User:Eleazar/Multi-Species

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Introduction

Multi-Species Empires fascinate me. In a game with a whole galaxy for playing field, entire sophont species take the place that individual would in a story of a smaller scope. A species collectively can have a personality, goals, and generate an emotional response that is lacking in a game focused solely on science, steel, and stars.

A player won't be forced to have a multi-species empire, but they have these advantages:

  • Confederations of diverse alien species, united in a single civilization are a favorite staple of sci-fi.
  • Other species are likely to flourish on planets that your primary species finds inhospitable, adding a big bonus to colonization.
  • Other species are likely to have advantages in production, warfare or research than your primary species doesn't have.

To offset those advantages:

  • Various species won't have the same goals and aspirations, so no matter what you do, you can't make everyone happy.
  • It may provide an opportunity for espionage, especially if a species was incorporated forcibly.
  • Some governmental pics or ethos would be incompatible with a multi-species empire, and/or assigning additional members higher status levels.

Disclaimer: Not all these ideas are originally mine. I've gathered ideas from many of the old threads on the subject. More than once i've found a solution in an old thread, to an issue i couldn't resolve. Nor do i really expect all these ideas to be used, but here they are. Also there will generally be some contradiction between the various sections as i refine my ideas.


'Don't mark up this page. If you wish to discuss these ideas, please use this topic.

General

All the following presumes the precept: "One species per Planet". This precept exists for simplicity of gameplay and interface, (and because the population sorting of MoO2 really annoyed people). After consideration, i think it's a great idea

However, a very plausible sci-fi explanation can be devised to "explain" this rule: In FO, aliens are actually quite different from each other— even those which prefer similar planet types. Understandings and experiences of of Music, Humor, Manners, Communication, Property, Food, & Personal-rights, etc. are usually so different that it takes a years of study to begin to understand what another species is thinking. A Star-Wars cantina just can't exist. Many of the substances for eating/drinking/absorbtion would be poisonous, noxious or socially repugnant to other members, and any amount/color of light, the amount/kind of noise, decor etc. could only really appeal to a single species. Even if you could build a bar that Wookies, Jawas, and Mon Calamari wouldn't find offensive, such a "generic" space would appeal to none of them. And the aliens in FO are much more unique than those in StarWars

The same kinds off problems would occur if you tried to build a multi-species city. How do you build a sign that works for beings that primarily "see" using echolocation, smell, and various non-overlapping portions of the EM band? How do you design mass-transit that accommodates beings both the size of a cat and of a whale?

In FO there may be small populations of "aliens" on planets run by other species, but the vast majority of inter-species interaction occurs "on-line" thoroughly translated by sophisticated computers, while each can remain in the relative comfort of his/her/its own lava-pool, ocean, flower-garden, atomic-oven, or cave.


Social Effects

To give species the appearance of living beings rather than mere game-markers, each species could attitudes toward war, peace, science, subjugation, genocide, the well-being of their own species, and other species etc. The behavior of empires in these areas would effect their overall happiness/allegiance/whatever. So the overall contentment of the Zuggibol as part of your empire depends not only on the condition of Zuggiboli within your empire, but the over-all opinion of the Zuggibol throughout the galaxy. Thus believable and interesting difficulties occur when you try to incorporate members of an empire you are at war with into your own empire.


Social Meters

Social Meters measure the state of the inhabitants of every planet. They are not specifically qualities of a multi-species empire, but are important considerations when describing such an empire, so i've proposed some additional ones to fill in for what doesn't yet exist in the reqs. (see here)


Inherent Characteristics

These characteristic are unchanging traits of sophont species (both playable and indigene).


Unity

The social meters: allegiance, and happiness of a particular species while they may be different on different planets, usually tend to even out over time. The rate at which this happens is determined by the level of unity. Unity ranges from "collective-mind" to "extreme individualism". A species with maximum unity experiences joy and suffering as a collective whole, therefore the allegiance and happiness meters do not vary from planet to planet. A species with no unity is utterly unconcerned with the status of it's members on other planets, therefore it's social meters are not effected by the meters on other planets. Most species have moderate levels of unity therefore tend to even out over time, but probably never quite do as new inputs are constantly being added

For example, and event that causes unhappiness, starvation, occurs on Zed Prime. Lets say it causes -20 happiness per citizen of Zed Prime per turn. The Zedians of Zed Prime are 25% percent of the entire Zedian population. If the Zedians have a complete collective-mind, the entire Zedian population will at the next turn be -5 happy.(-20*.25=-5) If the Zedians were extreme-individualists, none of the other Zedians would be ever be made unhappy by the starvation of others. However, chances are the Zedians are somewhere in-between— so that the starvation-caused-unhappiness of Zed Prime would gradually be distributed to the entire Zedian population— perhaps equilibrium would be reached in 20 turns (assuming no other happiness-effecting events.) Simultaneously the relative happiness of the non-starving Zedians would blunt the despair of the starving ones. Thus the negative happiness of starvation runs more rampant if the whole empire is starving.

If Zedians lived in more than one empire, different border settings might moderate how much the opinion meters would spread into into other empires.


Empathy

Empathy sets the range at which unity operates. It could be argued it's more complex than it is worth, however i find it interesting and will describe it . This concept can be discarded without effecting the rest of the multi-species proposal, which assumes the "normal" empathy level of "Species Only".

Generally ordered from lowest to highest:

  • Species within this Empire Only
  • Species Only
  • Empire Only
  • Empire & Species
  • Empire & Allies
  • Empire & Allies & Species
  • Non-Enemies Only
  • Non-Enemies & Species Only
  • All Sophont Species

Playing a species with high unity and empathy for all sophont species would be rather weird, but could at least be an interesting type of NPC.


Ethos (ideology)

A detailed ethos system was famously planned for MoO3, but apparently no one every figured out how to implement it and integrate it into the rest of the gameplay. Here i will try to describe an ethos system for FO that is a natural component of the core game rather than a system that aspires to be a game on it's own. Ideas are liberally borrowed from Alpha Centari, and other sources.

An ethos is considered to be more or less inherent in a species— through genetic hardwiring and/or as part of their dominant culture. The ethos is primarily used by a species to evaluate the actions of the various Empires. So the elements of an ethos will be practical (i.e. Honesty vs Spying) not esoteric (i.e. Determinism vs Free-will).

Many of the elements of an ethos (Issues) will be pairs of opposites, such as the following off-the-top-of-my-head examples:

  • Environmentalism <-> Industrial development
  • Honesty <-> Spying
  • Killing <-> Preservation of Life
  • Peace <-> War
  • Diversity <-> Monoculture
  • Slavery <-> Full Enfranchisement
  • Idealistic <-> Pragmatic

Other elements (Values) have no opposite:

  • Science
  • Wealth
  • Happiness
  • Exploration
  • Development
  • Military Might

Each Specie's ethos is made up of a few (perhaps 3-5) of these elements. They are presumed to be less interested in or divided towards the other Elements. Each Value or Issue may be held with varying degree of fervency— probably at one of a few levels.

Remember, most large empires may be made up of several species, so any particular action may anger and please different portions of the population. But of-course the Emperor (AI or Human) is not bound to follow the ethos of any of his citizens. State-craft is often the art of choosing the action which will cause the least unhappiness. Certainly the Life-loving Smee will be upset if their empire removes an enemy base with a planet-buster. But they probably would be more unhappy if the base remained, supply lines were cut and their planet began to starve.

So each empire's actions are judged according to each specie's ethos. The positive or negative total is then used to modify the opinion of the inhabitants of each planet. (See allegiance). Empires made up of species with Compatible ethos elements will be more stable. Alliances between empires with compatible ethos elements will tend to last longer because their citizens won't have much reason to hate the other empire.

Compatibility of ethos also provides a basis for the decision of Indigene species to join or reject a PC empire.


Status

(see this post, and the last portion under races here)

Various species in a multi-species empire could have different levels of freedom and responsibility within an empire. The particular names and number of levels aren't important at this time. The most important distinction is: "full citizen" and "slave".

  • full citizen
  • associate
  • servant
  • slave
  • vermin

Species higher on the status scale would have a flat bonus to allegiance towards their empire, while those lower would have the obvious malus. Species with lower status would also be less productive, but have less possibility of riot rebellion, or of negatives to production due to low happiness or starvation. They would of course be more eager to join other empires if conquered. Vermin is a special status in which the species are actively exterminated.


Roles

Within each Multi-species Empire there are various roles and tasks which can be assigned to the various members possibly including:

  • Farming, Mining, Industry, Science, & Trade — by setting planets of certain species to these foci.
  • Espionage
  • Military
    • Ground Forces
    • Fleet
  • Foreign Relations ?
  • Administration ?


Naturally an Emperor would want to take advantage of the various talents of member species. The game makes it easy to take advantage of Farming, Mining, Industry, Science, & Trade, with production foci. Obviously colony ships will need to have a specific species. Is seems a small, logical leap that all ships should be manned by a particular species, so that their racial advantages can be cleanly applied.

However care should be take in whom is allowed in military positions. Obviously if slave-planet/species are implemented, it would be dangerous to give a slave-species control of your fleet. Given an opportunity, a rebellion could leave you defenseless.


Indigenes (natives)

("Indigene" is the noun form of "indigenous", it sounds more sci-fi than "native")

Introduction

A galaxy filled mostly with empty planets, and handful of distant player species also franticly trying to build and empire seems unnecessarily barren— especially in the opening stages of the game. To mitigate the emptiness of the galaxy, i propose double or triple the number Indigenes to empire-building player (including AI) species. Each indigenous species starts out in only one system per game (usually in a single planet). Basically they are minor characters in the game rather than players of the game— NPCs. They have no chance of galactic domination on their own, but can help or hinder the PC species. They have noticeably fewer positive pics than the PC species, which provides the great benefit that they don't have to be balanced against the PC races, or even each other

There are 2 types of Indigenes, "Pre-sapient", and "Sapient." Both occupy their planets, but their population expands at a slower rate than PC species.

  • Note: if this whole thing is too complicated, much of the value can be achieved by implementing the Non-technological Sapient Indigenes, and/or implementing Pre-sapient Indigenes without the option of uplift.


With Indigene planets you have 2 special options, Study and Communicate, in addition to the normal military options.

  • If you choose "Study" (which may require certain ship types) an item is added to the science queue. Once a modest number of RP have been spent, you'll learn the Indigene's racial pics. This is helpful even if you wanted to exterminate or exploit, because you'll learn how they might be exploited, or how much of a fight they'll put up if you try genocide. Sapient Indigenes will have overall better picks that pre-sapients.
  • You still have the choice if or how to incorporate them into your empire. Strategically Pre-sapients offer a small, immediate benefit if exploited v.s. a larger delayed benefit from Uplift. With sapients the benefit of incorporation is about equal to uplift of pre-sapients, but without the delay. However, sapient exploitation is more profitable than exploiting Pre-sapients.
  • If you choose to Exploit or Exterminate you have a chance of a ground war— a higher chance from Exterminate. The chance is based on how war-like the species is, and the compatibility of your ethos, or some such not-yet-devised meter. With either choice your colonization begins immediately. Some mid-game bio-warfare techs may allow you to exterminate them without a fight.


Pre-Sapient Indigenes

Pre-sapients are on the verge of sapiency, more intelligent than any animal. With a little help from an advanced species, they will be able to take their place among the stars.

  • To Uplift:
    • After the initial study is complete, and if the appropriate tech is known, an "Uplift, phase 1" option becomes available. (A term other than Brin's "Uplift" should be chosen.) If initiated, the player is offered the choice of removing a negative social pic, adding a social positive one, or perhaps changing an element of the ethos. This represents educating and some genetic tinkering, but not wholesale genetic reengineering. If FO allows genetic engineering of species it should also be possible to do it to your main or conquered species at any time, however, this is a different issue, and not addressed here. At the completion of "Phase 1" the player may include the species as a regular citizen of his empire, or continue to Phase 2 and 3, which are the same as Phase 1 but require exponentially more RP than the previous phase(s).
    • During uplift the Indigene's population may continue to increase. The player has little control over the planet, except perhaps to build defenses. Once uplift is complete, the new client species is added to a multi-species empire, at the level determined by the player and with a allegiance bonus for each phase of uplift completed.
  • Or not to Uplift:
    • If the player doesn't wish to take the time to uplift the indigene, he may still take control of the planet, however due to the primitive nature of the inhabitants, they can only produce food and minerals (and possibly trade). However the pre-sapient offer an extremely low chance of rebellion and are highly resistant to the effects of low moral.


Sapient Indigenes

Sapient Indigenes are (in Star Trek terms) a pre-warp civilization. For whatever cultural, genetic, or situational reason they will never discover Starlanes on their own. However, their planet is already somewhat developed. Their racial picks are not as good as player species, but better than pre-sapients.

When entering a sapient Indigene system, the player may:

  • Ignore
  • Attack: as any other planet, but their defenses will be weaker than PC species, but naturally stronger than the average pre-sapient. The purpose may be to enslave or exterminate.
  • Study: will take longer than it would for pre-sapients.
  • Communicate: The player may offer the Indigene a place in his empire. This place may vary between full citizenship and slavery. Unlike Pre-sapients, these Indigenes may refuse, but will be more inclined to agree to agree than a PC species planet in a similar position, and of course would look more favorably on better offers.
Non-technological Indigenes

These Indigenes never get around to inventing more than the most basic tools. They never discover space flight or leave their home planet on their own. They do not put effort into the science meter.

These planets, if added to your empire, cannot produce Research.

Technological Indigenes

These Indigenes have some interest in science. Their AI behaves as a PC species AI would, however since they cannot discover Starlanes, they cannot leave their system, but will try to colonize it. The player may have the option of giving them the secret of Starlane tech and unleashing them on the galaxy.

If a player enters their system they may open communications on their own initiative.

Migration / Evacuation

It will inevitably happen that once you include another species as part of your empire, you'll have some of the wrong beings on the wrong worlds. You may want to give the newly incorporated Deila (with great farming bonuses) some of your worlds with food-growth specials. Or you may want to keep the services of the newly captured Psilon, but you don't want a population with little allegiance to you on a contested border world. Or a world may become overcrowded, and there's nothing you can do for them, but ask them to leave.

The lead designers were quite justifiably annoyed with the micro of MoO2 involved in moving your population around. It's more or less an official point of FO's design that we won't manually shuffle citizens like that.

Evacuations

For whatever reasons the player may declare an evacuation from a planet. This may or may not upset the citizens, depending on their allegiance, and how closely the planet matches their EP. There should be several methods of Evacuating a planet. Geoff has a list of several here. Here are i think the basic ones:

  • Normal Emigration: minimum unhappiness, slow
  • Forced Emigration: more unhappiness, faster
  • Repatriation: allowing conquered citizens to return to their original empire
  • Genocide: use your ground forces to kill everyone

Once the evacuation is complete, you have two basic options

  • Turn colony over to Species X (who must be a member of your empire)
  • Offer colony to Empire X (as a gift or appeasement)


Voting with their Feet

It always bothers me in 4X games when population can grow in a city/planet to the point that they are starving to death, but there's nothing i can do to move them to the near-by city/planet with excesses of farms. Or that unhappy/disloyal citizens always just sit in their city/planet and make trouble instead of simply going somewhere else.

While citizens should normally stay at their planet of origin, i expect them to have some desire for self-preservation. When conditions grow bad enough a migration event will be triggered. A planet with high allegiance to their empire will attempt to travel to other planets of their species in your empire. If the allegiance is low they may migrate to neighboring empires. Of course slave planets can only migrate after a successful rebellion.


Mechanics of Migration

When a migration has begun, you get a sit-rep message. The migration proceeds at a steady pace until the planet is empty or the contributing factor is over.


Relevant Threads