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Marmelado

First Lieutenant
Oct 21, 2019
209
871
Stellaris has gone a long way since 2016. Lots of various mechanics have been improved: economy, combat, diplomacy etc. Next highly anticipated step is overhaul of internal politics with improvements of factions, government, civics and so on. A lot of suggestions are concerned with the ideas of state religion/ideology and culture. Those ideas are interesting, but I think there should be a change in focus to unlock full potential of those ideas and the game as a whole.

Bring more attention to species of the Galaxy, make traits important and expand the species mechanics.

While over time Stelalris introduced a lot of changes concerning state, not much was changed in terms of species. In the current version of the game species don't play any major role. Different species have different portraits and are slightly better at different things, but that's it. If your entire species leaves the state and is replaced with entirely new species, not much would change. Just different portraits and bonus modifiers. Even ethics of new incomers are not really playing a role.

As a result aliens don't feel alien. They don't even feel unique. A thrifty molluscoid is easily interchangable with strong humanoid. If one leaves and other comes, the state of Hatyay Commonwealth would not even notice. If a a sedentary charismatic fungoid has to co-exsit with repugnant nomadic avian, there would be no reaction from the game. Species are just a biomass with no identity. The problem is pretty complex and there may be several alternative solutions.

Imagine if you have a charismatic, sedentary fungoid race living on some planet. Through resettlement or immigration the repugnant nomadic avians now live on the same planet. Those two species would probably be shocked by each other and have a difficult time co-existing and adjusting. Of course there are many modifiers at play, like state ethics, individual ethics of aliens, species rights and so on. The main point is that there would be some sort of shock for the planet. There would likely be tensions.

The proposal is to introduce something like "stellar shock". It is an already existing mechanic given to uplifted primitives. For quite some time those uplifted aliens have reduced happiness because of how shocked and unadjusted they are to a new world. In the case of fungoid and avians, both species would also have reduced happiness.
  • From the moment the first alien arrives and for the next 10-20 years, the happiness of species (and planetary stability) is reduced.
  • After species adjust, stability returns to normal.
  • Each planet goes through this process individiually.

It may be improved further.

Same as above, but with more calculations.
  • State xenophobia as well as local xenophobia would increase the duration and negative effects of "stellar shock".
  • Stellar shock would lead to a slight increase of overall state xenophobia attraction.
  • Xenophilia would do the opposite and would even slightly improve happiness and planetary stability from several species living together.
  • Then the co-existing aliens would lead to an increased state xenophilia, just as now. Currently it feels unearned without the process of adjustment.
  • Special events or situations related to two species adjusting and eventually co-existing with each other.
  • If some species has co-existed with other species before elsewhere (most likely nomads), it would have an easier time adjusting to a new species.
  • Large multi-species states would also have more experience with co-existing aliens compared to a mono-species state.
  • Similar traits between species would make the process of adjusting easier. Opposite traits would make it harder.
  • If the planet already has multiple species and a new one is introduced, the stellar shock is calculated based on primary species, but is reduced even more.
  • Genetic engineering would have a limited effect. You can't just add some trait and expect stellar shock to be gone.

Hopefully with those two proposals the process of creating and maintaining a multi-species state would feel harder and more challenging, but also more rewarding. Not only there would be some mechanical benefits of increased planetary stability, but also it would really feel like there are actual aliens within your borders. Events and situations related to multiple co-existing species would go a long way. However, it may be expanded even further.

Each species is generated with its own culture. For example, Hatyay fungoids are generated with "Hatyay culture" and every Hatyay would share it. The culture is based on traits, not ethics or civics. It is a way each Hatyay behaves, regardless of the place or state they live in. A communal species would stay communal both in egalitarian spiritualist democracy and autocratic xenophobic dictatorship.

After resettlement or immigration a planet may be inhabited by several different species, meaning several different cultures. This would result in a similar species cohesion mehanic proposed above with Stellaris calculating how compatible two cultures are and then calculating the stellar shock. The main difference here is that there would be consequences for the state as a whole. With Alien cultures mechanic it would be possible to calculate cohesion not just on planetary, but also on the state level.

For example, if avian nomads are settling on several fungoid planets at once and the proportion of avian culture compared to fungoid one is rapidly increasing, it may lead to global events, decisions and situations. For example, the xenophobic faction may demand to make avians undesirables or alternatively the xenophile faction would push hard to keep avians in. In a less conflict-oriented way, multiple co-existing cultures may result in global festivals increasing unity production and improving diplomatic relations with primary avian state.
 
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Species traits should have more impact, like +40% in resource production or -20% Habitability. With these changes:
+ Species start with +5 Trait Points
+ Positive traits cost max 5 Points
+ Negative traits give max 3 Points
 
Posting an improved suggestion from this thread:

I mentioned the idea of dividing traits into biological and cultural and then using cultural traits to influence ethic-agnostic policies. For example, communal species would prefer planets to be highly populated and urbanized, while solitary species would prefer lower-populated, district-based, rural-style planets. If a player grants their wishes, they get happier and vice versa. Then there would be something unique to each trait. To make it even more interesting you may add few events for each trait. Sadly, it would still be tied to happiness as a modifier. The solution for this is to have a hard look at happiness and make it much harder to increase. Happiness rework needs to happen anyway, it is a broken modifier at the moment.

My second idea is to rework stellar shock. Each time a new species is brought into your borders it should affect the species that lived there before. For example, if species named "Kezhar" starts to migrate to a planet inhabited by species named "Geglor" there would be tensions between Kezhars and Geglors on planetary level. "Tension" could be a modifier in its own. Depending on player's actions and policies (especially if one or both are xenophobic) tensions may go up and lead to planetary instability or go down (especially if one or both are xenophilic). It would be even rougher if species have different traits, like if Kezhar are communal and Geglors are solitary. Or it may go even smoother if both have similar traits, like if both are communal. The more tense the relations on the planet, the more xenophobic the population gets and vice versa. If there are tensions on many planets, the state-wide xenophobia will increase and vice versa.

There should be culture associated with each state. For example, aliens born and raised within Geglor Union carry "Geglor culture". That culture may be used as something similar to Vic 2/3 cultures. For example, if Bragar Empire conquers Geglor Union, newly conquered aliens would try to restore the independent Union one way or another. In general conquered species should be far more rebellious and ungovernable instead of being 20% unhappier. Civil culture may have some exceptions, though. If Geglor Union was a xenophobic apartheid state where Geglors oppressed Kezhar immigrants, Kezhar would have never identified with Geglore culture in the first place. Then they would actually welcome Bragar liberators and switch to new culture. On the other hand, if Geglors treated Kezhars like brothers, Kezhar immigrants would be of Geglor culture and would fight for the Union alongside native Geglors.

Factions should include liberation movements like Geglor Liberation Front with its own demands (or it may be possible to be a part of a movement and some other faction simultaneously). The better Geglors are treated (citizenship rights, normal living conditions, respect for species culture) the less extreme that faction would be. Yet, as they get more power they would push for more: special sector at minimum (sector governed by Geglor governor), vassal autonomy as a better option and sovereignty as the end goal. So, you have a choice to either keep Geglors down brutally (and risk consecutive rebellions), keep things in the middle or give them wide autonomy (and risks accociated with that).

These ideas should be implemented within a wider internal politics rework with more proactive and influential factions, more active population and less controllable ethics. Changing others to your point of view should be harder, keeping stability should be harder, maintaining multi-cultural society should be harder. A state in Stellaris should not be a monolithic unbreakable entity. It should be constantly challenged and threatened internally (so mid-game would be more interesting). As a side note it should help with other big Stellaris problem, the bias for Militarism, weakness of Pacifism and snowballing going out of control. Militarists going on a rapid conquest spree would get slowed down a bit by liberation movements and tensions, while Pacifists would build up and get stronger.
 
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I'd suggest that environment should also be a factor. If I terraform a desert species planet into an ocean world, they should resent me for doing so. If I don't, but have the technology, my ocean world pops should resent that. This might turn into a buff for habitats, since individual living quarters could be made more suitable for a give species, so there is less resentment about non-ideal living environments.