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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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Foefaller

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  • Code doesn't allow mobile habitats.

Well, the code apparently allows mobile starbases, if the Juggernaut coming with the Federations DLC is to go by.

And would the issue be "Can you make a colony move like a ship?" I figure it would be more "Do you need a 'real' colony to have pops/planetary management?"
 

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.

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.

Yes.

In fact, now that they updated the description of the Void Dwellers, it's basically confirmed they don't start with the voidborn perk. They will start the game with 3 Habitats and the Tech to build more.

Of course they can give them a special unique tech that reduce the Habitat alloy cost, but the Pop production bonus points they changed the buff direction.

And dude... you can still colonize any planet. You just need aliens or robots to send to the new planets while your species live on the Habitats.
 

Unendingfear

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I sincerely hope there’s a way to at least influence the appearance/name of the federation allies that will spawn. I like to play with entirely preset galaxies when I play.
 

CastielDrake

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Regarding Authoritarian / Spiritualist Empire - Origins

I would love to see a stratified style origin that let's you limit ruler class to your founding species, but then allows all other specials to be workers and specialists in service to the god emperor - knowing their place in society without locking them into just being slaves.

This might just be a personal preference, but I currently find it limiting that you can't allow a species to be workers and specialists - either they are slaves or everything.
 

Guderian's Wild Ride

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Regarding Authoritarian / Spiritualist Empire - Origins

I would love to see a stratified style origin that let's you limit ruler class to your founding species, but then allows all other specials to be workers and specialists in service to the god emperor - knowing their place in society without locking them into just being slaves.

This might just be a personal preference, but I currently find it limiting that you can't allow a species to be workers and specialists - either they are slaves or everything.

Doesn't the "Residence" citizenship option do everything you want already?
 

Gamgy

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Doesn't the "Residence" citizenship option do everything you want already?
Last time I tried such approach I end up in very upsetting situation =(
When species have "Residence" rights they can get rules jobs on planet. BUT. BUT!!!!!!!!! They do not benefit from amenities. With sad rules you have very bad mood on the planet =(
And the other option is to make them slaves =(

Honestly, I think this is a bug.
 

Gamgy

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From excess of amenities. But, yeah: it should restrict ruler jobs for residents to both be usable and make sense.
For me it is also does not make sense why "residence" does not benefit from the excess of amenities. I mean in real life if I live in country where I have only resident permit(but not citizenship), I am still can go to the cinema/club and have fun there. BUT I can't get some specific jobs(in government/military for example).
 

HugsAndSnuggles

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For me it is also does not make sense why "residence" does not benefit from the excess of amenities. I mean in real life if I live in country where I have only resident permit(but not citizenship), I am still can go to the cinema/club and have fun there. BUT I can't get some specific jobs(in government/military for example).
Not necessarily. Think second-class citizens: you can go to some cinema/clubs, but in majority of cases (especially, "finer" establishments) you'll get turned down.
 

Methone

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The description of the Juggernaut says he is a Starbase.

"(...) like the Juggernaut, a massive mobile starbase that provides a moveable repair base even in enemy territory."
Yeah. A Titan with nanobot aura.
 

G S Palmer

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Yeah. A Titan with nanobot aura.
I'm pretty sure they've said it can upgrade ships too. Especially since the design image shows it having hangars.
 

Fermi's_Solution

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Yes.

In fact, now that they updated the description of the Void Dwellers, it's basically confirmed they don't start with the voidborn perk. They will start the game with 3 Habitats and the Tech to build more.

Of course they can give them a special unique tech that reduce the Habitat alloy cost, but the Pop production bonus points they changed the buff direction.

And dude... you can still colonize any planet. You just need aliens or robots to send to the new planets while your species live on the Habitats.
I'm wondering why you took the effort to respond to a post I'd made before the info update, just to tell me after the info update that I'd guessed the future incorrectly.