Stellaris

Stellaris

Kek's Origins (4.0*)
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Update: 29 Jul @ 10:01pm

Heaven's Bulwark

- Now gains +10% Research Progress towards Star Fortress upon researching Star Holds
- Additionally, gain access to the Orbital Innovation Surge council agenda, available when you meet the prerequisites towards an Orbital Ring tech. On launch, grants +15% research towards a random tech of this category.

Update: 28 Jul @ 4:03am

- Mod no longer overwrites ruined orbital rings. Oops.

Update: 28 Jul @ 3:49am

Heaven's Bulwark (NEW)
This civilization prioritized orbital defenses in the early stages of their spaceflight. A fortified ring was established around the homeworld to secure orbital space before any interstellar expansion took place.

Start with a Tier 2 Orbital Ring around your capital.
Additional Technologies: Orbital Rings
Orbital Ring Initial Build Cost: -30%
Megastructure Build Speed: +5%
Starbase Defense Platform Capacity: +4

Update: 16 Jul @ 4:29am

NEW - Tristellar Pact (The Wide Origin!)
  • Homeworld: 2000 Pops
  • Two Colony Worlds with Distinct Climate Types:
    1. 1400 Pops
    2. Each world has a unique, randomized native species with Full Citizenship
  • Home Cluster:
    1. Habitable Worlds: Are NOT spawned
  • -15% Empire Sprawl from planets

Codominant Evolution
Now refreshes the leader pool at game start.

Misc
Minor localization changes.

Update: 21 Jun @ 1:15am

Itty bitty update

- Localization error in Zro-Touched agenda fixed
- Added @kek_origins_active = 1 scripted variable for modders.
- Planetary Diversity patch released, it's in the mod description.

Update: 18 Jun @ 12:41am

The TRUE largest update this mod has ever seen!!

Synthetic Overseer
Temporarily removed as the origin undergoes a rework.

NEW Planetary Metropolis (NEW)
  • Homeworld is an Ecumenopolis
  • Starts with 3 districts (2 city arcology, 1 trade arcology)
  • Starts with Malfunctioning Arcology, negating the effects of the Ecumenopolis planet class
  • Starts with Planetary Deposits to assist with early resource production and plenty of trade.
  • Usable by organic, lithoid, and individualist machine empires.

Hive Amalgamation
  • Everything related to the creation of the hive world has been fixed.
  • Homeworld now starts with a "Neural Clot" blocker, -1 max districts, 600 energy to clear.
  • Homeworld now starts with an Organic Slurry +15 food (or minerals for lithoids)
  • Planetary Conversion decision temporarily removed as it undergoes reworks

Zro-Touched
(formerly Touched by Zro)
  • Now requires Imperial Authority
  • Zro deposit increased from +2 to +3
  • Divine Sovereign event no longer fires until Mind Over Matter is chosen
  • You now choose a Divine Sovereign shortly after the game starts with a unique Revelation Edict
  • Revelation Edicts cost Zro to maintain
  • Additional edicts unlocked via a unique Council Agenda
  • Locked into the Psionic Ascension path - cannot choose others
  • Starting species is Latent Psionic
  • Surreal Visions event removed

Codominant Evolution
  • Fixed food district assignment logic based on Lithoid and non-Lithoid combos
  • Capital gains the Planetary Unification modifier for the first 10 years
  • Secondary species is now locked for the first 10 years into:
    1. Full Citizenship
    2. Full Military Service
    3. Colonization Rights
    4. No longer auto-enslaved

  • Adds 2 Hibernating Lithoids blockers if secondary species is Lithoid and main is not
  • Removed interspecies breeding at game start - didn’t make sense biologically

Secluded Paradise
  • Now generates external clusters beyond the galaxy’s rim (like L-Gates and the Chosen)
  • Capital system is no longer adjacent to the wormhole
  • You begin in true isolation - your own extragalactic cluster
  • Cluster layout can choose from 5 different layouts! Always variety hopefully!
  • Second Gaia-class moon has returned - starts fully colonized
  • Sol starts using this origin are temporarily disabled until fixed
  • Multiplayer support retained
  • May have issues with Gigastructural Engineering EHOF starts, but otherwise compatible
  • Ascensionist empires now properly gain an ascension tier at game start
  • Beastmaster empires now properly gain the beastport starbase building at game start
  • Dark consorium empires now properly gain a dark matter deposit
  • Bioships now transfer properly
  • Biggest change of all, ALL empires now able to use this origin, including but not limited to machine empires!
  • Fixed colony spawning logic so all empire types correctly receive pops and buildings on both the homeworld and the Gaia colony. (It broke post 4.0)
  • Wormhole Stabilization is no longer granted at game start.
  • When you discover the wormhole, it will trigger a new event: “We’re Trapped!”
  • This starts a special project. Completing it grants +50% progress toward unlocking Wormhole Stabilization technology.

Natural Geneticists
It pains me to announces this, but this origin will be removed upon release of this update. I made this origin before the existence of Overtuned and with it's creation, it is hard for me to justify keeping this origin in the mod. My apologies to anybody who was looking forward to this coming back.

Blood Court
(formerly Coalition Against Organics)
  • Fanatic Purifiers will now be able to choose this origin.
  • AI will NEVER choose this unless forcefully spawned.
  • Fixed the lack of negative modifiers at the start, as mentioned in the origin description. (Broke post 4.0)
  • Ability to choose federation type at start (with limitations). The only federation type that is for sure not allowed is hegemon. A lot of hegemon's abilities revolve around the galactic community and doesn't make sense for this origin.
  • Federation members will ALWAYS share your species.
  • Fixed country modifier nerf not being applied to the countries.

Terraforming Pioneers
  • Gestalts still blocked for now. Will lift this restriction in the future but for now this stays in place.
  • Now able to choose between Unary, Binary, Trinary, and Sol.
  • No longer start with terraforming technology bonuses.
  • Colony now starts with the "Ongoing Terraforming" modifier, providing a nasty habitability malice.
  • Habitability malice improves over time through the newly introduced Terraforming Initiative Situation, which will give a variety of different events.
  • Gain terraforming tech upon completion of the situation.
  • Removing and redoing all events in this origin, in line with aforementioned situation.
  • Primitive Terraforming Equipment planet modifier removed and replaced with Terraforming Residue.
  • Colony will have a set amount of districts based on planet type. (7/4/4 Vanilla logic, cold gets more mining districts, dry gets more energy districts, wet gets more food districts). These numbers can grow during the situation.
  • Planetary Diversity working better. Colony properly changes planet subtype but currently not receiving their special modifiers. Otherwise, working great!

Ascendants
    (Formerly Planetary Ascendants)
  • Now works with hive and machine empires with changed origin modifiers for each
  • Now gives positive unity rather than negative
  • Slightly Raised ethics attraction amount for bio empires

General Changes
  • All origins excluding Secluded Paradise are now max once global, meaning that if an AI or player chooses it, it won't appear again. That being said, all origins in theory should be multiplayer compatible.
  • AI weights overhauled across the entire mod
  • All civics removed - new civic mod coming soon
  • Codebase reorganized into cleaner, modular files
  • Localization updated throughout
  • Removed all AI-generated art - replaced with modded vanilla aesthetic
  • Added concepts language (expandable tooltips) to all origin descriptions