Stellaris

Stellaris

Better Origins
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
Smiley  [author] 17 May @ 8:28pm 
@thryllth I have updated the localization, so it will show up correctly. Thanks for the feedback!

But the other issue you mentioned has nothing to do with my mod, it must be another that is causing it.
thryllth 17 May @ 2:46pm 
Syncretic evolution should be generating 1200 pops, not 12. Additionally while it may be a mod conflict it also appears to spawn the player with no pops of their main species when playing individualist machines.
Smiley  [author] 16 May @ 8:48pm 
@Kelp 1. As far as wilderness goes, unfortunately there is no way to apply it to specific districts. Or at least I have not found any.

2. For tree of Life, Great to hear!

3. For Subterran, I will see what i can do!

Thanks for the feedback!
Kelp 16 May @ 7:21pm 
As a Wilderness enjoyer; I wonder if you could tweak the Infrastructure Cost Reduction to only apply to district and/or specialization costs only. In the early game this is a difference of a couple years worth of Biomass to fully setup Cradles on each planet, which is a lot for something that eventually grows exponentially with planets. Otherwise them having cheaper regular upgrades feels great and fitting to their whole 'throw biomass at the problem' plan.

I like the changes to Tree of Life. It always felt particularly left behind as far as Hiveminds go.

Potential idea for Subterranean; with the latest patch their mining district specialization allows a number of buildings that are normally Urban district only. Could you perhaps add Mineral Purification for them as a guaranteed research option from the start? I've already had some interesting times mixing those two aspects and a way to know I'll get the option for it early game would be great.
Styx 9 May @ 1:09am 
No apologies needed, just glad to hear it's being worked on!
Smiley  [author] 9 May @ 12:35am 
@Styx Sorry, it has been taking a bit longer than I thought, since after was done updating, i found out a lot of the changes i had made were not working. So i am now testing every single change to make sure its working. It shouldn't take too long.
Styx 8 May @ 6:24pm 
I imagine given your comment about 4.0 and the name change, this is a work in progress, but without a Discord or such to track easily - is there a rough timeframe for when your mods will be updated?
Really enjoyed using them in the past and I'd love to get into 4.0 with them too.
Smiley  [author] 16 Apr @ 6:10am 
@SalDBoy Thank you so much for the suggestion, but since you are able to get Imperial Authority by a Narrative event with this Origin I feel like its not worth it.
Smiley  [author] 16 Apr @ 6:08am 
@Bernos @jupiter Thank you both for the feedback I always thought Void Dweller Machine were strong, but I guess they are a lot more powerful than what I thought. I will definitely change this, however I am waiting for the new 4.0 update before making any new changes.
SalDBoy 14 Apr @ 8:40am 
Just a suggestion. Changing "Under One Rule" from just Dictatorial to also include Imperial would actually make for a pretty nice addition. It also makes sense imo. Would that be possible?
jupiter 13 Apr @ 2:46pm 
i assume the machive vers of void dwellers is the same?
Bernos 1 Feb @ 11:56am 
These honestly look like great buffs to under performing origins that give me a reason to pick them. However, I would mention that void dwellers it by far one of the best machine origins to pick. I would recommend buffing it in a way that only helps bio empires and not machines as much as it currently does. Something like helping to offset the food issue they tend to have which would be on theme for a society living in the void.
Smiley  [author] 16 Jan @ 10:57pm 
@Cúchulainn This one pretty much just adds extra modifiers, there are some small changes. But mostly all the bonuses are positives.
Cúchulainn 16 Jan @ 1:41pm 
Does this ADD modifiers instead of changing the modifiers?
Smiley  [author] 18 Dec, 2024 @ 10:35pm 
@No Name For Sure in the future i definitely want to do it, but for now i am taking a bit of break from modding.
No Name 18 Dec, 2024 @ 10:09pm 
Is there any chance of a "better civics" mod?
Smiley  [author] 13 Dec, 2024 @ 9:46pm 
@De Clare I might consider it, thanks for the feedback!
De Clare 12 Dec, 2024 @ 5:35pm 
Wow, a mod that actually improves the Rift World Origin. Thank you for making this mod and slightly buffing some origins. It's a damn shame that my favorite origin from player story just sucks in general but I do like the story element it provides (please, buff it more).
1 shot - 1 miss 8 Dec, 2024 @ 7:28am 
снова привет! я сделал перевод на русский язык для данного мода https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3380740557
1 shot - 1 miss 8 Dec, 2024 @ 2:23am 
Хороший мод, но не хватает перевода!
Tojarra 25 Nov, 2024 @ 9:40pm 
Life seeded as RS....That would work...but might be better as modulator. Either way worth trying.
Smiley  [author] 24 Nov, 2024 @ 12:49pm 
@Tojarra In the base game only Machine Empire with Rogue Servitor and Driven Assimilators can take the world shaper Perk. And i based the Perk of that one, so if you want it you have to go for one of those.
Tojarra 24 Nov, 2024 @ 11:30am 
Not hive mind but Machine empire. Virtual on a 30 Gaia gotta try it out with the buff you gave it
Smiley  [author] 23 Nov, 2024 @ 11:34pm 
@Tojarra Think I see what the issue might be did you play a hive mind by any chance? If yes it should be fixed now.
Smiley  [author] 23 Nov, 2024 @ 11:27pm 
@Tojarra So wait you did not see the Perk, I will run some test. But it should have shown up and you should be able to take it as your first Pick, however you still need the actual Terraforming tech for it to work, other wise it would be a little bit too good.
Tojarra 23 Nov, 2024 @ 11:22pm 
Just tried this one out tonight. Did the Life Seeded(Gaia Start). Didn't not have an option to take for the terraforming. Kinda killed the build. And makes sense for moving the armor.
Smiley  [author] 23 Nov, 2024 @ 9:58pm 
@Tojarra Great to hear you like the mod. Yeah i will be doing more mods in the future, but taking a small break from modding.

I really wanted to give the armor Bonus to the Dragon Origin instead and i already gave Primal Origin so many buff, so i thought it was ok to remove it. I really wish there was hull modifier for Fauna that i could add, but there isn't.
Tojarra 23 Nov, 2024 @ 4:01pm 
Also. Just wondering on Primal Calling, why take the 15% armor away all together?
Tojarra 23 Nov, 2024 @ 3:49pm 
Would I be wrong to guess that we will be seeing Better Traits mod from you sooner or later as well? All of these have been good so far.
Smiley  [author] 21 Nov, 2024 @ 9:21pm 
@KrusherJr Currently that Origin is the most powerful one in the entire game, since you can upgraded the Arc Furnace relatively early on and it gives you massive advantage in both minerals and alloy production. Hence the increase to the upkeep of metallurgist so that you are at least somewhat limited in the amount of alloys you can produce on planets.

From a role-play perspective, the idea is that this empire relies on alloy production from the Furnace and are thus less effective at regular alloy production.

If you would like to see another change, please share what and why. I always like hearing other opinions and ideas!
KrusherJr 21 Nov, 2024 @ 7:07pm 
Can you explain the rationale behind the change to the Arc Furnace origin?
Smiley  [author] 20 Nov, 2024 @ 9:37pm 
@Mael The idea for Scion is being a Vassal to a Fallen Empire, makes this empire a more benevolent overlord. Also I was apparently remembering something false, because I thought Scion Vassals are special and can have their own vassal. But after some testing apparently not. I think it still makes sense for them to have that bonus tough, might add some other small bonus to make it up.

Updating the Screenshots takes a surprising amount of time, so I usually wait until I have done a couple of changes before updating them. Since updating the actual values is a more important than the screenshots and if you just launch the game and check you will find the changes.
Mael 20 Nov, 2024 @ 3:55pm 
Why does Scion give "Monthly Loyalty from Subjects +1"? Isn't that a bit weird since you're going to be a subject yourself (and thus can't have subjects) until decently far into the game?

Also can you update the pictures for the changes or put in the change notes what specifically you changed?
Smiley  [author] 19 Nov, 2024 @ 1:13pm 
@Mael I agree, the bonuses come way too late to be really good. I will slightly readjust and rebalance the Shattered Ring and Arc Furnace Origin. And give Shattered ring a couple of bonuses to make it a bit stronger early on.
Mael 19 Nov, 2024 @ 11:18am 
Just tried this out with Shattered Ring, the Origin still feels pretty weak unless you get lucky with planets. Not sure what I could suggest to improve it though, sorry.
Smiley  [author] 19 Nov, 2024 @ 9:37am 
@Peter34 Modifying stuff like that is a bit too bothersome, but i did buff it a little bit with some districts cost and build speed. Might do it at some point, sounds like a really good idea actually.
Peter34 19 Nov, 2024 @ 8:49am 
Doesn't this mod buff Prosperous Unification? I do think the Planet Modifier ought to last for 30 years instead of 20, or even better, the current PM should last for 20 years, then be replaced with a half-effect PM that lasts for another 20 yers.
Smiley  [author] 18 Nov, 2024 @ 9:29pm 
@Pyrite Not a bad idea, will probably do that.
Pyrite 18 Nov, 2024 @ 6:44pm 
Nice mod, but I don't see Separatists or Liberated origins here. Unselectable from game start, but there are ways to become an empire with these origins during a game, and that's always fun for me. I've always thought it bland that they had the exact same modifiers despite being different in nature, perhaps you could spice them up a bit? Not too much of course, I consider them to be decent in strength.
Smiley  [author] 17 Nov, 2024 @ 8:38am 
@The Green One Thanks so much, comments like these are always really nice to see! :steamhappy: