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NotAYakk

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Feb 26, 2021
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Rewrite the scripted events as a situation. Especially for people who are doing it spoiler-free, having an idea of how far along the situation you are will make playing this less of a "ok, exactly how desperate is it?" game.

Towards the end of the situation, remove the influence cost to abandon the homeworld. As it stands, a last politician stays behind and dies, which is a bit silly.

Have events that offer to evacuate your capital population to other colonies occur. This should help AI with this origin not suck.
 

Metallichydra

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You're talking about the doomsday origin, right? Calamitious birth is the lithoids origin.
 

Foxosaur

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Great idea. It wasn’t immediately obvious to me the need to manually offworld my pops the first time and probably more importantly enable the edict to get the discounted resettlement cost. Without that edict it was impossible and so easy to miss.

A situation would help this a lot and make it more immersive and as you say could help the AI.
 

NotAYakk

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And there are some fun choices that could be written. Like:

1. Tough it out (stops being an option after a bit).

2. Built evacuation shuttles to transport to existing colonies. (requires at least 1 other colony)
* The evacuation shuttles become Science, Construction or even Corvettes once used

3. Build orbital habitats as best we can (requires some starbase or orbital hab tech - but not full orbital habs I think).
* Get primitive habs that is better than death

4. Place population in cryo on colony ships, hoping to find new colonies later. (the fallback for the AI who has no colonies or insufficient tech)
* Spawns colony ships. These ships build a cryo pop bank on the target planet which spawns a few extra pops over time before breaking down. Unlike normal ships, these consume pops on your homeworld.
 
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GOLANX

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And there are some fun choices that could be written. Like:

1. Tough it out (stops being an option after a bit).

2. Built evacuation shuttles to transport to existing colonies. (requires at least 1 other colony)
* The evacuation shuttles become Science, Construction or even Corvettes once used

3. Build orbital habitats as best we can (requires some starbase or orbital hab tech - but not full orbital habs I think).
* Get primitive habs that is better than death

4. Place population in cryo on colony ships, hoping to find new colonies later. (the fallback for the AI who has no colonies or insufficient tech)
* Spawns colony ships. These ships build a cryo pop bank on the target planet which spawns a few extra pops over time before breaking down. Unlike normal ships, these consume pops on your homeworld.
More options is better, I would toss terraforming tech into the mix, and I would provide the ability to sacrifice tech income from other sources for a boon to engineering or society at about 50% efficiency so that you can really rush out Habitats or Terraforming.
 
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Cosmic Fishering Fleet

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I like how disasters implemented in Real Space: New Frontiers. You use planetary decision to evacuate your pops to other colonies, one at a time, and when the last one leaves, colony is abandoned. You need to set receiving terminals (through planetary decision) to other colonies so they could take refugees, though.

Something like that would lessen amount of micromanagement required for shuffling pops around, as well as waiving silly 200 influence tax on colony abandoning.
 

NotAYakk

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I like how disasters implemented in Real Space: New Frontiers. You use planetary decision to evacuate your pops to other colonies, one at a time, and when the last one leaves, colony is abandoned. You need to set receiving terminals (through planetary decision) to other colonies so they could take refugees, though.

Something like that would lessen amount of micromanagement required for shuffling pops around, as well as waiving silly 200 influence tax on colony abandoning.
That 200 influence tax is to block an exploit, so it isn't silly.

Just, it isn't appropriate *here* really.
 

GOLANX

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That 200 influence tax is to block an exploit, so it isn't silly.

Just, it isn't appropriate *here* really.
Imo it should have been a tax on colonizing the planet, not leaving it. It would still break the exploit and adds a meaningful decision between colonizing the planet and expanding your boarders, also your still getting a free pop with your colony still you should have to pay for the pop.
 

Metallichydra

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Imo it should have been a tax on colonizing the planet, not leaving it. It would still break the exploit and adds a meaningful decision between colonizing the planet and expanding your boarders, also your still getting a free pop with your colony still you should have to pay for the pop.
Would also fix just closing the jobs to get them to automigrate for free.
 
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NotAYakk

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Feb 26, 2021
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Imo it should have been a tax on colonizing the planet, not leaving it. It would still break the exploit and adds a meaningful decision between colonizing the planet and expanding your boarders, also your still getting a free pop with your colony still you should have to pay for the pop.
Sure.

I've played a stellaris mod - SW based I think - that charged influence for colonizing planets. It was about 2 system's worth.

It made conquest far better than colonizing for expansion. Which is already sort of a problem in Stellaris.