This thread ( https://forum.paradoxplaza.com/foru...w-ethos-dichotomy-honorable-deceitful.994297/ ) led me to the idea about hidden traits so i want ponder about it here.
Hidden trait - possible choice at start of the game. You can't receive it via genetic modification, but uplifted pre-sentients can get it (but only if they have prerequisite for that trait - "latent x" or something). Also some traits can be (in future expansions i hope) obtained by completing some projects (ascension and the like) or building some unique wonders.
It costs 0 points and gives both useful and harmful characteristics and (if possible) unique game mechanics. You can choose only one of these. Other empires can't see this trait unless they get a project to research it. If trait give you some additional visuals they also hidden from them until they got that researched.
Hidden traits can be divided in two categories: behavior and physiology. Behavior will affect choices in events (can be something special) and diplomacy. Physiology is about mechanics.
For example:
- behavior-type Paranoid will always suspect treachery and never agrees to migration treaties. Also -5% to energy and happiness and + 15% to spy defense (well, eventually). Resistant to parasites of any type.
- physiology-type Poisonous immune to possession type parasites. Immune to processing (Iron Guts trait and Poisonous Meat Processing Plant building are exceptions). Gives +10% to army strength and - 1% happiness for each poisonous pop to any non-poisonous pop on planet. Also +10% to growing time.
- physiology-type Iron Guts immune to Poisonous trait. Leaders have +25 to lifespan. Receive 50% additional bonus to growing from procession. They eat too much, so -10% to energy.
- physiology-type Parasite give access to parasite mechanics. Choose carrier - all regular traits belong to initial infected species. Choose type from symbiosis, possession or mind control. Choose type from simple life form, lower life form or advanced life form. Others hate you, if revealed gives permanent huge malus to opinion from any not-parasite race.
Parasite mechanics:
Parasite player can't be defeated if at least one pop is alive. Arriving on the planet, infected pop infects others until purged (parasites can be purged without consequences by anyone) or until all other pops is infected. This ability can be turned on, off or be fully automated. By having most of population infected you can take planet over. If taken too early or disturbed some fights between infected army and loyalists is an option.
By researching strange events and riots on empire's planets you can reveal Parasite trait on your previously so friendly neighbor. After that you can proceed with finding and purging of all infected pops. Or start a new game. Methods of finding depends on parasite type.
By choosing from symbiosis, possession or mind control you select abilities.
Symbiosis is weaker form, that can't infect pops of other empires. But is has other options: espionage proficiency (eventually?), +10% happiness (carriers can sustain their will and get "encouragement") and others can generally tolerate you. By researching symbiosis-related tech you can add synergy to host-client relations and receive some good bonuses.
Possession-type is your standard parasite. Can infect others. Espionage proficiency. Can't really appreciate others and have limited use for army - 15% to Society research. Others hate you -60 to opinion from not-parasite race (-100 from xenophobes). If simple form - very hard to detect. In lesser - hard. In advanced hard to exterminate - have means for self-defense. +10% to infected pops grow time.
Mind control is higher form. Can infect others. Espionage proficiency. Don't appreciate others and have almost no use for army - 30% to Society research. Others really hate you -80 to opinion from not-parasite race (-150 from xenophobes). Not that hard to detect but very hard to exterminate (in some cases it can infecting faster than you purging it). Fast infection spread. +15% to infected pops grow time. Can be eventually organized in a neural network. By researching some telepathy-related tech you can further expand your psychic abilities.
By choosing from simple life form, lower life form or advanced life form you select parasite form and affinity.
Simple form - viruses, bacteria. Sentient by themselves or only inside higher organized life form. Very hard to detect, but usually harmless outside of its carrier. No additional visuals is required. Fast infection spread.
Lower form - annelids, plants, fungi and so on. Sentient by themselves or only inside higher organized life form. Can be hard to detect and sometimes have means for self-defense. Can be visible on host's body, so must be picked like phenotype or hair.
Advanced form - everything else. Sentient and highly intelligent. Easy to detect but hard to exterminate. Have access to some neat genetic upgrades and unique parasite tech. Usually visible on host's body, so must be picked like phenotype or hair. Slow infection spread.
Will be updated later. Need some inspiration. Or feedback.
Hidden trait - possible choice at start of the game. You can't receive it via genetic modification, but uplifted pre-sentients can get it (but only if they have prerequisite for that trait - "latent x" or something). Also some traits can be (in future expansions i hope) obtained by completing some projects (ascension and the like) or building some unique wonders.
It costs 0 points and gives both useful and harmful characteristics and (if possible) unique game mechanics. You can choose only one of these. Other empires can't see this trait unless they get a project to research it. If trait give you some additional visuals they also hidden from them until they got that researched.
Hidden traits can be divided in two categories: behavior and physiology. Behavior will affect choices in events (can be something special) and diplomacy. Physiology is about mechanics.
For example:
- behavior-type Paranoid will always suspect treachery and never agrees to migration treaties. Also -5% to energy and happiness and + 15% to spy defense (well, eventually). Resistant to parasites of any type.
- physiology-type Poisonous immune to possession type parasites. Immune to processing (Iron Guts trait and Poisonous Meat Processing Plant building are exceptions). Gives +10% to army strength and - 1% happiness for each poisonous pop to any non-poisonous pop on planet. Also +10% to growing time.
- physiology-type Iron Guts immune to Poisonous trait. Leaders have +25 to lifespan. Receive 50% additional bonus to growing from procession. They eat too much, so -10% to energy.
- physiology-type Parasite give access to parasite mechanics. Choose carrier - all regular traits belong to initial infected species. Choose type from symbiosis, possession or mind control. Choose type from simple life form, lower life form or advanced life form. Others hate you, if revealed gives permanent huge malus to opinion from any not-parasite race.
Parasite mechanics:
Parasite player can't be defeated if at least one pop is alive. Arriving on the planet, infected pop infects others until purged (parasites can be purged without consequences by anyone) or until all other pops is infected. This ability can be turned on, off or be fully automated. By having most of population infected you can take planet over. If taken too early or disturbed some fights between infected army and loyalists is an option.
By researching strange events and riots on empire's planets you can reveal Parasite trait on your previously so friendly neighbor. After that you can proceed with finding and purging of all infected pops. Or start a new game. Methods of finding depends on parasite type.
By choosing from symbiosis, possession or mind control you select abilities.
Symbiosis is weaker form, that can't infect pops of other empires. But is has other options: espionage proficiency (eventually?), +10% happiness (carriers can sustain their will and get "encouragement") and others can generally tolerate you. By researching symbiosis-related tech you can add synergy to host-client relations and receive some good bonuses.
Possession-type is your standard parasite. Can infect others. Espionage proficiency. Can't really appreciate others and have limited use for army - 15% to Society research. Others hate you -60 to opinion from not-parasite race (-100 from xenophobes). If simple form - very hard to detect. In lesser - hard. In advanced hard to exterminate - have means for self-defense. +10% to infected pops grow time.
Mind control is higher form. Can infect others. Espionage proficiency. Don't appreciate others and have almost no use for army - 30% to Society research. Others really hate you -80 to opinion from not-parasite race (-150 from xenophobes). Not that hard to detect but very hard to exterminate (in some cases it can infecting faster than you purging it). Fast infection spread. +15% to infected pops grow time. Can be eventually organized in a neural network. By researching some telepathy-related tech you can further expand your psychic abilities.
By choosing from simple life form, lower life form or advanced life form you select parasite form and affinity.
Simple form - viruses, bacteria. Sentient by themselves or only inside higher organized life form. Very hard to detect, but usually harmless outside of its carrier. No additional visuals is required. Fast infection spread.
Lower form - annelids, plants, fungi and so on. Sentient by themselves or only inside higher organized life form. Can be hard to detect and sometimes have means for self-defense. Can be visible on host's body, so must be picked like phenotype or hair.
Advanced form - everything else. Sentient and highly intelligent. Easy to detect but hard to exterminate. Have access to some neat genetic upgrades and unique parasite tech. Usually visible on host's body, so must be picked like phenotype or hair. Slow infection spread.
Will be updated later. Need some inspiration. Or feedback.
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