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Urloc the Great

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Mar 10, 2019
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Ok, so I saw some quite interesting ideas for origins in the Dev Diary today.
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-155-origins.1250456/

To not cludder the dev diary thread up with suggestions, how about we put them into a seperate (this) thread?

Ok, I will start:

Space Papacy:

Requires: authoritarian and fanatic spiritualist ethics

What it provides: Subjects provide you with some of their unity production. Vassals provide you with energy, while Tributaries pay more energy than usual.


Edit:
That sounds more like a civic than it does an origin. A nice idea for a civic, though.

Thanks, moved that idea into the other thread.

Edit 2:
I got two:
Nanite Replicas:

- Disables factions (as a result the ethics you choose at the start will be "locked" as you can't change them without factions)
- Hull and Armor regenerates at 0.5% per month.


Stamped out Rebellion:
-10 Stability, +10% Job Output, +10% Firerate

If a part of the empire rebels and wins it gets the following origin:
Successful Rebels:
+10 Stability, +20% Job Output, +20% Firerate
 
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Ok, so I saw some quite interesting ideas for origins in the Dev Diary today.
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-155-origins.1250456/

To not cludder the dev diary thread up with suggestions, how about we put them into a seperate (this) thread?

Ok, I will start:

Space Papacy:

Requires: authoritarian and fanatic spiritualist ethics

What it provides: Subjects provide you with some of their unity production. Vassals provide you with energy, while Tributaries pay more energy than usual.

That sounds more like a civic than it does an origin. A nice idea for a civic, though.
 
Normal Empire Origins:
Population Boom - Begin with increased starting pop (perhaps make some of them hidden behind a blocker for balance)
Pre-FTL arks - Begin in a federation with ai colony's that were settled centuries ago but lost contact
The Shrouds Scion - Begin with a leader with the chosen one trait
Voidfarer - Start with a shattered homeworld and a large habitat instead. Habitat habitability and increased sprawl penalites, increased space station output.
Supercomputer AI - Have the empires leader be an immortal ai, rogue servitor without the rogue.
Humble Beginning - Start as an enlightened primitive vassal to an advanced start ai.
Shareholder Lords - Can deplete and damage colonized planets for increased output.
Twin-kind - A planet in starting system will have a pre-ftl civ.
Genetic Potential - Homeworld has a pre-sapient with unique trait that can be uplifted.
Cloners - The main species is full of clones. Lower leader starting age and start with higher levels. Increased popgrowth but reduced habitability.
Precocious Civility - Start with an extra civic point
Innate Perfection - Start with an extra trait point
Automata Worship - A spiritualist that doesn't hate machines. Start with 1 single sapient machine pop. No machine faction issues. Will need sapient = yes/no for machines tho as currently machine sapience is empire wide not pop.


Machine Empire Origins:
Individual thought - Machine pops have individuality and happiness
Viral Agent - Machine empire that can infect other machine empire/robot pops with their own version of criminal syndicate branch office for bonuses.
Space Miner Bot - Increased mining station output but highly increased empire sprawl penalties of colonies
Last Survivor - A nice coexist machine empire. The last surviving makers pop is still on the planet but can't reproduce due to sterility from unknown cause. Machine was made as child race so makers can kindof live on. This machine type can have bio pops without enslaving them.
Automated Stock Trader - Can use tradevalue and commercial pacts. Trade value converted straight to energy credits at higher rate. Branch office buildings give tradevalue for small amount of crime.

Hivemind origins:
Symbiosis - Hivemind wants to coexist with others, can build special "branch offices" that help.
Sociality - Hivemind has Leader pops and non-leader drones like an ant hive.
 
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"Unlikely turn of Events": Background for the "United Nations of Earth" humans. about 2 centuries before the start of the interstellar age the self inflicted destruction of the home planet seemed inevitable, but somehow they fixed all the problems in time and their society not only survived but even started to reach for the stars in earnest.

effect - empire has a higher chance of getting lucky in any RNG based event
 
Nomadic, but not by choice.
Your star just went supernova so now you are looking for a new home. Start with 2 colony ships, 2 science vessels and have influence and alloy free level 0 star-base construction in any system that you have a colony ship. Oh, and your first planet colonized finishes instantly, with extra pops.
 
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If we get a political rework, I'd like an origin civic where your Empire is split into multiple governments. You have new policies, new events, and unique challenges in expansion and colonization. It could work like a federation with shared borders and resources at a very basic level. And there could be at least one government that's more of a pain to work with. I'm not sure if you could eventually merge into a single government, later into the game. But I'm sure it'd be wanted.
All this being said, I'm not sure how this would be implemented, and how building up planets and such would work... like whoever has the dominant government and their ethics is the one you basically "play as" for a time (until someone else rotates in)? Or maybe something like the feudal system civic could be expanded for each government type instead. I don't really know with this.

Maybe an origin where hive minds are xenophilic like the nu-baol, and can do more open diplomacy with other empires.

Hive mind origin that's basically like Driven Assimilators
 
Irradiated Evolution -start on a tomb world with tomb world preference, but for balance you also have the Mutant trait which costs three points, making you take more negative traits. Perfect for a hivemind of mutant cockroaches.
 
Ok, so I saw some quite interesting ideas for origins in the Dev Diary today.
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-155-origins.1250456/

To not cludder the dev diary thread up with suggestions, how about we put them into a seperate (this) thread?

Ok, I will start:

Space Papacy:

Requires: authoritarian and fanatic spiritualist ethics

What it provides: Subjects provide you with some of their unity production. Vassals provide you with energy, while Tributaries pay more energy than usual.
Post-Supernova

This empire evolved on a world that formed after its star went supernova (Your choice of Black Hole, Neutron Star, or Pulsar home star). The world is a desolate tomb, yet its denizens have managed to prosper in this bleak environment.

Habitability is 'Dead World' habitability, granting +100% Tomb World habitability and +50% to everything else. Because straight-up Tomb World habitability is OP.
 
Post-Supernova

This empire evolved on a world that formed after its star went supernova (Your choice of Black Hole, Neutron Star, or Pulsar home star). The world is a desolate tomb, yet its denizens have managed to prosper in this bleak environment.

Habitability is 'Dead World' habitability, granting +100% Tomb World habitability and +50% to everything else. Because straight-up Tomb World habitability is OP.
But, this is MORE habitability than the current “post apocalyptic”civic gives you.
 
But, this is MORE habitability than the current “post apocalyptic”civic gives you.
And you don't get the +10 leader lifespan, either.

There's a huge difference between the Survivor trait post-apoc gives, and full-on Tomb World habitability.
 
Discarded experiment: your progenitors rejected you in ages long passed...but never forgotten.

Exogalactic refugees: Your galaxy was doomed. Your mother-ark has found you a new world. It isn't home, but maybe it can become home eventually.
 
I'd like to see a clear divide between stuff that can't be removed during the game (Origins) and Civis that can all be exchanged during play.
I would prefer some unremovable civics to remain as civics. Fanatic purifiers first and foremost, should not be an origin as if it were it could not be combined with a Gaia start or a tomb world start.
 
“Space ameba” live in an asteroid belt in your home system in great numbers. Instead of actually developing FTL, you can build little space chariots where you tie your sub-light ship behind a “space ameba” and try to get it to take you where you want to go.

Or replace ameba with those Tianki (sp?) space whales.
 
Precursor.
You are the precursor empire. You will never find any relics of the past, fallen empires, anomalies with previous species as the plot, etc. The galaxy has only you. For now.

You get a time head-start, but soonish other races will reach FTL and they will have a lot of bonuses that will make them way outcompete you if you don’t befriend or kill them quickly.
 
Hive-born

For Hivemind only: Starts on a Hive world.
Hive world terraforming is already unlocked and much cheaper and faster, terraforming costs food.
Your species gets a big habitability malus for anything thats not a Hiveworld.
Your species gains big ressource output, growth and stability bonues when living on a Hive world.
 
Hive-born

For Hivemind only: Starts on a Hive world.
Hive world terraforming is already unlocked and much cheaper and faster, terraforming costs food.
Your species gets a big habitability malus for anything thats not a Hiveworld.
Your species gains big ressource output, growth and stability bonues when living on a Hive world.
Gotta disagree on the hive world ascension already being unlocked. You don't have the ability to make gaia worlds from the start with Life-Seeded, why would you get it with this?
 
Hive-born

For Hivemind only: Starts on a Hive world.
Hive world terraforming is already unlocked and much cheaper and faster, terraforming costs food.
Your species gets a big habitability malus for anything thats not a Hiveworld.
Your species gains big ressource output, growth and stability bonues when living on a Hive world.
We're coming up with neat origins ideas, not backhanded hints about Hive Mind balance.
 
I would like to see a civic that changes the starting system in some way. Like placing an nebulae in and around it with a zro deposit to exploit. A resource rich asteroid ring that offers various rare resources like gases or crystals. Or other habitable planets and Terra forming candidates in your starting system.
 
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