Stellaris

Stellaris

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Better Origins
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15 Nov, 2024 @ 4:42am
2 Jul @ 9:28am
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Better Origins

Description
This mod tries to re-balance all of the origins making them a bit better and more fun to play. I have tried to add unique buildings and traits where it was fitting, but mostly just modifiers. I also attempted to keep all of the Challenging Origins still hard, but they now receive bonuses to help them a bit.

All changes are in the images above. This mod is definitely not completed, there are still a lot more changes and improvements that I want to do. But for now I have changed all the origins to the point where all of them have something unique or good to them.

If you like the mod, giving it a positive Rating would be great so more people can see it. Mod should be compatible with everything, except a mod that changes the Origins themselves and is also Save game compatible. Any feedback or suggestions are always welcomed and encouraged!

My other mods:
Better Traditions: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3353855875
Better Perks: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3350233419
58 Comments
Smiley  [author] 19 Jun @ 11:11am 
@Jeb I see what you mean i will fix it asap, thanks for the feedback!
Jeb 19 Jun @ 4:48am 
The Life Seeded terraforming AP is kinda busted, an AI in a recent game of mine terraformed literally every planet they owned into a gaia world, might want to restrict the terraform links to only habitable worlds.
Smiley  [author] 4 Jun @ 4:53am 
@Cold Death It has been changed; I have no idea why I forgot to put in the screenshots. Thanks for the info, I will update when possible.
Cold Death 3 Jun @ 6:18pm 
Was under one rule not changed?
Smiley  [author] 22 May @ 9:45pm 
@Kelp Happy to hear it works well. I did also think that it will fall off a bit in the Late game, which is why I added the Society Research bonus. The idea is that it will allow you to get techs that increase Food Production much faster, but maybe I should add something to make those Techs more likely to be drawn. Thanks for the feedback and glad you like it! :)
Kelp 22 May @ 7:23pm 
Post Tree of Life run rambling:

It seems to slowly taper off in interactions by late game, but its so incredibly useful early game that it might be fair that it tapers off. The Treebark Foundry is so effective for a singular build slot that it let me practically ignore a dedicated Alloy world in favor of just tossing one on a few colonies.

It feels like a great Origin in regards to letting you entirely modify your early game building if nothing else. The only thing that comes to mind to look into if you wanted to spice it up late game is some sort of species trait akin to Genetic Memory that gives you a bonus per colony age which resets if a Tree ever gets destroyed. Like 0.5% Farmer Output per Tree Age, capping at 100%. But it absolutely doesn't need it and feels fun already.
Smiley  [author] 20 May @ 9:49pm 
@Raven They can use the Perk and they can terraform, but they cant use any of the Traits. Not only for Life Seeded, but all other Origins. I remember I had to disable it since it was causing issues, but I don't remember why. I might experiment with reenabling it and see what happens.
Raven 20 May @ 8:38pm 
can ai use the new stuff from life seeded origin?
Smiley  [author] 19 May @ 7:43pm 
@Naraxa I did think about that. But with a custom Perk it allows me to make it so it only makes Terraforming into Gaia Worlds cheaper and faster. With the World Shapers Perk you will still need to pay the full Price and wait forever unti it's do, so i believe its better like this. But thank you for the Feedback!
Naraxa 19 May @ 7:43am 
For your consideration, perhaps instead of a dedicated ascension perk for Life Seeded empires, you could do something similar to what Empires Expanded does where, by selecting the origin, it lets you choose World Shapers as your first ascension perk, similar to how Empires Expanded has civics that let you pick Biomorphosis or Organo-Machine Interfacing as your first perk