What origins would you like to see?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
I'm going to resuggest the following:

"Disunified Machines"

A race composed of, effectively, Synths, who otherwise act like any other empire, including Trade, Consumer Goods, Factions, and so on. The main difference: their Capital buildings have Roboticists. Obviously, locked into the Sythnoid Ascension.

For Lore purposes, perhaps their AI would take the form of "Blue Box AIs" (or, if you don't want to directly do a Mass Effect shout out, "Beige Box" or "Brown Box"), devices that the civilization knows how to make, but whose software is so closely tied to the hardware (which is itself somewhat inconsistent due to sheer manufacturing complexity) that moving one to another is impossible, with a resulting Individuality "problem".

Some possibilities (feel free to use or ignore):
  • Can be Spiritualists, oddly enough (while most of their bodies are replaceable machines, and their minds are similarly non-organic, the nature of their "brains" is such that they have a strong argument for having "souls" like organics).
  • Suffer a "Arguably Soulless" penalty of -20 (-40 for Fanatic) from Spiritualist Empires (same as Wicked Cyborgs), unless themselves Spiritualist (in which case, their insistence that they have souls is at least taken as a solid counter-argument).
  • By the same token, if Spiritualist, do not receive the usual Materialist bonus for being machines, and probably have a reduced bonus compared to machine GC empires as well.
Some possible weaknesses/trade-offs:
  • -50% Biological/Lithoid Population Growth, -20% Habitability for non-Machines (Your living standards are awkward for non-machines to accommodate to).
  • Increased Consumer Goods requirements (replacement parts)
  • A starting penalty of some kind (perhaps Consumer Goods, perhaps a penalty to Specialist workers) that can be alleviated by researching the Droids and Synths technologies.
 
Last edited:
  • 8Like
  • 1
Reactions:
I kinda wish there was a generic knights origin that had similar knight themes as the toxic god one without the roleplaying getting disrupted. I'd play it even if it was outright worse than the toxic god version.

I like generic origins. I wish there were more "planetary unification" type benign ones.
 
  • 12
  • 4Like
  • 1
Reactions:
A Origin with a immortal emperor to start with, developing special traits and abilities over time. Maybe even similar to the decisions for the Knights of the toxic god. But each decision boost the ruler and not certain pops. In addition this could align with special events or even diplomatic actions e.g.

So many options here.
 
  • 7Like
  • 2
Reactions:
For me:

- The cut "War of the Worlds" origin. You'd start with a primitive civilization in your starting system at the expense of a neighboring habitable world and have some choices what to do with them. They'd obviously have to change the "enlightened primitives automatically take the entire system no matter what" thing first.

- Slave rebellion. Something like Imperial Fiefdom except you start as slaves who broke away from their interstellar masters.

- Convergent Evolution. Like the Altarians in Galactic Civilizations, you'd start with a neighboring empire of your same species. Unlike Lost Colony, neither would be advanced empires.

- Cybernetics origin. You'd start with progress in cybernetics like how Mechanist and Teachers of the Shroud currently work.

- Obligatory hive world origin.

What about you guys?
I would love if the freed slaves origin also had situations, like knights of the toxic god a little bit, building towards a liberation war against your original oppressors.
 
  • 1Like
Reactions:
I kinda wish there was a generic knights origin that had similar knight themes as the toxic god one without the roleplaying getting disrupted. I'd play it even if it was outright worse than the toxic god version.

I like generic origins. I wish there were more "planetary unification" type benign ones.
Yeah, it feels like such a weird mix of random unrelated concepts just mashed together, just to fit into a toxic-themed DLC.

Like, why is this specific backstory about a homeworld devastated by a toxic collossus required to play as a knightly order?
 
Last edited:
  • 9
  • 1Like
  • 1
Reactions:
Yeah, it feels like such a weird mix of random unrelated concepts just mashed together, just to fit into a toxic-themed DLC.

Like, why is this specific backstory about a homeworld devastated by a toxic colossus required to play as a knightly order?
Yeah.

I LOVE it but I feel super boxed in roleplaywise.

I would easily have played two weaker versions of the origin, one toxic ship themed and one knight themed.

I understand the knights need a quest but a more generic shroud quest would be a lovely option.

"Knights of the shroud god" and "Knights of the machine god" would be two fun spin off origins with the same style but different quests with different outcomes.
 
Last edited:
  • 9Like
  • 3
Reactions:
A ringworld sol variant of the shattered ring origin, with an archeological dig site on the interloper where you get habitats tech from completing the dig

also not an origin but a civic. i'd like to see a civic to change spiritualist focus from psionics to cybernetics aka "cult of the machine god" that still doesn't like AI but embraces implants and technology. i want tech-priests and cyborg armies.
 
  • 5
  • 1Like
Reactions:
I kinda wish there was a generic knights origin that had similar knight themes as the toxic god one without the roleplaying getting disrupted. I'd play it even if it was outright worse than the toxic god version.

I like generic origins. I wish there were more "planetary unification" type benign ones.
I think there was a mod that did an ethics-based planetary unification origin. Wasn't interested in it, but it should be at the Steam Workshop somewhere.
 
  • 1
Reactions:
I've brought it up a few times and convinced at least one of the devs it's a good idea:

A pair of origins that are "Vassal" and "Overlord", intended for multiplayer.
Guarantees a spawn close to one another and makes all "Vassal" origin players a vassal of the "Overlord" player. (Conflict resolution with multiple "Overlord" players would have to be implemented. Not sure how to solve that. - probably can't be without some pre-galaxy-generation UI.)

It would empower veteran players to have an easier time teaching the game to new players.
I think a lot of people that would enjoy RTS games have problems with the initial hurdle of learning the basics of these hyper-complex montrosities. (relatively speaking)

But it would bar players from picking more flavorful origins, unfortunately.
 
  • 2Love
  • 1Like
  • 1
Reactions:
"Alien Abduction Site" Origin.

Your homeworld is not your own. Instead, you start as alien abuctees carted away to a strange planet. This new planet, the "Alien Abduction Site," is filled with 3-4 random intelligent species from various worlds in the galaxy. These were all kidnapped in the past and brought to this location by a Fallen Empire or some other mysterious ancient race.

Every few decades, an alien vessel appears above your space and drops off 2-3 pops of some other species, all taken from primitive worlds across the galaxy. The motives for this crime are unknown!

Your race has risen to supremacy among this odd congeries of species, and now that you have formed a (somewhat) cooperative society with the other abductees, you now want to determine why your kind has been kidnapped and brought here.

Do you try and stop the technologically superior kidnappers from their abductions? Or do you try to take advantage of the population boom? Why are they doing this? Your species will learn the truth, no matter the cost, but in the meantime, the sheer variety of aliens on your world causes all sorts of social tensions.
 
Last edited:
  • 12Like
  • 1
  • 1
Reactions:
Honestly, I'm also just curious what those origins were meant to be:

1668034098199.png


The Escaped Slaves one sounds especially interesting.
 
  • 4Like
  • 1Love
  • 1
Reactions:
I suppose we know of one of them, since the text is in the files.
Eldest Sibling
This society has an old legend about splinter groups of the population who left the planet in search for other planets to colonize in the solar system."
- Start with two other primitive civilizations in your home system.
We know that our species cultivated rich and advanced civilizations before ours, but the story of what happened to them is mostly myth and speculation.

One legend that has survived is the one of the Star Reachers - pioneers that somehow managed to leave the homeworld, and supposedly settled on nearby planets. A thrilling legend, no doubt. One which breathtaking scope and adventurous spirit is matched only by its glaring lack of evidence.

We are now in a time of interstellar flight. Technology allows us to leave the atmosphere of our homeworld to - perhaps once again - explore space. Let's see how well the old legend holds up."
I can see why this one was scrapped, since it's effectively just two free populated planets in the home system at the start of the game. And the introductory text makes little sense, since the game starts with the discovery of FTL travel through the hyperlane network, not space travel. So by the time the game starts, the other civilizations would've already been long discovered.
 
Last edited:
  • 3
Reactions:
Honestly, I'm also just curious what those origins were meant to be:

View attachment 907157

The Escaped Slaves one sounds especially interesting.
We know that Wrested from the Weak was supposed to be the Cybernetic origin, but that fell through because well? At the time, it would have stepped on Mechanist's toes (Mechanist is the Synthetic Evolution origin apparently). However now that they are separate from one another as ascension paths (Cybernetic and Synthetic), Wrested from the Weak was considered for the 3.6 update, but wasn't added for one reason or another. Expect to see a Cybernetic Origin in the future.

Personally? I'd like it to be as generic as Mechanist and Overtuned, while being a good foot in the door for your progression into Cybernetics, if not already starting you off with a weaker, more basic form of Cybernetics. Cybernetics and Overtuned are pretty darn similiar in nature in the beta that I wouldn't be surprised if it turned out to be a carbon copy, with a more robotic theme to it.
 
  • 3
  • 2
  • 1Like
Reactions:
We know that Wrested from the Weak was supposed to be the Cybernetic origin, but that fell through because well? At the time, it would have stepped on Mechanist's toes (Mechanist is the Synthetic Evolution origin apparently). However now that they are separate from one another as ascension paths (Cybernetic and Synthetic), Wrested from the Weak was considered for the 3.6 update, but wasn't added for one reason or another. Expect to see a Cybernetic Origin in the future.

Personally? I'd like it to be as generic as Mechanist and Overtuned, while being a good foot in the door for your progression into Cybernetics, if not already starting you off with a weaker, more basic form of Cybernetics. Cybernetics and Overtuned are pretty darn similiar in nature in the beta that I wouldn't be surprised if it turned out to be a carbon copy, with a more robotic theme to it.
That would be cool, especially if it allowed you to use the Cybernetic traits early in the empire design itself like Overtuned does with its traits (although you wouldn't be able to change those until adopting the required tradition)
 
  • 2Like
  • 1
Reactions:
I've brought it up a few times and convinced at least one of the devs it's a good idea:

A pair of origins that are "Vassal" and "Overlord", intended for multiplayer.
Guarantees a spawn close to one another and makes all "Vassal" origin players a vassal of the "Overlord" player. (Conflict resolution with multiple "Overlord" players would have to be implemented. Not sure how to solve that. - probably can't be without some pre-galaxy-generation UI.)

It would empower veteran players to have an easier time teaching the game to new players.
I think a lot of people that would enjoy RTS games have problems with the initial hurdle of learning the basics of these hyper-complex montrosities. (relatively speaking)

But it would bar players from picking more flavorful origins, unfortunately.
Alternative idea, could make it so that multiple civilizations with the Common Ground/Hegemon/Imperial Fiefdom origins will all start as part of the same "group", with the president for Common Ground/Hegemon being chosen from a random non-ai empire.
 
  • 3Like
Reactions:
Honestly, I'm also just curious what those origins were meant to be:

Stellaris Dev Diary #169 - Origins Q&A​

billede_2022-11-10_083716883.png


Third time's a charm sounds like the suggestions of having colonized worlds before FTL was invented (A suggestion that seems to come up every once in a while)
 
  • 4
  • 3Like
  • 1Love
Reactions:

Stellaris Dev Diary #169 - Origins Q&A​

Escaped Slaves sounds kind of fun.
Starting with a randomized mixed bag of pops on a random planet could be a fun challenge.

You get the benefit of already having multiple habitabilities, but your starting planet is an underdeveloped mess. And you already have an enemy AI empire. (advanced, if enabled in galaxy generation)
 
  • 2
  • 1Like
Reactions: