What origins would you like to see?

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Ikael

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May 6, 2016
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Xeno-compatibility

"Old legends talk about star visitors that found our ancestors to be irresistible. They mingled with them and bestowed them with unique reproductive capabilities, creating the species that we all know and love today. As we venture into the stars, we might find other suitable partners to enrich our gene pool and our romantic lives alike"

- Requires you to have Xenophile ethics
- Your main species starts with the xeno-compatibility trait
+20% pop growth speed to a planet if your main species shares it with another race
- If there is a certain number of free Xeno pops in your empire sharing the planet with one of your main species, you might start a "xeno anatomical exchange" project that after consuming social research, it would allow you to create a hybrid species by choosing their traits amongst the ones present in both species (the hybrid species will not retain the "xeno-compatibility trait, tho)

A more "controlled" version of xeno-compatibility, perhaps it would work best as an origin and using hybrids as a deliberate decision with more player control, rather than letting the number of different species explode inside your empire?
 
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HFY

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So that seems to be the primary concern with any primitive origin; lots of work to make it work, little reward.

Yeah if enough content were added that we're playing a streamlined speed-run Civ game, and unifying the planet is the goal (plus tech), then maybe it could be worthwhile.

But that's a LOT of work for just one origin.

A pirate origin could be good, we could send our fleets to loot the trade of its neighbors a bit like Barbaric Despoilers.

Just add that mechanic to Barbaric Despoilers. They need some love.

Or add it to Espionage for everyone, but Barbaric Despoilers get a bonus (which could open the door to some kind of sneaky stealthy pirate empire ... an empire of Ninja Despoilers?!)
 
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RationalLemming

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Untethered Wormhole

* Start in single system with a wormhole but no hyperplanes.
* Start with Wormhole Stabilisation technology UNLOCKED.
* The far end of the wormhole periodically moves to a random system in the galaxy. This means that ships and systems will become disconnected from your homeworld once the wormhole moves to another system which could be on the other side of the galaxy.
* Eventually will get option (mid game?) to tether the other end of the wormhole to stop the far end from moving between systems.
 
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Lorenerd11

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Untethered Wormhole

* Start in single system with a wormhole but no hyperplanes.
* Start with Wormhole Stabilisation technology UNLOCKED.
* The far end of the wormhole periodically moves to a random system in the galaxy. This means that ships and systems will become disconnected from your homeworld once the wormhole moves to another system which could be on the other side of the galaxy.
* Eventually will get option (mid game?) to tether the other end of the wormhole to stop the far end from moving between systems.
This has the potential to get really wacky and honestly, I can guarantee that most people would never tether their wormhole but just build gateways instead.

Having a system that can randomly access any part of the galaxy at a given time would be incredibly powerful.
 

TSBasilisk

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The Exiled

Long ago, your people were banished from a mighty empire which ruled the galaxy. Why you were exiled has been lost to time and hardship, as your ancestors were also stripped of all but the meagerest of tools and knowledge. Your people have built a new life and recently unearthed the ship which brought them here. Reverse engineering the ability to fly between stars from it, you now return to seek out your kin.

Start with no Corvettes but a single unique ship - your restored colony ship. It starts off very weak, but over the course of the game you can upgrade its equipment and complete events to more generally improve it. It also has a higher than average chance of jumping out before destruction. The ship plays a big part in an event chain that deals with trying to locate the empire you were exiled from.
 
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Metallichydra

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Holy Mackerel!
Wait, did the text in your quote just change?
It was ID 0, but now it says "static", and when "translated", it now says:
01000001 01101110 01101001 01101101 01100001 01110100 01101111 01110010 00100000 01101111 01100110 00100000 01000011 01101100 01100001 01111001 said:
 
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cryptkeeper

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Observers: Your civilization has made it's goal to observer and study other primitive civilizations, after discovering in the early days of space flight another civilization with in your home system. Starts with one less guaranteed world and has a story chain that gives them special interactions and bonuses from observation posts.
 

Lambert Simnel

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A close escape

Before taking to the cosmos your species came disturbingly close to nuclear annihilation. They are therefore acutely aware of the danger of being confined to a single planet and are eager to spread themselves throughout the galaxy.

You start with two colony ships and whenever you colonize a new planet two pops will be immediately relocated there from your most populous world.

Also, one of the tile blockers on your homeworld is the corpse of a giant squid.
 

Slaughter

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I just want a pre-FTL start, where you have to research most of the current starting technologies, even things like starbases(meaning you start without controlling your home system, just like primitives). Similar to 1.0 Stellaris, but taken further. Mark it as a challenging origin, it doesn't need to be balanced. It's just fun for people who like the "humble beginnings" aspect of 4X games, like how Civ starts you with a single settler and a scout.

Could include having a low habitability colonizable planet in your home system - allowing you to colonize another planet before getting basic FTL tech! After researching colony ships, that is.
I would be down with that. Very much.

I think it would be necessary to have new technologies in-game and to "push" the current starter ones further forwards. Some tech ideas:
- Weaker than Corvette ship classes. Might even get some use after the start.
- Early-game prototypical space weapon. Prototype Lasers, old fashioned guns, prototype railguns and gauss cannons, primitive missiles, etc.
- STL ships, imagine being able to explore and colonize at slower-than-light speeds. Think a veeeeeery slow jump drive which lasts for decades and appears on the map, depending on the distance. STL Colony Ships will create a new civilization of your species, because you obviously cannot control someone that far. Might be their "trick" after getting FTL - using STL as a method to bypass hyperdrives. Imagine a later-game fusion-powered STL ship, like some ludicrous Torchship going at an insane fraction of c.
- STL Could also lead to the possibility of a player building Relativistic Kill-Vehicles to attack nearby civilizations, which would essentially be a "ship" whose "weapon" is essentially self-destruction by hitting other people's planets.
- Being unable to use normal sensors until getting FTL, having to get data from somesort of space telescope (and said data should always be old)

I think one interesting advantage for a primitive species is competitive advantage buffing certain stats (like research) because the multiple nation-states are competing against each other.


Hell, you could even have multiple types of pre-FTL start. Mechanical Age, Atomic Age, Early Space, etc.
You could have some Stargate-esque origin in which your species starts with a disjointed tech level - say, Medievals or even Bronze Age primitives who also have lasers and spaceships because they picked up some alien gadgets they barely understand.

I think a pre-FTL start would be perfect to go with a Story Pack focusing on them.
 

HFY

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Looks like a dev came and deleted the original post and edited mine. Fun times.

That dev is trying way too hard to be a drama llama.

Nobody is going to riot over a hint that small.
 
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