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The Oas'sin

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8 years ago
Aug 19, 2016, 9:05:21 PM

Bio: The Oas'sin(similar to oasis) is a living jungle, guided by a central consciousness. Through a unique evolutionary pathway and interactions with dust these plants are not your garden variety. They are bright with colours and some are even fully mobile, vines and roots have sprouted on most species of Oas'sin to aid in mobility and tool use. They all refer themselves as Oas'sin as they work as one towards the betterment of their environment. The consciousness of the Oas'sin has become more curious about it's own creation, and about what lays beyond its lush planet, it has sent pods into space to search for these answers. 


  The Oas'sin think as a single entity and feels every death during war. Their plant like nature allows colonization of many planets, however population grows slower due to high food requirements. They need immigration and cooperation of other races to grow their planets at a decent rate. Tech is dependent on other races Oas'sins plants study foreign tech when the planet is given away. Taking a Oas'sin planet doesn't end after conquest, Approval ratings will be low and so will food supply, until the planet terraformed approval and FIDS gain will stay low.


Political Ideology: Pacfists


Gameplay: This faction is focused towards a diplomatic victory and expansion victory and would try to avoid conflict as it can quickly create instability. Wars need to be settled quickly and the player will be encouraged to give away planets to mitigate the tech disadvantage. It is also in a rivals best interest to only attack if they have the resources and tech to control the planet afterwards, and to slowly chip away at the Oas'sins as conquering many planets at once would cause massive unrest for very little profit. Tech victory is also possible, however giving away can quickly create large allies that may turn to formidable enemies if provoked.


Faction Traits

  • Weeds of a Fallen Planet- If a planet is captured by a hostile race until terraformed the planet will suffer -80% Approval modifier and -50% to FIDS gain
  • Resilient Seeds- Starts with tech to colonize planets up to tier II.
  • Mimicked Design- +5% Science modifier, 25% contribution towards current tech for every planet given away. Planets given away to a friendly faction will gain the trait Mutuality- +5% Production and Food gain modifier which would be lost on terraform or conquest.
  • Immigration - Each faction at peace adds a Food modifier of +20%. and +1 Approval
  • Slow Growth- -80% modifier on Food and -50% Science
  • Shared Pain- Every 5 ships destroyed by an enemy causes -.5 Approval and -3% Production faction-wide.

Faction Tech

Full Spectrum Photosynthesis- +20% Food and Production. 

Weaponized Seeds- Faction Specific Offensive weapon, when fired causes progressive damage over each battle phase.

Vine Regeneration- Faction Specific engineering card, when used repairs for 20% and +10% to kinetic defense.

Dust Spore Symbiosis- Increases dust production by 10%, increases invasion defense by +50 per Population

Updated 8 years ago.
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8 years ago
Aug 20, 2016, 12:11:58 AM

Sounds great, was a stickler for Tyranids in the W40K universe, their worlds grew hostile Flora that made invasion difficult. So great. All the best!

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8 years ago
Aug 20, 2016, 4:12:28 AM

Cool Stuff! Well thought out with a good sense of balance and theme. I like.


I am curious as to what your ideas are for how this trait works in ES2:

Weeds of a Fallen Planet- If a planet is captured by a hostile race until terraformed the planet will suffer -80% Approval modifier and -50% to FIDS gain

The devs are making it so that if a system changes empires, the population remains. So are the Oas'sin's population separate from the planet's fauna that needs to be killed through terraforming? Or do they just need to kill off all the units of Oas'sin population (i.e. plant genocide  )?


Keep it up! I'm on board.

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8 years ago
Aug 23, 2016, 5:09:13 AM

 An easy in-world explanation would be that most of the Oas'sin are replaced by new colonists as most of their tech is supposedly based off other cultures, all the advancements, stations and infrastructure that has been built up by them are still usable. Like other hive mind based creatures the plants do have some individuality and could account for a minority of the population, while the of the rest rebel. Oas'sin heroes for example would be anomalies of dust and evolution that would have unique traits and a stronger sense of individuality leading them to join other causes. Rebelling sentient plants would create huge problems for any population, clog up waterways, eat soil nutrients, block out the sun, produce toxins etc. The only way to really get rid of them is to cause an extinction event which terraformation would do.


In terms of mechanics I would like for invaders to get a planet anomaly that would stay there until they kill off the Oas'sin through terraformation or they tame the plants through events. Its been a year or two since ive played ES, but if I remember correctly you could do things to a planet to get rid of a negative anomaly with the right tech this is pretty much the same thing. Population would stay the same because of the new colonists and pockets of "tame" Oas'sins. I would also like for there to be RNG events tied to the planet anomaly, where there is a slight possibility of positive and negative effects. Negative effects being a one time thing like population lost or buildings damaged, and some positive effects being permanent modifiers like dust forests that add dust, or tame treants that add to production that add some incentive to invading the Oas'sins besides preventing their rapid spread. Cravers make planets uninhabitable and hostile and unattractive, Oas'sins do the opposite and can create attractive planets.  

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