Life seeded origin & Homeworld planet ascension

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Pancakelord

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After playing with it it again, I feel like the life seeded origin could do with a mechanical tie-in with the planet ascension mechanic. How precisely I'm not sure, but some options are:
  1. Having the Homeworld start off ascended (e.g. at tier 4 - max ascension might be a bit much, but then again, it's just 1 world...)
  2. Providing a (stacking) discount on either your Homeworld's (only) or any owned planet's planetary ascension - IF the planet is a Gaia world (to keep with the origin's theme)
  3. The origin allows you to conduct planetary ascension from completing your first tradition tree (rather than from completing your 3rd)
Though only idea #1 sticks closely to the original "paradise world" theme. The other two branch it out a bit and work under the assumption that either your people know how to get the most out of Gaian worlds (via ascension being cheaper) or, from having evolved on a veritable paradise, can ascend their worlds much faster. A combination of the above is also possible - such as letting you more quickly ascend your Homeworld, at a reduced price - but this isn't carried over to other worlds.

There are of course other possibilities to buff the origin, that go beyond planetary ascension (like finding ancient terraforming equipment on a guaranteed colony, or being given the world shaper AP for free when unlocking Climate Restoration technology), but this probably requires the least in the way of extra event text / backstory modifications to the origin.
 
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Life Seeded homeworlds starting partially ascended is a janky way to apply a bonus. The bonus would You could instead make it so Gaia worlds get a modest Ascension discount, or also add a planet modifier to a Life Seeded homeworld that gives, like, +5 Stability, +5% Production, +10% Amenities or something.

Life Seeded is also one of three ways to get a guaranteed and known size 30 planet, the other two being Imperial Fiefdom and Ocean Paradise (the latter of which is a strictly worse origin than Life Seeded with 2-point Aquatic trait).
 
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Stupid_Dragon

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The cheaper and boosted Planetary Ascension effects is something that could be given to Gaia Worlds baseline tbh.

As for Life Seeded I just don't see it being a viable origin under default settings and at the same time not broken at 0.25 total habs & 0 guaranteed habs, which is, unfortunately, a rather popular preset.
 
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Metallichydra

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Ocean Paradise (the latter of which is a strictly worse origin than Life Seeded with 2-point Aquatic trait).
Ocean paradise isn't strictly worse since you can actually colonize some worlds.
 
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Ocean paradise isn't strictly worse since you can actually colonize some worlds.
Low habitability can be worked around early and negated by midgame with any of Glandular Acclimation, Idyllic Bloom, World Shaper, or just getting Baol Precursor. Getting rid of the 45% Housing Usage penalty on Hydrocentric Aquatic requires some impressively stupid manipulation of certain events that probably isn't worthwhile or going Synth ascension.

Ironically, the thing that keeps Idyllic Bloom from being a pretty good Civic is the difficulty in guaranteeing a source of Gas early. Life Seeded actually solves that problem.

Finally, a size 30 planet is a size 30 planet. Build an Ecumenopolis on that Homeworld.
 

Stupid_Dragon

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Low habitability can be worked around early and negated by midgame with any of Glandular Acclimation, Idyllic Bloom, World Shaper, or just getting Baol Precursor. Getting rid of the 45% Housing Usage penalty on Hydrocentric Aquatic requires some impressively stupid manipulation of certain events that probably isn't worthwhile or going Synth ascension.

Ironically, the thing that keeps Idyllic Bloom from being a pretty good Civic is the difficulty in guaranteeing a source of Gas early. Life Seeded actually solves that problem.

Finally, a size 30 planet is a size 30 planet. Build an Ecumenopolis on that Homeworld.

Idyllic Bloom guarantees Gas by day 1 with Inorganic Breath or using second species with Gaseous Byproducts. Still mediocre. You take an unremovable civic for 100% habitability and +13.6% yields after investing a fortune of energy and gas per planet, or you simply take Meritocracy and enjoy +10% specialist output unconditionally.

It's very much playable and is rich for RP, but it's not that good, at least not in my book, even if you minmax for it. And if market unlock gimmick were to be fixed it'd go straight into the garbage bin, because a starter civic that does almost nothing for the first 20-30 years is just haha, nope.
 
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Idyllic Bloom guarantees Gas by day 1 with Inorganic Breath or using second species with Gaseous Byproducts. Still mediocre. You take an unremovable civic for 100% habitability and +13.6% yields after investing a fortune of energy and gas per planet, or you simply take Meritocracy and enjoy +10% specialist output unconditionally.

It's very much playable and is rich for RP, but it's not that good, at least not in my book, even if you minmax for it. And if market unlock gimmick were to be fixed it'd go straight into the garbage bin, because a starter civic that does almost nothing for the first 20-30 years is just haha, nope.
Terraforming a planet to a friendly climate costs 5k energy.
Terraforming a planet to a Gaia World costs 7.5k energy.

On paper, Gaia Seeders look more expensive than that, sure. If we assume the base construction time of 16 months per phase and going immediately from phase to phase with Gaia Seeders, you'll expend 6,960 Energy and 398 Gas for the full terraforming project, which would be 12,134 Energy only if you pay market rate for literally all the gas used in the building of the Gaia Seeders.

The rub is that 1) Gas is the least useful strategic resource. One Gas Mining building produces enough gas to employ 18 Researchers in fully-upgraded buildings. We're really giving it outsized weight in this calculation, there will 100% be extra gas in the empire not being used for any other purpose to invest into Gaia Seeders and 2) the costs of Gaia Seeders is building construction and upkeep, which will get reduced by all kinds of different effects including, but not limited to, the Architectural Sense leader trait, Architectural Interest governor trait, the Prosperity tradition, and the Functional Architecture civic. Furthermore, for 75% of the time that the terraforming project is happening you're getting a 10% pop growth boost on the planet, and even with the penalties to building upkeep on inhospitable worlds, construction speed bonuses like from Assembly Patterns will significantly reduce the ability of those penalties to impact the overall price.

This also assumes you use the base buildings and not the holdings, which is important because the holdings are HILARIOUSLY cheap and amazing to spam on your vassals while preparing to absorb them.

As for using racial traits to get access to gas, Inorganic Breath and Gaseous Byproducts are both two-point traits that just give you access to gas with stiff drawbacks. Inorganic Breath increases your pop's CG upkeep from living conditions by 50%, which is *a lot*, and Gaseous Byproducts requires you to play Lithoid with all the challenges that entails. Life Seeded doesn't just give you those two trait points back for your primary species *and* give you access to Gas at the start of the game, it also gives you access to Crystals at the start of the game, which is required to research Hyperlane tech, and gives you a size 30 homeworld with an additional production bonus, giving you plenty of room to grow your empire until you can research Terraforming and Ecological Adaptation as well as a great world to transform into an Ecumenopolis and continue scaling into the late-game at a later time.

Sure, it's not a meta online PvP build because you can't, immediately after game start, colonize a second world, designate it a Forge World, and then spam out alloys while resettling all your pops to it, but the origin has a really solid and easy starting playline that leads into being a galactic power.
 
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