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This marks the beginning of a new era. All civics have been removed and will soon return in a standalone mod: Kek’s Civics, coming soon™. Please note: the Synthetic Overseer origin and the Hive Conversion decision have been temporarily removed as they undergo full reworks. Both will return in future updates with major improvements. Thank you for your patience and continued support as I rebuild this project from the ground up.
Because of that, I’m considering cutting the planetary decision to convert other worlds into Hive Worlds. I know that might frustrate some folks, but keeping it makes the origin far too snowbally. Removing it would bring it more in line with Resource Consolidation, where further conversions are gated behind an ascension perk.
It’s a tough call, so let me know what you think. If there's a better middle ground or you feel strongly one way or the other, I want to hear it.
I uploaded a new discussion, talking about the changes I have made so far. If you're curious to see how my progress is going on the mod or are curious to see how your favorite origin might be changing, refer to the link below.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3164997191/596275897094427869/
I have made the decision to take this time to completely clean up my code and try to narrow down and improve each individual origin and bring them up to date to the current code. Unfortunately this will delay the update from coming out but my hopes is that each origin will come out improved and better than ever. A reminder as well, I am mostly solo on this endeavor.
I'm also working on cutting down the amount of AI art used in the mod to try to bring it closer to a vanilla feel.
Finally, when the update does finally drop, the civics will not be included on release. I plan on creating a new mod, Kek's Civics. I appreciate everybody's kind words and support, it truly means a lot and I appreciate those who have reached out and reported what bugs they've found.
Perhaps it's a bit late to be saying this but ONWARDS TO 2025!
Much luck learning the new systems & checking those major systems you mentioned.
You are probably aware, but I wanna post a coupla problems I find.
If I start a random game using all DLC's + current 4.0 version + only this mod:
- Economy is wrecked somehow. Energy & food are in the red. All I can think is the new pop system (?).
- I start the clock: Every single day the game pauses & I get a lonely empty little event/warning/dunno box perfectly centered, no clues as to what's causing that.
Yours is not the only origin mod that has these effects right now.
** If I enable the 8 origin mods I use currently:
- Economy wrecks like when I enable a single one.
- I get empty undefined boxes too, but not 1 per mod. More than 20 total, I get distracted counting before the last one pops.
- Then I can restart the clock, rinse & repeat.
I hope it helps somehow.
Thanks for providing all this great content!
I’ve seen your suggestions and I’ll definitely keep them in mind. That said, some of what you’re asking for might run into hard-coded limitations in the game, so I can’t make any promises yet. I'd like to thank you for taking the time to share your ideas.
THANK YOU ALL SO MUCH FOR OVER 10,000 ACTIVE SUBSCRIBERS!
When I first started this mod, it all began with a simple Reddit post—one that has since grown into five years of development. For the most part, I’ve worked on this mod alone, with occasional help from the Stellaris Modding Community Discord, and seeing how far it has come is truly astonishing.
Thank you all again for your continued support!
@perl I was thinking I need to remove the opinion modifiers but that's not true if they were all the same species! This actually could work! "Blood Court" sounds like a sweet addition to the mod!
@Lord I did remove the gaia moon. The reason why is because after toying around with the origin myself, I realized that the origin was pretty much just a stronger Life Seeded. I wanted it to stand out more as its own unique origin.
For those asking, I don't currently plan on separating the civics from this mod. If I do, it'll be at a later date as such a transfer will take a lot of work.
Can you please add a scripted variable for compatibility? @kek_orig_mod = 1
Thanks!
See the changelog for specifics!
@ask3m I'm not exactly sure I'll be honest with you. This mod does override a couple of jobs which could be problematic with other mods that do the same. I tend to use Irony Mod Manager and I personally haven't had issues playing with it.
The problem has been fixed but if anybody is having lingering issues (i.e. the relic is still in your game), paste this into your console:
effect = { every_country = { remove_relic = kek_StarForge } }