• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

G S Palmer

Lt. General
57 Badges
Jan 20, 2019
1.444
2.018
  • Stellaris: Megacorp
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Victoria 3 Sign Up
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Necroids
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Crusader Kings III
  • Stellaris: Federations
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Magicka
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Knights of Pen and Paper 2
  • Magicka 2: Ice, Death and Fury
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II
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.
 
Last edited:
  • 41Like
  • 25Love
  • 8
  • 1
Reactions:
is this an advertisement for a mod? Or is it a suggestion? .... in any case, I saw this in a Mod in version 2.4 but more simplified ... it is an excellent idea!
Just a suggestion, if I could I guess I would like to turn it into a mod, but the game isn't currently malleable enough for it to really work (plus I have other mods to maintain).
 
They can be perfectly turned into anomalies or archaeological discoveries, I think "More event Mod" has several of these things but very messy and isolated. What you propose is missing from the game as a general structure, anyway
 
Last edited:
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.
This is absolutely brilliant! I admire how much thought you gave this suggestion and the effort to put this post together. Well done! Since it's been a while since you made this entry I wonder if you ever received a reaction from the devs? This obviously would bring so much more value to the game - I hope they recognized the idea.
 
  • 1
Reactions:
Since it's been a while since you made this entry I wonder if you ever received a reaction from the devs?
Unfortunately no, but I think devs don't comment in the Suggestion forums as policy.
 
  • 1
Reactions:
This is an old thread, but DAMN, this is a good idea.
I think I once suggested something similar using pre-FTL pops as native fauna, but obviously pop growth is a big source of lag for this game. OP's version is so much more versatile. I LOVE IT.
 
  • 1
Reactions:
I loved this post, is one of the best suggestions ever, if not the best.

Suggestions:

Change Silicoid to Mineraloid and add the following subtypes:
Mineraloids: Crystaloids, Metaloids, Silicoids, Igneoids, Mineraloids (Default).
-Crystaloids: Crystal beings.
-Metaloids: Metal bengs.
-Silicoids: Rock beings.
-Igneoids: Lava beings.
-Mineraloids: Default.
Machines: Robotic, Nanobots, Swarmbots, Synthetics.
-Robotic: Standard robots.
-Nanobots: Slime like beings composed of billions of nanorobots.
-Swarmbots: Swarms of small bots that act as a single entity, like nanobots but distinguishible.
-Synthetics: Robots that look and behave almost like their real life counterpartas but are completely synthetic. You don't realise they are robots until you hunt one and examine it.

I don't see any use for the conservation status, it is kind of redundant with the population. Instead of Conservation status i'd sujest to change it to a more useful characteristic: Reproduction. This will show if the species population is more likely to increase one level, decrease one level or stay the same.
-Reproduction: Exploding, Increasing, Stable, Declining, Imploding.
Exploding: Population grows 1 level (very likely) or stays the same (unlikely).
Increasing: Population grows 1 level (likely), stays the same (likely) or lowers 1 level (unlikely).
Stable: Population grows 1 level (unlikely), stays the same (very likely) or lowers 1 level (unlikely).
Decreasing: Population grows 1 level (unlikely), stays the same (likely) or lowers 1 level (likely).
Imploding: Population stays the same (unlikely) or lowers 1 level (very likely).

Add 2 new population sizes:
A extra population level for animals and plants that are used for industrial production (either food, clothes, etc). So even animals that are rare in nature, like cows, can grow to become very abundant (level 6).
-Population: Industrialized.
All true:
  • Domestic usage: Livestock.
  • Interaction policy: Proliferate.
  • Population: Abundant.
When the biosphere health is low, species with negative traits can become plagues. Every month there will be a possibility of one species becoming a plague (level 6) which will make them more difficult to exterminate. The lower the health of the Biosphere the more chance for a negative trait species to become a plague.
-Population: Plage.
All true:
  • Conservation status: Safe (alternatively Reproduction: Exploding).
  • At least one true:
    • Population: Abundant.
    • Population: Plentiful.
    • Population: Common.
  • Negative trait.
There could be special planets with low biosphere health that are full of negative trait species that became plagues, like the Zerg homeworld and a special modifier making its biosphere sturdier.

Captive breeding and conservation should be available only if you have a Zoo built. And only one species per Zoo at a time.
Robot species could have special habitability and biosphere sturdiness modifers (like they were put there by an ancient civilization to take care of the environment), for example +5 Biosphere sturdiness per population level or +3% habitability per population level. They would need a special reverse engineering project and a Robot assembly to be able to breed or conserve. 1 species at a time per level of Robot assembler (total of 3). You can then export them to your other planets. Might be you can even research a technology as mechanist to build them directly.

Change Neutrlized to Integrated. This can cause confusion. Neutralized might be confused with extinct.

Make animas have a planet preference, if they are imported to a planet with different climate, then this will have a negative impact in their sturdiness and will be very difficult to maintain their population (might be impossible without intervention or outright impossible).

Different climates have different sturdiness, Desert planets are more surdy but have less species, Tropical planets have more species but lower sturdiness.
Desertic, Ocean, Arctic: High turdiness, a few species.
Arid, Continental, Tundra: Medium sturdiness, medium species.
Savvanah, Tropical, Alpine: Low sturdiness, a lot of species.

Alien species should have more problems increasing their population in sturdy planets (like desertic, ocean, arctic).

Planet sturdiness and species sturdiness should be visible.

An ecologist ethic that doesn't afect that much the planet biosphere and gets more science from studying animals.
An industrialist ethic that gets more resources from destroying the biosphere and Eradicates/Extirpates the anmals faster.
A hippy civic that gives unity for every species living in their own planet and with population rising or stable.

some species would have traits that allow them to be recruitable. For example, Strong: +2% planet mineral production per population level and makes it a recruitable Xenomorph army. If you recruit 1 army the Population will decrease 1 level.

Instead of a hard cap for the bonuses the animals give (for example 2 species with repeated 5% bonus will only yield a maximum of 25%), make hard cap for animal species depending on the planet biosphere health and size, and lower the bonus that each species gives per population level (from 5% to 2% for example). That way you might want to specialize the biosphere of your planet extinguishing all species that don't yield a mineral bonus for example, keeping all species that do and importing more species with mineral bonus to fill the available slots left by the extinct species. So, lets say that your planet has a species capacity of 5, and you have 2 species that yield +2% mineral output each. You can fill the other 3 species slots with other species with the same bonus and have 5 different species with population level 5 producing +2% mineral output per population level to a total of +50% mineral output. Also, if the planet species quantity is bigger than the species capacity, all species of the planet will take a opulation level decrease until enough species went extint to lower the quantity to the planet species capacity.
 
Last edited:
  • 2Like
  • 1
Reactions:
Amazing stuff. I hope this gets added to the game.
 
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

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.
Amazing stuff, especially the Neural Parasites. I really hope this makes it into the game.
 
I'll be honest, I was a bit skeptical at first, thinking that perhaps this would end up adding unnecessary complexity, but the more I read it the more I got convinced that this would be really great.

Mechanically, it would add more variation between planets, more "personality" which is something that unmodded Stellaris is lacking.
It would be great thematically for many kinds of empires, from the "Hunter/Predator" style empires the civic supports, to the Eco-friendly ones, to the ultra-industrial ones...
 
I think this can also interact with planet modifiers like 'Hostile Fauna', 'Lush' and 'Titanic Life', so planet modifiers aren't just some boring numbers.
 
  • 2
Reactions: