ORIGIN: ENLIGHTENED
You were primitives until very recently. You begin the game as the protectorate of an advanced empire.
Your overlord is a hegemonic star empire, and you live on one of its guaranteed habitable worlds. You begin the game with significantly less infrastructure than normal empires, but have a 50% bonus toward researching technologies your Overlord has unlocked.
Your protectorate has the Fuedal Society civic, allowing you to expand as needed.
If you are friendly with your overlord by the time you reach 50% of its tech, thus becoming a vassal isntead of a protectorate, you are given independence or invited into a hegemony (if you or your overlord have the appropriate traditions unlocked.)
If you are unfriendly with your overlord by the time you reach 50% of its tech, or if it attempts to integrate you, you begin a war for independence.
ORIGIN: INVADED
You were primitives until very recently, until an advanced empire with ethics the opposite of yours [Gestalts will spawn instead of pacifists] attempted to infiltrate your society for their own enigmatic and manipulative purposes. The discovery of hostile aliens trying to control your society rapidly united the governments of your world. With captured alien technology, you are able to quickly overtake the alien menace and reclaim both your planet and your solar system. War unlike anything your people have ever known looms, but in the meantime, you must decide how best to use the resources the aliens left behind.
You begin the game with an entyr in your situation log and an archeological dig. The situation log follows the story of how you use a captured alien scientist (Will it be an asset for your espionage, or will you trust the xeno to help lead your research?) while the dig site reveals what the aliens were trying to get from your people while your own scientists reverse engineer their technology. At its conclusion, you gain a powerful relic and must decide to either keep it, or hand it over to the aliens in their hour of need.
You have a Total War CB against this advanced empire, and the story concludes when you have both the relic from the digsite and have either invaded the alien homeworld in turn (or otherwise defeat them in some other type of war) or give them the relic, which removes the CB and greatly pleases them for a time, depending on their ethics and government.
ORIGIN: HELPERS
Restrictions: Cannot be Xenophobe
After an alien freighter from an advanced empire crash-lands on your world, your people united to help heal the survivors and repair their ships. This process enlightens your civilization. Better still, the survivors turn out to be important dignitaries of an alien world (or speicalized, important aspects of a gestalt empire).
You begin the game with an Advanced Empire nearby (but not immediately next to you) that has a +500 attitude modifier with you. Trade deals with this empire do not cost influence (as they are eager to repay their debt to you) and they will come to your aid if you are attacked.
Origin: Delicious
Restrictions: Must be hivemind, determined exterminator, or fanatic xenophobe
Aliens came to study you, but in turn, they were teachers. They taught you that they taste excellent with paprika. They also left behind a bunch of neat stuff once you'd finished them all off.
You begin the game with advanced infrastructure in your home system and an asset (organs) for a nearby Advanced Empire (which behaves as if you have had a hostile first contact).
This empire's race has the Delicious trait.
You were primitives until very recently. You begin the game as the protectorate of an advanced empire.
Your overlord is a hegemonic star empire, and you live on one of its guaranteed habitable worlds. You begin the game with significantly less infrastructure than normal empires, but have a 50% bonus toward researching technologies your Overlord has unlocked.
Your protectorate has the Fuedal Society civic, allowing you to expand as needed.
If you are friendly with your overlord by the time you reach 50% of its tech, thus becoming a vassal isntead of a protectorate, you are given independence or invited into a hegemony (if you or your overlord have the appropriate traditions unlocked.)
If you are unfriendly with your overlord by the time you reach 50% of its tech, or if it attempts to integrate you, you begin a war for independence.
ORIGIN: INVADED
You were primitives until very recently, until an advanced empire with ethics the opposite of yours [Gestalts will spawn instead of pacifists] attempted to infiltrate your society for their own enigmatic and manipulative purposes. The discovery of hostile aliens trying to control your society rapidly united the governments of your world. With captured alien technology, you are able to quickly overtake the alien menace and reclaim both your planet and your solar system. War unlike anything your people have ever known looms, but in the meantime, you must decide how best to use the resources the aliens left behind.
You begin the game with an entyr in your situation log and an archeological dig. The situation log follows the story of how you use a captured alien scientist (Will it be an asset for your espionage, or will you trust the xeno to help lead your research?) while the dig site reveals what the aliens were trying to get from your people while your own scientists reverse engineer their technology. At its conclusion, you gain a powerful relic and must decide to either keep it, or hand it over to the aliens in their hour of need.
You have a Total War CB against this advanced empire, and the story concludes when you have both the relic from the digsite and have either invaded the alien homeworld in turn (or otherwise defeat them in some other type of war) or give them the relic, which removes the CB and greatly pleases them for a time, depending on their ethics and government.
ORIGIN: HELPERS
Restrictions: Cannot be Xenophobe
After an alien freighter from an advanced empire crash-lands on your world, your people united to help heal the survivors and repair their ships. This process enlightens your civilization. Better still, the survivors turn out to be important dignitaries of an alien world (or speicalized, important aspects of a gestalt empire).
You begin the game with an Advanced Empire nearby (but not immediately next to you) that has a +500 attitude modifier with you. Trade deals with this empire do not cost influence (as they are eager to repay their debt to you) and they will come to your aid if you are attacked.
Origin: Delicious
Restrictions: Must be hivemind, determined exterminator, or fanatic xenophobe
Aliens came to study you, but in turn, they were teachers. They taught you that they taste excellent with paprika. They also left behind a bunch of neat stuff once you'd finished them all off.
You begin the game with advanced infrastructure in your home system and an asset (organs) for a nearby Advanced Empire (which behaves as if you have had a hostile first contact).
This empire's race has the Delicious trait.
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