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G S Palmer

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I mean, inward perfection and despotic despoilers also sounds more like a civic that should be removable, don't they ? And yet, they are not.
Yeah, but they're still going to be civics, not origins.
 

OnyxAbussos

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Can't tell me it doesn't sound like a lot of fun to be a democratic uber crusader fun^^ The Origin part comes from your civilization having always been driven by the notion that they're superior to a point at which this is simply ingrained in their minds so deeply that they can't get rid of it.

I mean, inward perfection and despotic despoilers also sounds more like a civic that should be removable, don't they ? And yet, they are not.

1. This is light years beyond "overpowered." Just play with the cheat window open.
2. It really amounts to wanting to remove key aspects of the game.

3. They already have a Manifest Destiny civic. It's called Nationalist Zeal.
 

t_b

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Volatile Gypsies
These people are masters at the art of resettling, so much so they've developed an addiction to it.

Effects: Pops have 15% happiness and job production (Starts at 0% on capital however) but each year a pop spends on the same planet they lose 1% happiness and production. Resettlement policy is forced to prohibited.

Allows: "Gypsy Movement" Decision to move everything on a current planet (pops, buildings and districts) to a new planet (the planet must be empty and large enough to support all the districts.) All pops moved this way will have their Takes 1 year to enact and adds modifier "Visited" preventing use of the decision a second time.

Special Megastructure: Holidaying Centre (Requires Galactic Wonders)-
Stage 1: 100 Influence and 5000 alloys (5 years)- no production
Stage 2: 10000 alloys (10 years)- gives +5% happiness to all empire's pops
Stage 3: 10000 alloys (10 years)- previous effect and enables "Gypsy Syndrome Intensity" policy
Stage 4: 15000 alloys (10 years)- all previous effects and allows "Gypsy Movement" decision to be used on planet's in other friendly empires (+100 opinion or more) to gain control of the system as well as resettle everything from one of your planets.

Policies: Gypsy Syndrome Intensity Options:
1. Suppressed Gypsy Intensity: +5% happiness and job production and -0.5% of each a year for pops that stay on the same planet
2. Regulated Gypsy Intensity: +15% happiness and job production and -1% of each a year for pops that stay on the same planet
3. Aggressive Gypsy Intensity: +20% happiness and job production and -1.5% of each a year for pops that stay on the same planet
4. Manic Gypsy Intensity: +30% happiness and job production and -3% of each a year for pops that stay on the same planet

Not too sure about the balance so all of the numbers could be changed to improve it
 
Last edited:

t_b

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Ascending Mainframe
Only through the connection of all pathways can we reach true divinity
Robotic Origin

Effects: Starts with 2 pops of a different robotic species. Pop job production increased by 2% for each other robotic species in the empire (can not be achieved by robomodding). If the empire has 6 or more different robotic species changes Origin to "Ultimate Divine Synthetics" giving +5 robot modification points, allowing living pops to be turned into Robots with integration living standard and allowing advanced machine modification (can add negative traits as well as advanced ones.) Also adds happiness like effect "divinity" and new vassal type "Devoted Underlord".

Divinity:
Divinity affects stability the same as happiness however is affected by different things.
Affected by:
-Number of different synthetics on the planet -4% for each. (Now that we have achieved divinity these basic being are beneath us)
-Worshipper job for biological pops produces +5% divinity- one job per 20 pops on a planet
-Special Divine designation decision
-Distance from capital- in capital +20% divinity and -4% per system away
-If the empire has a worshipping subject +10% divinity
-Pop traits
- +1% for all "Divine Helper" jobs

Subject Type:
-Devoted Underlord- Can not be achieved through war only through diplomacy and empire must be spiritualist. Gives overlord empire's pops +10% divinity. Same acceptance as other subject types. Has +30 opinion buff both ways. Can not be integrated. Joins in Overlord's wars and must be defended by Overlord.

Decisions:
-Divine designation planetary decision- increases divinity on one planet by 20% while decreasing all other planet's by 5% (can only be used on one planet at once)

Divine Synthetics Traits:
3 Cost Proved Divinity +80 opinion with spiritualist empires, +20 with all empires and +30 with fallen spiritualist empires if ruler pop of this species
3 Cost Interconnected Systems +30% unity output from this species
2 Cost Holy Mainframe +10% Divinity for pops of this species
2 Cost Servers of the Divine Not affected by divinity, can only work in divine helper jobs which produce Robot Assembly speed and give +1% divinity to all pops on planet
4 Cost Innate Awareness +20% all research output
 
Last edited:

Zalmoxis

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Early Space Age- you start technologically behind everyone else and you don't even have hyperdrives, but the system you start on has several colonizable planets in it.

The matrix- you are a machine intelligence with enslaved organic pops on your homeworld at start.
 

Sopbucket

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Ancient Prophecy: For eons, it has been known that a great leader would rise among our people and show us the way to salvation. The time is ripe and the prophecy is at hand, let us work together to see that the last of the signs are fulfilled!

Grants a decision on your homeworld to spend a large amount of energy (5000?) to turn your current leader into the Chosen One.
Requires spiritualist, and disables Ascensions other than Psionic. You can't get a second Chosen One from the shroud later.

This gives you the option to play an Imperium of Man style government early on. It also gives you more control over exactly who you want to be immortal, and would go well with a feature that allowed us to pick our starting ruler's traits. It would be a hit to your early economy, but in exchange you'd get more influence and a higher ruler skill level over time, which should be a good investment. My only concern is that it might be too obvious a pick for empires that are planning to go psionic anyway.
 

Methone

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Can't tell me it doesn't sound like a lot of fun to be a democratic uber crusader fun^^ The Origin part comes from your civilization having always been driven by the notion that they're superior to a point at which this is simply ingrained in their minds so deeply that they can't get rid of it.
By this logic, EVERY civic you pick at the start of the game is an origin because you 'originated' with it.

And Perfection and Despoilers SHOULD be removable. I don't know why they aren't.
 

Foefaller

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Epibionts: Your species has spent nearly all of its known history living upon the titanic life that roam your world. Where they have gone, so have your people... and where your empire goes, so do they.

No, this isn't unlimited titanic beast armies day 1. Rather, they take the place of normal residential districts, costing food instead of minerals as you "breed" more large enough to live on. Ideally, you can customize a bit what sort of titanic life it is to decide what else is unique about them (like they might be Lithoids that result in one clerk job being a miner job and take minerals, or their body's ability to modulate its temperature creates a "climate" on it that remains reasonably consistent even on other non-native biomes, resulting in a habitability boost) which might add or remove how much housing they create. Your capital might create a titanic beast defensive army instead of normal ones, but otherwise I figure you'd have to wait until you unlock uplifting or some other gene tech before you can create offensive armies (to make them smart/fierce enough to war with) and still have some sort of hard cap (such a 1 per planet, or based on your empire's total population) In my dream version, they aren't just some unique district, but are presentient pops, which you can, upon uplifting, decide to enslave as excellent workers for your farms and mines (though that means revolts will include titanic beasts) or treat them as equals, which might have other bonuses... though regardless I don't think they could be leaders, since they would have to live for millennia to be seen as a reasonable habitat, which would mean they are effectively immortal, and immortal leaders are suppose to be rare.
 

Foefaller

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By this logic, EVERY civic you pick at the start of the game is an origin because you 'originated' with it.

And Perfection and Despoilers SHOULD be removable. I don't know why they aren't.

Balance, same as the genocidal civics. At least for IP.

With a good start that leaves you with a decent amount of available space, you can have a pretty powerful Inward Perfection-> conquering empire strategy, especially before 2.0 when warp and wormhole were available to keep you from getting boxed in. The bonuses mean you can easily jump ahead of your neighbors in tech and economy, even on higher difficulties with less-than-optimal play. After which it's just promoting factions until you are no longer pacifist, switch to unrestricted warfare and start blowing up other empire's first cruisers with your tac lance battleships (yes, I've gotten that much of a tech disparity before) You can still get a bit of the old, pre-locked version of this if you go psionic ascension as a non-imperial government and get a Chosen One; last I checked, the empire change when you make them god-emperor will change all your civics, even you permanent ones.
 

Incompetent

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Manifest Destiny: (Must be some degree of Egalitarian and Militaristic)
It has been self evident from the very beginning of our civilization that we are meant for greatness. Our ascension to the stars is yet another proof for our god given purpouse: to hold dominion over all of existance!
Effects:
-Gains Immediate free claims on all systems owned by any other empire it encounters
- All wars are treated as defensive.

-Instead of decreasing claim cost, Militaristic now grants 10% or 20% increased fleet limit respectively
- +25% Defense and Attack Army Moral


As with the kind of Purifiers who aren't in denial about their true nature, the only way to make this kind of nonsense balanced is to give everyone else a -1000 opinion of you and an End Threat CB.
 

benjaseth

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"Dark Secret" origin: starting with 5 more pops, and an archaeology project on your homeworld only researchable by other empires. If your homeworld was captured by someone else, it would reveal that there were originally two sentient species on your homeworld, but that your species committed genocide, to make room for more of your own population. The revelation would give a permanent negative modifier (-5 or -20 etc, depending on balance) to other empires (and especially xenophiles).

Not the most extensive origin perhaps, but awesome for RP. The archaeology would also add a relic from the destroyed species civilization an art item giving a bonus of some kind (and a secret special project if biological ascension was giving, allowing you to find alien DNA in the digsite, allowing you to CLONE forward a new pop of the lost species, bringing them back from the dead).
 
Last edited:

Urloc the Great

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As with the kind of Purifiers who aren't in denial about their true nature, the only way to make this kind of nonsense balanced is to give everyone else a -1000 opinion of you and an End Threat CB.

That would be somewhat nice. We currently only have 3 (or 4, if you count Devouring Swarm Lithoids extra) "Galactic Threat" Empires. Having more would definately add more variety. Maybe just tweak the numbers a bit so that it becomes balanced compared to the other "Galactic Threat" Empires.
 

G S Palmer

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Another idea for the Starship Graveyard idea mentioned above: to make it so it is atleast of some value later into the game, your homeworld could also get a feature that gives you a Scrapper/Scavenger job, giving 1-2 alloys and some engineering research.
 

Defiler99

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Shielded:
Your planet was locked away behind an energy shield. The shield is starting to fail.
(We can leave the reason unstated and let RP decide.)
You don't have access to the galaxy map until some years have passed, but maybe you get some guaranteed resources like Life-Seeded does?
 

methegrate

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Shielded:
Your planet was locked away behind an energy shield. The shield is starting to fail.
(We can leave the reason unstated and let RP decide.)
You don't have access to the galaxy map until some years have passed, but maybe you get some guaranteed resources like Life-Seeded does?

I'd go bigger. Have a couple of stated reasons that influence what kind of advantages you start with. Like locked away behind an energy shield because you were deemed too great a threat, so your empire starts with combat bonuses or advanced weapons technology or a special shipyard. Or your people angered another race now vanished, so your empire gets a special quest to determine what happened to them.
 
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