Stellaris

Stellaris

1,461 ratings
More Origins Mod
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4.097 MB
17 Mar, 2020 @ 3:08am
8 Mar, 2024 @ 6:38am
29 Change Notes ( view )

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More Origins Mod

Description
This mod adds multiple new origins to the game, most of which are once per galaxy and may appear in randomly generated ai empires if all conditions are met.

List of content:
by Malthus:
A House Divided
You start out with your two starting colony targets already colonized by your species. The bad news is these colonies seceded and think themselves better off on their own. Your relations can be described as being in a cold war state. This scenario is meant to offer early game conflict, though if you are lucky with your spawn location and play your cards right, a diplomatic solution may be possible as well. Same as for the federation starts this origin has the drawback of lacking exploration bonusses as you directly compete for anomalies with your neighbors right from the start.

Severance
You start with your standard homeworld and a poorly developed colony somewhere in the galaxy connected by an unstable wormhole. You do have a permanent techoption to research wormhole travel right from the start in order to reconnect your people. This scenario puts you at a military disadvantage as long as you cannot use the wormhole but at the same time it provides you with more exploration opportunities.

Exiles
You start out with a rather standard homeworld, no advantages or disadvantages so far. What makes this origin radically different from the other two is the event chain which lets you uncover the mystery of your heritage. It is NOT a branching story, so I do not want to spoil it here by telling it already.

Divine Guidance
You start with an immortal ruler. A charismatic leader with an intellect rivaling that of the greatest minds, chosen by the divine (Chosen One, Charismatic, Erudite). If he or she - or it (for those strange aliens out there) - dies, however, your people will surely suffer. But life always finds a way - especially when you have some smart scientists around...

Overcrowded
You start the game with 65 Pops + additional districts and buildings to get them to work, but don't get too excited, there is a severe drawback. The world is overcrowded and near collapse and has a modifier that reflects this. You can fix this, but you will have to heavily invest into it (Arcology Project).

by yrbmed:
Climate Catastrophy
You start on a world not fitting your species' climate preference anymore, but your people have learned to adapt an built giant domed structures to preserve a livable habitat for themselves. This technological wonder might prove useful during the colonisation of other planets.

Wormhole Junction
Your civilization has discovered a strange anomaly within its home system long before discovering the hyperlance network. This anomaly is a semi stable wormhole with varying exits but a stable position in your system. Given time an research multiple exits may be made permanent and thus usable for travel through them.

Added russian translation thanks to petrovytsh

For Launcher issues:
Try renaming your Documents\Paradox Interactive\Stellaris folder and let the launcher create a new one at statup. Then see if the clean folder lets you start the mod normally. If that works, take over your custom empire file and savegames.

If nothing else helps you can download the latest version here: https://github.com/Elimdur/MoreOriginsMod/releases
To make it work you'll have to create a local mod using your launcher first and put the files in there.

If you are a modder, who wants to join this project and add your own origins or create new ones based on the suggestions, contact me here or via discord.

[discord.gg]
Popular Discussions View All (7)
83
4 Jul, 2024 @ 2:08am
PINNED: Origin Ideas (Please use the template in the first post)
Malthus
6
27 Apr, 2021 @ 9:22pm
Bug
Ligraph
5
23 Mar, 2020 @ 9:16am
Upcoming Origins Discussion
Malthus
429 Comments
Malthus  [author] 7 Oct, 2024 @ 9:18pm 
@dabeek I'd have to check what are the prerequisites for these upgrades. If it requres dependencies on another mod, this won't be possible though.
dabeek 7 Oct, 2024 @ 3:29pm 
Could you allow the construction of the ecumenopolis types from Planetary Diversity - More Arcologies for the Overcrowded origin? I'm playing a megacorp but I can't make my planet into a commercial ecumenopolis without taking the Arcology Project perk.
tilarium 28 May, 2024 @ 4:05pm 
You're looking at it. Working perfectly fine in 3.12
marsmelon24 28 May, 2024 @ 4:03pm 
3.12?
KingSwaga86 29 Apr, 2024 @ 3:47pm 
nvm just took a while lmao
KingSwaga86 29 Apr, 2024 @ 3:39pm 
So i turned my capital into an ecompolis (whatever the word is) however the debuff is not removed?
mohalen 24 Mar, 2024 @ 6:09pm 
What are the top origins in this mod? 🤓👍
Rewasder 14 Mar, 2024 @ 12:38pm 
I still think the the 40% extra CG is excessive and crippling. I would change all the resource and upkeep modifiers by a minus 10-15% resources from jobs, and maybe a stability debuff. Something we can combat and that is easier to read than 10 lines of red aimed at doing the same, reduce the general power of having more pops. Now that we need to get the techs, we won't be able to upgrade the world that easily, so having ways to counter the debufs until then would be amazing. An event for a few years in the first colony you settle to give construction speed and resettlement cost, something like the empire focusing in getting the colony up and running to move all the excess population.
Malthus  [author] 14 Mar, 2024 @ 7:18am 
Solid reasoning, I'll add the other tech as research option as well then.
How do you feel about the changes to the planet modifier?
Nike Willy 14 Mar, 2024 @ 4:42am 
Having the research option for both techs is a must, If you start overcrowded you shouldn't have to wait to unlock tier 3 tech to get ecumenopolis. At the same time rushing both techs would still eat a ton of points in the early game.