Lost Colony origin: more outcomes for the original homeworld

Tannhäuser Cake

First Lieutenant
Nov 22, 2020
244
696
The "Lost Colony" origin has potential yet untapped. While it gives us something to discover, it is always the same thing: an advanced (if possible, otherwise normal) empire of your species is waiting for you to find somewhere out there in the galaxy. It would be a more interesting experience if we truly did not know what to expect - your original homeworld might have been affected by...
  • tomb world-level disaster (post-apocalyptic empire, native inhabitants, or no inhabitants at all)
  • rogue servitors
  • determined exterminators
  • necrophages
  • invasion by an extraterrestrial civilization (system occupied by an advanced empire at game start)
  • invasion by an intraterrestrial civilization (your species is now the secondary species on the original homeworld, which also gets subterranean features)
  • revolt by genetically enhanced animals (your species is now the secondary species on the original homeworld, possibly also getting the servile trait)
  • total planetary destruction (shattered, shrouded, black hole)
  • global societal and technological collapse (regression to slightly pre-FTL natives)
  • timetravel/timeshifting shenanigans that leave you finding the original homeworld back in the bronze age, the pre-sapient stage or an even more pristine state (possibly different climate)

Basically, it would be more fun to discover the fate of the original homeworld if it remained a mystery until it is rediscovered.
Sometimes the Commonwealth of Man should find that the United Nations of Earth are replaced by the Custodians of Earth, or that Earth has been reduced to a tomb world.
The only way to make the first happen right now is to force-spawn the CoE, which replaces chance with boring certainty, and the roachoid-infested Sol III cannot currently happen in any game where the CoM exists because that condition is currently hardcoded to force-spawn the UNE.
I also do not think it is even possible to have force-spawned rogue servitors "count" as the counterpart of non-hardcoded Lost Colony empires, the way it is with CoE and CoM.

If alternative outcomes for the homeworld are added, as per the above, it would be nice if we could name specific pre-made empires for each scenario that requires an empire design (if we don't want to leave it at "random design"). For the CoM, the prosperous unification alternative would be the UNE and the rogue servitor alternative would be the CoE.

We should in any case also be allowed to select the name of the homeworld and its star, to let us ensure that they align with (our headcanon behind) the species' name if we so desire.
Force-spawning an empire in possession of the named star would supposedly be a way to override the random outcome mechanic, for those who prefer a fixed outcome like now.

(a designated origin star name could also be used by the game to recognise force-spawned empires, with a different main species, as the stand-in for the origin empire - even if the alternative outcomes suggested above were not added to the game)
 
  • 5Like
Reactions:

Reedstilt

First Lieutenant
56 Badges
Sep 22, 2017
224
563
  • Stellaris: Apocalypse
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Lithoids
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
Instead of (or in addition to) the Extraterrestrial invasion outcome, they could get the Scion origin and be a puppet of a Fallen Empire (shout-out to the United Terran Protectorates).

Also, in addition to discovering your homeworld in a primitive state due to time-travel shenanigans (and I'd say have all options available from Stone Age to Early Space Age), you could go the other way too. The Lost Colony has been flung far into the future and their homeworld is now a Fallen Empire.

In any case, once you make contact with / rediscover your homeworld, you should get an Event pop-up informing you and possibly giving an event chain for further interaction. At the moment, I've been a little disappointed that the game doesn't make a bigger deal out of reconnecting with the homeworld.
 
  • 3Like
Reactions:

Tamwin5

General
20 Badges
Dec 3, 2017
2.444
2.637
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
While I'm a big fan of expanding what your homeworld might be, I don't think you should include the more esoteric options because that might clash very hard with someone's RP and the story they've created about their species. So I'd go with the following options:
  • Generic Prosperous unification (current)
  • tomb world-level disaster (post-apocalyptic empire, primitives (also with survivor trait), or digsite)
  • rogue servitors / Driven Assimilators
  • invasion by an extraterrestrial civilization (system occupied by an advanced empire at game start)
I removed Determined Exterminators because in that case all of your pops would be gone, and there'd be nothing left to save. Compared to a Driven Assimilator, where you can free your species from the evil robots. Technological regression I think makes sense to be always tied with tomb world.

As an aside, I'd love to see support for lost colony in no-AI Multiplayer games. So If there was another empire with your species, they'd automatically be made your home, and if not it would select the tomb world digsite.
 

TrotBot

Lt. General
47 Badges
Feb 2, 2018
1.681
2.510
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
(a designated origin star name could also be used by the game to recognise force-spawned empires, with a different main species, as the stand-in for the origin empire - even if the alternative outcomes suggested above were not added to the game)
this is unnecessary. make it check for same species portrait/name and just take that force spawned empire as your homeworld if there is one with the same species/portrait. let same species include biotrophies so that it would work for rogue servitors with that species as their secondary species. then if you want to control the star/homeworld you just edit that on the force spawned origin empire instead of the lost colony.