Underpowered Origins: The good, the bad and they could be better

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Millbot

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Decided to break a bit from how I normally play and essentially role a build that used Post-Apocalyptic origin, that was a plantoid species with budding and radiotrophic. I called this empire the Ashleaf Initiative and it's denizens the Radioactive Saplings. Would have gone with memorialist but with current mechanics, it's just not that appealing (maybe unity and sprawl rework will make it more attractive) because that's pops for stuff that I don't really want. I mean, was going for non-meta, but it was too hard to justify. So civics ended up being master crafters and functional architecture.

Anyways, after playing through. It got me to think about the under powered origins and what could be done to make them better without ruining the flavor. For instance, I love the idea behind Post-Apocalyptic and it makes me sad that it's so far behind other origins; especially, given that it has a portrait locked species trait that has synergy, radiotrophic, and three mutually exclusive civics that have potential synergy with it: Memorialist, Devouring Swarm and Fanatical Purifier. Also gives you species one extra world type to colonize. The leader lifespan is whatever. Despite all of that, it's at the bottom.

I know the biggest issue is that the one thing that should be it's strongest asset, tomb worlds being an option for colonization from the get go falls flat because tomb worlds are relatively rare. This kind of has a knock on effect with radiotrophic because that isn't going to see much use. I've already covered memorialist, but again that civic falls flat for just being too pricy for what you get. IMO to get the synergy that you'd want with this origin and the two genocidal civics, you'd have to play in a way that isn't really optimal because it seems like want to purge pops, not wipe them out from orbit because that gives you less. Also, have to point out that's it's really world that this origin doesn't get the Tomb World habitability tech already researched. It's a species that lives on a tomb world without actually tomb world habitability, clearly they figured something out.

The increased leader lifespan is very meh. IMO the devs seem to overvalue leader lifespan, it's not particularly great and the usefulness of it is limited given how the leader system works. I'm hoping the custodian team will revisit the whole leader system because it's really lackluster and is to blame for a number of things being under powered.

To get into the weaknesses of this trait outside of Tomb Worlds being rare and leader lifespan bonus being dubious. You're capital can't benefit from migration unless you terraform it or find another species that doesn't mind living on a radioactive rock. There is also the whole thing of not really having much in the way of bonuses. Not going to have many times where you happen to have a tomb world spawn near your start point that it gets you an early colony.

As for fixes. I'm not a fan of giving the origin Tomb World habitability. One if you play with guaranteed habitability worlds, that would result in a nerf to you since those would go from 80% habitability to 60%. I mean, with slider on habitability worlds high enough, it could be a wash. Two, I feel it's cheapens Tomb World habitability, I like that to continue being a rare goodie you can stumble upon instead of forcing with empire generation.

Rather, I think the devs should buff the survivor trait. I could see two ways of doing this. One would be to give a +20% habitability buff (either peg that as +20% habitability to all worlds that aren't tomb worlds or drop tomb world habitability down to 50% and then take on that +20% habitability). This would mean that players with this origin could colonize more worlds earlier and it would make sense, if you can be fairly comfortable in a wasteland, other places shouldn't be that bad either. Other option would be to say expand planet preference types. Currently we don't have Cold, Wet or Dry planet preferences in a broad sense, cold is either Arctic, Alpine or Tundra. So post apocalyptic could replace normal planet types for a cold, wet or dry preference based on what world type the player picks. This would be similar in some ways to boosting habitability by 20%, but also slightly different. I think just giving increase habitability with origin would go a decent way to improving things, again the species survived on a radioactive rock.

On the off chance that upping habitability, isn't enough. Another area that the devs should consider and it's a bit of missed opportunity. Would be to have clearing either the settled ruins or radiation zone create an arcology site called the time capsule. This could result in the player getting some minor artifacts and IMO the devs could give the players a very weak relic. Could do something fun where the player gets a choice at the end of the project and that determines the bonuses of the relic (not it has to be weak because this would essentially be a guaranteed relic and the idea is to make the origin better, not make it OP meta).

So thoughts on other under performing origins and what you might like to see to make them better and I guess areas where the setup doesn't make sense (think like the lack of tomb world habitability not being already researched for post-apocalyptic).
 
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klingonadmiral

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Two, I feel it's cheapens Tomb World habitability, I like that to continue being a rare goodie you can stumble upon instead of forcing with empire generation.

Tomb world habitability stopped being rare long ago.

As for buffs, it would be nice if you couldn't roll the same tech twice from clearing arcology blockers from Remnant relic world. And got tech from clearing the blockers on your guaranteed colonies.
 
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Tech Noir Synth

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I suggested to Paradox to adopt the changes in Stefan's perfectly balanced mod about a dozen times or so. Tomb World is a great example for an interesting, but underpowered Origin. The fact that we could have even more synergy is even more dissapointing. Because even with added Synergy, its still a bad Origin. And it shouldn't be. Why should I have to play a weak empire just because I want to play something nice? Same applies to Spiritualists obviously. And Necrophage Hiveminds. Still waiting for buffs/fixes for them btw.

No idea whats the deal with leader lifespan, I agree the devs value this crazy high for some reason. Even though having leader die is quite difficult. Any normal tech build should be getting enough age bonuses to never have biological leaders die.

Some simple changes from Stefan's perfectly balanced mod for Tomb World Origin:

Pops have +5% Ressource output.
Pops have -10% Amenity usage.

Both of these fit the theme aswell. I think Tomb World Origin has some other bonuses aswell, it would be nice if someone would post a screenshot of the actual bonuses with the mod.

A ton of things in this game, like Spiritualists being garbage, some Origins being weak and the Galactic community being very unimpactful are all fixed by Stefan's perfectly balanced mod. I really think the devs should straight up integrate the mod into the game. It actually creates some form of competition in the galactic community because Laws are changed in such a way that they can help or hinder Spiritualists and Materialists. And thats fun and balanced.
 
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SirBlackAxe

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My preferred tweak for Survivor is ignoring habitability and happiness penalties inflicted by natural planet modifiers. Having the trait also apply to worlds with stuff like hazardous weather and weak magnetic fields makes it relevant more often, and makes a bunch of planets more attractive for you than for other empires.

Empire-wide bonuses to disengage chance and orbital bombardment resistance also make sense for the origin.
 
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legionof1

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My preferred tweak for Survivor is ignoring habitability and happiness penalties inflicted by natural planet modifiers. Having the trait also apply to worlds with stuff like hazardous weather and weak magnetic fields makes it relevant more often, and makes a bunch of planets more attractive for you than for other empires.

Empire-wide bonuses to disengage chance and orbital bombardment resistance also make sense for the origin.
That is a good way to go, a tomb worlder is used to surviving in terrible conditions, and as such isn't upset to much by the diffculty. So let's expand this and say they don't take the malus to amenities for being on off type worlds. Their marginally happier/stable/more productive but with the job output malus it's not to great an advantage.
 
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Empire of Terra Nova

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i love the gateway origin when playing wide, it's pretty cool never needing to fortify your borders because you can beam your whole armada to wherever you want and let all of your shipyards reinforce them
 

Tech Noir Synth

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Fixed that for you. And two blue million in the case of hive minds getting the Horizon Signal and Nivlac events. :D

Oh but what about the Brain Slugs! Hivemind's don't get those either! Don't mind me just checking the wiki on every anomaly thats missing for Gestalts....
 

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Life-Seeded is another notorious trash origin. The problem with it isn't so much the downside (which it essentially shares with Shattered Ring and Void Dweller) but the lack of upside: you can't get World Shaper any faster than anyone else, and even if you do get it and start spamming Gaia worlds, your pops aren't any better on those Gaia worlds than whatever random xenos you have acquired. It even specifically locks out Idyllic Bloom, so you're actually *worse* than some other empires at making Gaia worlds. So really you just get one good planet, and honestly it isn't that valuable as planets go compared to the other "special starting planet" origins.

It looks like the devs will try to make "Life-Seeded, but not trash" with the new Ocean Paradise origin plus Aquatic trait. You have to wonder where that leaves Life-Seeded itself, though; hopefully the Custodians will have a look at it. My suggestion would be for Gaia preference species to get an additional output bonus on Gaia worlds (as a trade-off for their 0% habitability on most regular planets, i.e. make them like Void Dweller pops), and to have an archaeology site on their homeworld that lets them unlock the secrets of their origins and get a headstart on terraforming.
 
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I've also been trying out a post apocalyptic + radiotrophic species since the new patch.

I agree with the judgement that it looks like a nice synergy on paper, but falls a bit short in practice.

the way I've been using it is to at first focus colonies more on basic resource production, capital on alloys+CG and some research, so that the more expensive (upkeep) pops are on the capital where they get the reduced upkeep.
in pretty much every game I've also found at least 1 other tomb world to colonise, some games got those ketlingworlds. that tomb world from the baol precursor is nice too. but still, eventually the majority of my empire are non-tomb words.

I think 1 thing that would make this combination stronger and more fun to play, while keeping it balanced and keeping it a bit unique, would be to add a way to create more tomb worlds.

my first idea to play this empire was to restart till I got the precursor that gives the javorian pox. unfortunatly, I found it rather rare, so not really a good option.

but that means there's no way at all to create more of your preferred planet if you're not an exterminator. can't create them with bombardment, can't create them with terraforming.

so I think it might be nice to give the post-apocalyptic origin some way of creating more tomb worlds. maybe give them the unique ability to terraform worlds into tomb worlds (possibly lock it behind that tech you also need to terraform tomb worlds into something else).
that could also give a nice sort of niche where your core planets would be less attractive to conquer since another empire wouldn't be able to do much with your tomb worlds (unless they give your species citizenship).

or, an imo cooler flavor option, a unique colossus weapon just for post-apocalyptic that works similarly to the neutron sweep, but also turns the planet into a tomb world.
 

Surimi

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And Necrophage Hiveminds. Still waiting for buffs/fixes for them btw.

Having played necrophage hive minds a few times, I'm really not sure why they end up in this category. They're not meta by any stretch of the imagination and won't be dominating competitive multiplayer (although I'd question whether any hive mind would) but they're not even remotely in the same league as post-apocalyptic.

Sure, the pop growth is slow, but there's a reason your default species right as a necrophage hive mind is necrophage purge.
 
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Archon87

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I've also been trying out a post apocalyptic + radiotrophic species since the new patch.

I agree with the judgement that it looks like a nice synergy on paper, but falls a bit short in practice.

the way I've been using it is to at first focus colonies more on basic resource production, capital on alloys+CG and some research, so that the more expensive (upkeep) pops are on the capital where they get the reduced upkeep.
in pretty much every game I've also found at least 1 other tomb world to colonise, some games got those ketlingworlds. that tomb world from the baol precursor is nice too. but still, eventually the majority of my empire are non-tomb words.

I think 1 thing that would make this combination stronger and more fun to play, while keeping it balanced and keeping it a bit unique, would be to add a way to create more tomb worlds.

my first idea to play this empire was to restart till I got the precursor that gives the javorian pox. unfortunatly, I found it rather rare, so not really a good option.

but that means there's no way at all to create more of your preferred planet if you're not an exterminator. can't create them with bombardment, can't create them with terraforming.

so I think it might be nice to give the post-apocalyptic origin some way of creating more tomb worlds. maybe give them the unique ability to terraform worlds into tomb worlds (possibly lock it behind that tech you also need to terraform tomb worlds into something else).
that could also give a nice sort of niche where your core planets would be less attractive to conquer since another empire wouldn't be able to do much with your tomb worlds (unless they give your species citizenship).

or, an imo cooler flavor option, a unique colossus weapon just for post-apocalyptic that works similarly to the neutron sweep, but also turns the planet into a tomb world.
I think a decently balanced way to boost post-apocalyptic would be to allow them to terraform terraforming candidates into tomb worlds with regular terraforming tech. Terraforming to anything else would still require climate restoration, as would terraforming past tomb, but it would not only let them make more tomb worlds but let them take advantage of terraforming candidates earlier than other empire types.
 
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Archon87

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As for the other origins, there are definitely some that are a bit sub-par. In addition to Life-seeded, Mechanist is rather lackluster. It gives you robots a little earlier and a small reduction in robot upkeep. Big whoop. The three "used to be civics" origins need a bit of a balance pass to bring them more into line with the other origins. That's not to say though that all origins need to be perfectly balanced and competitive, as RP is a big reason to take most of the origins in the first place. But some of the origins are just a handicap without even the courtesy of informing the player that they are such (like doomsday does).
 
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theBigTurnip385

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Life Seeded isn't bad for a trade build.

You use the life seeded planet as a research planet and you get trade on the 0 Habitat planets. Which only have merchants + some Bureaucrat + Robots

That 1 Gia World can push out a lot of Alloys + Science. Especially when running it at 40% jobs output which you should be able to achieve if you build right
 

Surimi

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In addition to Life-seeded, Mechanist is rather lackluster.

I agree Mechanist could use a bit more, but there is another bonus in that it raises the chances of rolling robot techs. If you're going for synthetic ascension, you'll often be on repeatables before you manage to roll synthetic personality matrix even as a materialist empire with an industrial specialist, so having a higher chance of rolling them has some situational value.

I actually feel like that element should be buffed, and mechanists should have the robot techs as permanent research options (as void dwellers do with habitats). That would make it useful for people who want to synthetically ascend early or otherwise get really powerful robots, without making it significantly stronger overall.
 
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Millbot

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It would be interesting to give Post-Apocalyptic a means to create new tomb worlds, but I feel that largely wouldn't address the issue with the build being weak. It really doesn't have any advantages going for it. Ultimately, the origin needs some sort of buff that gives it something that is an advantage early compared to an empire that effectively has no origin. I think something related to habitability would be the best fit for the theme. The species made do with a glassed hellscape for quite a while before discovering FTL. So worlds that weren't there original habitat can be that bad in comparison. Also gonna plug that they should get tomb world habitability already researched because it's just really weird that they need to figure that out.

Also agree on the life seeded origin being another really weak origin, even if it's in a slightly better spot than Post-Apocalyptic because you're getting some bonuses from the get go for the Gaia world, just not enough to offset all the downsides. I kind of like the idea of an arcology site because it fits the theme and that could maybe give them something to either get a subspecies for colonizing other worlds or even a once or twice usable item to get some more Gaia worlds. Also could go a route similar to clone army where the option is going down two paths, one one increase habitability or to double down on the whole Gaia world preference by actually making the species get bonuses for being on Gaia worlds (similar to aquatic but it's something that has to be researched).

Mechanist might be interesting if it let the player have access to better robot and synth pops. Not sure if that should be access to a unique trait or two or just access to one more trait slot. It's been awhile since I've played with it, so not too sure how it compares to other origins in the early game. Robot assembly means more growth and if you can unlock droids, that means being able to colonize planets that would have been nonstarters. Bigger issue is that the perks just quickly cease to matter and you look no different than any other empire that has bots.

Kind of spit balling ideas because I'd like to snap shot the current tier list for origins and the power off all the non-challenge origins should be no lower than C+, ideally no lower than B-, compared to the current chart because you kind of have to do that since tier lists tend to be relatively. Also I have no delusions about getting perfectly balanced because that isn't realistic with so many variables and that pursuit can lead to blandness. IMO outside of challenge origins, origins should give a slight advantage that you wouldn't have without an origin (I think primitives becoming an empire and separatists both get origins that do nothing) and the origin should result in the empire having a unique feel at least through the midgame, ideally into the end of the game.
 

MordridBlack

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I agree Mechanist could use a bit more, but there is another bonus in that it raises the chances of rolling robot techs. If you're going for synthetic ascension, you'll often be on repeatables before you manage to roll synthetic personality matrix even as a materialist empire with an industrial specialist, so having a higher chance of rolling them has some situational value.

I actually feel like that element should be buffed, and mechanists should have the robot techs as permanent research options (as void dwellers do with habitats). That would make it useful for people who want to synthetically ascend early or otherwise get really powerful robots, without making it significantly stronger overall.
I want to say they toned down mechanist [and by proxy machine intelligence empires] because of the "Pop War" that existed between 2.0 and and 2.8

Back then pops were king, and having both Bio and Machine pops coming into being on any planet was...


More pops meant an influx of resources which meant higher tech resulting in better fleets allowing rapid expansion of colonies which cycled back around into pops
 

The Bored Chairman

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Federation start could be much better if the Spawn algorithm got the tune-up it so desperately needs.

I'm 99% sure that the game still generates spawns based on the old, pre-FTL consolidation of Hyperlanes only. That's why, when things are coded to spawn near a marker, they technically spawn close, Cartesian-wise, but then take 20 Hyperlane jumps to get to. That's why Federation starts STILL have that annoying feature of one empire getting shafted by Hyperlane spawns.
 
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klingonadmiral

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If you're going for synthetic ascension, you'll often be on repeatables before you manage to roll synthetic personality matrix even as a materialist empire with an industrial specialist, so having a higher chance of rolling them has some situational value.

I also despise how your synth-Ascended pops are different than your Synth robot pops.
 

Incompetent

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I agree Mechanist could use a bit more, but there is another bonus in that it raises the chances of rolling robot techs. If you're going for synthetic ascension, you'll often be on repeatables before you manage to roll synthetic personality matrix even as a materialist empire with an industrial specialist, so having a higher chance of rolling them has some situational value.

I actually feel like that element should be buffed, and mechanists should have the robot techs as permanent research options (as void dwellers do with habitats). That would make it useful for people who want to synthetically ascend early or otherwise get really powerful robots, without making it significantly stronger overall.

With Origins I think we should first of all divide them into "committed" and "uncommitted". "Committed" origins are ones where you are immediately committed to some alternative playstyle, such as Necrophages, Clone Army, Void Dweller and so on. You can't play a normal game, because your empire and/or primary species inherently lacks something that normal empires take for granted, so the origin is either going to be "challenge mode" or give you some powerful advantage to make up for the downside. "Uncommitted" origins let you play exactly as you would if you had picked Properous Unification, they just give some different starting goodies.

As things stand, Mechanist is an uncommitted origin, so we have to compare it to other uncommitted origins like Lost Colony or Remnants. Even on that scale it's currently a bit lacking, with just a couple of free techs and a bit of tech weight at game start. If you make all the robot techs permanent research options, however, it could go too far the other way by enabling an abnormally fast synth rush (bearing in mind that the main thing keeping the synth ascension path "balanced" comapred to the other ascension paths at the moment is how long it usually takes to finish), without any real downside. So I think there is a decision to make here:

a) Keep it uncommitted, tweak the buffs to make it a bit more substantial.
b) Make it a committed origin for players who are desperate to go synth as fast as possible. (An actual "start as fully synth-ascended" option would be overpowered, so this is the next best thing.) For example, maybe the reason your people are so obsessed with robots is that there is something seriously wrong with their biological bodies. So your primary species has a genetic disease trait that gives penalties to lifespan, pop growth and worker output, say. But then in return, the robot techs are always available, and all engineering costs related to robots are significantly discounted, so you can race to fix the problem with technology.
 
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