Stellaris

Stellaris

Basic Ordinary Origins
349 Comments
Darthsawyer 20 Jun @ 1:36pm 
Cool, thanks for making a great mod! Archaeology and Espionage are my favorite parts of Stellaris
cybrxkhan  [author] 20 Jun @ 12:36am 
@darthsawyer I've never been quite happy with the Antediluvian Knowledge origin's bonuses, but yeah I can think about some potential buff ideas. As for an espionage themed origin, not a bad idea. Maybe whenever I'm in the mood to mod a bit of Stellaris I can figure something out.
Peter34 19 Jun @ 11:30pm 
Any year 2200 bonus to Codebreaking is *huge*.
Darthsawyer 19 Jun @ 7:21pm 
There aren't really any Espionage themed origins around, would you mind adding an origin that gives the Quantum Hacking technology and reduces Operation Difficulty by 2?
Darthsawyer 19 Jun @ 7:14pm 
I think Antediluvian Knowledge needs a buff, 5 minor artifacts isn't really a useful amount. Most of the other origins that get a technology have some other buff alongside it. Please add a archaeology themed buff. +1 Archaeology skill and 100 minor artifacts would be a reasonable buff. Starting with a random Archaeological site in your starting system is another option, or discovering a random Archaeological site every 10 years. Great mod, thanks for making it!
cybrxkhan  [author] 13 Jun @ 9:08pm 
@alankraskow No prob!
alankraskow 13 Jun @ 7:58pm 
@cybrxkhan omg, you absolutely right, I must've had few tabs open at the same time or something. It's from a different mod, sorry bout that.
cybrxkhan  [author] 13 Jun @ 7:50pm 
@alankraskow I don't think I add anything related to that? AP sounds like the prefix of some other mod or a vanilla thing?
alankraskow 13 Jun @ 6:02pm 
AP_twin_habitable initializer is missing localisation.
cybrxkhan  [author] 4 Jun @ 9:28pm 
@Peter34 Thanks for the heads up. Will make a note to fix those. Didn't realize they changed how Gene Clinic tech works. Guess I'll give them whatever they realized tech they replaced as the starter genetic/bio tech.
Peter34 4 Jun @ 2:36pm 
Slow Evolution also gives the Gene Clinic Tech, even though that's now quite meaningless in the year 2200 as it requires Exotic Gas to run.

This mod hasn't been properly updated to v4.0 at all, which is unfortunate.
Peter34 4 Jun @ 2:35pm 
The Silk Road origin does not work. It says it adds 100 Merchant Jobs via the Planet Modifier, but while the Jobs exist, Pops somehow don't enter them. And there's nothing weird about my Pop, Servile, Nerve-Stapled or anything like that.
cybrxkhan  [author] 28 May @ 11:04am 
@Svijj No problem, glad that helped!
Svijj 28 May @ 2:46am 
@cybrxkhan It works! Thank you very much and sorry for the time I took. Cheers! :Gifting:
cybrxkhan  [author] 28 May @ 12:51am 
@Svijj Okay I have given access to the files with anyone with that link below, I think that should work, hopefully.
cybrxkhan  [author] 28 May @ 12:49am 
@Svijj Good idea with Google Drive! See if this link works: https://drive.google.com/file/d/1taFVaWP_-WU_D9qJWH3vCcLZunE44bEp/view?usp=sharing

If that doesn't work for whatever reason, feel free to send me a message on discord, my username is also cybrxkhan and/or my discord server for my mods is linked above too.
Svijj 27 May @ 11:10pm 
@cybrxkhan Well shucks, still nothing - the same error 400

Do you have a channel on the Stellaris Modding Den? Maybe you can send the files through there. Alternatively: perhaps Google Drive won't have this issue
cybrxkhan  [author] 27 May @ 5:59pm 
Svijj 26 May @ 11:34pm 
@cybrxkhan Oop, the link doesn't work, Error 400
cybrxkhan  [author] 26 May @ 12:02pm 
@Svijj Ok this is the version from late last year, I think it should work for 3.14: https://www.dropbox.com/scl/fi/i5n4cc9gz14m2k4xsfyht/BOO-Oct-2024.zip?rlkey=5bd5vu47oop71qxtj8a6vvcye&st=38gkkj8v&dl=0
Svijj 26 May @ 4:23am 
@cybrxkhan Yep, 3.14 is the most recent version right before 4.0.
cybrxkhan  [author] 26 May @ 1:24am 
@Svijj I don't think I have the old version of the mod, but I can check. What version of the game was 3.14? Is that the most recent version before 4.0? Not keeping up with the game as much these days so I don't remember lol.
Svijj 25 May @ 4:31am 
Once again, thank you for updating this mod for so long, It's a permanent stay on my modlists

I also wanted to ask: is there a way I can obtain the legacy 3.14 version of the mod? Any form is fine - be it an unlisted workshop item or the raw files of the version
cybrxkhan  [author] 14 May @ 8:16pm 
@Silver Knight: You're welcome!
Thanks for updating
topher.s.g 13 May @ 7:26pm 
I'm happy to help as I can, big fan of this mod! If I catch anything else I'll let you know.
cybrxkhan  [author] 13 May @ 6:45pm 
@topher.s.g: I've updated the mod with fixes to account for the issues you mentioned. Thank you very much for your help!
cybrxkhan  [author] 13 May @ 5:59pm 
@topher.s.g Good catch, seems like I missed a few things in my update. I'll see if I can tweak those. Thanks!

@ommissar BS: Thanks!
Commissar BS 12 May @ 11:44pm 
I played vanilla and I could not believe that it had so few origins. This mod is so great I had assumed most of these shipped with the base game.
topher.s.g 11 May @ 12:28pm 
Just checking - I note that the in-game descriptions still say stuff like "start with 2 extra pops" - is it just a case where the text needs to be updated and you're actually giving 200 to match the new pop scale, or is it really giving 2?

Also I note another description saying the origin gives extra industrial districts, which do not exist in 4.0.
Cap Buster Boogie 9 May @ 7:53pm 
S'all good. I appreciate the reply none the less mate. Cheers :)
cybrxkhan  [author] 9 May @ 6:10pm 
@Cap Buster Boogie: Ah I gotcha, yeah maybe Steam was being wonky again :[
Cap Buster Boogie 9 May @ 2:51pm 
Nah man, I had like 3 posts here. One of them replying to someone explaining what this mod did and to thank him.

Man, steam is a pain in the ass sometimes.
cybrxkhan  [author] 9 May @ 2:38pm 
@Cap Buster Boogie If there was any changes I don't know who would've done that, and/or steam workshop messed up writing your post or you accidentally deleted some language
Cap Buster Boogie 9 May @ 1:41pm 
Did someone edit my post or something? Because I had typed more than that.
cybrxkhan  [author] 9 May @ 12:03pm 
@Cap Buster Boogie I don't really know what that mod does or how the two mods would affect each other, so someone will have to make a compatch if one's needed, as all my mod does for destroyers is that origin gets you the tech for destroyers at game start.
Cap Buster Boogie 8 May @ 11:33pm 
When using this mod with ESC NEXT Component progression, the "Global War" origin breaks the ESC Mod and prevents destroyers from having fission reactors.
Link3000XD 7 May @ 4:08pm 
ahh thx =w=
cybrxkhan  [author] 7 May @ 2:24pm 
@The Big Blue Box: Thanks for the heads up. I wonder if it has to do anything with giving a tradition at game start. Does this happen with any other origins added by my mod or just that one? And does it happen when you run only my mod?

@Link3000XD: Nothing I can think off the top of my head, though do of course make sure to check if any other mods say anything about placement of origin mods.
Link3000XD 7 May @ 12:56pm 
any load order to keep in mind? :ccskull:
The Big Blue Box 6 May @ 11:14pm 
It seems that with "Trekkers to the Stars" not only do factions spawn right away, but factions give science instead of Unity. Actually it seems other modded origins are spawning factions immediately rather than after 10 years.
cybrxkhan  [author] 6 May @ 9:22pm 
Mod has been updated to 4.0. This was a basic quick update so I didn't really have time to look into whether the origins are balanced with the new changes to pops and the economy; while I don't really care about things being too balanced, let me know if there is anything too egregious or doesn't fit with the new gameplay well. Thanks all for your patience!
cybrxkhan  [author] 5 May @ 10:13pm 
Just an update to everyone - quickly checked the files and looks like I need to make some modifications to account for the changes to resources/pops/etc. Hopefully I can put out an update in a day or two. Thanks for your patience!
cybrxkhan  [author] 7 Apr @ 9:41pm 
Yeah, as Peter34 says, since I don't play with Planetary Diversity so I have no interest in doing any compatch, I'm not really sure what I can do on my end if PD is the one removing things at game start (for understandable reasons certainly).
Peter34 7 Apr @ 8:47pm 
It sounds as if it's the PD mod that has a probiem, though, not this mod.
Ancalagon 7 Apr @ 1:00pm 
For Planetary Diversity, planetary features on non-vanilla planets are wiped immediately after game start and replaced with typical planetary features. This means that origin-based planetary features such as "The Gate" get removed right after game start after a single tick passes (not even 1 day).

There's a channel on the Planetary Diversity discord devoted to dev-to-dev interaction for fixing incompatibilities like this:
https://discord.com/channels/840387471526068255/1022250128595226675
cybrxkhan  [author] 22 Feb @ 8:48pm 
@Kariboo Anyone is free to make a translation submod if they want, but I don't know if anyone's done that yet for French
Kariboo 22 Feb @ 1:53pm 
will you make a french version ?
Celador 13 Nov, 2024 @ 12:21am 
@cybrxkhan I know, I've been using it for years. Was just hoping that after multiple new dlc's it's no longer needed, but after switching it off and starting a new game, I've noticed that 10 out of 20 empires still had prosperous unification. It is surprising that after so many dlc's and years, paradox doesn't at least add their own basic origins, let alone adapt more complex origins for AI.
cybrxkhan  [author] 13 Nov, 2024 @ 12:04am 
@Leri-Weill [FRA]: Thanks for the heads up, I'll see if I can reproduce the issue when I have time. If you haven't, can you try running only this mod active and no other mods, not even cosmetic mods, to see if that still causes the issue?

@Celador: This mod will generally lower the chances AI get Prosperous Unification since a lot of the origins added in this mod have similar niches as Prosperous Unification, for more variety.