Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A couple thoughts on origin concepts:
- Origins for (non assimilator/servitor/genocidal) hive minds and machine intelligences that allow them to retain non-gestalt pops in their empire. I did something like this for a personal mod back in 1.9; it's not that hard to pull off, but depending on how the files are set up these days it might end up being pretty invasive (requiring overwrites of the default species_rights, pop_jobs, and others). May be beyond your desired scope for this mod.
- Some kind of hivemind bioform/bioconstructor origin. Give them the ability to build ships/districts/buildings directly (or partially) out of food, or else allow them to directly convert food to alloys/minerals via structures. Again, may involve too may dirty overwrites to be worth it.
- A hivemind origin that allows the assimilation of biological pops from the start of the game. Should be simple enough, and it would add a new and flavorful playstyle to the game. Maybe package it with a diplomatic malus of some kind. It'd be nice to be able to role play the flood before spending 4 ascension perks...
- An origin for spawning in an extragalactic cluster. I believe that people have been making extragalactic start mods since Distant Stars came out (apparently the galaxy can have an arbitrary number of clusters added to it?), but I've yet to see one done as an origin. Seems like they should go together like chocolate and peanut butter, though I don't know what it would actually entail in practice.
- More 'challenge' origins like the vanilla Doomsday one. Start as a vassal to a belligerent advanced start empire; start with some other powerful empire in the galaxy hating your guts; start on a small or disadvantaged planet...
Again, really great mod. Thanks a lot for it!
Hmm, that's interesting, the origin-added traits shouldn't take up a trait point. I will look more into it, thanks for bringing this to my attention!
I've definitely been looking into an ecumonopolis start (I like the idea of the challenge that all of your districts are city and you can't produce any food/minerals/energy credits on your homeworld). I will look more into it seeing how many people are interested in this. Probably call it something like "Last Resort"...
Thanks for the ideas TehFishey, they are very interesting and I'll be looking more into them. I think the previously proposed ecumonopolis start could act as a nice challenge and as far as extragalactic clusters go, I thought I saw a newer mod out there add one as an origin (but I'm not sure), not a different extragalactic start would be bad. :)
It should be easy enough to just add a copy of Starborn and change the cost, though...
Version 1.0.1
This is not a bug, and does not stop you from following the psionic tree. Essentially, the origin acts as if it already gave you the Mind Over Matter ascension perk (by giving you the trait, tech, and tech option you would otherwise gain from it). All you have to do to progress is research 'Telepathy,' and have two (or 3, or whatever) ascension perks, which will allow you to proceed directly to Transcendence (or, at least it should).
tl;dr, you don't need it to follow the tree, it's already skipped for you
Make sure that you refresh the traits tab of your empire and that the brain slug trait is able to be applied (I think it does require a trait point). If that doesn't work, let me know.
Thanks for bringing this to my attention, I'm currently working on a fix for how pops are generated, which should also address this issue. That update will be out soon(tm).