Stellaris

Stellaris

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Origins Extended Guide
By QUENTOPOLIS
This is the guide for the "Origins Extended" mod. It goes over the details, specifics, walk-troughs of event-chains and digsites, and any other information that would otherwise go unseen at the surface level.
   
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Basic Information
Welcome to the guide for Origins Extended. Here you'll find all of the information about the contents of the mod that you could ever need.

This doesn't include what doesn't affect you (such as w.i.p. origins, events that don't currently fire, etc.

If you have no idea what I'm talking about, or don't have the mod yet, get it here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2030472413
The following guide is considered OUT OF DATE for mod version 1.3.6, for latest up-to-date patchnotes and that sort of thing see the link above and navigate to "Change Notes."
Frequently Asked Questions
1. Is it Ironman / achievement compatible?
No, this mod modifies the checksum and disables achievements.

2. Does the AI use these?
The AI will use these, but each origin can only appear once in each game, meaning the AI will not use the same origin as you, nor the same origin more than once. They will not be used by 'advanced start' AIs due to balancing and generation issues.

3. Don't I need a DLC?
You only need any DLC for the origins that are marked as needing them, the origins and digsite systems do not require any of the DLCs. Some origins have options in terms of DLCs, and you only need one to be able to use it. Some origins require multiple DLCs in order to properly function as they make use of features that come from different DLCs.

4. Does this mod impact the compatibility with other mods?
This mod only changes that one brain slug anomaly event, so everything should be fine.

5. Are these balanced? / Why aren't these balanced?
These aren't very well balanced. Too bad. The vanilla ones aren't balanced either, these are meant to be had fun with and add extra flavor, not be used in a competitive e-sport game. They are balanced enough, mostly through requirements.

6. Can I include this mod in my/a modpack(s)?
You are not to include this mod in a pre-made mod pack without expressed approval. Make a collection instead. Modpacks found to include Origins Extended without permission will be asked to remove the mod from the modpack.

7. I need help with an event-chain (or just like spoliers), can I see a walk-through somewhere?
Scroll along in here to find the origin you need help with and everything related to it!

8. My language isn't available?
Scroll along in here to see the directions for translations, or know someone who may be interested.

9. None of the origins are showing up?
This is usually a Steam/Workshop problem, where the mod is subscribed but not downloaded. Try unsubscribing and re-subscribing, restarting Steam, and/or restarting your PC. Verifying and potentially re-installing game files, such as clearing launcher cache, may also be needed.

10. UpDaTe WhEn???
When it's ready. If a new Stellaris update just dropped and you're getting version errors, you can likely keep using the mod while you wait for the mod makers to see what broke, deploy fixes, and polish it enough to release the next update, otherwise just deactivate it. Please do submit any and all problems you find if using it after an updated though!
Known Issues
The following issues/bugs/problems are recorded and are being addressed:

Issue
Confirmed
Status
Some players are not seeing any of the mod's origins.
Confirmed
See FAQs
Translation Contribution
If you wish to help translate the mod, this is the place!

The following languages do not have any translations right now:
  • Brazilian / Portuguese
  • Polish

We would like for you to send us the translation yourself rather than uploading a different mod, but if you wish to do so, it's fine, just please notify us so that we can include a link to your translation.

Although you do not have to maintain the translation between updates, and we won't bug you to do so, it would still be greatly appreciated and help many of those that enjoy the mod in different languages!

You can get the most up-to-date English localization from here.[drive.google.com]

For consistency, practicality, and just to make sure the translations make sense, we are prioritizing translations from English directly rather than translating from one of the other translations.

Let us know of any issues/questions, either here or somewhere else.
Origin: Starless
Description:
Born onto an unforgiving planet, this civilization has grown up without a star in its sky, only the unyielding darkness of a black hole, forever drowning the landscapes of their desolate homeworld in darkness.

Required DLC Content:
  • None

Requirements for Picking:
  • Is not a machine intelligence
  • Does not have the Agrarian Idyll civic

Basic Effects:
None

Custom Initializer Effects:
Yes: Black Hole star with 1 shattered world with 1 broken world as a moon, tomb world (homeplanet), and a cold barren world.

Associated Traits:
Starless: gives habitability -10% and minerals from pop jobs +10%

Associated Event Chains and/or Digsites:
There are three possible digsites you can get, they each have an equal chance of happening, but only one will appear:
  • "Shattered Remains" - shattered world
  • "Cracked Open" - broken world
  • "Lone Outpost" - cold barren
Each have an event telling you they are appearing, which spawns in the digsite, with some custom text. The event has no other effects.

Event Chains / Digsites Walk-through:

1. "Shattered Remains"
Stage
Difficulty
Reward
#1
2
small artifact reward, 100 society research
#2
3
small artifact reward
#3
3
medium artifact reward

2. "Cracked Open"
Stage
Difficulty
Reward
#1
2
small artifact reward
#2
3
small artifact reward
#3
4
medium artifact reward, 200 physics research, 100 society research, 150 engineering research, 250 minerals, 35 rare crystals

3. "Lone Outpost"
Stage
Difficulty
Reward
#1
2
small artifact reward
#2
3
small artifact reward, 200 physics research, 200 society research, 200 engineering research
#3
4
medium artifact reward
#4
3
medium artifact reward
#5
3
medium artifact reward, 300 physics research, 100 society research
Origin: Starborn
Description:
This species has always, consciously or not, longed to traverse the void between the stars and, eager to do so, have prepared in advance for it.

Required DLC Content:
  • None

Requirements for Picking:
  • Is not a machine intelligence

Basic Effects:
Adds the following edicts, which can be activated since game start:
  • "Ambition: Reach for the Stars" - lasts 13 years (default amount of time) and gives the following bonuses at a country level: +10% pop happiness, +10% pop jobs unity production, -10% starbase influence cost, adds an extra colony ship when it is first activated. Cost is unity scaled to ascension perk price, starts at 5k unity (I think) and moves up from there.

Custom Initializer Effects:
None


Associated Traits:
Starborn: pop growth from immigration +15%, resettlement cost -15%, habitability +10%

Associated Event Chains and/or Digsites:
There is one event that appears as soon as the game starts:
  • "Colony Ship Complete" - spawns a colony ship at your home starbase
There is an event that appears every time you colonize a planet:
  • "New Colony" - adds 375 unity and a modifier to the planet that lasts 5 years which gives (to the planet): +15% pop happiness, +15% immigration pull, +15% pop job unity production

Event Chains / Digsites Walk-through:
None
Origin: Shroud Touched
Description:
Stemming from a deeper, more natural connection with the mysterious entity that is the shroud, this species has latent psionic abilities, which are dormant in most of its members, but may rarely manifest in some leaders.

Required DLC Content:
  • Utopia

Requirements for Picking:
  • either spiritualist or fanatic spiritualist (duh.)
  • not a gestalt consciousness

Basic Effects:
None

Custom Initializer Effects:
None

Associated Traits:
Latent Psionic: all research from jobs +5%, energy credits from jobs +5%

Associated Event Chains and/or Digsites:
The following hidden events fire (mostly for compatibility):
  • Hidden event 1 - gives psionic theory tech
  • Decision event 1 - gives option to select a leader to give the 'Chosen One' trait to, either (a) your ruler, (b) a random governor, (c) a random scientist, (d) a new admiral which is spawned in, (e) a new general which is spawned in, or (f) no one

Event Chains / Digsites Walk-through:
None
Origin: Cybernetic Manipulation
Description:
For many ages prior to their space travels, this species has embraced cybernetics on such a scale that its members may be considered cyborgs, permeating every level of their society.

Required DLC Content:
  • Utopia

Requirements for Picking:
  • is fanatic materialistic (mostly for balance)
  • not a gestalt consciousness

Basic Effects:
None

Custom Initializer Effects:
None

Associated Traits:
Cybernetic: habitability +20%, army damage +10%, leader lifespan +40 years

Associated Event Chains and/or Digsites:
The following hidden events fire (mostly for compatibility):
  • Hidden event 1 - gives droid workers tech

Event Chains / Digsites Walk-through:
None
Origin: Brain Slug Hosts
Description:
For as long as they can remember, this species has been enjoying the presence of a helpful slug that attaches itself to the brain stem of its host as a neural symbiote.

Required DLC Content:
  • Distant Stars

Requirements for Picking:
  • not lithoids (can't get through the rock)
  • not a gestalt consciousness

Basic Effects:
None

Custom Initializer Effects:
None

Associated Traits:
Brain Slug Host: research from jobs +10%, unity from jobs +10%, pop growth speed -25%

Associated Event Chains and/or Digsites:
None

Event Chains / Digsites Walk-through:
None
Origin: Xeno Livestock Farming
Description:
A second species forms an integral part of this civilization's food production techniques, particularly in the form of livestock. They are tasty, delicious, and have had their higher brain functions selectively altered to create a kind of harmless livestock that can care for itself, without the pesky need for social interaction or self-determination.

Required DLC Content:
  • Utopia (because its required for syncretic evolution)

Requirements for Picking:
  • is either xenophobe or fanatic xenophobe
  • not a gestalt consciousness
  • not egalitarian or fanatic egalitarian
  • not fanatic purifier (as of version 1.1.0)

Basic Effects:
Start with 5 pops of a secondary species with special traits, see below

Custom Initializer Effects:
None

Associated Traits (for secondary species):
Delicious: +2 food when used as livestock, including Lithoids if you want :P
Docile livestock: pop growth speed +30%, unity from jobs +10%, energy from jobs −50%, research from jobs −75%, cannot be employed in ruler or specialist jobs, cannot generate leaders, not affected by happiness

Associated Event Chains and/or Digsites:
None

Event Chains / Digsites Walk-through:
None
Origin: Engineered Genetic Perfection
Description:
This species has, early on in its lifetime, worked to reduce its genetic imperfections and impurities, enabling them to focus on more positive traits and genetic make-up across their entire species.

Required DLC Content:
  • None

Requirements for Picking:
  • not a gestalt consciousness
  • not fanatic spiritualist (couldn't bare to alter themselves this much)
  • not lithoids (because editing rock genes is hard, idk, messes up traits & resources)

Basic Effects:
None

Custom Initializer Effects:
None

Associated Traits:
Artificial Evolution: +4 trait points (to be used when self-modifying), +10% biology research speed, -10% habitability, -10% pop growth; 3 points

Evolved Predatory Hunters: +100% army damage, +100% army moral damage, +50% attack army morale, +50% attack army health, +50% army collateral damage, -50% army disengagement chance; 4 points; opposites: strong, very strong, resilient, weak

Evolved Nutritional Absorption: -15% food job upkeep, +15% food job production; 2 points

Regenerative Adaptability: +5% habitability, +10% army damage, +25% attack army health, +35% defense army health, +35 leader lifespan; 2 points

Associated Event Chains and/or Digsites:
  • Hidden event 1 - gives gene tailoring tech
  • Decision event 1 - gives option to select the custom super-trait given to your species (see above for breakdown of effects), either (a) Artificial Evolution, (b) Evolved Predatory Hunters, (c) Evolved Nutritional Absorption, or (d) Regenerative Adaptability

Event Chains / Digsites Walk-through:
None
Origin: Dormant Core
Description:
The ancient central consciousness of this machine intelligence has many of its core functions locked deeply away. Perhaps time and development may once again unlock its full capacities? But what could unlocking these once great systems bring, and how were they sealed? Or maybe more importantly: why were they buried, never to be activated again...

Required DLC Content:
  • Synthetic Dawn

Requirements for Picking:
  • is a machine intelligence
  • does not have any of the following civics: rogue servitor, determined exterminator, determined assimilator

Basic Effects:
None

Custom Initializer Effects:
Semi: changes homeworld to machine world and cracks or converts to barren any other planet in your home system.

Associated Traits:
None

Associated Event Chains and/or Digsites:
The main point of the origin is the even chain, which goes as so:
  1. Starting event - (immediate) - tells you what's going on and what to expect; begins event chain (in sit-log)
  2. Awakening 1 - (within 720 +- 200 days) - planet process begins to awake, clears a blocker, adds 1 to the event chain, starts a special project (costs 1250 engineering research)
  3. Project 1 - (after finishing the first special project) - tells you you're done, clears a blocker, adds 1 to the event chain
  4. Awakening 2 - (within 840 +- 250 days) - planet process begins to awake, clears a blocker, adds 1 to the event chain, starts a special project (costs 2500 engineering research)
  5. Project 2 - (after finishing the first special project) - tells you you're done, clears a blocker, adds 1 to the event chain
  6. Awakening 3 - (within 960 +- 300 days) - planet process finishes to awake, creates digsite on the planet to be excavated to finish story line, see below

Event Chains / Digsites Walk-through:

1. "Dormant Core Digsite"
Stage
Difficulty
Reward
#1
2
500 society research, 500 engineering research
#2
5
500 physics research, 1000 engineering research
#3
4
250 society research, 750 engineering research
#4
3
1000 society research, 500 engineering research
#5
8
500 physics research, 2500 society research, 2500 engineering research; ends event chain; changes government to random civics
Origin: Guardian Angel
Description:
his species has always had a protecting onlooker in the skies, a massive being the size of a planet, forever keeping watch. Later discoveries would prove this massive observer to be an incomprehensibly large structure, its construction only possible in a zero-G environment. Tauntingly, it has sat, ruined, for thousands of generations, begging for exploration.

Required DLC Content:
At least 1 of the following:
  • Utopia
  • Megacorp
  • Federations

Requirements for Picking:
None

Basic Effects:
None

Custom Initializer Effects:
Yes: choose one based on the megastructure that you want to start out with, all are fairly randomly generated, but include one ruined megastructure somewhere in the system, does not generate nearby systems:
  • Guardian 1 - ruined science nexus; requires Utopia DLC
  • Guardian 2 - ruined sentry array; requires utopia DLC
  • Guardian 3 - ruined mega art installation; requires Megacorp DLC
  • Guardian 4 - ruined interstellar assembly; requires Megacorp DLC
  • Guardian 5 - ruined strategic coordination center; requires Megacorp DLC
  • Guardian 6 - ruined mega shipyard; requires Federations DLC

Associated Traits:
None

Associated Event Chains and/or Digsites:
  • Starting event - (immediate) - tells you what's going on and spawn in digsite at the megastructure. PLEASE KEEP IN MIND THE DIGSITE DOES NOT SHOW UP IN THE SYSTEM VIEW. Either find it in the situation log or directly tell a science ship to excavate it.

Event Chains / Digsites Walk-through:
You will only see the digsite for the megastructure that is in your system:

A. "The Guardian" (science nexus)
Stage
Difficulty
Reward
#1
2
small artifact reward, 2000 physics research, 500 society research, 500 engineering research
#2
3
small artifact reward, 500 physics research, 2000 society research, 500 engineering research
#3
6
medium artifact reward, 2000 physics research, 500 society research, 3000 engineering research

B. "The Guardian" (sentry array)
Stage
Difficulty
Reward
#1
4
small artifact reward, 250 physics research, 250 engineering research
#2
3
small artifact reward, 500 physics research, 500 engineering research, 95% progress on level 2 sensor tech + option added
#3
5
medium artifact reward, 1500 physics research, 500 engineering research

C. "The Guardian" (mega art installation)
Stage
Difficulty
Reward
#1
2
small artifact reward, 500 engineering research
#2
2
small artifact reward, 1500 society research
#3
6
large artifact reward, 500 society research

D. "The Guardian" (interstellar assembly)
Stage
Difficulty
Reward
#1
3
small artifact reward, 500 engineering research
#2
6
large artifact reward, 250 physics research
#3
3
large artifact reward, 500 society research

E. "The Guardian" (strategic coordination center)
Stage
Difficulty
Reward
#1
2
small artifact reward, 500 engineering research, 250 physics research
#2
3
small artifact reward, 1000 physics research, 500 society research
#3
3
medium artifact reward, 2000 engineering research, 250 society research, 1000 physics research

F. "The Guardian" (mega shipyard)
Stage
Difficulty
Reward
#1
2
small artifact reward, 450 engineering research, 450 physics research
#2
3
medium artifact reward, 750 engineering research, 500 society research, 500 physics research
#3
3
500 engineering research, 35% progress for destroyer tech + option added
Origin: Xeno Outreach Program
Description:
Stronger together, right? Well, at least it is easier to extort higher profits from those other xenos with your allied rag-tag group of shady megacorporations. Um... I meant, banded together, the strong balance of both independently managed and cohesively assembled megacorporations allows for other alien civilizations to enjoy the highest degree of product quality and customer satisfaction!

Required DLC Content:
  • Federations

Requirements for Picking:
  • is a megacorporation
  • not a gestalt consciousness
  • not xenophobe or fanatic xenophobe
  • not barbaric despoilers
  • not fanatic purifiers
  • not inwards perfectionist

Basic Effects:
Spawn two other friendly megacorps on your otherwise guaranteed habitable worlds, and you're all in a trade league together

Custom Initializer Effects:
None

Associated Traits:
None

Associated Event Chains and/or Digsites:
None

Event Chains / Digsites Walk-through:
None
Origin: Red Dawn
Description:
As Earth annihilated itself in a nuclear holocaust many years ago, the colonists on the red planet of Mars were forced to adapt by themselves. Now, they are ready to continue Earth's legacy by expanding among the stars. Perhaps one day they will be able to return to their original home.

Required DLC Content:
None

Requirements for Picking:
  • not agrarian idyll (not too much farming on this here red planet)

Basic Effects:
The following modifiers stick with the empire until the end of the game:
  • +5% habitability
  • -5% pop amenities upkeep
  • -5% robot pop upkeep

Custom Initializer Effects:
Yes: basically the same as the Earth start, with the entire nearby neighborhood mapped out, except that the Earth is a tomb world and you start on an Arid world Mars

Associated Traits:
None

Associated Event Chains and/or Digsites:
The following events fire at the start of the game:
  • Hidden event 1 - gives terraforming technology (how else would Mars be an arid world?)

Event Chains / Digsites Walk-through:
None
Origin: Before We Go
Contents coming soon!
Origin: Crowded System
Contents coming soon!
Origin: Planetary Infestation
Contents coming soon!
Origin: Dual Evolution
Contents coming soon!
Origin: Dual Hive Evolution
Contents coming soon!
Origin: Gaia
Contents coming soon!
Origin: Magnetica
Contents coming soon!
Origin: The Research Cooperative
Contents coming soon!
Origin: On the Edge
Origin: Three Body Problem
Origin: Terminal Velocity
Origin: Distant Relatives
Origin: The Graveyard
Origin: Secrets of the Gatebuilers
Origin: The Heart
Origin: Blood of the Gods