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Flame13223

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It's important to never to overcook your Tiyanki as the tentacles can gain an unpleasant rubbery texture. Because a standard serving of tentacle feeds thousands, this can impact negatively on a planet's Unrest statistic.
Please, I am going to milk them and create cheese not eat tentacles dude. We're a vegetarian utopean empire. We feed these animals and they feed us in turn as well. Also they wreck enemy ships.
 

Crewman#6

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Aug 31, 2018
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Please, I am going to milk them and create cheese not eat tentacles dude. We're a vegetarian utopean empire.

My empire also eats vegetarian. Maybe this recipe is preferable:

'Grill lightly under a slice of Tiyanki cheese, then delicately remove vegetarian's head and gently suck out the marrow'.
 

avsbes

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So recently I got that event where a space amoeba starts to follow you and then it joins you as a combat unit. And that made me think a bit about other critters that can join you like dragons and other stuff and I remember people used to make threads about having like a devouring swarm with organic ships akin to Zerg or Tyrannids.

So then I got this idea, what if in the future, and I mean long after 2.2, there were an option to actually train space amoeba and other critters to fight for you. I mean, like, tame them and breed and stuff on a large scale and not just amoeba but other critters too. Basically an alternative to your normal fleet, instead you could have a fleet mixed in with xeno wildlife.

You could even have like corvette/destroyer/cruiser/battleship sizes but instead with amoeba/crystallid/tiyanki/dragon or something like that. Obviously you don't start out with them, you kinda have to like, find them and research them and then take tech options/choices/ascension perks for it to become a part of your empire.

And you could maybe have technologies related to genetic engineering to unlock upgrades for them, and create newer, stronger versions, like instead of researching missiles and new guns and stuff you just research new genetic patterns for stronger beasts.

The potential for more stuff with it is high, I mean you could think of plenty of new ideas for it on how it could work and everything, unique modules for starports to allow their recruitment, and new technologies, maybe an ascension perk, etc...
There could even be an entire DLC dedicated to this... I would pay for it :p
 

Crewman#6

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Aug 31, 2018
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If your grazers actually reduce gas giant resource output for a year or so, this would give you a good reason to keep herding them about the place. Grazing rights could also be something to trade for with your neighbours.

Thinking also maybe you could get to trade a few Organics you've raised to adulthood, as military units (with appropriate care instructions, of course)
 
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Flame13223

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If your grazers actually reduce gas giant resource output for a year or so, this would give you a good reason to keep herding them about the place. Grazing rights could also be something to trade for with your neighbours.

Thinking also maybe you could get to trade a few Organics you've raised to adulthood, as military units (with appropriate care instructions, of course)
Wait how would that work in-game? Don't you just have like a supply cost like with normal ships? Or do Gas Giants act as a Crew Quarters that lowers the upkeep of the Tiyanki?
 

Crewman#6

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Aug 31, 2018
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Wait how would that work in-game? Don't you just have like a supply cost like with normal ships? Or do Gas Giants act as a Crew Quarters that lowers the upkeep of the Tiyanki?

I was thinking of maybe a mechanic exempting your Tiyanki from normal ship upkeep costs. But for them to survive and grow, you have to let them slurp a while on gas giants. Grazing would temporarily lower/halt the gas giants' energy output. Galactic cattle-drives become the trade-off for having a 'free' fleet of these critters.

"Keep' em beasties moving, Rawhide!"

This might fit well with any future Nomadic Empires DLC/mod. Some empires could become totally nomadic herders - like the Sami or Mongols.

Not sure about grazing other organics. Void Clouds could feed on the physics output of Black Holes. Amoebas? Firedrakes?
 
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Flame13223

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was thinking of maybe a mechanic exempting your Tiyanki from normal ship upkeep costs. But for them to survive and grow, you have to let them slurp a while on gas giants. Grazing would temporarily lower/halt the gas giants' energy output. Galactic cattle-drives become the trade-off for having a 'free' fleet of these critters.
Yeah but what intervals would you have to graze then, what if they need to graze mid-combat? Or when there's a war going on? I think that's kind of a terrible way of implementing it seeing as how they could very easily die of starvation if there's no nearby gas giants around...Something more similar to the way the game currently works (upkeep costs) would probably make more sense.

Nomadic empires would be a completely different thing, I am not sure how much they fit together, besides nomadic empires would also be kind of weird in the game, like, how does your territory work if you are a nomad? Do you just not build stations anymore? Can you enter another person's empire with your cities? What happens if one of your cities is attacked? Yeah that would have to all be figured out, it would take a lot more effort to do it especially in the 2.2 system. Animal domestication is much much simpler than that, it could be implemented fairly easily its just a couple tech options, models are already in the game you just need to modify them a bit to have more types...all-in all its not that hard to do.
 

Crewman#6

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Yeah but what intervals would you have to graze then, what if they need to graze mid-combat? .…. how does your territory work if you are a nomad? Do you just not build stations anymore? Can you enter another person's empire with your cities? What happens if one of your cities is attacked?

What do you suggest?

To my mind the purpose of a good old brainstorm is to see how long we can nurture a half-baked idea, before we have to consign it to the bio-hazard incinerator with the rest of the back catalogue of misshapen conceptual monstrosities.

Seriously, I don't expect to see many forum ideas turn up as DLC. But I like the intellectual recreation. Not to everyone's taste, I agree, and could easily be seen as going 'off topic' from any initial OP.
 
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Flame13223

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What do you suggest?

To my mind the purpose of a good old brainstorm is to see how long we can nurture a half-baked idea, before we have to consign it to the bio-hazard incinerator with the rest of the back catalogue of misshapen conceptual monstrosities.

Seriously, I don't expect to see many forum ideas turn up as DLC. But I like the intellectual recreation. Not to everyone's taste, I agree, and could easily be seen as going 'off topic' from any initial OP.
Yeah, see I like the idea of a mobile habitat for example. But how would it move exactly? I mean if it moves like a normal fleet's ship then that's kind of hard to code, I mean would it also fight like a normal ship or do you have to bombard it while it moves? Its kind of impossible to make that way work HOWEVER!

I think I found one solution that could work and that's if we go and take a look at jump drives and the old FTL methods.

Lets say we have a normal habitat just like they are right now.

Give that habitat an ability you can theme it around jump drives or around wormholes or even warp, it doesn't matter, the point is instead of moving like ship its completely stationary under normal circumstances except you have one button like on ships with jump drives that when clicked you can select another system (within a certain range) that you can move the habitat to. Once clicked it starts a lets say 3 year sequence in the early game, reducable by technologies to maybe 1 year. Now the following rules have to apply here:
1 - Obviously you cannot teleport to any system that isn't surveyed or has any neutral-hostile critters in (aliens, leviathans, etc...)
2 - The habitat cannot teleport to any location that you do not already have a starbase in (see details below for starbases)
3 - The habitat cannot use the ability if there's an enemy ship bombarding it and the teleportation sequence is immediately cancelled the moment a ship starts bombardment. Should the ship be destroyed or should it move away, the teleportation sequence can be restarted however it starts from the beginning and does not retain any progress previously made.
4 - The habitat has to be captured by armies just like any other habitat.
5 - The habitat cannot be teleported while occupied by someone else, if the war ends and another empire gains control of it it will act like a normal habitat for them unless they have necessary technologies to enable their teleportation ability.

Now the way systems would work is, instead of having to build starbases you have starbase ships aka kind of a carrier-type thing. These can be upgraded, equipped with modules, defense platforms, etc. You can customize them to be trading vessels or anchorages/millitary bases whatever. Now you can only have one of these in a system at any given time, they are also stationary under normal circumstance but can be teleported just like your habitats. Now the following rules would have to apply to this:
1 - A Mobile-Starbase cannot teleport mid-combat and an already started teleportation sequence will be interrupted and will have to be started again from the beginning should any ship decide to attack it.
2 - A Mobile-Starbase will immediately deploy automated workers to build mining and research stations in the system it is located in. If the Starbase initiates teleportation the automated workers and all the mining stations and research stations will go brought back into the starbase and you lose all mining and research income from the given area the moment a jump is initiated.
3 - Constructor ships can only build unupgraded starbases in unclaimed neutral territory, they cannot be built in a territory that already has a starbase in it. While building a starbase no other starbase can teleport to the location unless the building is cancelled.
4 - A Mobile-Starbase will pause the construction of any module, defense platform or ship the moment the teleport is initiated and will resume it the moment it appears in the target system.
5 - Any ships docked at the Starbase will teleport alongside the Starbase if they remain docked throughout the whole process. If the fleet is moved away at any point in the teleportation sequence it will not teleport with the Starbase.


PS - Should you find any possible exploits or problems with these rules please mention them below.
 

Crewman#6

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Hey Flame.

Those ideas seem pretty sound options. I like your idea of a mobile starbase / carrier model. Reminds me of Battlestar Galactica. Teleportation mechanics were a big issue for those guys too.

In a recent 'Nomad Empire' thread. Someone suggested splicing habitat build-squares onto a Colossus. Then, in the ancient Persian style, tour through your through client vassal states and inspiring loyalty and picking up your tribute (rent, materials, and maybe tech advances too).

But as herders, you might prefer building on the back of big old Amoeba or something. To increase your mobile population you'd want to grow more of these, starting out small with only 4 habitat squares or so. If you don't graze them enough, they shrink and die. But who knows how habitats are going to look next week anyway?

But in any nomad model I'd like to see mobile habitats able to comprise part of your fleet, and travel accordingly. As you point out, flying your habitats beyond your borders could be risky, so you'd want to keep scouts ahead and survey for hostiles. But as your most powerful craft you'd probably risk putting your Capital into action occasionally. As you could get it wasted, this risk would have to be balanced by good defensive buffs. Since an invader has to both first disable, then board your beast, it already has a handy intrinsic buff. I'm thinking the swarms of suckling offspring might make it tricky too.

Also there's a spectrum of possible nomadic lifestyles, from total to partial. Not all of them rule you out of having any 'homeland' at all, where you can still do a little mining. But most nomad empires could differ from the existing ones in that they'd have additional, non-sedentary forms, of significant income.

Your guys sound a little more like peaceable reindeer herders to me, so maybe they're specialist cheese traders and fighting-bull breeders, never extorting tribute but expanding their rangelands in other ways: victory coming after you have grazing rights of x% of the known galaxy. Other players might want to roam about on Firedrakes offering marauder services and border patrols. Their victory could be subduing x% of empires as tributaries. Some other, more Spiritualist nomads, might be aiming to revive some ancient galactic pilgrimage route etc, etc.

But sure, any Nomad Empire thing would need a lot of work to make fit the existing game. Maybe starting out with an earlier simpler Animal Husbandry DLC could sort a lot of the dynamics out first.
 
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Flame13223

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Those ideas seem pretty sound. I like your idea of a mobile starbase / carrier model. Reminds me of Battlestar Galactica. Teleportation mechanics were a big issue for those guys too.
OMG That's EXACTLY! What I was thinking about after I wrote the habitat stuff.

Regarding the 'Nomad Empire' thing, you could get tributaries in the game its not a big deal. Travelling through with habitats might be as I dunno how you can integrate that without causing issues especially for starbases.

But in any nomad model I'd like to see habitats able to comprise part of your fleet, and travel accordingly. As you point out, flying your habitats beyond your borders could be risky, so you'd want to keep scouts ahead and survey for hostiles. But as your most powerful craft you'd probably risk putting it into action occasionally. You could get your capital wasted, so risk would have to be balanced by good defensive buffs. As an attacker has to both first disable then board your beast, already gives a handy intrinsic buff.
My problem with this is, why would a civillian ship be your strongest millitary ship as well? I've read a couple novels about the Mongolian hordes before and the civillians aka the women, children and old people always stay behind they do not fight. In fact one battle I remember that their camp got struck and a lot of women had to fight to defend their lives but ultimately many of them died or got carried away into slavery.

Besides I don't think right now we can make a city also be a ship, cities cannot be attacked even habitats, only bombarded. The starbases can have weapons on it so you could use those but obviously you cannot just teleport them into enemy territory that would break the game somewhat besides I think it would be unfair to just have a 30k reinforced starbase pop in instantly into enemy lines...
Also there's a spectrum of possible nomadic lifestyles, from total to partial. Not all of them rule you out of having any 'homeland' at all, where you can still do a little mining. But most nomad empires could differ from the existing ones in that they'd have additional, non-sedentary forms, of significant income.
Seems to me like barbarian despoilers could cover this if you got more resources off of war via extortion and raiding. Maybe even having salvage ships so the debris isn't just a science thing you also can salvage destroyed ships from both sides to recover resources. I'd actually really like that in-game. RP-ing a scavenger race just sounds like fun. The THIEVES OF THE GALAXY! I love it.

Your guys sound a little more like peaceable reindeer herders to me, so maybe they're specialist cheese traders and fighting bull breeders, never extorting tribute but expanding their rangelands in other ways: victory coming after you have grazing rights of x% of the known galaxy. Other players might want to roam about on Firedrakes offering marauder services and border patrols.
Well the animal husbandry don't have to be mixed in with the nomads at all. And btw I was mainly kidding about the cheese don't take me seriously all the time, I joke a lot. But yeah so making an army of xeno monsters is something you could do, it would be terrifying as hell to face an army of dragons but I don't think that has to do anything with nomads necessarilly. I mean yes I know the whole nomad horselords thing but I don't feel like space whales or space dragons fit that well. You could make nomads and animal husbandry two different ideas and have some overlap just like you can have a slaver-Megacorp for example.
But sure, any Nomad Empire thing would need a lot of work to make fit the existing game. Maybe starting out with an earlier simpler Animal Husbandry DLC could sort a lot of the dynamics out first.
Exactly, I think Animal Husbandry is much simpler to start out with and since the two ideas are not intertwined you can have one and introduce the other one later on.