Possible for your original species to be wiped out?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

King of Malta

Sergeant
28 Badges
Apr 18, 2013
55
27
  • Crusader Kings II
  • Tyranny: Archon Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall
  • Stellaris: Megacorp
  • Shadowrun Returns
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
I was wondering if it would be possible for you to continue playing as an Empire while your original species is wiped out?

Say with the example of the Post Cynn, say they wipe out the original Cynn would they form their own empire or would you continue as your own Empire?

What if you conquer an multi-species empire but your original homeworlds are wiped out leading to your Empire being entierly or very majority being a race you had absorbed?

Are there events for Xenophages with space diseases targeting specific species?

Basically, if your Empire remains but your original species is wiped out, does that "end" the game?
 

Yenzen

Stagnant Descendant
48 Badges
Jul 23, 2012
3.642
5.320
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Crusader Kings III
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Stellaris: Synthetic Dawn
It's been stated that the death knell is the loss of your final planet.

If you lose all main POPs, I would assume you can keep them in leadership (symbolizing a small core of people left in space stations etc.), but you would depend on your xeno POPs to actually do work in tiles etc, and it would be hard to maintain your government unless the other species in your empire are somewhat in sync with your national ethoi.

Gosh darn it, i ended up using the word.
 

King of Malta

Sergeant
28 Badges
Apr 18, 2013
55
27
  • Crusader Kings II
  • Tyranny: Archon Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall
  • Stellaris: Megacorp
  • Shadowrun Returns
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
It's been stated that the death knell is the loss of your final planet.

If you lose all main POPs, I would assume you can keep them in leadership (symbolizing a small core of people left in space stations etc.), but you would depend on your xeno POPs to actually do work in tiles etc, and it would be hard to maintain your government unless the other species in your empire are somewhat in sync with your national ethoi.

Gosh darn it, i ended up using the word.

As long as the reasons the Pops rebel for non-Total-Independence reasons then it wouldn't be too much of a problem.

If they rebelled so their species had equal rights or they were the only ones with rights then it would just be a reversal. Likewise, just changing the government from a Monarchy to Despotate would not end things but add the evolutionary flare of your empire and game.
 
  • 1
  • 1
Reactions:

Yenzen

Stagnant Descendant
48 Badges
Jul 23, 2012
3.642
5.320
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Crusader Kings III
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Stellaris: Synthetic Dawn
Yes well, I imagine going along with a forced reform of your space empire to something more members of your species might agree to would be wise, but you may be stuck with ethoi that you can't quite shake off and a large population that resents it and wants to be relieved of it and start on their own, not just reform what already is.

Have you ever played Victoria II or EU4? The short answer is that it would be really bad to lose all accepted cultures. I do think having raised xeno POPs that were and are in alignment with the national ethoi and government would soften the blow considerably.

Or maybe it's possible to specify a new primary POP, if they end up making up the majority.
 

Adijedi

Second Lieutenant
46 Badges
Jun 11, 2013
133
336
  • Crusader Kings II: Charlemagne
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings III
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
You play as your empire, not your starting race. You exist as a player so long as your empire continues too. Just like EUIV

So potentially you could have a situation where you end up with none of your starting race in your nation and fighting a nation composed entirely of your starting race that had broken off from you in the past.
 
  • 3
Reactions:

Denkt

Left the forums permamently
42 Badges
May 28, 2010
15.763
6.368
I guess that can be rather common if you let robots take over, you can have robots as leaders and your empire may become a robot nation.
 

Yenzen

Stagnant Descendant
48 Badges
Jul 23, 2012
3.642
5.320
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Crusader Kings III
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Stellaris: Synthetic Dawn
You play as your empire, not your starting race. You exist as a player so long as your empire continues too. Just like EUIV

So potentially you could have a situation where you end up with none of your starting race in your nation and fighting a nation composed entirely of your starting race that had broken off from you in the past.

I do believe you'll always be able to pick some leaders of your primary population, though you can allow xeno ones on top of it. So they never quite die out (almost impossible for a space faring race), but their numbers can get so low they won't amount to enough to one "POP unit" on a planetary tile.

I really don't think this is something players will encounter often, though.
 

kreissig

Major
29 Badges
Jun 16, 2010
514
589
  • Europa Universalis III
  • Stellaris: Galaxy Edition
  • Sword of the Stars II
  • Semper Fi
  • Crusader Kings II
  • Heir to the Throne
  • Hearts of Iron III
  • Divine Wind
  • Europa Universalis III Complete
  • Imperator: Rome Sign Up
  • Stellaris: Megacorp
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings Complete
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings III
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Synthetic Dawn
  • Sword of the Stars
This is all speculation I believe. I have not seen any info from the Dev's that says a player race can be wiped out.
 
  • 2
Reactions:

King of Malta

Sergeant
28 Badges
Apr 18, 2013
55
27
  • Crusader Kings II
  • Tyranny: Archon Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall
  • Stellaris: Megacorp
  • Shadowrun Returns
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
This is all speculation I believe. I have not seen any info from the Dev's that says a player race can be wiped out.

Yes, it is something of a small blind spot the devs have not gone into detail on. In the government page there are multiple choices for government policies.

In particular two of the ones I noticed that may be relevant seem to deal with "Pops Citizenship" and "Migration Policy".

Presuming here but that first one lets you pick if only your species pops or the other pops in your empire can vote or be nominated into leader positions. The second policy affects the placement of your Pops, if you let them migrate within your empire or outside of it (and vice versa).

With these two policies in mind, if you have a restricted migration policy but an open citizenship you can have the situation I describe.

Which I like because that means you will have to manage the possibility of a Species with say a War Ethos or a Long Lived modifier coming into power which could affect your Empire's missions and policies. Which could lead to internal instability but could be managed in such a way your peaceful republic becomes a military junta or so forth.

Kind of like a game of CKII I had where my Afghan Kingdom expanded into India, but lost the original homeland to the Mongols so I converted my family into one of the local cultural groups.