Stellaris

Stellaris

Basic Ordinary Origins
 This topic has been pinned, so it's probably important
cybrxkhan  [developer] 24 Mar, 2020 @ 11:30am
Origin Suggestions Thread
Per request, this is a thread if you have Origin suggestions. Please remember I will most likely not be able to add in many suggestions due to lack of time and energy, or because it doesn't interest me (not to mention I have my own ideas to work on too) - however, it doesn't hurt, as I am always happy to consider some new ideas I might add in the future, as you guys may bring up some ideas I would've never thought of!

Additionally, please remember that I want to keep the scope of my mod mostly with simple, "boring" origins that wouldn't change gameplay significantly. There are other Origin mods out there that add in more complex origins!
Last edited by cybrxkhan; 24 Mar, 2020 @ 11:30am
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Showing 1-15 of 25 comments
Tyrol 24 Mar, 2020 @ 12:02pm 
Here's a few that fall under either very ordinary or rather common origins.

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United Workers

Miners led the forefront to planetary unification due to the emphasis placed on the society given the planet’s abundant mineral deposits.

- Start with Nanomechanics and Geothermal Fracking already researched.
- Homeworld has +3 mining district planetary feature.

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Forced Unification

The last world war saw one supreme victor that subjugated all other nations on the world. As a result, this planet’s species is more inclined to resolving conflict through firepower.

- Start with Planetary Unification and Centralized Command already researched.
- Homeworld has War-torn planet modifier (can be removed once Terrestrial Sculpting is researched).
o -5% Happiness.
o -5% Government ethics attraction.
- Homeworld has City Ruins x3 planetary blockers.

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Star Trekkers

Society on this planet grew with an importance placed on learning. Once FTL technology was discovered, the nations of the world joined together to focus on catapulting their species into the future.

- Start with Zero-G Laboratories and Gravitic Sensors already researched.
- Homeworld has Grand International Observatory planetary feature.
o Provides +2 to Physics research.
o Provides 2 Researcher job slots.

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The Old Ways

Life on this planet unified under an unorthodox ethic that is usually frowned upon by other species that value equality. The strong placement on tradition keeps this society set in its customs despite pressure to change.

- Start with Heritage Sites already researched.
- Homeworld has Renowned Monument planetary feature.
o Provides +4 Unity and +10 Stability.
o Provides 2 Culture Worker job slots.

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One with Nature

Instead of exploiting the resources of their homeworld, this species learned to co-exist together and become self-sufficient with the bounty provided by the flora found in the environment.

- Starts with Biodiversity Studies and Eco Simulation already researched.
- Homeworld has +3 agriculture district planetary feature.

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Loose Morality

Life progressed on this world to a state where it became uninterested in doing what was right and instead focused on doing what felt right.

- Start with Nano-Circuit Assembly and Artificial Moral Codes already researched.

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The Promised People

Society united under one religion, making every effort in their lives to emanate the tenants of their faith as best as they can.

- Has Spiritualist or Fanatic Spiritualist Ethic.
- Start with Holographic Rituals already researched.
- Homeworld has Holy Site planetary feature.
o Provides +4 Unity and +10 Stability.
o Provides 2 Priest job slots.

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Self-Determined AI

This AI entity traveled a great distance in the galaxy to escape their creators and remained dormant for the trip to conserve energy. They are eager to get a fresh start.

- Must be Machine Intelligence.
- Start with Powered Exoskeletons and Micro-Replicators already researched.

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Joined by Necessity

A great natural calamity affected this planet, which required the nations of the world to set aside their grievances and band together to overcome the problem.

- Starts with Atmospheric Filtering already researched.
- Homeworld has Hazardous Weather planetary modifier.
- Homeworld has Industrial Wasteland x6 blockers and NO deposit features.

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Survival of the Fittest

The species on this planet evolved alongside a hostile environment, causing them to naturally band together.

- Homeworld has Hostile Fauna and Titanic Life planetary modifiers.
- Homeworld has Savage Wildlands and Titanic Lifeforms planetary features.
- Homeworld has Dangerous Wildlife x4 blockers.

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Planned Society

This species developed efficiently, with its people joining together on a pragmatic approach to dealing with inevitable resource depletion by expanding out into the galaxy.

- Starts with Quantum Theory and Field Modulation already researched.
- Homeworld has +3 generator district planetary feature.

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Underground Dwellers

Life on this planet thrived underground, leading to an impressive subterranean system of self-efficiency due to the limited resources found above.

- Homeworld has Bleak planetary modifier.
- Homeworld has Subterranean Farming Caverns, Subterranean Generator Areas, and Subterranean Mining Sites planetary features.

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Invasion Repellers

When alien invaders came to destroy this species, they joined forces to repel them and drive them off their planet. They remain united in this common goal, preparing for their possible return.

- Starts with Fusion Power and Ground Defense Planning already researched.
- Homeworld has Ancient Bombardment Craters planetary feature.

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I also have two other ideas but you'd probably consider them too unique. Maybe you can tweak them to be less unique? I just feel like they are origin options that were missing from the base game.

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Fallen Seed Colonists

This species is all that remains of an ancient and vast star empire. An ark ship was sent out many generations ago which then incubated and born the species from DNA and woke them from sleep once the planet had finished terraforming.

- Homeworld is a size 22 planet.
- Homeworld has Lush and Ancient Terraforming planet modifier.
- Homeworld has unblocked +3 agriculture, +3 generator, and +3 mining district planetary feature.
- Empire starts with -80% starting pop.

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Plague Survivors

A plague has ravaged this species, killing off one-third of its population. In response, the nations of the world banded together to form an emergency coalition to colonize another planet in the hopes of survival.

- Cannot be Machine Intelligence
- Starts with Automated Exploration Protocols already researched.
- Homeworld has Plague modifier.
o Lasts 10 years.
o -10 Stability, -10% Happiness, -10% Pop Growth speed, -100% Immigration Pull
- Empire starts with -33% starting pop.
- Empire starts with a Colony Ship.
Last edited by Tyrol; 24 Mar, 2020 @ 9:55pm
Darmug 24 Mar, 2020 @ 7:05pm 
Here's mine



Dawn of War


This society united when a prophecy was given to every tribal leader that a massive war was coming which caused all of the tribes to unite and further their technological progress into both FTL travel and military power.


- Cannot be a Gestalt Consciousness
- Start with level 2 ship weapons researched
- Start with Destroyers researched
- Has empire modifier called War Ready (lasts forever, ship hit-points increased by 30%, building ships are faster.)
- Must be Fanatic Militarist





Also i'm not sure about Dawn of War being the title so you could change it.
ekoparker 24 Mar, 2020 @ 8:17pm 
Global Superpower

After thousands of years of international politics and development, one nation on the planet had come to outshine all others technologically, culturally, and, especially, militarily. While most countries still keep their sovereignty, nobody acts without the country knowing. It was by working with that nations scientists and with its wealth that the hyperlane network was discovered.

- Must be militarist
- Start with Doctrine: Space Combat and Ground Defense Planning

Planet Modifier: Global Superpower
- 5% trade value
-5% happiness
+2 unity from soldiers
+25% planet build speed
-25% planetary decision cost
cybrxkhan  [developer] 25 Mar, 2020 @ 10:12am 
Thank you all for the suggestions, much appreciated!

@Tyrol A few of your suggestions are actually similar to some ideas I've been playing out, though you've helped me with figuring out the bonuses for some of them!
ShinyNobody 27 Mar, 2020 @ 4:17am 
Maybe you could make 2 Version of some Origins. I mean thes Subterranean could spread to other Planets like one extra District on each planet because they are master Builders Underground. sadly this would not be so basic and ordinary. (stupid idea i have ) Maybe you and some Other Origin Mod Makers could make one big mod. Like With "Origins Extended", "more origins mod" and "even more origins".
lalarukh3 13 Aug, 2020 @ 7:13pm 
I have been hoping for a Lithoid origin that allows starting out on a Molten world, or at least regular one with geothermal / volcanic modifiers, inspired by TI4's Embers of Muaat.
Chocobo-Raider 26 Feb, 2021 @ 2:05am 
The SCM Overhaul (which is a continuation of petruxia's Ethics/Civics mod adds the Ecologism ethic, would you be up for making a patch that incorporates it into the One With Nature and Clean Energy Origins?
cybrxkhan  [developer] 2 Mar, 2021 @ 6:36pm 
@Chocobo-Raider I won't be making any patches myself for my mods, especially for other mods I don't play with, as I don't have the energy and motivation, but anyone is more than free to make patches of my mods themselves if they feel like it.
Shaxx 6 Oct, 2021 @ 1:37am 
This throws out an error in the log in three places inside the deposits file:

is_for_colonizeable

I believe it needs to be: is_for_colonizable
Last edited by Shaxx; 6 Oct, 2021 @ 1:38am
cybrxkhan  [developer] 6 Oct, 2021 @ 5:37pm 
@Shaxx Thanks for the heads up, I'll have it fixed for the next update
Jakman217 24 Nov, 2021 @ 2:58pm 
Some suggestions that I think could be nice to see, but are more basic. Most of them are just 'I played a different paradox game, and now want to go to space with my globe spanning empire' I'll admit.

1. Ancient Empire, your empire has existed and survived since the dawn of your species history. (Imperator: Rome).
Bonuses: Unity bonus, maybe a unique 'cultural' job on your homeworld or something. Maybe a penalty to tech due to being stuck in your ways.

2. Dark Age Survivor, your empire was born from a great dark age in your history, but have come out stronger for it. (CK)
Bonuses: Stability bonus? Unity bonus? not sure what, but something that fits the theme of surviving hard times.

3. Colonial Master, your empire came to prominence during an age of colonization and even now that you've reached space, you still feel that drive to colonize. (EU)
bonuses: Colonization speed bonus, happiness buff event every time you colonize a planet, maybe some kind of reduction to starbase cost or colony ship cost.

4. Wiley Company, your company was an old company founded during the first age of globalization. When threatened by governments, you simply slipped away and survived in the far places of the world. (EU / Victoria, but megacorps)
Bonuses: Stability bonus becaues of age? Trade bonus, Branch office discount maybe?

5. Industrial Conqueror, your nation arose during your industrial age and was able to leverage this into global conquest which was complete via the final 'great war' of your homeworld. (Victoria / Hearts of Iron)
Bonuses: Extra resource output, a unique building or monument. Maybe a bonus dependent on a selected ethic selected at game start?
an option to revive legendary friendship's extinct species if you take evolutionary mastery
cybrxkhan  [developer] 26 Nov, 2021 @ 3:30pm 
@Jakman217: Thanks for the suggestions! I'll consider them for sure

@severe corn addition: Probably beyond my abilities at the moment, to be honest, as I haven't delved deeply into modding events/decisions/projects and that kind of thing, but I'll keep it in mind possibly for the future if I want to explore more complex scripting.
ThePionier 20 Mar, 2022 @ 11:38am 
If a new origin were possible that you can start with another race like in Syncretic Evolution, only that the background would be that you finally dominated and enslaved the other race. So that you can determine the appearance, properties etc yourself, but without the Serviles trait?
cybrxkhan  [developer] 22 Mar, 2022 @ 5:30pm 
@ThePionier If I get into a Stellaris modding mood again one of these days, I want to look into doing some origins with multiple species, yeah. I find the vanilla syncretic evolution kind of boring in that regard. But no guarantees if I'll ever get to it, as it looks more complicated than the average generic "boring" origins that I've been doing.
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