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tanny

First Lieutenant
Dec 9, 2016
249
72
Flight. “Flying allows for certain paradigms of the society unbounded by the ground. Reduces housing usage (more efficient housing), More army damage (Troops can fly over obstacles and take aggressive positions.)

Migratory: A more powerful version of nomadic unlocked with flight.

Egg protectors: This species is very protective of their eggs. Unlocks hatchery which increases pop growth speed of pops with the trait of the same name.

Bird’s eyes. “This bird has good vision and large processing center in their brains which translates to increased effectiveness in what they do.” Grants leaders traits.


Any more?
 
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drawar

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I don't know if you read it, but here it is: Planetary architecture
I have a section about content for flying species that I created with respect to a dedicated architecture plus an origin.

And, in my case, the need for Housing is increased, as I consider flying to take up more space and not necessarily the most efficient way to move inside buildings without allocating more space.
And that you also have to think about disabled pops who can't fly. ;)

The idea is simple and comes mainly from the Subterranean origin.
In the idea, it is underground cities and etc. Hence for example the “−75% Orbital Bombardment Damage”. But in fact, this is not the case, if the planet is conquered. It disappears. If a planet is conquered, it gains this bonus.

The idea would be that each planet would have a Planetary Architecture style.
Each empire would have a default type of architecture which is assigned to a planet when it is colonized, except in cases of incompatibility.

We could change the architecture of a planet via a decision or a dedicated option, but this would significantly reduce the stability of the planet during the works. The cost and duration would depend on the number of districts and buildings built on the planet, cost reduction bonuses and construction speed.


Land architecture :
This would be the default architecture for most empires.


Subterranean architecture :
It would be the default architecture for empires with Subterranean origin.
  • -75% Orbital Bombardment Damage
  • +10% Building and District Cost
  • -10% Planetary build speed
  • Mining Districts are uncapped
  • +30% Species Minimum Habitability
  • +20% Habitability with Cave Dweller trait
  • -20% Habitability without Cave Dweller trait
  • -10% Habitability with Phototrophic trait
  • Uses a unique city appearance outside habitable megastructures
Cave Dweller :
  • -10% Pop Housing Usage or +10-20 years Leader Lifespan
  • +15% Minerals from Jobs
  • -20% Biological Pop Growth Speed
  • +10% Empire Size from Pops

Aquatic architecture :
Default architecture with the Ocean Paradise origin or for a species with the Aquatic trait.
  • Requires a planet with a wet climate or Gaia or Ring World
  • +4 Agriculture District limit on wet planet adn Gaia
  • +10% Building and District Cost
  • -10% Planetary build speed
  • +10% Hapiness with Aquatic trait
  • +20% Habitability with Aquatic trait
  • -20% Habitability without Aquatic trait
  • Uses a unique city appearance outside habitable megastructures

Functional Architecture :
Unlock with Civic Functional Architecture
  • -5% happiness
  • -10% Building and District Cost
  • -10% Building and district upkeep
  • -20% Empire Size from districts
  • +1 housing from Urban district
  • +1 Building slots per Urban district

Celestial architecture :
Requires Anti-Gravity Engineering + Celestial Architecture Research
Or
Heavenly Paradise Origin
  • Requires a non-Ecumenopolis planet
  • City districts are replaced by a special Heavenly District
  • Industrial, Generator, Mining and Agriculture districts: -2 housings, +2 jobs.
  • +50% Orbital Bombardment Damage
  • +20% Trade Value
  • +20% Habitability with Flight or Celestial trait
  • -20% Habitability without Flight or Celestial trait
  • Uses a unique city appearance outside habitable megastructures
Heavenly district :
  • It is the equivalent of the Residential Arcology of the Ecumenopolis and benefits from the same improvements.
  • Cost : 1000 mineral and 50 rare crystal
  • upkeep cost of 1 Rare Crystal and 10 energy
  • Building Slot: +3
  • Adds 2 Energy Districts limit
  • +5% Habitability with Flight or Celestial trait

Heavenly Paradise Origin :
  • Requires an species with Flight trait
  • The species gains the trait: Celestial
  • Homeworld is a Tomb World
  • The planet starts with the Planetary features:
    • + 4 Ruined Heavenly Districts
    • Celestial Refuge
  • One Guaranteed habitable worlds is Shattered with a Habitat in ruins, an archaeological site allows you to unlock a special project to restore the habitat which will have a deposit of 2 rare crystals and unlock Rare Crystal Mining technology.
  • Other Guaranteed habitable worlds is Toxic World with anomaly. The anomaly (of difficulty 5 at least or more) allows you to unlock an archaeological site which allows you to discover that this world was a refinery world. A large-scale bombardment has released a huge amount of toxic substances used by the large refinery complexes giving rise to this Toxic world. Large amounts of rare crystals are still present, but harsh conditions make operations difficult. But the study of the remains of the refineries has made it possible to understand the manufacturing process. Adds a deposit of 1 rare crystal to the planet and unlocks Rare Crystal Manufacturing technology

Ruined Heavenly Districts :
  • Removal cost : 1000 energy
  • Removal Time : 360 Days
  • Effect : -4 disctricts
  • Rewards : +500 mineral and +25 rare crystal

Celestial refuge :
  • +50% Habitability with Flight or Celestial trait
  • Supports the upkeep cost of up to 3 Heavenly Districts

Flight trait :
  • Cost : 0
  • +10% Pop growth from immigration
  • -20% Resettlement Cost
  • +10% Army Damage
  • +20% Pop Housing Usage
Celestial trait :
  • Cost : 0
  • -50% Habitability without Celestial architecture on planet
  • +10% Unity with Celestial architecture
  • +25% Defense Army Damage with Celestial architecture
 
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tanny

First Lieutenant
Dec 9, 2016
249
72
I don't know if you read it, but here it is: Planetary architecture
I have a section about content for flying species that I created with respect to a dedicated architecture plus an origin.

And, in my case, the need for Housing is increased, as I consider flying to take up more space and not necessarily the most efficient way to move inside buildings without allocating more space.
And that you also have to think about disabled pops who can't fly. ;)

Flying allows a more efficient city in many ways. Build a skyscraper without having to worry about entrances and so on. Disabled pops are, depending on ethics, euthanized, given jet pack, carried around, or simply put in shelters, but their numbers wouldn’t be significant enough to change gameplay.
 

Me_

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Jan 14, 2011
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Why should flight be Avian when there are flying and floating species in other groups?

Migratory and Egg protectors also don't feel very avian. There are plenty of migratory mammals and fish. Eggs are a very common feature as well.
 
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tanny

First Lieutenant
Dec 9, 2016
249
72
Why should flight be Avian when there are flying and floating species in other groups?

Migratory and Egg protectors also don't feel very avian. There are plenty of migratory mammals and fish. Eggs are a very common feature as well.
Yeah... but birds are the dominant ones at that. Birds are the only species capable of migrating the entire world from north to south and sometimes with ZERO resting...

Wait... there are flying and floating species in other groups too?

Oh... screw that.
 

tanny

First Lieutenant
Dec 9, 2016
249
72
Why should flight be Avian when there are flying and floating species in other groups?

Migratory and Egg protectors also don't feel very avian. There are plenty of migratory mammals and fish. Eggs are a very common feature as well.
Maybe they're the strongest at it? Mayyyybe. Stellaris has many portraits do different things. Lithoid portraits consume minerals, for example.
 

WeeBigTerd101

Captain
Nov 16, 2020
324
298
Flight. “Flying allows for certain paradigms of the society unbounded by the ground. Reduces housing usage (more efficient housing), More army damage (Troops can fly over obstacles and take aggressive positions.)

Migratory: A more powerful version of nomadic unlocked with flight.

Egg protectors: This species is very protective of their eggs. Unlocks hatchery which increases pop growth speed of pops with the trait of the same name.

Bird’s eyes. “This bird has good vision and large processing center in their brains which translates to increased effectiveness in what they do.” Grants leaders traits.


Any more?
Is there a default trait? Like lithoid, necroid, and hivemind, are all default. Or are all the traits optional like the plantoid and fungoid exclusive traits?
 

tanny

First Lieutenant
Dec 9, 2016
249
72
Is there a default trait? Like lithoid, necroid, and hivemind, are all default. Or are all the traits optional like the plantoid and fungoid exclusive traits?
The flight trait would be optional but would make certain traits unlocked. For example, the nomadic is replaced by the migratory trait which is more powerful. Adaptive traits should also be replaced with a more powerful version too. Maybe evasive flight: "This flying species knows how to avoid dangers on the ground... by flying" and ungrounded: "This species is known to be nesting anywhere and everywhere. They will carve out any home from any edge, any cliff, or any surface really".
 

tanny

First Lieutenant
Dec 9, 2016
249
72
Not gonna lie, these sound like they can already be represented with Nomadic or Thrifty.
A more powerful version of something.

Maybe one for "multi-role feather". Reuse feathers for consumer goods.

And no, a passive generation and thrifty play very differently. One is for a merchant build. The other is for... well... any build with lots of pops really.