One thing I think would really help differentiate species is to have differences between Phenotypes. I did a post on a more sophesticated phenotype idea and people seemed split into two camps: 1 that wants phenotypes to be different and one that ones to "imagine their species" however they like.
The system below is designed to appease both camps. Any race can have any trait, but it's likely that most of the AI species you come across will use their natural phenotype trait. All numbers are examples.
Each Phenotype (besides Humanoids) has a default "Phenotype" trait.
The trait can be removed for 1 trait point.
Another phenotype trait point can be added for another 1 trait point.
Humanoids start with no trait point and can either pick one (for a trait point) or simply choose an extra racial trait.
Late game gene-modification can allow for "special" phenotype that take the place of the species original.
Mammalians: Warm-Blooded: Habitibility +5%
Fungoids: Spores: Reproduces uses spores. Growth Rate +10%
Plantoids: Photosynthetic - Uses Energy instead of food. Uses more energy on worlds further from the sun and less on worlds closer to it.
Avians: Flocks - Birds naturally form flocks which improves military coordination and more developed social structure improves work flow. +1% Minerals +5% naval capacity.
Reptilian: Cold-Blooded: +10% habitability on their home climate. -10% habitability on all other worlds.
Muscoloid: Filter-Feeders: Gathers food from their environment as they go about their day. All tiles produce 1 food.
Anthropod: Exoskeltons: +10% health to all armies.
Future DLC that adds new phenotypes could than add things like:
Rockoids- Beings made of rock. Eats minerals instead of food. -5% growth rate.
Aquatics: Can colonize ocean worlds (A new planet type could take the place of the existing ocean world - more on that in another post) but can't colonize land worlds.
Gas-Dwellers: Can live on some kinds of gas giants but can't colonize regular worlds.
The system below is designed to appease both camps. Any race can have any trait, but it's likely that most of the AI species you come across will use their natural phenotype trait. All numbers are examples.
Each Phenotype (besides Humanoids) has a default "Phenotype" trait.
The trait can be removed for 1 trait point.
Another phenotype trait point can be added for another 1 trait point.
Humanoids start with no trait point and can either pick one (for a trait point) or simply choose an extra racial trait.
Late game gene-modification can allow for "special" phenotype that take the place of the species original.
Mammalians: Warm-Blooded: Habitibility +5%
Fungoids: Spores: Reproduces uses spores. Growth Rate +10%
Plantoids: Photosynthetic - Uses Energy instead of food. Uses more energy on worlds further from the sun and less on worlds closer to it.
Avians: Flocks - Birds naturally form flocks which improves military coordination and more developed social structure improves work flow. +1% Minerals +5% naval capacity.
Reptilian: Cold-Blooded: +10% habitability on their home climate. -10% habitability on all other worlds.
Muscoloid: Filter-Feeders: Gathers food from their environment as they go about their day. All tiles produce 1 food.
Anthropod: Exoskeltons: +10% health to all armies.
Future DLC that adds new phenotypes could than add things like:
Rockoids- Beings made of rock. Eats minerals instead of food. -5% growth rate.
Aquatics: Can colonize ocean worlds (A new planet type could take the place of the existing ocean world - more on that in another post) but can't colonize land worlds.
Gas-Dwellers: Can live on some kinds of gas giants but can't colonize regular worlds.