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Stellaris Dev Diary #155 - Origins

Hello everyone!

I have just returned from a belated vacation in Japan, and although I had a great time there it is also fun to be back to work. Today I want to talk about some of the cool things happening with Stellaris this year. As many of you have probably guessed, Stellaris will announce a new expansion at PDXCon this year. This expansion will feature a lot of cool new things, most of which will be revealed at PDXCon. But I do also have something really neat that I want to share with you now!

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Good ol’ civics. Gotta love ‘em.

Back in Utopia we introduced a lot of cool new features to improve how you could customize and specialize your empire. Civics were a great addition to the game (in fact I consider them to be one of the best), but they are also awkwardly split between “backgrounds” like Syncretic Evolution and “institutions” like Distinguished Admiralty or Imperial Cult. Civics have added a lot of really cool options to how you can play the game, and that is something I want to expand upon – this is where the Origins come in.

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Materialistic, mechanist, mushroom madness?
Origins is a new feature that is very similar to Civics, and will now represent your empire’s background. An empire can only select one Origin, and an Origin cannot be changed. We will be adding a bunch of new Origins (some of them are really cool!) and we will also be changing some Civics into being Origins instead. Examples of Civics that will be converted into Origins are Mechanists, Post-Apocalyptic, Life-Seeded and Syncretic Evolution.

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Life-Seeded Origin, now open to hive minds.

Certain types of empires were previously unable to access some of these backgrounds since they have their own set of Civics (Gestalts and Megacorps for example). Because some of those Civics have been turned into Origins, those backgrounds will now be available to more types of empires. This means that it should now be possible to have a hive mind with the Life-Seeded origin or a Megacorp with the Mechanists origin. We know this is something people have been asking for for a long time now, and it’s really great to be able to add Origins to the game.

Like I mentioned earlier, we will also be adding a whole lot of new Origins that will add interesting starting positions for your empire. Right now we have 16 in the current version of the game, and we will probably see a few more until it's finished. I think Origins will be a great addition to the game that will surely help to facilitate a lot more player stories and player fantasies.

We won’t be showing all of these yet, but it will probably be immensely hard for us to not tease a few every now and then ;)

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Who isn’t curious about Remnants and Scions?

PDXCon is rapidly approaching and Stellaris fans will have a lot of cool things to look forward to! In two weeks we will be back again with another dev diary, where we’ll talk a bit more about PDXCon.
 
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More like this imo
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HERESY
 
1. Can we pleae have a origin unique to humans that random empires cant use and sets homeworld as Earth. So we no longer get humanity's homeworld as Unity, even the AI Earthlings you meet along the way.

2. Can we have another Post-Apoc, but this time, it doesn't have Tomb world adaptation. Just a massive unique bunker building or something on the homeworld that lets them have habitability there, enough to survive not 100%, and no species trait so they still want to live on their original planet type, theyre just trapped on a tomb world. It'd be cool to play species looking to escape the homeworld they destroyed with war, for somewhere unmarred. Not longing for more war destroyed worlds out there to live on!
 
Different nations co-existing on the same planet would be neat. No idea how best to implement it, though.
 
Will the origins be possible to be changed by event or how would newly created empires work?

It would make sense for there to be a special "Worm" origin brought about by the Horizon Signal events. Actually this might be a reasonable trade-off for the great benefits that embracing the Worm brings: the cost is that what you thought was your empire's history has effectively been erased from the timeline (along with any bonuses it would have given).
 
Different nations co-existing on the same planet would be neat. No idea how best to implement it, though.

Stellaris can't even existing in same the solar system. Maybe Stellaris 2?

It would make sense for there to be a special "Worm" origin brought about by the Horizon Signal events. Actually this might be a reasonable trade-off for the great benefits that embracing the Worm brings: the cost is that what you thought was your empire's history has effectively been erased from the timeline (along with any bonuses it would have given).

The worm is the history of our empire.
There are only benefits from embracing the worm, we owe all we are to the worm.without.the.worm.we.are.nothing.
Embrace the worm
embra
ce
the
worm
 
Very interesting indeed. This looks like it will open up the door for some very interesting starts. When/if Habitats are ever expanded upon, an origin that lets you start on a Habitat rather than a planet (perhaps a Habitat hovering over an uninhabitable planet like Frozen, Molten, or Toxic; their homeworld having been ruined in the past, forcing them to build said Habitat to survive). Starting in a federation (when federations aren't a joke anyway) would also be an interesting origin.

I would like to think that Hive Mind civics will receive the same attention that other civics have received by the release of this expansion. It would be very dissatisfying if it that were not the case.
I refer you to the link in my signature! I mean, it's pretty incomplete and buggy right now, and I've got a long way to go, but it's technically playable if you don't mind your starting economy being crap. I'll be posting the source and/or uploading the alpha to Steam in the next 24 hours.

With that said... @grekulf / hey Paradox team, PLEASE make my work redundant! I'd love to have a habitat-start background built into the game, playable with achievements and everything. Hopefully it'll even be balanced.
 
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Stellaris can't even existing in same the solar system. Maybe Stellaris 2?
Obviously not as different civs. You'd need to implement it as a set of modifiers, or a new gameplay system, maybe something akin to how factions work. For example, I can see it as you leading some sort of global space programme or council led by the most influential nations of the planet, each with their own ideas and conflicts of interest.
 
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Just my two cents ;)
 
If you were to break fanatic purifier into an origin and a civic, what game mechanics would you tie to each?

I was thinking of an origin in the line of a very strong fear or anger, maybe revenge due to an event in the past, like an e.t. invasion or some horrible civil war. Requiring: xenophobe ethics.

For the institutional civic, I am thinking of fundamentalism e.g. warrior caste, like a sort of holy order.

Together these could recreate Fanatical Purifiers, but at the same also allow for less strong defined variations.

If they didn't say anything, at least for me, is because nothing will change with that civics. They will remain as they are right now. They are changing what they call the origin civics, life-seeded, mechanist and that into origins, the other civics, what they call institutions civics, the rest will remain. Some people worried about the possibility of Fanatical purifier and that other kind of civics, that just like origins can be changed once you start the game, would be transformed on origins, mainly because that impede to have post-apocalyptic Fanatical Purifiers. I for one think they wouldn't change anything about that civics, no other category or split between origin and institution :)

Good point. I do admit my train of thought started, thinking you couldn't add two unremovable civics at the same time. But this is possible as I recently learned. I understand people to prefer to keep that option.

By splitting a contemporary civic like I brainstormed above, this problem also occurs, preventing the earlier mentioned Post Apocalyptic + Fanatical Purifiers combination.

Maybe more than one origin could be allowed to be picked, offset against a cost. Let's say a point based system shared between the origins and civics (not unlike the system used to balance species traits). This could be a way to increase creativity and the potential combination, while still direct the options at the start of the game (later on increasing the number of points through tech, just like with traits).

Surely, this is much complexer than keeping the genocidal civics as they are, institutional civics, like you explained.
 
Waitwaitwaitwaitwait

On the mechanist requirements, it says that the empire has to be some degree of materialist, and that it needs to not be a gestalt consciousness, even though an empire can’t be both materialist and a GC at once. Is this a hint towards gestats getting to pick an extra ethic or just a logical oversight?
 
Waitwaitwaitwaitwait

On the mechanist requirements, it says that the empire has to be some degree of materialist, and that it needs to not be a gestalt consciousness, even though an empire can’t be both materialist and a GC at once. Is this a hint towards gestats getting to pick an extra ethic or just a logical oversight?
I suspect it's somewhere between an oversight when they re-wrote the civic into an origin. Currently, civics have two sets of restrictions: when it even appears in the list of possible civics, and when it is a valid choice. Mechanists, like all other "normal" (non-GC, non-MC) civics, are blocked from access to gestalts using the first list; as a result, even if you added a fourth Ethic point so it would be possible to have Materialist Gestalt Consciousness, you couldn't pick Mechanists because it wouldn't even appear in the list. Now that Origins appear in all empire types' lists, they just move the validity restriction there.

Also, there are mods that add more ethic points. The game doesn't actually stop you from being something in addition to GC, it just doesn't anticipate that state. It costs basically nothing to add a check for it, though.
 
Waitwaitwaitwaitwait

On the mechanist requirements, it says that the empire has to be some degree of materialist, and that it needs to not be a gestalt consciousness, even though an empire can’t be both materialist and a GC at once. Is this a hint towards gestats getting to pick an extra ethic or just a logical oversight?

I completely missed that, but I seriously doubt that will be the case. I think it's more along the lines of redundancy.
 
Waitwaitwaitwaitwait

On the mechanist requirements, it says that the empire has to be some degree of materialist, and that it needs to not be a gestalt consciousness, even though an empire can’t be both materialist and a GC at once. Is this a hint towards gestats getting to pick an extra ethic or just a logical oversight?

GC will probably get their own (and some shared) picks at an Origin and mechanist might not be one of them.
 
A Religious Caliphate could a be decent origin, could work hand in hand with the Fanatic Purifier or generally Fanatic Religious and Xenophobe empire.
I feel like you're confusing the modern pseudo-caliphate and the real, historic caliphates here. A caliphate isn't a terrorist state, it's just an empire or a kingdom ruled by divine right (just like many other kingdom from medieval time). There's no reason why a religious caliphate would work hand in hand with a FP... FPs only ally with other empires of the same species. If anything, a militarist/spiritualist empire would consider FPs as heretics and a threat.

Can we pleae have a origin unique to humans that random empires cant use and sets homeworld as Earth
That's actually an interesting idea: having a bunch of unique origins only one empire can have in each game, that grants a unique starting system (like Earth) and a starting quest. At least that would help the story building.
 
That's actually an interesting idea: having a bunch of unique origins only one empire can have in each game, that grants a unique starting system (like Earth) and a starting quest. At least that would help the story building.

Sounds interesting, but how would that work in Multiplayer? What if two players took the same unique origin?