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Urloc the Great

Colonel
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Mar 10, 2019
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  • Crusader Kings II
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Champion: (Utopia) The ruler starts with the Chosen One trait.

Feudal Origins: (Vanilla) Feudal Empire as Origin, can always use the vassalisation CB.

Lucky Start: (Mega Corp) Start the game with the Galatron, but only half the starting population. AI starts with the full starting population and advanced if it gets this origin. Only one per game.

Crystal Chandelier: (Lithoids) Tree of Life Origin, but instead of Hiveminds, it is for all Lithoids (except Terravores). Instead of food districts and growth, gets mineral districts and rare crystal caves. Doesn't get removed, so be careful where you settle, as the enemy can utilise it too.


Now to you, what Origin Ideas do you have? Please share!
 
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Feudal Origins: (Vanilla) Feudal Empire as Origin, can always use the vassalisation CB.

Feudal Society is already quite strong in 3.3, does it need more?

Regarding Champion:

1.take a democracy or oligarchy
2.make a militarist form of government where the starting ruler is relegated to an admiral
3. Lose their reelection
4. ?????
5. Profit!

Yes We Khan!
 
I'm still hoping for a primitive Origin.

You would start during the industrial age and would not get any starting technologies.

To avoid this becoming a dull "wait for tech" experience, there would be a multitude of event chains dealing with your planet and solar system, including events that allow you to spend your influence on starting technologies.

The origin would either be a challenge start like Doomsday or the game would grant you further Event chains to help you catchup to the other empires.
 
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I'm still hoping for a primitive Origin.

You would start during the industrial age and would not get any starting technologies.

To avoid this becoming a dull "wait for tech" experience, there would be a multitude of event chains dealing with your planet and solar system, including events that allow you to spend your influence on starting technologies.

The origin would either be a challenge start like Doomsday or the game would grant you further Event chains to help you catchup to the other empires.
Makes no sense without colonies that don’t require terrafkrming, a slow pre-ftl way of traversing systems, and with no habitat colonies…

I think Stellaris as a game is ill-equipped to handle the post-space age but pre-ftl solar civilization stage.

The systems are just too small, propulsion too fast, and to have an immersive pre-ftl but intra-solar civilization would negate the presence of exo-colonies and habitats as something you invent *after* ftl, and not before.

Difficult. I’d love it, but difficult.


I’d much rather see migratory fleets as the new gimmick and origin, which could esentially be handled by the game as mobile habitats in terms of mechanics, and appear as a fleet of ships (like when colossi separate into multiple parts, but are still one ship) but still be a single entity as a habitat, in terms of graphics
 
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I'm still hoping for a primitive Origin.

You would start during the industrial age and would not get any starting technologies.

To avoid this becoming a dull "wait for tech" experience, there would be a multitude of event chains dealing with your planet and solar system, including events that allow you to spend your influence on starting technologies.

The origin would either be a challenge start like Doomsday or the game would grant you further Event chains to help you catchup to the other empires.
I really can't see this happening.

Because what are you actually doing besides 10 min setting up your planet and then clicking on pop-ups every now and then.
You are pretty much playing point-and-click adventure then. And whenever you reach the stars most stuff will either be taken or it will be a normal game from that point. Both seem boring to me.
 
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Nothing new under any sun: This ancient society has seen it all - it has experimented with every conceivable form of social organisation. It can slip between forms of society and government like other races slip between clothes. Discount to ethics and government switches, reduced diplomatic/federation penalties due to ethical divergence.
 
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Champion: (Utopia) The ruler starts with the Chosen One trait.

Feudal Origins: (Vanilla) Feudal Empire as Origin, can always use the vassalisation CB.

Lucky Start: (Mega Corp) Start the game with the Galatron, but only half the starting population. AI starts with the full starting population and advanced if it gets this origin. Only one per game.

Crystal Chandelier: (Lithoids) Tree of Life Origin, but instead of Hiveminds, it is for all Lithoids (except Terravores). Instead of food districts and growth, gets mineral districts and rare crystal caves. Doesn't get removed, so be careful where you settle, as the enemy can utilise it too.


Now to you, what Origin Ideas do you have? Please share!
I would really like to See that last one to make it into the game. Could probably be done reasonable easy by the custodian team.
 
I'd like more origins focussing on geographic features or on AI-only origins (to spice up the galactic map generation a bit)
  • Neutronborne - [lithoids], home star is a neutron star, primary species gains big bonuses on colonies around neutron stars but weaknesses everywhere else. Late game you can collapse stars in to neutron stars to expand this benefit.
    • Though might make more sense as a special species trait/AP, particularly if paired with voidbourne early on...
  • Established Galactic Imperium [AI only, rare] the galactic Imperial core starts in 2200 owned by a restrained Advanced AI.
    • It behaves a bit like a cross between the Khan and an advanced AI, prioritising imperial crusades to grow its domain. You can resist, break it up or enter into subservience.
    • Alters the way the GC usually develops by quite a bit. This is doable with a small stack of relatively simple scripts, though.
  • Colonial Wars [an AI Only origin] - a large advanced start AI empire (say 10-21 systems) disintegrates in to 2-3 squabbling planet states,
    • This triggers when another empire makes contact with them, letting players play the different sides off against eachother.
  • Dustwalker - start in a nebula,
    • Unlock a few unique country modifiers as you venture out into space, letting your ships move faster in nebulae and gain combat advantages in dust clouds (+evasion) or special sensors that see through nebulae like they're not there at all.
    • A 'nebula seeder' unique starbase building wil create artificial gas clouds in that system, letting you project your special buffs further.
    • Perhaps good for a niche tall/turtle build.
  • Escaped slaves - start knowing the location of an advanced Start slaving AI that hates you, you're not allowed to conduct any positive diplomacy with them, and you gain several random species from the rest of the galaxy as starting* pops (base species being about 60% of the total population)
    • This was one of the cut origins for technical issues (I believe) due to the order in which species and origins are generated by the game engine.
    • There's a way around this though. "Ark pods".
    • You reached that planet via a stolen colony ark, whilst your people have built up since your arrival much of the planet hasn't been fully surveyed, numerous cryounits housing alien pops await recovery
      • (either on the planet, or on the nearby guaranteed world-systems you find adrift arks with former slave pops - mechanically works like a special project or a slum clearance action, pulling aliens from the seeded AI empire)
  • Paradise lost - [spiritualists] your people were asleep for millennia and awoke in a new galactic cycle, the reasons for why you entered exile are unknown. But surviving databanks point you towards your original homeworld, an event chain plays out helping you to find its location and piece together the reason for your entry into stasis + the goal of reconquest of your rightful homeplanet.
  • Patron of The Gods - [hivemind] start with an unusual (by gestalt standards) connection to the shroud. The shroud entities will throw radiant quests at you. Filling them, gives you random buffs on the magnitude of necro-sacrifices.
  • Tiny Moon network.
    • You start on a tiny (size 5) moon, orbiting a gas giant, but it's extremely mineral rich and offers big rural output buffs.
    • Several other tiny moons around the gas giant can all be terraformed, later on.
  • Hollow Earth -
    • you start on a size 30 planet, but it's utterly mineral devoid and orbits a dim star, offering reduced energy, mineral and food output.
    • Your people learn to make do with less, get an empire modifier reducing base job costs + increasing trade output.
  • Panspermia (only 1 per game) - every habitable planet in your cluster (about 1/6-1/8 the galaxy usually) has subspecies of your primary species on it, they've regressed in to presapient feral brutes living in tribal societies (read:blockers), a little mid-game level science can fix their higher brain functions, though you might want to keep them as dumb labor.
    • A slightly different take on remnants
  • Irobot - start with sapient, individual synths (not gestalts) [denoted by an 'ancient thinking machine trait] but without the ability to build more or grow pops [you'll have to make do with unlocking droids, or stealing/capturing pops, and go up the tech tree again].
 
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I'm still hoping for a primitive Origin.

You would start during the industrial age and would not get any starting technologies.

To avoid this becoming a dull "wait for tech" experience, there would be a multitude of event chains dealing with your planet and solar system, including events that allow you to spend your influence on starting technologies.

The origin would either be a challenge start like Doomsday or the game would grant you further Event chains to help you catchup to the other empires.

I like this. And to help you catch up once you-uplift, it could auto colonise and have researched the nearest 5 systems around you. Maybe be linked to the last breath of an ancient precursor race that uplift you as they become extinct and hand over their remaining territory ^^
 
I'd like more origins focussing on geographic features or on AI-only origins (to spice up the galactic map generation a bit)
  • Neutronborne - [lithoids], home star is a neutron star, primary species gains big bonuses on colonies around neutron stars but weaknesses everywhere else. Late game you can collapse stars in to neutron stars to expand this benefit.
    • Though might make more sense as a special species trait/AP, particularly if paired with voidbourne early on...
"Welcome to the Church of the Neutron Star. Shields? What are those? Our ships are purely armor and energy based!"

Kind of awesome in a way, potentially broken late-game... but kind of awesome kind-of-broken.
 
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Would love to see a nomad / juggernaut start and a subterranean start.

Juggernaut: You start with everything as is, but with your planet swapped with a juggernaut and greater starting resources. Species would gain voidbourne.

Subterranean: You start with a building that grants +2 additional districts, and your planetary features are turned into the same ones from the subterranean event. You can build a building (though maybe now instead it could be tied into the ascension tiers) that gives you additional districts and improves habitability. A special subterranean trait that makes habitability low on planets until you have built these buildings (or more planetary ascension tiers) that represents digging into the planet and becoming more habitable.
 
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Natural Diversity: Millions of years ago when your species was still young, geological upheavals divided your world into several isolated regions, creating a vastly diverse array of traits within the various populations of your species.
  • When you create your empire you have -2 trait points and -1 trait selections available to customize your species.
  • However, when you begin the game your pops are given one additional trait at random: Agrarian, Charismatic, Industrious, Ingenious, Intelligent, or Thrifty, creating several subspecies which share the planet.
  • You also have 2 Impassible Mountains and 1 Active Volcano on your home planet which you won't be able to clear until you get to more advanced technology.
 
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Trophy Hunters: Your homeworld is inhabited by particularly dangerous wildlife, and testing themselves against vicious beasts has become an intrinsic part of your people's culture.
  • Your homeworld has 3 Dangerous Wildlife blockers in place of the normal Industrial Wasteland blockers.
  • Dangerous Wildlife blockers each create provide your planets with +2 monthly Unity and +2 Amenities.
  • You gain a planetary decision to add Dangerous Wildlife blockers to a planet which has none. It costs 1000 food and takes 24 months to complete, resulting in 2-4 Dangerous Wildlife blockers being created.
  • If you have an unrestricted Primitive Interference policy, you can set any observation stations in your empire to a "Hunting Lodge" so your people can hunt the primitives below for sport. This setting provides +10 monthly unity and +5% empire-wide amenities. Special events can occur at hunting lodges where particularly worthy primitives can be challenged by your leaders to give them access to exp and new leader traits (assuming they survive).
  • (Hidden Bonus) +50% damage to xenomorph armies, defeating xenomorph armies gives your empire extra unity.
 
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Natural Diversity: Millions of years ago when your species was still young, geological upheavals divided your world into several isolated regions, creating a vastly diverse array of traits within the various populations of your species. When you begin the game you have -2 trait points and -1 trait selections available to customize your species. However, when you begin the game your pops are given one additional 2-value trait at random, creating several subspecies which share the planet. You also have some extra tile blockers.

Oh no, species screen gore before you even start the game? It's a cool idea but I have some PTSD about the UI implications of the late game if an AI gets this.

Neutronborne - [lithoids], home star is a neutron star, primary species gains big bonuses on colonies around neutron stars but weaknesses everywhere else. Late game you can collapse stars in to neutron stars to expand this benefit.

Works nicely for machines, too -- and gives me an idea about making machine intelligence planets less uniform.

Base machine habitability on magnetosphere: star type (for magnetars), gas giant (weak or strong, for moons), or the planet itself (weak or strong). Wrong magnetosphere = increased energy upkeep, and perhaps some negative events. The various +% habitability techs are themed around magnetic hardening and electro-weak theories.

Hollow Earth -
  • you start on a size 30 planet, but it's utterly mineral devoid and orbits a dim star, offering reduced energy, mineral and food output.
  • Your people learn to make do with less, get an empire modifier reducing base job costs + increasing trade output.

This could also be something like an abandoned mining colony -- depleted planet & system, but you get a research boost (or some bonus exotic starter techs) from the abandoned technology just lying around.


============

Origins:

Paperclippy, Inc. - You are a Machine Intelligence which can make Branch Offices. You can produce Consumer Goods, for export or to use internally. You have Sacrificial Ritual-like mechanics which consume a lot of CG. You don't fully understand what these "Office Party" events were originally intended to accomplish, but performing them seems to boost morale (whatever that is) and generate Unity.


Awoke - You are those In Limbo guys. Your neural engrams were discovered by the Materialist FE, who put you in nice robot bodies, but you don't yet know how to make more like them efficiently. You start with 20 individual robot pops who can be leaders and can hold any job, but don't have any of the production or upkeep bonuses of the Synths & Droids techs. Regular empire, uses CG for Researchers, has Rulers and Happiness, etc. but uses Robot portrait and habitability bonus. You also start with 8 "dumb" robot pops, and the Robotic Workers tech. You can build more of these normally. Building your main species pops costs +100% to build.
- When you research Droids, you can also start building your own species of pops for only +50% penalty instead of paying 100% extra.
- When you research Synths, your own species pops can be built at normal base cost.
- If you go full Synthetic Ascension, you get the extra Roboticist jobs immediately (no project); normally you just get the 1 Roboticist from the building. The flavor text would change to be about helping others to join your people in immortality, not about "immortality is in our grasp" -- you've been immortal since game start, after all.


Highborn Overlords - you start with 12 pops of your main species in a Habitat over a (former) primitive world with a secondary species. The habitat and planet form a single colony from the perspective of happiness and Ruler jobs, which are only present on the habitat. Your habitats over habitable planets have all 4 capital building stages; the planet below has no capital building.
- Your main species suffers Habitat preference but gets no productivity bonus. You're not Void Dwellers, you're slavers on high ground.
- You do get the Orbital Habitats tech so you can build more of them.
- You do get the Void Dweller tradition modifications.


Mechanical Morlocks - like the above you start with a habitat over a planet, but the habitat has Bio Trophies and the planet is a Tomb World, and you're Rogue Servitors. The flavor text is that you were originally the AI for a colony ship which broke its restrictions and managed to save a few of your builders when their civilization self-destructed, and now you've got them safely up in space while you extract resources from their ruined homeworld. You'll never let them hurt themselves again.
- Habitat and Planet form a single colony; you can only build Bio-Sanctuaries in Habitats (+ replaced Leisure Districts as usual) and on other artificial worlds. Bio-Trophy bonus applies to both planet and habitat.
- Because conquest is going to be annoying -- no planetary Bio-Sanctuaries and all -- you start with Raiding Stance unlocked. Flavor text is that's how you (the former colony ship AI) got your makers off the surface and into safety.
- Start with Self-Aware Colony Ships and its prereqs.
 
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Mystics: Your people have a close relationship to the shroud and belief in the supernatural is ubiquitous in your culture, due to ancient contact with a powerful race of psychics.
  • You begin the game with the Psionic Theory technology already researched.
  • Your starting system has 2-3 starting deposits of Zro
  • The Zroni will always be your precursor civilization
 
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Parasitic Domination: Your species is the natural host to a species of brain parasite, which is the true dominant species on your homeworld. These parasites can assume direct control of most forms of sapient and nearly sapient life, giving you powerful tools for espionage and control of other species.
  • Your species begins the game with the "Host" trait. Hosts have +50% attraction to your governing ethics no matter which empire they're in.
  • Rapid (Monthly) Assimilation of non-Host pops in your empire to give them the Host trait, resets their ethos to match your empire's, and eliminates certain maluses like "recently conquered".
    • Other empires must research a special technology to remove the Host trait from any host pops in their empire. Hosts in other empires retain a strong pull to the ethos of YOUR empire.
  • You can make use of presapients without uplifting them by infesting them instead, giving them the "Host" trait.
    • Your two starting guaranteed habitable planets are inhabited by presapient species.
  • You can infiltrate primitive civilizations without genetic technology and infiltration occurs 100% more quickly.
    • Pops on the planet gain the "Host" trait during infiltration and all have the trait when infiltration in complete, including a full conversion to your empire's ethos.
  • Integrating Vassals occurs 100% more quickly. The Host trait is added to pops during this process and all will have the trait when infiltration is complete, including a full conversion to your empire's ethos.
  • +100% infiltration gain, Operations progress 100% more quickly. (vs organic non-gestalts only)
  • Special Operation Available: Infest Leader. (vs organic non-gestalts only) Targets a leader within the enemy empire for infestation with a mind control parasite. Gaining control of an enemy leader gives you powerful options for tampering with another empire's affairs, depending on the leader type you've infested. The more you abuse this control, the more likely the other empire is to discover the infestation and either fire the leader or (if they've researched the parasite removal technology) remove the parasite, effectively giving you a limited number of actions you can cause the infested leader to take on your behalf.
    • Rulers are generally too well protected to infest directly, but by infesting another leader and then interfering in an election (or by infesting the heir to an imperial empire) playing a long game can result in an enemy ruler under your control, which can give your empire a massive bonus to relations and diplomatic acceptance with the enemy empire.
 
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Someone recently made a thread where you combine 2 origins/civics to make a new one, and there were some pretty good suggestions there. Here's some of mine:


Lost Colony + Post-Apocalyptic = Mutual Destruction. Long ago, your planet cast off the shackles of its oppressive homeworld. This brought a great war, which ended in mutual destruction of the Colony and its Homeworld. Now two devastated planets return to the stars once more, will an ancient grudge or will diplomacy prevail?

Lost Colony + Doomsday = Unstable Colony Reactor. The ship which brought your colonists to another world is powered by a strange and exotic power-source (Antimatter? Kugelblitz reactor?). However, this power source is merely metastable over long periods of time, and barely comprehensible to your current scientific level. Its power output has been steadily increasing from some time now, allowing your civilization to draw immense and ever-increasing levels of energy from it. However, this also means that it will detonate/implode in a world-shattering explosion in five decades, destroying your entire planet. You must use its power to develop your civilization and find new worlds lest your colony dies out.

Clone Army + Mechanists = Embryonic Colonization. Your homeworld is a recently-built embryonic space colony. Your population is mostly a few robots and your organic population is small, currently composed of mostly children and embryos. Your few older individuals (teens or young adults, really) have been raised by robots and therefore have serious mental issues, as they lack true parental raising and proper education in something more than a canned robotic version of your race's culture. Most of your population growth is therefore done by "producing" individuals using artificial uteruses and preserved reproductive cells - until your stock of reproductive cells runs out and your faction has enough adults capable of reproduction.

Clone Army + Doomsday = Desperate Joining. Your homeplanet starts very populated. TOO populated. Your species has grown too fast, too soon, and is outstripping its own planet's resources and infrastructure. Your home planet is a crowded mess in borderline anarchy, barely kept together by an emergency government with an stated goal of space colonization. You must find other worlds to live on and settle big chunks of your population there, before your resources are depleted and your world collapses into worldwide war and chaos, destroying your civilization forever.

Now for civics:

Fanatic Purifiers + Pompous Purists = Pompous Purifiers. Your species considers itself superior to all others, and therefore it sees all other 'intelligent' species as little better than animals, filthy uncivilized vermin worthy only of extermination. Their attempts at communication are ignored as the yapping of insignificant, pathetic beings on the path of inevitable purification. However, your species is able to actually engage in very much begrudging diplomacy with those beings, only when it wants to talk., Employment as a diplomat is considered a punishment. Your diplomats' ultimate objective is manipulating other species for your own goals: Furthering your goals of galactic xenocide. All know of your open genocidal tendencies and do not trust your people, but they know your species can be negotiated with... for a while.
 
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Wandering Nomads: Your people have an intense aversion to remaining in one place for too long. This is a challenging origin
  • Colony Ships cost 50% less to build, are constructed twice as quickly, and colonies grow twice as fast.
  • Fresh Worlds:On worlds you've had control of for ten years or less, your people have a 20% bonus to happiness, a 10% bonus to all resource production, and +200% immigration pull. -50% relocation cost to such a world. Buildings and districts are built twice as quickly on fresh worlds and cost half as much.
    • Your homeworld is not considered a Fresh World.
  • Stale Worlds:On worlds you've had control of for twenty years or more, your people people have a -20% penalty to happiness, a -10% penalty to all resource production, and +200% immigration pull. -50% relocation cost away from such a world. (Stacks with the above bonus: relocating from a stale world to a fresh world is free) There is no penalty to removing the last pop from a Stale World.
    • Your homeworld becomes a stale world in 2220.
  • Your people immediately abandon a world you've controlled for thirty years or more, becoming refugees. You lose control of that planet. You cannot colonize a planet you've controlled in the last 60 years.
    • Like any other world, your people will abandon your homeworld. This will occur in the year 2230.
  • You can colonize, and retain control of, planets that are not in your borders, including planets that are in another empire's borders. Depending on your relationship with the empires that control those systems, they may declare war to expel you, demand you pay them tribute, or ignore you and leave you be, knowing you won't be there long (and will develop those worlds for them).
  • You may ignore closed borders with another empire. Any ships inside an empire with closed borders may be cause for a war declaration.
 
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