So I have a list of ideas on how to make planets and species from specific planets far more interesting.
I love Stellaris but I have a bit of an issue on how uniform so much of it is. That's no fault of the developers, who successfully made a massive game beyond the scope of what Paradox has ever been able to achieve before. I just believe that, now that this has been accomplished, we need to work on making every experience so diversified that you can keep getting fresh, new experiences long after the release of the game.
I'm going to start with planets first and then get into how they can help make species much more diverse and interesting.
Planetary Environments: I do not believe that planets should have a single, uniform type of environment with the catch-all diverse environment being the only alternative (with that environment being Continental and the only type that is proven to actually support life). I think that the types we have now as somewhat ok, but we need to have them all feel like they have diverse, unique regions to them.
What I mean by that is we should have arctic, desert, and tropical regions of continental worlds all feel distinguishable from one another and there should be similar biodiversity on different types of planets. For example: A Tundra world should have equatorial regions that are forested and have an alpine-like climate and a mix of snowy plains, cold mountains, and icy oceans throughout the world. These would be randomly generated and placed on the Planet Surface tab (where we currently just have the tiles). This would almost be an expansion upon the blocked tile system already in place in the game, with areas not blocked off and areas that were previously blocked off still being of that environment.
These environments have a variety of potential effects depending on the species that is attempting to settle on it, the process of colonization, and planetary modifiers. To continue with the Tundra example, there may be a Lush modifier on the planet and you are currently settling a Tundra species onto its equator. This could result in an event where an explosion in crops could be used to either have the population growth on that planet permanently get a +15% modifier or a +2% modifier for your entire empire. Another possibility is having a planet with high gravity having low, if any mountains.
There should be many types of unique environments that have all sorts of positive and negative effects on those regions. Swamps, forests, and deserts can give an abundance of certain resources and alien pets, but they can also make building any kind of resource building or capital incredibly difficult to the point of being useless.
I also suggest a redesign to go with this, making the tile grid more planet shaped, with more tiles towards the center.
Planet Types:
There are currently three groups of planet types (as of the coming update):
Dry Worlds: Deseret, Savannah, and Arid
Wet Worlds: Tropical, Continental, and Ocean
Cold Worlds: Arctic, Tundra, and Alpine
I believe that, for my ideas to work we would need to add a couple of new planet types to make the groups of three extend to life extreme enough to live in extreme hots, colds, or toxic environments: (from most to least severe)
Scorching: Molten, Volcanic, and Fiery
Frigid: Desolate, Frozen, and Glacial (Glacial replacing the current Cold Barren world)
Noxious: Toxic, Poisonous, and Septic
Carbon based species (as in all that currently exist in game) can be modified to fit the lowest tier of the scorching and frigid worlds (Glacial and Fiery), but cannot reach the higher levels or any of the noxious worlds due to the basis of their genetics.
Barren worlds would remain uncolonizable due to the name being so vague that it could refer to hot, cold, or just dead planets. Barren planets can appear anywhere in star systems and would be a catch-all term.
Terraforming worlds that are not your homeworld should be necessary to at least some extent. Technology to terraform worlds of entirely different types should be unlocked later and maybe taking it a step further and unlocking the ability to terraform worlds of different groups towards the end of the game.
Planetary Bases:
We have only ever experienced life based around water, however there could be life based around: Ammonia, Sulfuric Acid, and Methane.
These can all be used to fit in with the current types of planets, but give that more diversity. Life that survives around one type cannot survive around another, limiting species from certain worlds but also allowing more diversity in the universe.
Terraforming worlds of different bases should be impossible due to the length of time it would take.
Source of Life:
I believe that we need to expand the types of species that can inhabit these planets. Carbon based life should be restricted to what they are currently restricted to, but life with an alternate base could (and often have to) inhabit worlds of temperatures so much higher or lower that they would be lethal to Carbon based life. These alternate life forms could be made out of Silicon, Nitrogen, Sulfur, Phosphorus, and Metal-oxide. Each of these species types would get special modifiers due to their specific origin.
Other Visual Distinctions:
Species of different sources: (there could be a spectrum of color fitting into these categories)
Planets with different bases: (there could be a spectrum of color fitting into these categories)
Plant Life: We could have a randomized color-wheel to make tropical, continental, and alpine worlds yellow, orange, or red instead of just having green. Blue and purple could be possible but much rarer.
If you have any comments, questions, criticisms, or things to contribute, please comment below. I plan on making another post in this thread on how to make species traits and their ethos as well as how planets are settled and developed more unique. Thank-you so much for reading.
Sources:
http://worldbuilding.stackexchange....ased-or-other-non-carbon-based-life-realistic
https://en.wikipedia.org/wiki/Hypothetical_types_of_biochemistry
I love Stellaris but I have a bit of an issue on how uniform so much of it is. That's no fault of the developers, who successfully made a massive game beyond the scope of what Paradox has ever been able to achieve before. I just believe that, now that this has been accomplished, we need to work on making every experience so diversified that you can keep getting fresh, new experiences long after the release of the game.
I'm going to start with planets first and then get into how they can help make species much more diverse and interesting.
Planetary Environments: I do not believe that planets should have a single, uniform type of environment with the catch-all diverse environment being the only alternative (with that environment being Continental and the only type that is proven to actually support life). I think that the types we have now as somewhat ok, but we need to have them all feel like they have diverse, unique regions to them.
What I mean by that is we should have arctic, desert, and tropical regions of continental worlds all feel distinguishable from one another and there should be similar biodiversity on different types of planets. For example: A Tundra world should have equatorial regions that are forested and have an alpine-like climate and a mix of snowy plains, cold mountains, and icy oceans throughout the world. These would be randomly generated and placed on the Planet Surface tab (where we currently just have the tiles). This would almost be an expansion upon the blocked tile system already in place in the game, with areas not blocked off and areas that were previously blocked off still being of that environment.
These environments have a variety of potential effects depending on the species that is attempting to settle on it, the process of colonization, and planetary modifiers. To continue with the Tundra example, there may be a Lush modifier on the planet and you are currently settling a Tundra species onto its equator. This could result in an event where an explosion in crops could be used to either have the population growth on that planet permanently get a +15% modifier or a +2% modifier for your entire empire. Another possibility is having a planet with high gravity having low, if any mountains.
There should be many types of unique environments that have all sorts of positive and negative effects on those regions. Swamps, forests, and deserts can give an abundance of certain resources and alien pets, but they can also make building any kind of resource building or capital incredibly difficult to the point of being useless.
I also suggest a redesign to go with this, making the tile grid more planet shaped, with more tiles towards the center.
Planet Types:
There are currently three groups of planet types (as of the coming update):
Dry Worlds: Deseret, Savannah, and Arid
Wet Worlds: Tropical, Continental, and Ocean
Cold Worlds: Arctic, Tundra, and Alpine
I believe that, for my ideas to work we would need to add a couple of new planet types to make the groups of three extend to life extreme enough to live in extreme hots, colds, or toxic environments: (from most to least severe)
Scorching: Molten, Volcanic, and Fiery
Frigid: Desolate, Frozen, and Glacial (Glacial replacing the current Cold Barren world)
Noxious: Toxic, Poisonous, and Septic
Carbon based species (as in all that currently exist in game) can be modified to fit the lowest tier of the scorching and frigid worlds (Glacial and Fiery), but cannot reach the higher levels or any of the noxious worlds due to the basis of their genetics.
Barren worlds would remain uncolonizable due to the name being so vague that it could refer to hot, cold, or just dead planets. Barren planets can appear anywhere in star systems and would be a catch-all term.
Terraforming worlds that are not your homeworld should be necessary to at least some extent. Technology to terraform worlds of entirely different types should be unlocked later and maybe taking it a step further and unlocking the ability to terraform worlds of different groups towards the end of the game.
Planetary Bases:
We have only ever experienced life based around water, however there could be life based around: Ammonia, Sulfuric Acid, and Methane.
These can all be used to fit in with the current types of planets, but give that more diversity. Life that survives around one type cannot survive around another, limiting species from certain worlds but also allowing more diversity in the universe.
- Ammonia - Ammonia would be most suitable for Frigid, Noxious, and Cold worlds, but can on rare occasions, also be the source of life for Wet worlds.
- Sulfuric Acid - Sulfuric Acid would be most suitable for Scorching, Noxious, and Hot worlds, but can on very rare occasions, also be the source of life on Dry worlds.
- Methane - Methane would be suitable for Frigid and Noxious worlds. On rare occasions, they can also be the source of life for Cold worlds.
- Water - Water would be suitable for Dry, Wet, and Cold worlds.
Terraforming worlds of different bases should be impossible due to the length of time it would take.
Source of Life:
I believe that we need to expand the types of species that can inhabit these planets. Carbon based life should be restricted to what they are currently restricted to, but life with an alternate base could (and often have to) inhabit worlds of temperatures so much higher or lower that they would be lethal to Carbon based life. These alternate life forms could be made out of Silicon, Nitrogen, Sulfur, Phosphorus, and Metal-oxide. Each of these species types would get special modifiers due to their specific origin.
- Carbon - The life that already exists in the game. They can be native to Hot, Wet, or Cold Worlds but cannot be native to Noxious, Frigid, or Scorching worlds. They can be modified to live on Frigid Worlds if they are native to the Cold worlds group, they can be modified to live on Scorching worlds if they are native to the Hot worlds group, or they can be modified to live on Noxious worlds if they are native to the Wet worlds group.
- Silicon - Very similar to Carbon-based life but can only live in more moderate temperature groups. They cannot be native to Desert or Arctic worlds due to the physical difficulty of Silicon life developing in temperatures that are too hot or cold, can be modified to fit these worlds though. Similar to Carbon-based life, they cannot live on Frigid, Scorching or Noxious Worlds if they are not native to them. Unlike Carbon-based life, they cannot be modified to live on these worlds.
- Nitrogen/Sulfur/Phosphorus - Due to the unstable nature of these substances, species made of them can only live on very cold worlds. They can only be native to Frigid and Cold worlds. They can be modified to live on Wet or Noxious worlds but do not naturally do so.
- Metal-oxide - Due to the immense heat needed to support such lifeforms, they are uncommon, and are inhabitants of Scorching and Hot worlds. They cannot inhabit Cold, Frigid, or Noxious, even through modification.
Other Visual Distinctions:
Species of different sources: (there could be a spectrum of color fitting into these categories)
- Carbon-based species are generally brown or tan
- Silicon-based species are generally gray or blue
- Nitrogen-based species are generally white or light blue
- Sulfur-based species are generally yellow or green
- Phosphorus-based species are generally brown or red
- Metal-oxide-based species are generally dark gray or black
Planets with different bases: (there could be a spectrum of color fitting into these categories)
- Water - blue or white colored
- Ammonia - brown or black colored
- Sulfuric Acid - orange or yellow colored
- Methane - brown or gray colored
Plant Life: We could have a randomized color-wheel to make tropical, continental, and alpine worlds yellow, orange, or red instead of just having green. Blue and purple could be possible but much rarer.
If you have any comments, questions, criticisms, or things to contribute, please comment below. I plan on making another post in this thread on how to make species traits and their ethos as well as how planets are settled and developed more unique. Thank-you so much for reading.
Sources:
http://worldbuilding.stackexchange....ased-or-other-non-carbon-based-life-realistic
https://en.wikipedia.org/wiki/Hypothetical_types_of_biochemistry
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