Just throwing a bunch of related ideas together.
- Each self-nuked primitives Tomb World could come with a custom Dig Site which ends up giving you enough genetic data to clone the original species. The game already includes archaeology, and exploring the tomb of an entire species seems like a good match. The game already gives you a few ways to bring back a species, but not the specific species you've been observing (and indoctrinating) for the last 30 years.
- Mutant armies. Let me tame the local mutants to make Cazador Cavalry or whatever. Driven Assimilators should get this too ("Cyber Cazador").
- Special extra-strong *radioactive* undead armies if you've got Necroids DLC active.
- Undead natives, who never grow new pops, but have strong traits if you can conquer them. Might be valid as a starting bonus for Post-Apoc, too.
- Ghosts as a deposit, which you can put to work somehow if you're Psionic; perhaps some kind of free labor with a happiness penalty.
- Special energy generation options as you clean up the glowing craters.
- The Survivor trait could give your leaders immunity to some negative conditions (e.g. Irradiated).
- Necropolis planetary designation (for a Tomb World only) which gives you some empire-wide bonus, and Spiritualists are not upset about that colony. Removes Industrial, Agriculture, and Mining districts; replaces them with Monument districts (2 housing + 2 culture workers) and Memorial districts (2 housing + 2 priests).
- Harvest a Tomb World's "death energy" for bonus Menace points if you have both Become the Crisis and Psi Ascension; a planetary decision usable once.
- Alternately, harvest a Tomb World's "death energy" to create a special Cosmic Cenotaph ship, equivalent to a Titan but special (somehow); again requires Psi Ascension, and again a planetary decision usable once. (The strike fighters should definitely be ghosts.)
- Vault blockers, which create native pops when you clear them.
- Evil scientist computer blocker, which creates a bunch of Research points but also kills your pops. Can't be removed until you have Wormhole Stabilization tech.
- Evil military computer blocker, turns your Robotic pops into hostile hunter-killer armies, and becomes a Determined Exterminator if the hostile armies win. Can't be removed until you have Tachyon Sensors (since it's actually from the future somehow).
- Remove "dust desert" and "dust cavern" from regular planets; limit planetary Volatile Mote harvesting to glowing crater deposits on Tomb Worlds, which might give you a reason to colonize and not terraform the things. This is a bit of a boost to Post-Apoc in the early game, but it's easy enough to send Droids or Rackets in the mid-to-late game.
- Several free Researcher & Culture Worker jobs from custom deposits on Tomb Worlds, as you sift through an entire planet's worth of history. Lost if you terraform, of course.
- Each self-nuked primitives Tomb World could come with a custom Dig Site which ends up giving you enough genetic data to clone the original species. The game already includes archaeology, and exploring the tomb of an entire species seems like a good match. The game already gives you a few ways to bring back a species, but not the specific species you've been observing (and indoctrinating) for the last 30 years.
- Mutant armies. Let me tame the local mutants to make Cazador Cavalry or whatever. Driven Assimilators should get this too ("Cyber Cazador").
- Special extra-strong *radioactive* undead armies if you've got Necroids DLC active.
- Undead natives, who never grow new pops, but have strong traits if you can conquer them. Might be valid as a starting bonus for Post-Apoc, too.
- Ghosts as a deposit, which you can put to work somehow if you're Psionic; perhaps some kind of free labor with a happiness penalty.
- Special energy generation options as you clean up the glowing craters.
- The Survivor trait could give your leaders immunity to some negative conditions (e.g. Irradiated).
- Necropolis planetary designation (for a Tomb World only) which gives you some empire-wide bonus, and Spiritualists are not upset about that colony. Removes Industrial, Agriculture, and Mining districts; replaces them with Monument districts (2 housing + 2 culture workers) and Memorial districts (2 housing + 2 priests).
- Harvest a Tomb World's "death energy" for bonus Menace points if you have both Become the Crisis and Psi Ascension; a planetary decision usable once.
- Alternately, harvest a Tomb World's "death energy" to create a special Cosmic Cenotaph ship, equivalent to a Titan but special (somehow); again requires Psi Ascension, and again a planetary decision usable once. (The strike fighters should definitely be ghosts.)
- Vault blockers, which create native pops when you clear them.
- Evil scientist computer blocker, which creates a bunch of Research points but also kills your pops. Can't be removed until you have Wormhole Stabilization tech.
- Evil military computer blocker, turns your Robotic pops into hostile hunter-killer armies, and becomes a Determined Exterminator if the hostile armies win. Can't be removed until you have Tachyon Sensors (since it's actually from the future somehow).
- Remove "dust desert" and "dust cavern" from regular planets; limit planetary Volatile Mote harvesting to glowing crater deposits on Tomb Worlds, which might give you a reason to colonize and not terraform the things. This is a bit of a boost to Post-Apoc in the early game, but it's easy enough to send Droids or Rackets in the mid-to-late game.
- Several free Researcher & Culture Worker jobs from custom deposits on Tomb Worlds, as you sift through an entire planet's worth of history. Lost if you terraform, of course.
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