What origins would you like to see?

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Not a new origin, but I would like the Remnants origin to be reworked so it has more depth to it. Encountering pieces of your old empire across the galaxy beyond mere modifiers, pops of your own species scattered around the worlds of others, ancient megastructures with your fingerprints, wreckage of ancient ships all around. The origin would also slightly alter your neighbouring empires' perception of you and your species to show how you were once dominant. Some might resent your kind from legends of your terrible deeds, while others might revere your empire from their tales of glory (this could be at random, or depending on ethics, or you could decide your general pre-history via event like at the start of Imperial Fiefdom). An archeology story arc like the one from On The Shoulders of Giants or a narrative situation like in Knights of the Toxic God would make it perfect.
 
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Locus, your people have a natural urge to consume all resources once the population of your species reaches a certain size. increases resource production greatly but turns the world into a barren world in a ___ number of years.

Raiders, natural born raiders your species rarely acknowledges the borders of other species, closed borders do not keep them out of your borders only peace treaties. Allows for a enhanced raiding bombardment stance through a policy they can either generate small amount of basic resources or adv resources ( alloys, unity, research) per tick.

ultra compatible your species is capable of adapting and changing their bodies to accommodate any interaction - starts with xenocompatibility and diplomatic + espionage bonuses. Special shapeshifter trait which gives them a base increase to habitability and no happiness loss from habitability.

Nanites robot origin Start as a gray goo like robot empire home world stripped clean of life nothing but a barren world, and nanite habitats. Can turn worlds into nanite worlds which produce basic resources but can not colonize worlds. Instead makes habitats to expand and produces advanced resources.

Organic builders: creates ships and buildings out of organic matter all ships and buildings have food upkeep, structures cost minerals and food. Ships cost alloys+food. Ships have regen baseline, but lower hull points.

Divided society : take opposing fanatic ideologies but has a stability penality + a story to unify upposing ideology into a twisted version of both ideology.
 
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Supernova: Doomsday, but it's your star that explodes.
 
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Raiders, natural born raiders your species rarely acknowledges the borders of other species, closed borders do not keep them out of your borders only peace treaties. Allows for a enhanced raiding bombardment stance through a policy they can either generate small amount of basic resources or adv resources ( alloys, unity, research) per tick.
This just sounds like a rework of Barbaric Despoilers.

Nanites robot origin: Start as a gray goo like robot empire home world stripped clean of life nothing but a barren world, and nanite habitats. Can turn worlds into nanite worlds which produce basic resources but can not colonize worlds. Instead makes habitats to expand and produces advanced resources.
This sounds interesting, feels a bit like a combination of Terravore and Void Dwellers. I like it.

Organic builders: creates ships and buildings out of organic matter all ships and buildings have food upkeep, structures cost minerals and food. Ships cost alloys+food. Ships have regen baseline, but lower hull points.
Seems like it'd be better as a civic than an origin, but I like it. Kinda adjacent to Catalytic Processing tho. Also, we really really need to finally get an organic shispet.
 
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Doomsday-Lite
Your planet is going to explode! But you have a Habitat over it already, and you have the Orbital Habitats tech to build more. You're not Void Dwellers, but you're not going to lose the game from bad luck either. You will probably live in a bunch of Habitats for a while, but you are not Void Dwellers, and you prefer a specific planet type.

Titanic Cradle
Your homeworld is a moon around a gas giant, and your neighboring moons are either habitable or terraforming candidates. Smaller homeworld (size 15), but 2x guaranteed habitables (also smaller than usual) in your home system.

Interloper
You are lithoids who broke off of a rogue planetoid which shattered a decrepit Ring World. Basically just Shattered Ring except you're Lithoids with the Calamitous Birth colony ship option.

Awoken
You are the robots from the In Limbo event. You play as a regular empire except you're robots with special Engram Adaptation Factory which works like the Clone Army ancient vats: it very rapidly produces ~20 pops which die off if the factory is removed, and you can only build 3 of them unless you go Synth Ascension. Your founder pops can take any jobs, and benefit from techs which boost robots, but initially get no bonuses or penalties. (You can still build regular robots which have all normal robot restrictions on jobs, though that competes for the Assembly box, and you can grow bio pops since you're a regular empire.) Has trade, CG, etc. and can grow food. Founder pops have no traits until Robomodding.

Drift
Start with Jump Drives. Dimensional interlopers ("Warp Beasts") will attack your systems regularly, and they can destroy starbases, so you are penalized for expanding beyond what you can protect. Midgame you get an event chain to stop the attacks (after which you can blob out with no mechanical limits as normal).
 
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"Odd Couple" - Start with a discounted Defensive Pact with a nearby AI empire that occupies a guaranteed habitable, but it's guaranteed to have at least one opposite ethic. It could have a story event where you choose to strengthen your national ties despite cultural differences or decide that your divisions are irreconcilable and devolve into rivalry.
 
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Hive Keeper
- Regular empire starts with some Hive Mind pops in a special building (10 housing)
- Hive pops can only take Worker jobs and Drone jobs
- Can use conquered Hive Mind pops

Top-Down Management
- Authoritarian MegaCorp required
- Start in a Habitat over your home world, which has no capital building
- Stability is shared between habitat and planet, so Rulers / Enforcers / Entertainers in orbit suppress workers below
These are both great ideas.
 
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Doomsday-Lite
Your planet is going to explode! But you have a Habitat over it already, and you have the Orbital Habitats tech to build more. You're not Void Dwellers, but you're not going to lose the game from bad luck either. You will probably live in a bunch of Habitats for a while, but you are not Void Dwellers, and you prefer a specific planet type.
I'd change the name, but I like the idea. Actually a good alternative to Void Dwellers where you can build Habitats early in exchange for losing the homeworld and the guaranteed worlds, but are not confined to the Habitats.

One issue with playing as Void Dweller Humans is that while it has some great roleplay potential with a toxic Earth, it also traps you on the Habitats even once you find a suitable Continental replacement for Earth.
 
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I think there's an archeological site that is about an ancient civilization's logs on shroud experiments, or something like that. Can't remember, some time ago I got the site.
(It mentioned drones becoming deviant or something, so its either a hivemind or robots, both of which cannot normally access the shroud)
 
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It's probably been said before, but I'd like a version of Syncretic Evolution where the second species isn't Servile.
 
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Uplifter:

Where others see mere brute instinct, your civilization sees potential. As you ascend to the stars, you will bring the cleverest fauna in your domain with you—as partners, or as servants.
  • Start with 3 pre-sapient pops on your homeworld, and 75% progress towards the Epigenetic Triggers tech, which remains a persistent research option
  • Upon uplifting the pre-sapients on your HW, gain access to the Sapience Genotype Catalogue, which can be activated once per 10 years to generate 3 pre-sapients on a random world in your empire (similar to the Omnicodex, but for pre-sapients)
  • -50% cost for Uplift projects
  • Requirements: not Xenophobe, genocidal, or pure Machine Intelligence (but Assimilators or Servitors would get access)
 
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Is this a tease…? :oops:
 
This just sounds like a rework of Barbaric Despoilers.


This sounds interesting, feels a bit like a combination of Terravore and Void Dwellers. I like it.


Seems like it'd be better as a civic than an origin, but I like it. Kinda adjacent to Catalytic Processing tho. Also, we really really need to finally get an organic shispet.
Basically the jest of it, Barbaric despoilers are disappointing and they seem more willing to make origins have power behind them then a civic so the idea of viking like culture seems a good origin to me.

Yah machines need more options a new origin would be great, even hives have more origins.

yah it might be better as a civic it does need to come with a ship set+ building set. Maybe it could be in some sort of species pack similar to toxiods dealing with mainly the theme of ant colony or bee colony like species. Yes we have insects but they don't represent ants or bees very well, and their unique hierarchy.
 
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This wouldn't necessarily be a bad idea, although there are potential to balance concerns stemming from having two subjects right off the bat.
Sure, but a lot of origins aren't really balanced for MP -- allowing the host to blacklist various specific Origins / Civics / Traits / (portraits / shipsets / etc.) would be better than reducing SP variety.

And also, I kinda like that the Hegemon origin allows you to start in a Hegemony without the Authoritarian ethic. Merging it into Common Ground would probably take that away.
I don't mind expanding the Common Ground criteria to allow non-Auth Hegemony Federations. Whatever was previously allowed to pick Hegemon should qualify.
 
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Honestly, I'm also just curious what those origins were meant to be:

View attachment 907157

The Escaped Slaves one sounds especially interesting.
Birthed By Calamity sounds like a predecessor to Calamitous Birth, where you descend from a fallen Space Amoeba.

Eldest Sibling sounds like Common Ground, or the opposite of Lost Colony.

Narrow Escape sounds like Void Dwellers with actual plot behind it.

Observed Devolution sounds like Remnants and On The Shoulders of Giants.

Purged But Unbroken sounds like Knights of the Toxic God.

Shroud-Touched sounds like Teachers of the Shroud.

Third Time's the Charm sounds like a mixture of Remnants and Post-Apocalyptic.

The others sound like artifacts of the original "choose your starting government type" system, to be honest, that didn't port over in testing.
 
I just want a pre-FTL start, where you have to research most of the current starting technologies, even things like starbases(meaning you start without controlling your home system, just like primitives). Similar to 1.0 Stellaris, but taken further. Mark it as a challenging origin, it doesn't need to be balanced. It's just fun for people who like the "humble beginnings" aspect of 4X games, like how Civ starts you with a single settler and a scout.

Could include having a low habitability colonizable planet in your home system - allowing you to colonize another planet before getting basic FTL tech! After researching colony ships, that is.
 
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I just want a pre-FTL start, where you have to research most of the current starting technologies, even things like starbases(meaning you start without controlling your home system, just like primitives). Similar to 1.0 Stellaris, but taken further. Mark it as a challenging origin, it doesn't need to be balanced. It's just fun for people who like the "humble beginnings" aspect of 4X games, like how Civ starts you with a single settler and a scout.

Could include having a low habitability colonizable planet in your home system - allowing you to colonize another planet before getting basic FTL tech! After researching colony ships, that is.
Tweaking some starting techs could facilitate this.

Anything before Machine Age would require custom techs though, cause as it is now, even without any starting techs you'd effectively be around that level.

Would probably start with Regional Capitals, and one of the first current starting techs researched would probably be Scientific Method. Fission Power would definitely be needed to unlock Nuclear Missiles. Corvettes, Space Exploration, Offworld Construction and New World Protocols would definitely all need both Fission Power and Chemical Thrusters, and Outpost and Starbase techs would both require Offworld Construction first.

You'd start without any districts, and need to research each individual district type. I suppose researching each district could also automatically demolish each respective primitive building type and automatically add a district of that type.

Interplanetary Defense Forces and Space Exploration should probably be moved from Engineering to Society and Physics respectively.

Honestly, as much of an appealing idea it may sound in theory, having to manually research all these techs sounds a bit tedious, and I imagine so would making all this playable in the first place.

So that seems to be the primary concern with any primitive origin; lots of work to make it work, little reward.
 
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