Possibility454 wrote:All the ones i have seen so far are quite a bit worse then your standard population, so I am not seeing the point of having them on my planets. They arent adding much 'fun' to the game, but rather are an 'inconvience' that I want to get rid of. And when I cant find a way to get rid of them, or stop them from reproducing I get annoyed. It seems that when I find a choice planet with a large population capacity, its saddled with a crappy native population that then expands to fill up half of that choice planet. They either need to be rebalanced to make them more enjoyable to keep around. When I find a native population i should get excited, not annoyed. If you want to include bad worthless natives, then let me wipe them out and suffer a diplomatic penalty for genocide.
Have seen both types of natives in the meantime and there are already very useful (tinkers) as well as very annoying ones (blubs I think they are called)
Both make sense from a game mechanic point of view:
1. One allows the player to optimize efficiency of planets by placing for example high food production races to low fertility planets (so no transport capacity is lost transporting food to these)
2. The other makes colonizing high-value worlds more difficult. It usually needs preparation from the player, as going straight to these planets does not bring much and makes planets almost useless later. So the player should have sufficient spare population and available transports to fill up the planet right away. They also cannot be moved via transports, so no workaround exists for them which makes sense for what they are intended for.
I would also prefer a genocide option nonetheless for two reasons:
1. The enemy AI can also colonize these planets and might end up letting these pesky races populate everything
2. It just doesn't feel fun if a planet becomes useless this way
An overall strong diplomatic penalty is ok, and maybe direct riots (we won1t go silently into the night
) from the affected pop, so you also need troops in place
As for the variety of races, I think every single race needs to have a:
1. Unique combination of production values when considering the 4 main values
2. Unique perk (e.g.: Slavers (found for the Gremak), Individualists (moral penalty, the more foreign races are present)...etc)
3. Varying combat value for ground and boarding troops (such as the Orthin being more efficient soldiers then others)
If the above are given, mixing these on planets should be a blast, a whole mini-game in its own right.
I already have a ton of fun spreading a squid like race on my less production oriented planets as they give a ton of food, and I do not need to build farms on more valuable planets. Those are reserved for mineral production if they are mineral rich, and ship production. The later get a whole bunch of tinkers population and we already have an empire of 3 races working like a well oiled machine
I still haven't seen a minor race with high research like 4 but 0 for everything else
A race with a slightly worse then average values overall would also be fine but with the perk: Disconnected: meaning they are not affected by any sort of moral penalty.
There are so many possibilities, and I think this system is much more robust and fun then that of Stellaris
PS: Image a race with the perk: "carnivores". This perk would create a synergy with other races on the planet. If there are sufficient number of other races, the carnivores are growing faster while the other race decreases proportionally. They would thus be a great way to expand rapidly on the cost of native pops and some moral penalty. They would also pose as a joker card for crappy races which cannot be removed fro valuable planets, as they would simply eat them all up over time