Stellaris

Stellaris

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More Origins Mod
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4.298 MB
17 Mar, 2020 @ 3:08am
4 Jun @ 8:42am
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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
466 Comments
Graepix 11 Jun @ 1:24pm 
The Exiles story path breaks if you don't have armies on the quest planet when the invasion event occurs. Even if you reconquer the planet, the subsequent event doesn't trigger. It only triggers if you immediately defeat the invasion.
ted 7 Jun @ 9:18am 
it is awesome that you use github to maintain though keep up the awesome work
ted 7 Jun @ 9:17am 
Thanks :-) that is awesome and even better than keeping an internal version myself. I did just roll back cause you can navigate to the commit and then download the whole thing via the website.
Malthus  [author] 6 Jun @ 3:30am 
@ted As soon as it is visible you can find it here: https://sp.zhabite.com/sharedfiles/filedetails/?id=3494102340
Malthus  [author] 6 Jun @ 2:25am 
Just saw, that I can download previous version of my own workshop items. So i should be able to upload the 3.14 version for you once I'm at home.
Malthus  [author] 6 Jun @ 1:14am 
Maybe a cloned repository and then reverting the latest commits, but that is a lot of work-around just to get it back to 3.14
Malthus  [author] 6 Jun @ 1:08am 
I haven't really been doing the releases diligently for a while, so not sure if you can get a download with the correct version.
ted 6 Jun @ 12:48am 
I do however love how you have include github that you actually use thank you so much
Malthus  [author] 5 Jun @ 5:39am 
@ted The 4.0 update changed too much in the script to be backwards compatible. Even yesterday's patch 4.0.15 introduced yet another script change that prevents compatibility with earlier versions. So unfortunately the answer is no.
ted 5 Jun @ 5:05am 
Does the new version still work with 3.14?