• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 
Last edited:
  • 2Like
Reactions:

Monturiol

Major
Jun 5, 2019
549
108
That's a problem, not a solution.
One could, I suppose, charitably spin it as "The problems of multiplayer are for multiplayers to solve, or at least are not sufficient reasons for the Devs to gimp the diversity of singleplayer".
Which, y'know, if that had been the design philosophy of Stellaris since Day 1 I think we'd all* be a lot better off right now.

(Or at least, "all" in terms of the the 99% of people who play SP exclusively and have yet been led around by the nose for 3 years as devs pander to balance-obsessive MPers who think they're playing Starcraft league e-sports)
 

Monturiol

Major
Jun 5, 2019
549
108
Almost certainly. They currently weight civics: how often do you see life-seeded empires popping up as random AIs?
Literally every game.
That comment was to be expected, but I think it's a bit unfair.
In the past people have complained that the content of each DLC is disconnected from the content of other DLCs, and lamented that this meant hives and machine empires would never get meaningful attention in new DLCs. So now these empire types do get some special attention, and now the complaint is you can't access some of the content without having two DLCs.
You can't have it both ways.
I'm quoting this mostly because I can't agree with it twice.
The kind of treatment that Machines and Hives are getting in Federations is literally the best possible treatment they could be getting. Well, other than, y'know, making those extra origins free to Utopia / SynthDawn owners, but given that I do not live under Fully Automated Gay Luxury Space Communism I can't claim to be too resentful at being expected to pay for new content.
I expect the content to be bug-filled and disjointed and 2350-slowdown-nigh-unusable, so I won't be paying for it for that reason, but not for the "I already bought Utopia so I deserve Utopia+ content at no extra cost" reason.
 

Methone

Field Marshal
16 Badges
Oct 27, 2018
7.206
4.607
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
The kind of treatment that Machines and Hives are getting in Federations is literally the best possible treatment they could be getting.
??? The 'kind of treatment they're getting'? Let's recap the treatment we've seen them get.

Machines: Get the ability to start on a damn Machine World, as if they weren't strong enough.

Hives: Get a ridiculous 'Tree of Life' that flavorwise makes no sense to be Hive-locked in the first place.

And that's it.

This is "Literally the best possible treatment they could be getting"?!
 

Gothbert

Second Lieutenant
37 Badges
Jan 19, 2018
119
235
  • Prison Architect
  • Europa Universalis IV
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Stellaris: Humanoids Species Pack
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Warlock: Master of the Arcane
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Imperator: Rome
  • Sword of the Stars II
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
Sounds exploitable, what's stopping you from just invading?

Nothing really, but it depends on what type of empire you are playing. However, I think the more interesting aspect is the potential event chains. This would be the equivalent of finding Mars is habitable and inhabited by humans. So, how did these humans get there? Some alien benefactors or observers of ancient past? Was there some human space empire that fell into disarray, regressed to stone age barbarity, and has now been long forgotten?
 

Monturiol

Major
Jun 5, 2019
549
108
This is "Literally the best possible treatment they could be getting"?!
"Some more content, when no-one expected any more content due to the aforementioned self-contained-DLC issues"

I'll grant you that in Leibniz's Best Of All Possible Worlds this additional content would be mechanically coherent and flavourfully sensical and Starcraft-tier balanced, but, y'know, we haven't gotten any mechanically balanced or flavourfully sensible or finely balanced content since... Leviathans? So yeah, maybe I'm suffering from a chronic case of low expectations here.
 

Fermi's_Solution

Second Lieutenant
32 Badges
Oct 28, 2019
186
21
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
One could, I suppose, charitably spin it as "The problems of multiplayer are for multiplayers to solve, or at least are not sufficient reasons for the Devs to gimp the diversity of singleplayer".
Which, y'know, if that had been the design philosophy of Stellaris since Day 1 I think we'd all* be a lot better off right now.

(Or at least, "all" in terms of the the 99% of people who play SP exclusively and have yet been led around by the nose for 3 years as devs pander to balance-obsessive MPers who think they're playing Starcraft league e-sports)
Snarky one, aren't you?

I disagree that an unbalanced single player is fun, for the same reason that any poorly balanced single-player game is fun. I don't even play multiplayer, and I'm annoyed that you tried to lump me in with any kind of strawman at all, as if that would somehow invalidate the point I was trying to make.
 

AmericanViking

First Lieutenant
68 Badges
Apr 17, 2016
222
105
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: Holy Fury Pre-order
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Way of Life
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Lithoids
  • Victoria 2
  • Warlock: Master of the Arcane
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Rights of Man
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
I really hope there will be some kind of alloy bonus, or decreased cost, for void dwellers, because I want to be able to build habitats. I don't want to have to rely on colonizing regular planets. That would just ruin the point of the start.
 

Fermi's_Solution

Second Lieutenant
32 Badges
Oct 28, 2019
186
21
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Well now you're going to have to explain to the class why you hate CKII and EUIV, aren't you?
I need do no such thing, and condescension has no place in a forum of discussion. Wouldn't you rather act like someone who deserves respect?

I tried CKII, and found it interesting in concept but ungainly in execution.
 

Monturiol

Major
Jun 5, 2019
549
108
I need do no such thing, and condescension has no place in a forum of discussion. Wouldn't you rather act like someone who deserves respect?

I tried CKII, and found it interesting in concept but ungainly in execution.
My point is that CKII and EUIV are both extreeeeeeeeeeeeeemly unbalanced games - try to WC as Ulm vs. WC as Ottomans - and yet most Stellaris players are Stellaris players because they like Paradox games such as CKII and EUIV. Where extreme unbalancing constitutes much of the charm and replayability.

Now, if you're not a big CKII or EUIV player then fair enough, I'll not accuse you of incoherent double standards and inconsistency, but a great number of people on these forums who complain about Stellaris balance every post have a user icon bedecked in CKII and EUIV expansions, and it always strikes me as extreme hypocrisy that mega-unbalance is good in historical games but bad in Stellaris. And I have never received what I consider to be a coherent defense of this position.

If I have attributed to you personally a set of beliefs that you personally do not hold, then I accept that's my bad. I defend myself only with a Bayesian argument that this incoherent belief system is extremely common, and so my priors are my priors for good reason.
 

Methone

Field Marshal
16 Badges
Oct 27, 2018
7.206
4.607
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
s, and it always strikes me as extreme hypocrisy that mega-unbalance is good in historical games but bad in Stellaris. And I have never received what I consider to be a coherent defense of this position.
Correct me if I'm wrong, but CK and EU both have ways to competently make up for starting in a bad position. Whereas there is no such mechanism in Stellaris. Just look at how, ahem, 'impactful' primitives who reach spaceflight midgame tend to be.
 

Monturiol

Major
Jun 5, 2019
549
108
Correct me if I'm wrong, but CK and EU both have ways to competently make up for starting in a bad position. Whereas there is no such mechanism in Stellaris. Just look at how, ahem, 'impactful' primitives who reach spaceflight midgame tend to be.
Are you telling me you can't win Stellaris games when you start off trapped in your 3-planet starting cluster by the Maraurders for 90 years?
Because I can.
That AI-controlled post-primitives don't do very well is on the AI, which... is certainly an issue, but not entirely germane to the topic at hand.
 

Methone

Field Marshal
16 Badges
Oct 27, 2018
7.206
4.607
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
Are you telling me you can't win Stellaris games when you start off trapped in your 3-planet starting cluster by the Maraurders for 90 years?
Because I can.
Sure, but that's because the AI's incompetent and will still have 30k fleets in 2400. Any result that requires the preface "This only works because the AI is bad" shouldn't be counted, for obvious reasons.
 

SeekingEtermity

Lt. General
35 Badges
Dec 14, 2018
1.483
1.491
  • Stellaris: Humanoids Species Pack
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Ancient Space
  • Pillars of Eternity
  • Europa Universalis III: Collection
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Magicka 2
  • Stellaris: Synthetic Dawn
  • Semper Fi
  • Majesty 2 Collection
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Cities in Motion 2
It's only 15% science bonus, and either +8 scientist jobs or -6 districts depending on if it's a central spire or dense ruins.
"Only" as much science as three trait points worth of bonuses. That's assuming you only get one of Dense Ruins or Central Spire, too; normally you get both of them, so you get +30% science, which is 3x as good as Intelligent. And yes, you lose 6 districts, but even if you start with Broken Spire and need to cough up the (relatively) huge pile of money early on to remove the blocker, +8 scientists is as good as four building slots in the early game.

Finally, don't forget that you presumably turn it into an Ecumenopolis, and that you'll probably still get your Rubricator world. The empire that takes this origin will be swimming in research.
 

Fermi's_Solution

Second Lieutenant
32 Badges
Oct 28, 2019
186
21
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
My point is that CKII and EUIV are both extreeeeeeeeeeeeeemly unbalanced games - try to WC as Ulm vs. WC as Ottomans - and yet most Stellaris players are Stellaris players because they like Paradox games such as CKII and EUIV. Where extreme unbalancing constitutes much of the charm and replayability.

Now, if you're not a big CKII or EUIV player then fair enough, I'll not accuse you of incoherent double standards and inconsistency, but a great number of people on these forums who complain about Stellaris balance every post have a user icon bedecked in CKII and EUIV expansions, and it always strikes me as extreme hypocrisy that mega-unbalance is good in historical games but bad in Stellaris. And I have never received what I consider to be a coherent defense of this position.

If I have attributed to you personally a set of beliefs that you personally do not hold, then I accept that's my bad. I defend myself only with a Bayesian argument that this incoherent belief system is extremely common, and so my priors are my priors for good reason.
I disagree with the premise of your argument, on the grounds that Crusader Kings 2 is marketed as a historically accurate strategy game. It's unfair because history is unfair, the game tells you this straightaway, and then challenges the player to change history.

Stellaris does no such thing. Any person would be perfectly within their rights to complain about balance issues in a game that doesn't use CKII's marketing strategy, because the basic assumption of any normal game is that it will be a fair and balanced experience.

So, no, not hypocrisy. Your arguments so far strike me as illogical from anything other than an apologist's perspective, where the point of the argument isn't to be consistent with itself, but to be consistent with the idea that the game cannot be wrong.
 

SeekingEtermity

Lt. General
35 Badges
Dec 14, 2018
1.483
1.491
  • Stellaris: Humanoids Species Pack
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Ancient Space
  • Pillars of Eternity
  • Europa Universalis III: Collection
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Magicka 2
  • Stellaris: Synthetic Dawn
  • Semper Fi
  • Majesty 2 Collection
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Cities in Motion 2
Agreed. 20 to 30 years would be much better because your colonies will potentially still be significantly under-developed. Also, does the shattered homeworld provide mineral resources in the same way that cracking a planet does?
What I expect it to do (and what my mod for this origin does) is actually give alloys, which also unlocks the mining district option on the habitat.

And no, these free alloys are not overpowered. They're a partial compensation for a painful penalty, because habitats (technically, their capital buildings) have a five alloy upkeep and that's enough to cripple your early-game alloy income (especially if you start with two habitats, which at present is mandatory if you want both generator and mining districts as a non-gestalt). That's before you consider how outrageously expensive (in alloys) habitats are by early-game standards, and the fact that you still need to build a colony ship to actually inhabit them.
 

Fermi's_Solution

Second Lieutenant
32 Badges
Oct 28, 2019
186
21
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
"Only" as much science as three trait points worth of bonuses. That's assuming you only get one of Dense Ruins or Central Spire, too; normally you get both of them, so you get +30% science, which is 3x as good as Intelligent. And yes, you lose 6 districts, but even if you start with Broken Spire and need to cough up the (relatively) huge pile of money early on to remove the blocker, +8 scientists is as good as four building slots in the early game.

Finally, don't forget that you presumably turn it into an Ecumenopolis, and that you'll probably still get your Rubricator world. The empire that takes this origin will be swimming in research.
Wait, there's variety in relic worlds? I thought they were all the same. In fact, I've only ever gotten the same exact feature loadout every single time I've found a relic world.

And on that note, I've never found a relic world outside the pre-scripted events.

(especially if you start with two habitats, which at present is mandatory if you want both generator and mining districts as a non-gestalt)
Minor correction: it's possible, albeit weird and gimmicky, for a non-gestalt empire to get both energy and mining districts on a habitat. It requires the planet to have both mineral and energy deposits, and this causes the habitat to lose its leisure district. If you want to try this, you can do it naturally with the Dragon's Horde planet, or you can force it to happen with the Surveyor artifact.

I'd much rather have two habitats though, because trying to squeeze 24 pops into one itty bitty sardine can while still meeting all my basic resource needs and stockpiling alloys for another habitat and still having room for hydroponic farms sounds like a thrice-damned nightmare.