So what do you think of the New Secondary Races?

So far I have encountered Harpies and Evolvians.

The Harpy scanner at T1 is great! Highly worthy the investment and I was doubly lucky that I found them close to my homeworld.

The evolvians… Hmmm love them but man I hope they are rare as hell in production if they remain as they are! +3000 pop growth the moment my coloniser touched down…! Yea Godz! I feel them may be unbalancing unless hard locked to fairly small worlds - much as the Giants seem locked to large but pretty much barren worlds in A3

Biggest enigma is these. Since there no any descriptions about how much they mine exactly.
https://wiki.outscape.net/Skregons.

minor races with super bonuses brings a lot of competition. This things are not unbalanced since anyone can capture it. Capture and hold like in w40k dawn of war series.

Slight disagreement with your assesment of them not being unbalanced. That diagreement being “since anyone can capture it”. That statement is TECHNICALLY correct, BUT toasters can’t actually benefit from any of them because they can’t keep them happy thus can’t keep them from burning the house down around their metal heads.

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We absolutely NEED a “Xeno Relations” Tech branch which ALL races need to unlock items from to properly use the abilities of Minor Civs - Or - Minor pockets of Player Civs.

Something like :

  • Universal translator (10 Science) - allows you to settle on Worlds with a Non player Civ that is not your own without fighting your way in (Invasion)
  • Xeno Relations - (25 Science) - Allows you to make peace and co operation with Civs not your own, allowing them to benefit from any Techs you have that affect them (EG Bio farms/ EC) Without this the Native race does NOT count towards your home guard.
  • Xeno Diplomacy (50 Science) - allows any racial ability of the native race to unlock for you
  • Xeno Biology (100 Science) - Allows the native pop to gain some benefit from your farms
  • Shielded Enclaves (250 Science) Native populations are kept in envioroments seperate to the main civ so changes to Hydro/Temp do not affect them as negatively as before…
  • Xeno Integration (A stupidly large amount of science) - Allows Other civs to be included in colonisation modules - Might be a late game fun add on might be OP so throwing it out there for feed back only.

Anyhow just rough idea’s for the purpose of starting a conversation (again - I know its been mentioned in passing plenty of times before) Special note: as a bonus twist. I think this Tech tree could only be unlocked AFTER you encounter a different CIV. It might also be a case that you have to unlock it for each CIv in turn maybe… Mixed feelings about that so I leave it to my peers to make a judgement.

Thoughts? Especially Syntis thoughts?

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A Ripchee is restricted from the Skregons due to their higher temp requirements. Yes we can capture them but to make the world viable for a Ripchee, would be to warm for them to survive so their bonus becomes pointless I feel. Possibly balancing out some of the organic races that need warmth to where would be a bonus for the Synth and other low temp tolerating organics.

I think this would be an excellent addition to the tech tree and are relevant techs to help us. I would love the “Shielded Enclaves” due to temp variations need for them along with Ripchee to be viable for both populations.

" Xeno Integration (A stupidly large amount of science) - Allows Other civs to be included in colonization modules - Might be a late game fun add on might be OP so throwing it out there for feed back only." Zathabar maybe there is a secondary specialization module you have to research for each race after the basic one? So there is some cost but once you have the basic tech down, you should be able to engineer the other races requirements.

That would be fair. If (and this is a big if) transplanting Minor Civs ever became a thing at a minimum a specialised colony module and a dedicated ship for it would be the logical price for it.

Making those expensive as hell would be a good way to limit spam of secondary populations. Personally though I can think of a ocuple of better ways to keep it a rare event but as its pure speculation its too soon to theorycraft to that extent.

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Have you ever calculated the overhead due to farms on a planet? i have one planet that would require 34 farms to reach it’s maximum population of 1.2M. this requires a number of other things like ECs and power plants to support the system and at 3.3 corruption with 100 tax rate, my planet overhead is 340K.

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If i can put Evolvians (SP) onto that planet, not only could i fill it sooooo much faster, i wouldnt have the overhead. Yes i am aware they would have to be able to survive and probably could not survive on that planet or at least would not have that population growth, but i could put them on a more agreeable planet and move them onto it to fill it up a bit. We could talk about planets where their growth would be negative, and to that i would respond with a simple, i’d figure it out.
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for these reasons and more, i feel secondary pops should not be move-able.

I have cataloged 128 planets with an average of 250k population lost due to overhead.

All the previous was brilliant but these… First of all. 1) These is not op. Purposes which such a technolgy can achieve can be easly done by group work. Even on early stages. tranfering of planets makes it easy. Smth like these don’t need to have high cost.
2) The more smart to bring into game another types of modules:
tech “Xeno slaves” (1250 RP): (it gives u 12 new modules) small\medium\large Ripchee slave transport (allow to pick Ripchee population from your or non-colonised on ship and drop to any other your planet), small\medium\large Mankind slave transport (allow to pick Mankind population from your or non-colonised on ship and drop to any other your planet), small\medium\large Syntis slave transport (allow to pick Syntis population from your or non-colonised on ship and drop to any other your planet), small\medium\large People’s Realm slave transport (allow to pick People’s Realm population from your or non-colonised on ship and drop to any other your planet).

Why I suggest so. It is in name to make play expierence for sole players better and enjoyable. Because currently sole player can’t compare with members of alliances. And that too bad. With such a modules sole players will have ability to make second popultion without help frrom friend. Second ability to steal population of enemy afteer succesfull assault.And third ability to move second population between colonies.

  1. Non-player nations can’t be moved from planets. Ability to make your own harpy or evolvians planets at any place will destroy the chalenge and strive for these strategic planets.

P.S. Scregons are like octopuses. They gives u bonuses wich are similar with few completed structures without energy consumtion. Octopuses gives = 4 t1 labs. Scregons gives = 5 t3 mines per each existing depost
P.P.S. Syntis’s economic and ships are great enough without any second population. Such a penalty is a balancing Be happy with ur unrival top fleets and freighters, tosters.