as the above seen Crimson Borfa, that are worthy of researching further. This would issue a special kind of project called a Biological Survey. It would work much like Ancient Relics, and would probably be the draw for people who want story-driven content. I've included a mockup of what that could look like below.

The Biological Survey icon as seen on the map:
P8gIk7W.png

An example of a Biological Survey (missed one leftover from the Archaeology window I modified it from).
EOMrp43.png

The survey window would be available either by clicking on the icon in the map view, or from a special icon on the species tab (that's the magnifying glass you were wondering about, @Methone).

Final stuff
(unless I think of something else)
  • You could pick up invasive species from any planet within your borders, or from anyone that you have a migration treaty or commercial pact with.
  • Terraforming would always initially create a dead world until you get the Ecological Adaptation tech, which would unlock a new Terraforming policy, allowing you to choose between fast but destructive terraforming and slow but low-impact terraforming.
  • The Harmony tradition tree would be updated to include a tradition which lessens biosphere decline chance.
  • This expansion would come with new technologies to reduce your impact, i.e. one that reduces the impact of mining districts, one which reduces the impact of pops, etc.
  • You would not be able to stack infinite creature bonuses on a planet - for instance, if you have two livestock species (with the edible trait) they will "cancel each other out" - you'll only be able to get up to a population level of 5 between them (i.e., one will be pop level 3, the other level 2).
  • A new planet class, Synthetic Biosphere. The biosphere has been specifically engineered to meet the needs of sapient beings, and as such is almost completely unaffected by biosphere decline. Also, only domesticated species can live on the planet.
  • Devouring Swarms would have access to the Consumption species policy, and would in general greatly increase biosphere decline rate.
  • This expansion would also add a new living standard that would be more ecologically friendly
  • as well as a new purge type, Composting, that would use pops as fertilizer to rejuvenate the biosphere
  • It would also have a new, eco-friendly cityscape - possibly giant treehouse buildings
New Civics
(I knew I would think of something else).
In addition to Environmentalist and Agrarian Idyll being reworked to fit into this system, the expansion would add two new civics:

z6PqQBN.png
Big Game Hunters
  • Populations set to "Hunting" produce unity and +1 extra food per population level
  • Extra damage to spaceborn organisms. Killing them grants unity
  • New Casus Belli, Grand Hunt which kills 1-3 pops per enemy planet upon victory and gives the other empire the Hunted modifier, giving reduced happiness and unity. This will give them the -1000(?) Hunted opinion modifier towards you, and other (non-genocidal) empires a Barbaric Hunters opinion malus.
  • Unlocks special Quarry/Game slavery type, giving amenities and food.
  • Can use the Hold Grand Hunt planetary decision, giving the Hunting Ground temporary modifier, which gives +amenities but increases biosphere decline chance. Empire gets the Held Grand Hunt modifier, giving +happiness +militarist attraction
  • Unity buildings are replaced with Hunter Memorial/Trophy Hall/Shrine of Spoils/Museum of Conquest
  • Must be militarist, cannot be xenophilic
  • Also: only empire that will not declare that "Hunting them is a net loss anyway" about the Tiyanki
W63E4MK.png
Survival of the Fittest
This species evolved on a particularly hostile planet. Life for them has been a constant struggle to survive.
  • Starts on a planet with the Savage World planetary modifier, giving -habitability, -pop growth speed(?), +army starting experience
  • Planets with savage world also will only spawn with dangerous species that have a very high hardiness, making them nigh-impossible to eradicate
  • Instead of producing food, all species set to "Hunting" produce 0.5(?) (rounded down) Hunter jobs per population level, which produce +4 food and +stability. To balance this out, Farmer jobs would have reduced output.
  • Basically, it's for people who want to RP the Idirans from the Culture series.
 
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For in-game created tomb worlds, max hardiness animals should have a chance to survive. Maybe like a 66% chance for max hardiness, and a 33% chance for next to max hardiness?
That could work. They could also gain the Mutant trait, reducing all trait output bonuses.
 
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I really like all the additions. Especially
Pre-sapients would be changed from a pop to a species with the presapient trait, unlocking the Uplift species policy (once you researched it, of course). Following this, you could have events where a particular species begins to show signs of intelligence and gains the trait.
This
A new planet class, Synthetic Biosphere. The biosphere has been specifically engineered to meet the needs of sapient beings, and as such is almost completely unaffected by biosphere decline. Also, only domesticated species can live on the planet.
And this in particular. The terraforming part too where you need ecological adaptation. But quotes won't work with me today. Really hope this comes in a future update!
 
Very impressive work! I approve of everything, altough export/mixing biospeheres might be a tad too much player interaction.

The sub-systems you've thought up are great, but for me the selling point is that your planets feel more like places with unique features! A sad trade off with 2.2 (wich i otherwise really like) is that the planets feel less unique.
 
This is a great idea, with a lot of potential/
A few suggestions I'd make though:

  • Types and diets shouldn't necessarily be fixed. After all this is alien life which wouldn't necessarily follow what we'd consider sensible courses. Herbivorous diets on plants could make sense on other worlds.
  • Make the types similar to the species phenotypes, indicating rough similarities. (Eg. Not true plants, but plantoids.) This can also help determine what phenotype presentients might turn into when uplifted.
  • With regard to traits, I'd suggest changing "parasitic worms" into a more general parasite or even pest type. A similar effect could be found on Earth's cockroaches (which could be replaced with presentient if they survive apocalypse bombardment or similar disasters)
  • Sessile/Sedentary would make a good companion to migratory as a trait, and represent species (like Earth's trees) which are fixed in place.
  • Machine Lifeforms could be created by empires with "The Flesh is Weak" as a replacement to organic ones. A kind of evolution of the robotic pet idea, but even to replace damaged biospheres.
 
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  • Types and diets shouldn't necessarily be fixed. After all this is alien life which wouldn't necessarily follow what we'd consider sensible courses. Herbivorous diets on plants could make sense on other worlds.
You're right, that would allow for more diversity. Updated to tweak that.
  • Make the types similar to the species phenotypes, indicating rough similarities. (Eg. Not true plants, but plantoids.) This can also help determine what phenotype presentients might turn into when uplifted.
I disagree, with species selection you can at least see an image of your species, allowing you to deduce a more specific type, but these are relying on description alone, so I thing it needs more types to add diversity. I don't think it wouldn't be too hard to make insect, arachnid, and crustacean all translate to a particular phenotype (or even a particular portrait) when you uplifted a presapient.
 
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Okay, new post for new ideas, because my first post is getting way too long.

Prethoryn
The Prethoryn infestation mechanic would be changed to be represented using lifeforms, called something like "Prethoryn Devourers", or "Prethoryn Assimilators", which would cause a certain amount of population decline per population level, and "Prethoryn Hunters", which would provide defensive armies per population level. These would need to be exterminated if the world was retaken. Once the world became fully assimilated, they would be replaced with "Prethoryn Biomass", with the unique population level Omnipresent. This population type would also be used for things like the Ancient One. Additionally, there would also be a chance of feral versions of these showing up after the Scourge is defeated.

Invasives
For the first few years after first arriving on a planet, invasive species would have the Establishing status, which would lower hardiness, making it easier to wipe them out.

Each year, invasive species would have a low probability dice roll to chance from Invasive to Naturalized, meaning they would no longer have a negative impact on the biodiversity score. Additionally, any species that managed to survive the creation of a Dead World, or managed to establish itself on one (for instance, a species migrating to an ecumenopolis) would automatically become naturalized, because you can't be an invasive in a biosphere that doesn't exist anymore.

Ideas for traits
In addition to the above-mentioned Dangerous Predator, Migratory, Edible, Parasitic Worm, Fragrant, and Explosive Fungi, here are a few other trait ideas I had:
  • Narcotic Byproduct: +happiness, +crime
  • Lithovoric: reduced mineral output, buildings and districts cost +1 mineral in upkeep
  • Affectionate: +amenities when used as pets
  • Chelonian Islands: +1 max districts per pop. Basically, giant turtles so big you can live on their backs. This would be a rare trait only available through a Biological Survey event, that would go something like this:
  1. Our scientists observed something unique on this ocean world: great shapes, visible from space, that surface for a time before disappearing again. They have come to the conclusion that it must be some sort of lifeform, massive in scale, though what it is exactly is unknown.
  2. Our scientists are amazed to report that the shapes observed moving on [planetname] are in fact massive turtle-like creatures the size of islands. These great beasts swim at the surface for long periods, before diving below the waves for weeks at a time. Massive flocks of seabirds follow them about, nesting on their backs during the time they spend at the surface. If we could somehow keep them from diving, our scientists say it would even be possible to establish permanent settlements on their backs.
  3. Our scientists have managed to find a way to keep the turtles from diving beneath the waves. By providing them with regular offerings of food they can be coaxed to stay afloat, and some have even begun to show affection for the research team. [scientist name] claims that it would now be safe to settle on top of their shells.
Gaia organisms: as I mentioned, Gaia worlds would come with unique, powerful species. Here's a few ideas I had:
  • Helpful: +worker output. This species can easily be trained to help with menial tasks.
  • Emissions-Eater: biosphere decline chance reduced.
  • Singing Forests: +happiness

Parasitism
I've seen a number of people saying they wish they could play as a species of brain parasites. This could be how that was finally implemented. You would start the game with the Neural Parasite trait and a species of lifeforms corresponding to your selected portrait. These would be set to the unique Host Organism domestication type - not wild, but not domesticated, either - granting massively increased hardiness, and would provide a certain amount of pop growth per population level to make up for the fact that Neural Parasite gives a base pop growth rate of zero. Additionally, the lifeform's type would be changed from the default (Herbivorous Mammal) to something like Mammalian Host, so it doesn't conflict with your headcanon of what your species eats.

Initially, you would only be able to infest your original host species, requiring that you establish a population of them on any new planet you colonize. However, using the Adaptive Symbiosis tech, you would unlock the Infestation species policy, allowing you to infest other lifeforms, and through the Cognitive Usurpation tech you would unlock the Infestation assimilation type, allowing you to infest sapient species.

Infesting a species would grant you a new unique subspecies with a different portrait from you original (infesting a mammalian lifeform would give you a mammalian portrait, etc) and a new assortment of traits. These traits would be a mix of randomly generated and traits converted from the original lifeform, such as Migratory turning into Nomadic, hardiness traits turning into Adaptive, etc.

Infesting a sapient species would give them all the Neural Parasite trait and make them into one of your subpecies, while also generating a lifeform population to provide population growth.

If you wanted to start as a infesting hive mind (aka Methone's Creeping Contagion civic) you would start with two different host organisms already infested (allowing you to customize a second subspecies) and with the Adaptive Symbiosis and Cognitive Usurpation techs already unlocked.

Dead Worlds
Dead Worlds would not only be the final stage of a collapsing biosphere, they would be a unique planet type as well, with their own art. Because its not exactly a jungle planet anymore if all the trees are dead. The game would still remember what they used to be, though, and that's what they would be returned to when you restored them.

Machine Organisms
  • Machine Lifeforms could be created by empires with "The Flesh is Weak" as a replacement to organic ones. A kind of evolution of the robotic pet idea, but even to replace damaged biospheres.
I was only really thinking of them as a unique anomaly creature, but that's a good idea. Other places I think they would appear, beyond just certain special projects:
  • On the ringworlds of the Ancient Caretakers
  • On Fen Habbanis: these would have the Decrepit Custodians trait, giving reduced building and district maintenance.
  • They could also spawn on Machine worlds, or on the worlds of empires that have taken the Machine Age ascension perk.
Planetary Leviathans
I've seen some people say they wished there could be leviathans on planets as well as in space. The problem is, there's no real way to represent that other than to have one super-powerful army, which is kind of boring. This could fix that. The leviathan would be set to the unique population type Singular. It would then have a trait that would allow it to spawn said powerful army. Additionally, it would appear in the planet art, making it so you actually had something visual to latch onto. When you killed it, it would switch from the Alive status to Dead, giving a unique planetary feature Colossal Carcass, giving +society, +farmer output (its decaying body serves as fertilizer), and -happiness (because, you know, it kind of stinks).

Another New Civic
9UU6qCs.png
Agribusiness
  • Start the game with several bio-engineered, extra-valuable species on your home planet.
  • Gain extra food from slaves set to the Livestock enslavement type.
 
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Planetary Leviathans
I've seen some people say they wished there could be leviathans on planets as well as in space. The problem is, there's no real way to represent that other than to have one super-powerful army, which is kind of boring. This could fix that. The leviathan would be set to the unique population type Singular. It would then have a trait that would allow it to spawn said powerful army. Additionally, it would appear in the planet art, making it so you actually had something visual to latch onto. When you killed it, it would switch from the Alive status to Dead, giving a unique planetary feature Colossal Carcass, giving +society, +farmer output (its decaying body serves as fertilizer), and -happiness (because, you know, it kind of stinks).
This would be fantastic to see.I especially love having it in the planet art. And I can just imagine the event that comes out of it when you first see it.

And what if there were friendly Leviathan's like this? Like one which serves as a guardian to its life, and even could have rudimentary intelligence. Like a step up from Titanic life. You wouldn't be able to terraform, or build anything like mining districts/city districts/foundries/civilian industries (because that would disturb it), but you could get bonuses to other things. Like special buildings that give unity, and/or amenities, have a modifier which boosts trade value, and society research, things like that.
 
The Prethoryn infestation mechanic would be changed to be represented using lifeforms, called something like "Prethoryn Devourers", or "Prethoryn Assimilators", which would cause a certain amount of population decline per population level, and "Prethoryn Hunters", which would provide defensive armies per population level. These would need to be exterminated if the world was retaken. Once the world became fully assimilated, they would be replaced with "Prethoryn Biomass", with the unique population level Omnipresent. This population type would also be used for things like the Ancient One. Additionally, there would also be a chance of feral versions of these showing up after the Scourge is defeated.
Eh, I'm not sure. Feral prethoryn are on, iirc, formerly infested worlds that are glassed into barren worlds. And representing them as 'alien animals' I feel takes away from the immense danger they are; the Prethoryn are intelligent and with purpose. They're not just dumb animals.

Though obviously Prethoryn Infestation should have predictably devastating effects on the planet they're infesting. Rather than it going from 'Continental' to 'Completely infested' when a timer runs out.
nvasives
For the first few years after first arriving on a planet, invasive species would have the Establishing status, which would lower hardiness, making it easier to wipe them out.

Each year, invasive species would have a low probability dice roll to chance from Invasive to Naturalized, meaning they would no longer have a negative impact on the biodiversity score. Additionally, any species that managed to survive the creation of a Dead World, or managed to establish itself on one (for instance, a species migrating to an ecumenopolis) would automatically become naturalized, because you can't be an invasive in a biosphere that doesn't exist anymore.
I like it, mostly. But what about the idea that "Invasives devastating a biosphere aren't killing it, they're just replacing it with a new biosphere"?
Chelonian Islands: +1 max districts per pop. Basically, giant turtles so big you can live on their backs. This would be a rare trait only available through a Biological Survey event, that would go something like this:
Maybe SPECIFICALLY +1 Agri District? Otherwise I could think of some really weird interactions that imply you're building a mining district on the turtles and mining precious metals from them.
I've seen a number of people saying they wish they could play as a species of brain parasites. This could be how that was finally implemented. You would start the game with the Neural Parasite trait and a species of lifeforms corresponding to your selected portrait. These would be set to the unique Host Organism domestication type - not wild, but not domesticated, either - granting massively increased hardiness, and would provide a certain amount of pop growth per population level to make up for the fact that Neural Parasite gives a base pop growth rate of zero. Additionally, the lifeform's type would be changed from the default (Herbivorous Mammal) to something like Mammalian Host, so it doesn't conflict with your headcanon of what your species eats.
I don't know about playing it, but it could make for a neat "Early Game Crisis".
I was only really thinking of them as a unique anomaly creature, but that's a good idea. Other places I think they would appear, beyond just certain special projects:
  • On the ringworlds of the Ancient Caretakers
  • On Fen Habbanis: these would have the Decrepit Custodians trait, giving reduced building and district maintenance.
  • They could also spawn on Machine worlds, or on the worlds of empires that have taken the Machine Age ascension perk.
Well, I don't know. Aside from Robot Pets this kinda feels like it devalues machines into 'just dumb animals'. Like Fen Habbanis robots would probably be better off styled after the 'Custodian bots' the Contingency uses.
I've seen some people say they wished there could be leviathans on planets as well as in space. The problem is, there's no real way to represent that other than to have one super-powerful army, which is kind of boring. This could fix that. The leviathan would be set to the unique population type Singular. It would then have a trait that would allow it to spawn said powerful army. Additionally, it would appear in the planet art, making it so you actually had something visual to latch onto. When you killed it, it would switch from the Alive status to Dead, giving a unique planetary feature Colossal Carcass, giving +society, +farmer output (its decaying body serves as fertilizer), and -happiness (because, you know, it kind of stinks).
Maybe integrate this into the existing Titanic Lifeforms?
  • Start the game with several bio-engineered, extra-valuable species on your home planet.
  • Gain extra food from slaves set to the Livestock enslavement type.
Dark. I like it.
 
Maybe SPECIFICALLY +1 Agri District? Otherwise I could think of some really weird interactions that imply you're building a mining district on the turtles and mining precious metals from them.
I see what you're saying, but you could also probably build a city or generator district on them. And the thing is, they are increasing the habitable surface area of the planet, so it would probably be easier to just fudge it and ignore the possible weird implications.

Well, I don't know. Aside from Robot Pets this kinda feels like it devalues machines into 'just dumb animals'. Like Fen Habbanis robots would probably be better off styled after the 'Custodian bots' the Contingency uses.
I was more thinking along the lines of they're just menial drones without a full connection to the network built for the purpose of expediency and doing grunt labor.
 
Also, I've been thinking a bit more about biodiversity decline, and I think it would make more sense to have it be based on consumer goods upkeep rather than pops. This would allow you to factor in things like Wasteful and Conservationist without having to check to see if the pop actually had it. So the calculation the game would run each year to see if the biodiversity score was going to drop might look like this:
(((Original biodiversity score + pop consumer goods upkeep + upkeep of buildings and districts + value of planetary designation + number extinct species + Σ(invasive species * population level) + terraforming) - (current biodiversity score + Σ(native species * population level)) * a constant) - any modifiers = % chance of decline that year.
So for example, it could be this:
(((1000 + 40 + 41 + (-20) + 2 + (3 + 5 + 1) +0) - (750 +(4 + 2 + 3)) * 1/10) - 5 = 26.3% chance of decline
If the planet had the Hardy Biosphere modifier, for example. Naturally, these numbers aren't final, and would need to be weighted appropriately for balance's sake.
If it did roll a decline, the amount it declined would be chosen randomly, probably from between 1 and 100, and every time the biodiversity declined, each species would roll against their hardiness to see if they were going to decline.

-250 due to the Sickly biosphere modifier (Maybe roll those into the existing Lush and Bleak modifiers?)
I think Lush and Bleak could add to the base biodiverstiy score, so it would start with, say, -250 from Bleak (so starting at 750), whereas Hardy and Sickly would be a modifier of like, + or - 5% to decline chance (so if it calculated a 5% chance to decline, and the planet had Hardy Biosphere, it would be a 0% chance).
 
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I see what you're saying, but you could also probably build a city or generator district on them. And the thing is, they are increasing the habitable surface area of the planet, so it would probably be easier to just fudge it and ignore the possible weird implications.

Maybe the creature straddles the line between blocker and lifeform when you first discover it, and as part of the biodiversity study you can choose the purpose to put it to.
You can urbanize it to open up a new district, convert its shell to farmland and have it count as a feature, or study it in the wild (turning it into a sociology boosting feature, which keeps the blocking function.)
 
Something that occurred to me earlier, is while this would be amazing in a DLC on its own, I'd also love for it to be part of a general Xenology update/DLC. i.e. Species reworks (whatever that may be), new first contact mechanics, primitive interactions/mechanics, and of course, this!

Basically improving and working on all the systems that make Stellaris feel alien. I wouldn't say no to more portraits as well.
 
Something that occurred to me earlier, is while this would be amazing in a DLC on its own, I'd also love for it to be part of a general Xenology update/DLC. i.e. Species reworks (whatever that may be), new first contact mechanics, primitive interactions/mechanics, and of course, this!

Basically improving and working on all the systems that make Stellaris feel alien. I wouldn't say no to more portraits as well.
You speak the wisdom of the Worm! Stellaris would greatly benefit from that. I've seen some very good first contact rework suggestion a while back, which was great.
 
I absolutely love this idea. It would make planets more unique, open up a lot of new possibilities for new mechanisms(like weaponizing dangerous species and whatnot).

If I could make a suggestion as well, I would like it if there was an "advanced", optional feature at empire creation which lets you set which animals will appear on your home planet, in case you want your empire to be more defined and not just have a random set of fauna/flora each time you play. This would of course be based off a score system, so you can't just put a bunch of beneficial animals on your home planet at no cost.
 
I absolutely love this idea. It would make planets more unique, open up a lot of new possibilities for new mechanisms(like weaponizing dangerous species and whatnot).

If I could make a suggestion as well, I would like it if there was an "advanced", optional feature at empire creation which lets you set which animals will appear on your home planet, in case you want your empire to be more defined and not just have a random set of fauna/flora each time you play. This would of course be based off a score system, so you can't just put a bunch of beneficial animals on your home planet at no cost.

I think at some point, there will be an in-depth homeworld creator option. Deposits, size, modifiers, etc.
 
I need to ask about this, cause ive read pretty much everything and imma likey this one here. Let me whip out the selective quote:
Naturalized (aliens that have integrated into the biosphere))
How would this work. Event chain? Bioengineering? I really doubt its going to be just drop animal x on planet y and be on your merry way. Unless species x is fertile nad/or invasive by nature, it cant adapt inside the span of, say, two generations to a world with literal and figurative alien threats.

Also on that note, how about unforseen hitchhikers. Vermin, captains pooch that ran away, seed stuck to a soldiers sole, stuff like that. How would this (if at all) affect the biosphere? And how would it spread? Random planetary events? A post-research research similar to precursors?