Master List of New Native Species

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labgnome
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Master List of New Native Species

#1 Post by labgnome » Sun Jan 05, 2020 4:09 pm

So I know that this is out of form. However I have been thinking about the current state of native species in that game. After many of the native species were converted into playable species this left a lot of variety lacking in that area.

While I would love to give a lot of time and attention to creating individual species, I feel that at this juncture we could use the variety even at the expense of detail. This is a first draft of sorts so feel free to provide feedback, especially on the details of individual species. My allocation of traits is largely random. However I did try to follow some rules, like giving each the three main metabolisms good research, industry and influence. I also divided the habitability wheel into thirds, and gave one third to primarily one of the three main metabolisms. There are also "nest tender" species for the space monsters as an idea, and a couple of species that come along with planetary specials.

Terran:
  • Oplavian: Telepathic, Good Pilots, Bad Attack Troops, Organic
  • Quelexion: Good Defense Troops, Bad Industry, No Ships, Organic
  • Rygroni: Bad Pilots, Planetbound, Organic
  • Dinustrian: Great Industry, Planetbound, No Ships, Organic
  • Tremerean: Planetbound, No Ships, Good Industry, Great Stealth, Lithic
  • Enthana: Bad Population, Phototrophic
Ocean:
  • Balthroian: Good Industry, No Ships, Organic
  • Delphinae: Telepathic, Great Pilots, Planetbound, Organic
  • Erserach: Great Research, Planetbound, No Ships, Organic
  • Ventalean: Planetbound, No Ships, Great Stealth, No Industry, Lithic
  • Reaphora: Telepathic, Good Detection, Phototrophic
Swamp:
  • Sevorian: Good Research, Planetbound, Organic
  • Ninfluin: Great Influence, Planetbound, No Ships, Organic
  • Myukymyre: No Industry, Good Influence, Lithic
  • Dryandan: Good Defense Troops, No Ships, Phototrophic
Toxic:
  • Gamax: Planetbound, No Ships, Great Industry, Robotic
  • Melexean: Telepathic, Good Attack Troops, Lithic
  • Syrtax: Good Defense Troops, Planetbound, Lithic
  • Throg: Good Influence, No Ships, Lithic
  • Toxarian: No Ships, Planetbound, Good Defense Troops, Great Influence, Lithic
  • Hyponarian: No Ships, Phototrophic
Inferno:
  • Nightsiders: Planetbound, Great Detection, Tidally Locked Special, Organic
  • Birexian: Planetbound, No Ships, Bad Detection, Robotic
  • Zenothoan: Telepathic, Good Industry, No Ships, Lithic
  • Thermelite: Great Pilots, Planetbound, Lithic
  • Magmarian: Planetbound, No Ships, Good Defense Troops, Great Research, Lithic
  • Pauliaxian: Planetbound, No Ships, Good Influence, Phototrophic
  • Pyralian: Planetbound, No Ships, Bad Population, Self-Sustaining
Radiated:
  • Elovian: Good Detection, Good Pilots, Lithic
  • Zyrtaxian: No Influence, Planetbound, Lithic
  • Vredulonian: Good Research, No Ships, Lithic
  • Crigg: Planetbound, No Ships, Telepathic, Good Defense Troops, Great Industry, Lithic
  • Xelemate: Planetbound, Good Pilots, Phototrophic
  • Radarian: Planetbound, No Ships, Great Influence, Self-Sustaining
Barren:
  • WhizOne: Good Pilots, Robotic
  • Zedulor: Great Fuel, Planetbound, Robotic
  • Optitron: Good Industry, No Research, No Ships, Robotic
  • Selenvore: Planetbound, No Ships, Good Industry, Lithic
  • Phototron: Planetbound, No Ships, Great Industry, Phototrophic
Tundra:
  • Sleeper: Planetbound, Bad Population, Good Industry, Eccentric Orbit Special, Organic
  • P-Robo: Good Fuel, Great Detection, Robotic
  • Omegan: Telepathic, Good Research, No Industry, No Ships, Robotic
  • Praxitron: Planetbound, Robotic
  • Cybrinex: Planetbound, No Ships, No Influence, Robotic
  • *Snowflake Caretakers: Planetbound, No Ships, Snowflake Nest Special, Lithic
  • Licharei: No Ships, Bad Population, Phototrophic
*Maybe spawn at the snowflake nest special like a guardian

Desert:
  • Alphamax: Good Research, Bad Pilots, Robotic
  • R'vorian: Good Detection, No Influence, No Ships, Robotic
  • Liroxion: Planetbound, Robotic
  • Expronian: Planetbound, No Ships, No Industry, Robotic
  • Mesana: Planetbound, No Ships, Bad Stealth, Bad Population, Great Industry, Lithic
  • Khakturian: Planetbound, Great Attack Troops, Great Defense Troops, Phototrophic
Asteroid Belt:
  • *Juggernaut Tender: Planetbound, No Ships, Juggernaut Nest Special, Organic
  • Astrolith: Good Population, Lithic
  • Celestephyte: No Ships, Telepathic, Phototrophic
  • Quandrian: Planetbound, Great Stealth, Self-Sustaining
*Maybe spawn at the Juggernaut Nest Special like a guardian

Gas Giant:
  • PraethenoveranTelepathic, Bad Population, Gaseous
  • Mantarian: Planetbound, Good Pilots, Gaseous
  • Primaveon: Bad Industry, Bad Research, Bad Influence, No Ships, Gaseous
  • *Kraken Flea: Planetbound, No Ships, Kraken Nest Special, Gaseous
  • Thenian: Planetbound, No Ships, Good Research, Gaseous
  • Undarean: Planetbound, No Ships, Good Industry, Gaseous
  • Oraklean: Planetbound, No Ships, Good Influence, Gaseous
*Maybe spawn at the Kraken Nest special like a guardian

My hope is for this to be a collaborative project to flesh out these species and add as many of them as possible to the game. In that spirit if you want to adopt a species and flesh out a story to go with them please feel free to do so. Also I don't know how balanced all of these guys all are so this
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Re: Master List of New Native Species

#2 Post by labgnome » Wed May 13, 2020 9:36 pm

Oplavian
A physically weak and naturally docile species. Oplavians use their telepathy to help them pilot ships.

Quelexion
A species of fearsome environmentalists. They dislike industry and will defend their planets with determination.

Rygroni
Pacifisic symbiotic species, who cannot breed off of their planet.

Dinustrian
An isolationists species with a highly industrial society.

Tremerean
A subterranean species that lives deep below the surface.

Enthana
Slow-growing intelligent plants.
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LienRag
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Re: Master List of New Native Species

#3 Post by LienRag » Fri May 15, 2020 1:52 pm

Nice to have more species obviously, there's been work done on new major traits, but I think what is needed is also secondary traits (I call them "flavor" traits elsewhere) like small bonus that makes them a bit different but not enough to makes it unbalancing.

Flat bonus tied to a specific technology are an example (+3 damage to Mass Drivers), for No Ship species things like an interstellar lighthouse-like speed boost around their planet (only for allied ships), a happiness boost to planets in the same system, an affinity to certain planet size or startype or special (nothing major, a one-time +1 population bonus or maybe +1 supply bonus on systems with asteroid belts or a +2 Production bonus on tidally locked rotation).

Maybe they could even give small Empire-wide bonus ? Like good Xentronium smiths would make all Xentronium armor produced in an Empire that integrates this specie 31 strong instead of 30 strong ?

That would help make your Myukymure something else than slightly-twisted Silexian - though I note that you took efforts to not make any of your new specie too similar to an existing one.

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Re: Master List of New Native Species

#4 Post by labgnome » Fri May 15, 2020 7:34 pm

LienRag wrote:
Fri May 15, 2020 1:52 pm
Nice to have more species obviously, there's been work done on new major traits, but I think what is needed is also secondary traits (I call them "flavor" traits elsewhere) like small bonus that makes them a bit different but not enough to makes it unbalancing.
A couple of points.

Firstly these species are meant to fill out the gaps in the current game as it stands, not necessarily to give "flavor".

Secondly flavor traits like you describe are better fits for playable species, than for non-playable species.

That would help make your Myukymure something else than slightly-twisted Silexian - though I note that you took efforts to not make any of your new specie too similar to an existing one.
I did try to make them different. However there are bound to be similarities between species if we have enough of them. BTW: how are they like silexians?

FYI: you seem interested in the Myukymyre,, if you or anyone else watching this thread want to "adopt" the sentient mud-creatures or any of the other species feel free to do so. Heck feel free to add or remove traits, just please try to limit it to existing or upcoming traits. Nothing more wild than what's being discussed in this thread here. If you want a more "flavorful" native species please try to make your own.
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Re: Master List of New Native Species

#5 Post by LienRag » Fri May 15, 2020 10:57 pm

labgnome wrote:
Fri May 15, 2020 7:34 pm
A couple of points.

Firstly these species are meant to fill out the gaps in the current game as it stands, not necessarily to give "flavor".
I'm not sure what you mean by "filling the gaps" ? I you mean having a full matrix of "Metabolism x Planet Environment x Main Trait" I'm not convinced that it's a good idea...
I mean, yes more species are good, but as long as we have a few species per environment, a few by metabolism, and at least one per trait, then filling the matrix does not bring much to the gameplay itself and the "holes" in that matrix seem to me quite interesting for the flavor of the game.

It is my opinion (and from what I read not only mine) that apart from a few strategic roles that are mostly filled by the species already existing, the main use of new Native species is to add flavor to the game.
Isn't that your understanding ? What would be the main use for new Native species that you would see ? If it's "filling the gaps" as you said above, could you elaborate on what you mean and why you consider they need to be filled ?


labgnome wrote:
Fri May 15, 2020 7:34 pm
Secondly flavor traits like you describe are better fits for playable species, than for non-playable species.

I think that I understand what you mean, and I agree for some of those "flavor" traits.
Like the "prescience" trait that you developed on another topic, and maybe some like "affinity to a hull line".

But not for all (like the speed-bonus on close starlanes, that may be overpowered for a specie able to colonize planets), and more importantly, planet-bound species do not need the balance that is imperative for playable species, so they are a good testbed for new "flavor" traits (the only thing that need balance in planetbound species is, if they can build ships, that they do not turn to be ultimate warriors with good pilots, gunners, shields, fuel, armor and speed).


labgnome wrote:
Fri May 15, 2020 7:34 pm
LienRag wrote:
Fri May 15, 2020 1:52 pm
That would help make your Myukymure something else than slightly-twisted Silexian - though I note that you took efforts to not make any of your new specie too similar to an existing one.
I did try to make them different. However there are bound to be similarities between species if we have enough of them.

Indeed, and that is the problem.
We have, as I understand it, enough existing species for the game mechanisms in place (there is a need for a few species that will use the new Influence mechanism, but there is work in progress about that if I understand correctly).

New species are mostly needed to improve the immersion, and as such they will need a very distinctive "feel", something that is difficult to explain rationally.

Creating such immersion-improving "feel" about a new specie is very hard, and I have no idea of how to do it. The only ideas I have for new species that have some original flavor come from fiction works that are under copyright, so it is probably a bad idea to implement them in a game under GPL.

Maybe we can ask Bestiary or other graphical artists if they have visual concepts that we could work from to elaborate a really original background for new species, and then choose traits accordingly ?


labgnome wrote:
Fri May 15, 2020 7:34 pm
LienRag wrote:
Fri May 15, 2020 1:52 pm
That would help make your Myukymure something else than slightly-twisted Silexian - though I note that you took efforts to not make any of your new specie too similar to an existing one.
BTW: how are they like silexians?

Actually I tried to find clearer similarities between existing species and the one you proposed, to no avail.
That is another proof of the commendable efforts you have made in your designs, actually.

The similarity I see with Silexians is that they're a no-industry specie on an organic-like planet, but indeed there are as much differences as there are similarities.


labgnome wrote:
Fri May 15, 2020 7:34 pm
FYI: you seem interested in the Myukymyre,, if you or anyone else watching this thread want to "adopt" the sentient mud-creatures or any of the other species feel free to do so. Heck feel free to add or remove traits, just please try to limit it to existing or upcoming traits. Nothing more wild than what's being discussed in this thread here. If you want a more "flavorful" native species please try to make your own.

Not particularly, actually I do like Ourbools, Sly, Banforo, Kilandow (for probably very subjective reasons), maybe Mu Ursh, and I see the "strangeness" of Ugmors, Acirema and Laenfa which is fitting for a Science Fiction game (maybe the same goes for the Nymm, Fifty-Seven and Silexian), but don't get a real "flavor" out other races, existing or in your proposition.
If I come with ideas for any of your races (or a new one) I'll certainly let you know, but right now I'm quite dry.

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Re: Master List of New Native Species

#6 Post by LienRag » Sat May 16, 2020 10:31 pm

labgnome wrote:
Fri May 15, 2020 7:34 pm

FYI: you seem interested in the Myukymyre,, if you or anyone else watching this thread want to "adopt" the sentient mud-creatures or any of the other species feel free to do so. Heck feel free to add or remove traits, just please try to limit it to existing or upcoming traits. Nothing more wild than what's being discussed in this thread here. If you want a more "flavorful" native species please try to make your own.
Well, now that I think about it, having Lithic life in swamps is a bit strange as they will tend to get broken apart by water flows, buried by sedimentation, used as fodder by aquatic plants, and so on.
So maybe explaining how they came to sentience in such an environment and how they are able to prevent such perils can help flesh them out a little bit ?

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Re: Master List of New Native Species

#7 Post by labgnome » Sun May 17, 2020 1:01 pm

LienRag wrote:
Sat May 16, 2020 10:31 pm
Well, now that I think about it, having Lithic life in swamps is a bit strange as they will tend to get broken apart by water flows, buried by sedimentation, used as fodder by aquatic plants, and so on.
So maybe explaining how they came to sentience in such an environment and how they are able to prevent such perils can help flesh them out a little bit ?
Well the idea for them comes form the clay hypothesis for the origin of life. However most are not nearly so fleshed-out. Again, if they strike your fancy, please take them up. I will likely only be able to give them a one or two-sentence blurb.
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Re: Master List of New Native Species

#8 Post by LienRag » Sun May 17, 2020 1:09 pm

labgnome wrote:
Sun May 17, 2020 1:01 pm
LienRag wrote:
Sat May 16, 2020 10:31 pm
Well, now that I think about it, having Lithic life in swamps is a bit strange as they will tend to get broken apart by water flows, buried by sedimentation, used as fodder by aquatic plants, and so on.
So maybe explaining how they came to sentience in such an environment and how they are able to prevent such perils can help flesh them out a little bit ?
Well the idea for them comes form the clay hypothesis for the origin of life. However most are not nearly so fleshed-out. Again, if they strike your fancy, please take them up. I will likely only be able to give them a one or two-sentence blurb.
Oh, I wasn't aware of that Clay Hypothesis, very interesting fluff indeed...
Maybe you can elaborate on that part and flesh out some social consequences of this evolutionary path ?

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