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Stellaris Dev Diary #160 - Origins Full Reveal

Hello everyone!

In our previous dev diary #155 we talked about Origins, and today we will be returned to the topic by going through Origins again, but in more detail.

Please note that although this is a pretty exhaustive list, there is no guarantee that these Origins will necessarily match what will be in Federations once it is released.

What are Origins?
Origins allows you to pick a background story for your empire. An empire can only pick one Origin.​

upload_2019-11-12_16-32-52.png

Prosperous Unification is the “default” Origin.

There are currently 18 Origins in the game, where some of them were converted from previously being Civics. Origins that were converted will be unlocked by the same DLC that they were unlocked by when they were civics.

Origins are not meant to be balanced against each other, but rather balanced within themselves (as in they don't start in severe resource deficits or "feel broken" by themselves). There are Origins that are "stronger" than other Origins.

The Origins
Prosperous Unification: Start with 4 additional Pops and 2 additional Districts. (Available to everyone)

Mechanist: Start with 8 Pops being robots, and the ability to build more. (Utopia)

Syncretic Evolution: Start the game with 12 Pops being of another species. (Utopia)

upload_2019-11-12_16-33-46.png

Life-Seeded: Start on a Gaia World. (Apocalypse)

Post-Apocalyptic: Start on a Tomb World. (Apocalypse)

Remnants: Start on a Relic World. (Ancient Relics)

Shattered Ring: Start on a Shattered Ring World. Your empire lives on the only intact section of the ancient megastructure, and it is possible to repair most of the other sections. (Federations)

upload_2019-11-15_10-26-2.png

Also starts with Habitat habitability preference.

Void Dwellers: Start on a Habitat above your destroyed, former homeworld, and with 2 more habitats in your home system. Completely adapted to living in habitats, and start with the technology to build new ones, but also suffers a penalty to living on regular planets. (Federations)

Scion: Start as the vassal of a Fallen Empire. (Federations)

upload_2019-11-12_16-34-49.png

Galactic Doorstep: Start with a dormant Gateway in your home system, which can be investigated and reactivated. (Available to everyone)

Tree of Life: Only for Hive Minds. Start with a powerful Tree of Life on your homeworld. Disastrous if you would somehow lose control of it. Colony ships also plant a sapling on new colonies. (Utopia)

upload_2019-11-12_16-35-5.png
upload_2019-11-12_16-35-10.png

On the Shoulder of Giants: Investigate a series of Archaeological Sites related to a mysterious benefactor. (Federations)

upload_2019-11-15_10-44-10.png

Meteorite colony ship.

Calamitous Birth: Lithoid Only. Start with a Massive Crater on your Homeworld. You are also able to build Meteorite Colony Ships, which colonize planets in a more dramatic fashion. (Lithoids)

Resource Consolidation: Machines only. Start with a Machine World as your homeworld. (Synthetic Dawn)

Zi0m58PMJx0I1FMIMHFA7EWL1vI2ClddP2CRVMaeGPLtWX6UHTE3hIhX9I9GdcbcE_M71tYq4QdZkb38UWb0y54gSHMcwFusdRBbO0KIKoMf7x2DZp2O0qEQE0cC-hWWXE_HMMAX

Comfy federalized start.

Common Ground: Start with as the leader of a Galactic Union federation, and with The Federation tradition unlocked. (Federations)

Hegemon: Start with as the leader of a Hegemony federation, and with The Federation tradition unlocked. (Federations)

upload_2019-11-12_16-36-15.png

Doomsday: Your homeworld is doomed and it will explode after 64 years, so you need to find a new home for your species. (Federations)

Lost Colony: Another empire with the same species as you will exist somewhere in the galaxy. (Available to everyone)

---

That is it for this week! Next week we will be back and we will be talking about some of the new things affecting diplomacy, such as Envoys.
 
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BoomWolf

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I'm pretty sure these are mere summaries, and not actual listing of everything involved
There will probably be events age such related to each start, especially scions and doorway.

Anyway, guess I'll need to figure out how to nis my own idea
Rift walkers-start in isolated system, connected with 3/4 wormholes (depending on galaxy size) and the wormhole travel tech
 

DeinonychusTaco

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This looks amazing. I hope we'll continue to get new origins with upcoming updates and expansion packs, they're a really great way to keep new Stellaris games feeling fresh and exciting. I also hope origins can/will remain meaningful over the entire course of the game, say maybe if you do the Doomsday origin there can be a slow-paced event chain about turning your home system into a memorial and maybe in the endgame phase getting the chance to "repair" your homeworld with fallen empire/precursor technology or something.
 

Ninking

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Why 64 years? Is there a reference ? Someone know?

It's an insider joke among time travellers. The last time-static human will die in 64 years from now.
 

Koopatin

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will the ai pick a random origin at game start to? are all available for them? more important.. will a couple of homeworlds i conquered explode after 64 years without warning cause the ai had that origin? ^^
 

Fermi's_Solution

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They've changed Voidborne in recent patches. It's no longer required to build habitats, you only need tech for that. Voidborne increase habitats size instead.
So it's not like with this origin you get a free perk.
Believe me, I'm aware Voidborn was changed.

It's the line "Adept at living in habitats" that has me suspecting you basically start with the Voidborn perk, because that's literally what the perk is.
 

Everstill

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Believe me, I'm aware Voidborn was changed.

It's the line "Adept at living in habitats" that has me suspecting you basically start with the Voidborn perk, because that's literally what the perk is.

It's obvious that "Adept at living in habitats" means they start with the "Habitat" habitability trait that gives 100% habitat habitability and 0% for everything else.
 

MrArrows

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Usually I don't comment but I have to say, all of this sounds AMAZING! This will change the entire early-mid game in the best way possible. Even if you don't implement 100% of this, if you keep close to that design philosophy, we will have a much better game next DLC. Keep up the good work! I'm hyped already!
 

valergain

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I kind of wish there more mundane origins, like united by Conquest and things like that.
 

Fermi's_Solution

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It's obvious that "Adept at living in habitats" means they start with the "Habitat" habitability trait that gives 100% habitat habitability and 0% for everything else.
Well sure, habitat habitability is a given. Just like I expect Remnants to have relic habitability and Shattered Ring to have ring habitability.

But I guess what I'm asking is: are you really expecting Void Dwellers to start without the Voidborn perk? As in, all your "planets" are 6 districts, and you need 3,000 alloys + 200 influence for every new "planet?" Because that seems wrong, just by a gut feeling.
 

Das Ganon

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Mechanist: Start with 8 Pops being robots, and the ability to build more. (Utopia)

Syncretic Evolution: Start the game with 12 Pops being of another species. (Utopia)

While we're on the topic of these two origins, as it stands right now Syncretic Evolution allows you to customize the secondary pops as well as your primary pops. Any chance that the new origins version of Mechanist will allow you to do the same with your starting robots?
 

Nandemone

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I kind of wish there more mundane origins, like united by Conquest and things like that.

What would be the point besides pure roleplay? What would be the bonus? I hear some people complaining that some civics (mining guilds, functional architecture, environmentalist) are dull and not worth taking because they're not fun... And you want to add another origin that's kind of "bland"? I prefer 1 standard, regular origin and that devs and writers focus of making more unique, GP and RP-wise, origin.
 

BlackUmbrellas

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While we're on the topic of these two origins, as it stands right now Syncretic Evolution allows you to customize the secondary pops as well as your primary pops. Any chance that the new origins version of Mechanist will allow you to do the same with your starting robots?
Robomodding is its own technology, otherwise all robots start without any robomodded traits. Mechanist doesn't need to be any better than it already is.