Stellaris

Stellaris

Origins Civics - Colonies of Earth Addon
70 Comments
Stygian Emperor 6 Jul, 2022 @ 2:41pm 
oh nevermind it looks like Distant Origin does what i need
Stygian Emperor 6 Jul, 2022 @ 11:56am 
damn i wanted a mod that did this for my "refugees from earth" type playthrough
thedreadpirateroberts 16 Jan, 2022 @ 5:50pm 
F
华夏城主 16 Apr, 2021 @ 4:47am 
update please
8vantor8 23 Dec, 2020 @ 11:19pm 
welp i was looking for a mod that did this, but the only one i can find id dead.

F
ZacharyBuilder 19 Mar, 2020 @ 6:16pm 
origin update please?
GROMALOCARIS 7 Jun, 2019 @ 6:54pm 
updat
VirusEX 10 May, 2019 @ 10:39am 
update please
GROMALOCARIS 5 May, 2019 @ 7:34pm 
updat
VirusEX 31 Mar, 2019 @ 5:48am 
when is the update?
dDogge 17 Mar, 2019 @ 9:07am 
When will the update be finished?
cbshing  [author] 30 Dec, 2018 @ 6:50pm 
@Nilserich, yes I am aiming to get it updated once I update the Lost Colony civic. I'm hoping for two weeks +/- a week, but will have to see how my work schedule is like.
Nilserrich 30 Dec, 2018 @ 12:09pm 
I hope the mod gets an update again. It's fantastic.
cbshing  [author] 16 Dec, 2018 @ 6:33pm 
@Icefrenzy, slowly working on it to return it to you soon. I'll post a message on the mod's main page about the update schedule.
Icen 15 Dec, 2018 @ 12:30pm 
Waiting for this mod to return so I can start back my space drama of humanity
Ranger Dimitri 10 Dec, 2018 @ 4:35am 
Good to know, I just want to make sure is all
cbshing  [author] 10 Dec, 2018 @ 3:39am 
@Ranger Dimitri, I am not sure what could have caused that. My best guess is that I made it so the CoM runs the same script as the Lost Colony civic, this potentially replacing your empire on Earth. That or it’s a possibility your force spawned empire didn’t appear so the mod created a NPC Earth (known to happen when a lot of empires are force spawned). I don’t know if it would happen again when I update the mod, so I’ll keep an eye out for this bug.
Ranger Dimitri 9 Dec, 2018 @ 10:13pm 
Okay thanks for letting me know, I'm only asking because I had a Custom Empire be Force Start to Sol System and yet when I loaded it I got UNE instead and I kinda wished it wasn't that because it ruined the Theming convention I had going for (Both empire's being part of a Unit, one on Earth, the other ending up on a Different Planet, that kind of thing.) And I am looking forward to when you have time to update!
cbshing  [author] 9 Dec, 2018 @ 8:14am 
@Ranger Dimitri, I'm updating in 2.2 to have the Colony of Earth civic be to have Earth as the homeworld while the Colony of Man civic to force the owner of Earth to be the primary species (and every other species is a subspecies of Earth) and have your species be continental preference (or whatever planet class Earth is). So the difference is for Colony of Earth the owner of Earth and your species are no longer considered the same, just have the same homeworld. I don't think you had to force the UNE to be in every game, just had to force an empire to have the Sol Start System. Either way, I'm still a ways off from updating (see the main mod post), so check back in a few weeks (probably closer to the holidays).
Ranger Dimitri 9 Dec, 2018 @ 2:00am 
So since 2.2 is out, I'm crious on how long till your series of mods are complete, also I'd like an answer to a question, what Civic do I need to have Earth be set as my Origin point even if my Race that appears on Earth aren't Human, I don't want it to Force Spwan as UNE whenever I choose the Civic, also don't bother telling me to look into the code to see what variables to change because I don't know anything about that stuff and I will not since I don't want to mis-type something and Break my game as a result. Thanks!
labgnome 2 Nov, 2018 @ 7:45am 
Good to know.
cbshing  [author] 30 Oct, 2018 @ 6:32pm 
@labgnome, so with the mod code the secondary codominant species will always have the start planet as the native planet they are on. It's possible to make your idea work easily with how the civics in this mod function (using the "set_species_homeworld" code). Trying to make the Lost Colony civic code would be more complicated, but it makes it so there's a single species in the species tab.
labgnome 29 Oct, 2018 @ 7:44am 
So how do these, and lost colony for that matter, interact with the codominant civic? Say, if a colony has two codominant species could both be from earth or even different homeworlds, or will the secondary species always be native?
cbshing  [author] 13 Jun, 2018 @ 7:02pm 
@iCeFrEnZy & Ranger Dimitri, I'm back now. I'm hoping for June 15th to have an update for this submod (hopefully!).

@CactusFantastico, you can play as Earth and get an event when you locate your lost colonies. I still have some work to do verifying the event still works/upgrading the event for better prefromance, but as I built it in 2.0 there is a special event related to finding your lost colonies.
Ranger Dimitri 5 Jun, 2018 @ 1:29am 
@iCeFrEnZy The author just said that he's gonna be away for a few weeks and will probbaly get the update for 2.1 around mid june, untill then please wait
Price 2 Jun, 2018 @ 5:29am 
Can you play as earth and relocate your lost colonies? I am playing task force xeno, so I want to find my lost space brothers and sisters
Icen 29 May, 2018 @ 7:01pm 
Will this work fine for 2.1?
cbshing  [author] 19 May, 2018 @ 8:55am 
@Maff, thanks for putting in the effort too. If you didn't persist I would have never figured out what's wrong. Thanks!
Maff 19 May, 2018 @ 8:01am 
Just tried it last night again, cbshing, and it worked! Thanks for the work put in \o/
Archemyre 17 May, 2018 @ 7:18pm 
Awesome, thank you!
cbshing  [author] 17 May, 2018 @ 7:15pm 
@Archaon the Neverchosen, apologies for taking a few more days then expected to add this feature to the mod. I added it as a separate civic called Colony of Man , which forces your planet preference to be Continental along with having Earth as your homeworld and Earth's owners your primary species.

@All, thanks to help from Maff I hope this latest update finally fixes the issues with the First Contact event firing.
Impulse 15 May, 2018 @ 11:29am 
Thanks
cbshing  [author] 12 May, 2018 @ 8:52pm 
@Impulse, the Commonwealth of Man inherits the Lost Colony civic functions from Origins Civics by default and has Earth as a homeworld. You don’t need to use this one unless you:
1) Force spawn an exact copy of the Human species on a planet that is not Earth without this civic or the Lost Colony civic (thus that planet will become the homeplanet)
2) Change the CoM to have different traits/portraits/name etc from the Earth species, so it won’t recognize the Earth species as the same species/Lost Colony civic requires the two species to be exactly matched.
Impulse 12 May, 2018 @ 10:41am 
Does this civic work with the Commonwealth of man?
Porter 11 May, 2018 @ 3:07pm 
oright thank you
Archemyre 11 May, 2018 @ 11:57am 
Awesome!
cbshing  [author] 11 May, 2018 @ 11:41am 
@Archaon the Neverchosen, it should be possible to do this. I would add a modify species script prior to the match with Earth script. I’m not sure what the popularity of the idea is though, but if there’s enough comments to convince me (maybe at least 2 others) before I get around to modding this I can add it directly to this mod. Otherwise I’ll make an addon to this addon.

I won’t be able to get to it this weekend, but latest end of next week I will publish the update/addon (but will probably be on Monday/Tuesday). Btw, I have to test again if the Human Revolutions portrait mod is still causing bugs since I did the overhaul. Maybe if that bug is fixed that would be a big plus. Cool story idea, I hope I can make the continental preference work for soon :) .
Archemyre 11 May, 2018 @ 10:09am 
Is there any way to make your species in this have the same planet habitability preference as default humans? I have to use this instead of just the default mod because I'm using Human Revolution portraits. The idea is that they're a human colony that landed on a completely frozen over planet and embraced cyborg and robotics tech to survive the frigid conditions. I sorta want them to have the generic climate preference so they have rather low habitability, having instead to rely on robots since they're mechanists.
cbshing  [author] 11 May, 2018 @ 3:31am 
@Porter, so this addon mod works as follows:
1) Search for Earth in the Galaxy. If Earth does not exist, create one.
2) Assign Earth to be species with civic homeworld.
3) If Earth has a owner, make Earth owner and species with civic considered the same species (this species will be a subspecies).

So, they would be considered a subspecies of Earth’s owners if all the code works right. Bugs can arise if 1) the Sol System does not have the star flag “Sol”, 2) No habitable planet is created, in Sol, 3) Unknown factor forcing mod to be unable to find Earth.

You need both this addon mod and Origins Civics for the mod to work.
Porter 11 May, 2018 @ 12:04am 
so they wouldnt be considered a subspeices
cbshing  [author] 10 May, 2018 @ 6:24pm 
@A Bunny, can you pull the error.log file? You can get the file by going to your documents\Paradox Interactive\Stellaris\logs\error.log (its a text file). You can post the information in the Bug Reporting & Limitation discussion on the main Origins Civics page so I can help pin point what's going on. I can also check to see if the Real Space mod or a Custom Sol mod is causing an issue.

In order for the code to find Earth, a system with the star flag "sol" must appear in the galaxy with a colonizable planet in that system. Not sure what it'd do if there are multiple colonizable planets in the Sol system, so that it something to followup on. Thanks, hope we can figure out what's wrong.
A Bunny 10 May, 2018 @ 3:14pm 
No, and no. So there's definitely a conflict somewhere on *my* end that's doing it.
cbshing  [author] 10 May, 2018 @ 2:08pm 
@A Bunny, I’m not sure if they would impact the first contact event. When you look at the species menu does your species originate from Earth? Are you considered a subspecies of the Earth species? There are 2 parts to the code, one that changes your homeworld to Earth and one that makes the Earth species the same species as you. If both of those worked, then there could be a conflicting mod that loads before this mod’s first contact event. If one of those two did not work, then there could be an issue with the custom Sol system.

@Maff, thanks for letting me know. I’ll also do some more debugging on my end. I want to start pursuing expanding the Lost Colony events chain to add a few more civics and hopefully realize my idea for the reunification war soon (I put on hold updating Alien Message now).
Maff 10 May, 2018 @ 10:53am 
I haven't had the opportunity to test it yet since the load order change, but I can say when I had the issue I didn't have Real Space or any custom Sol mods on.
A Bunny 10 May, 2018 @ 5:15am 
Could it be because I'm using a modified sol system? (Real Space replaces the Sol system with 3 variants to choose from)
A Bunny 10 May, 2018 @ 5:14am 
I'm using a lot of mods (big list, 14 pages) but none that effect civics beyond yours? So I don't know what to tell you. Met Earth, normal dialogue nothing special.
cbshing  [author] 9 May, 2018 @ 5:31pm 
@A Bunny, can you give me an idea of your game setup then so I can try to recreate the bug? Aka what mods are you using? Also, I did try to update for this a few days ago, I know it works on my setup (just running Origins Civics) so hopefully we can figure out the issue soon!

The first contact event can only occur if 1) you have no communications with the other empire, 2) you are the same species (though this mod tries to force it) & the other empire is either a lost colony/colony of earth/has the homeworld country flag. IF you missed the first contact event, there is a catch up event if you have a ship travel to the Sol system. I am in the process of debugging the other events. Let me know, hopefully we can figure out what is wrong.
A Bunny 9 May, 2018 @ 1:04pm 
Having the same problem as Maff, unfortunately.
Maff 8 May, 2018 @ 5:40pm 
That's great! I'll try it as soon as I can and let you know what happens. Cheers.
cbshing  [author] 7 May, 2018 @ 7:20pm 
@Arkangel of Mono, I was adding the compatability section and recognize your concern. I didn't overwrite any vanilla files, just files that are part of Origins Civics. If you are interested, you can see the Creating your custom Origins Civics discussions section in the Origins Civics file for a better idea of what changes I've tried.