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Stellaris Dev Diary #169 - Origins Q&A

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Today we're continuing the Q&A series we're doing, answering questions related to different topics. Last week we asked you to post your questions related to Origins, which were previously revealed in Dev Diary #160.

Here we go!

General Origins Questions

How will randomly created AI empires choose an origin? Will it be completely random, or are some more likely to show up than others? If the latter, which logic does it follow?
The weightings are scriptable. The default currently has a weight of 100, others that are available to the AI (which is most of them) have between 2 and 10, so statistically you are likely to have a few of them once you have 10+ AI nations. Some origins like Doomsday are also blocked for advanced AIs as that wouldn't fit the narrative.

Many are also restricted so they will only randomly generate if that origin is not already represented in the galaxy.


Are there any events related to each Origin? (And many similar questions.)
Yes. Some origins, such as the Galactic Doorstep, are primarily narrative-based and thus have many events. Others, like the Shattered Ring, are primarily changes to an empire's starting conditions and have few, if any (other than custom start text).

Will the preset empires have different origins? Will they have new civics picked to substitute those that become origins? (What will happen with the Xanid Suzerainty for example?)
Yes, preset empires have origins. Most of them have Prosperous Unification, but some have others.

Empires that previously had civics that have been turned into origins will have new civics given to them. As examples, the Xanid Suzerainty now has Corvée System and Cutthroat Politics, and the Lokken Mechanists have Technocracy and Meritocracy.

Can you change your origins through events?
No, that would involve timeline alterations and the potential destruction of the space-time continuum.

Will there be origins that allow for special tech, that is otherwise unobtainable? For example, could a Fallen Empire share tech for Fallen empire buildings with you if you choose the Scion start?
We do not currently have any origins that have unobtainable tech, but this would be possible.

I believe you mentioned before that each origin had special events. Will we still have the special start events of say Mass Extinction, Habitable planet survey, and Radical Cult events? Will they still happen even if we pick say Doomsday or Remnants or Void Dwellers?
Some event chains have been disabled for certain Origins, when they no longer made sense.

Do Fallen Empires have origins?
Yes, for flavor they have been given a unique "Elder Race" Origin.

Will origins affect the likelihood of precursor event chains?
No.

How will Origins for pre-FTL species that achieve spaceflight be determined?
This depends on whether they discover spaceflight on their own or if they’ve been enlightened.

Why can’t [empire type] take [origin]?
This varies from origin to origin. For origins that are event-heavy, the decision to exclude [empire type] may have been one to control scripting scope. Some others are for mechanical or balance reasons.

See the Bonus! section for the tale of the Iribots, when scripts go bad.


Are the special machine empire and hive mind types being moved to origins?
No. They remain civics.

What Origin (outside of doomsday) is the weakest? Which one is the strongest?
This is very subjective, but I’d say Life-Seeded and (non-Lithoid) Shattered Ring. (Though Life-Seeded is very strong with a certain precursor, and the two Federation starts can be quite strong as well.)

Prosperous Unification
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4 extra pops will usually mean an extra building slot available. Will this be open or will it be pre-filled?
If an extra slot is available it will usually be open, but a few possible combinations do fill the slot. (For example, one of the Hive Mind starts has it filled with a Hive Warren.)

Did/would you ever considered including one or two other “generic” origins, as opposed to just prosperous unification? Why isn't there a "Unification by War" Origin?
Prosperous Unification does not necessarily mean peaceful unification. If a militarist or authoritarian nation unified their planet through war, the origin still works.

The main design desire for Prosperous Unification was to provide a “default” origin that could apply to a wide variety of empires.


Mechanist / Syncretic Evolution
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After the update will slaver guilds still be incompatible with syncretic evolution?
Syncretic Evolution remains incompatible with several civics.

Life-Seeded / Post-Apocalyptic
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Will Agrarian Idyll civic be compatible with Post-Apocalyptic, Remnants, Shattered Ring and Void Dwellers origins or will there be some weird interaction between them?
Agrarian Idyll is incompatible with these origins.

Are there any changes to Life-Seeded pops (e.g. some sort of beneficial trait)?
No. Life-Seeded and Post-Apocalyptic have traditionally been considered “challenge” civics. Not quite as much as Doomsday so there’s no warning text, but they’re generally on the harder side.

Remnants / Shattered Ring
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Will the Remnants or Shattered Ring origins set a species' habitability trait to Relic or Ring World, respectively?
Currently they retain their species habitability in both of these cases.

Does the Ringworld origin count as a megastructure, and such, increase the odds of rolling the megastructure tech?
Yes.

Do we have a way to repair the other sections earlier through events/anomalies, or do we have to wait for mega engineering?
Mega-Engineering is required as normal to rebuild the other sections.

Is the decision to be able to repair only 3 sections final?
We have no plans to change this.

Will the "Shattered Ring" Origin come with any intended downside?
Mineral acquisition tends to be a major issue for this origin. The “Arcane Generator” also pushes them to have a very unspecialized homeworld since it will only support one district of each type.

How will you obtain minerals? Will Lithoids be able to choose this origin, and if yes, will there be adjustments for them eating minerals?
Lithoids can choose this origin, but it won’t be easy for them, especially since while Ringworlds have an Agricultural Segment they don’t have anything similar for Minerals. They are likely to need to use the internal market to feed their pops.

How do Ringworld starts work in terms of segment jobs? Do they function the same as regular segments, in that they instantly give 20+ jobs upon completion?
They function as regular ringworld segments.

Void Dwellers
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Are the 3 habitats inhabited at the beginning of the game?
Yes, all three habitats are inhabited.

Will the Void Dwellers origin give a discount on influence to build habitats? If not, will they have trouble keeping up with planet dwellers?
No discount on habitats, but they have other bonuses.

Do void dwellers lose their efficiency bonus outside of habitats?
Yes, and they also get a large growth penalty.

Is the void dweller perk locked with the habitability perk? Like for example, you can not keep this perk if you change your pops habitability to another climate type.
The Void Dweller trait is separate from their habitability preference. If you turn your pops into Desert Preference, they will still be Void Dwellers with Desert Preference, and will suffer large penalties on planets.

The opening text for Void Dwellers mentions starting in a trinary system. Does this override the selection made for system type when customizing your empire (like choosing the Sol system)? Also, do any of the other Origins have similar overrides?
Yes. Doomsday and Shattered Ring also override the system type selection in empire customization.

Scion
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Can we have more details on the unique vassalage contract for Scions? (And many similar questions…)
Scions are able to expand, cannot be integrated, are brought into their overlord’s wars, and are permitted to engage in limited diplomacy.

They can Improve or Harm Relations, Insult, Declare Wars, Make Claims, Offer Trade Deals, Form Commercial Pacts, Form Research Agreements.

They can not Guarantee Independence, Create or Join Federations (though theoretically if their overlord awakened and ended up in one they’d come along…), or control their own Borders.

They also gain a special CB to bring other empires into their master’s loving family.

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If there are many empires with Scion Origins, are you likely to be a vassal of the same Fallen Empire?
Yes. Scions typically end up as vassals of the materialist and spiritualist fallen empires, if they exist.

How will the scion origin affect relations with other empires?
This is mostly affected by being unable to pursue certain diplomatic actions.

How will standard diplomacy between FE and scion be different from normal?
Your overlord will have a higher opinion of you, and may involve themselves in your affairs from time to time.

How will the scion origin affect participation in federations and/or the galactic community?
As noted earlier, Scions cannot choose to join federations since they are vassals, but they are free to become members of the galactic community.

(Many questions about Scion events.)
Scions have more frequent (and unique) encounters with the fallen empires. Your overlord will make more demands of you than they would of a normal empire, but will also help you more often. They are likely to intervene if you get yourself into too much trouble - you are their favorite pets after all.

Is scion a status that can be maintained or lost? If so, what kinds of events or actions could bring such about? What would be the benefits/detriments of maintaining or losing scion status, if such a status can be lost?
Like other vassals, you can free yourself from your oppressive masters, throwing off the burden of having a helpful fallen empire overlord that is especially fond of you.

Galactic Doorstep
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Does the gateway in Galactic doorstep lead to a unique system or is it a simple gateway?
It’s a common gateway, and will as such have a ‘counterpart’ in another, random location in space. The real difference is the potential of having access to remote places before anyone else. Which can be both boon and bane.

Will you be able to activate the gateway without the technology (for example by an anomaly project on the gateway).
In a sense, but generally no. However, the required Gateway Technology is linked to the Origin chain of events.

Tree of Life
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How exactly does the sapling work? Do we get another Tree of Life with the same benefits on newly colonized and conquered planets?
The colony ships used by the Tree of Life hives are significantly more expensive, but will place a sapling on other worlds. The saplings aren’t as mighty as the original.

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Will it still allow us to Terraform to Hive worlds?
Yes. The tree is part of the hive.

How does the "Tree of Life" work with lithoid Hive? Is is just normal tree or lithoid tree?
They have a normal tree of life.

How will other Empires interact with Tree of Life, if they conquered planet with Tree? Especially if another Empire is "Tree of Life" Hive too?
If the tree wasn’t destroyed during the bombardment, it will be destroyed if the planet changes hands. Other tree of life empires will want their own tree.

The Tree of Life just seems like a straight up massive buff for hiveminds; realistically, if you lose your homeworld, you're already toast, as a hivemind; this just gives a ton of free bonuses; are there hidden downsides?
Downsides include the more expensive colony ships and that you’ll suffer penalties on planets that do not have a sapling, such as after invading a planet.

On the Shoulders of Giants
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Are there different outcomes possible to certain Origin-related events? For example, does the Origin "On the Shoulders of Giants" always end in the same events or are things randomized enough that the related event chain could end in multiple different outcomes or benefits?
Yes. In the beginning the differences are trivial, but the later part of the Origin provides more potential divergence. That being said, all outcomes are within the same ‘realm of narrative’, meaning that they revolve the same theme (which is the Origin’s story).

Calamitous Birth
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Do they still have normal Colony ships?
Yes.

What about other special ones like the Civilian Colony Ship that now resides with the Megacorp Civic?
Yes.

Resource Consolidation
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Will there be any drawbacks to picking a machine world start? / Will the resource Consolidation remove your starting resources from the planets and asteroids that are in your home system? The flavor text seems to point towards this.
Your starting system is entirely devoid of resources (except for the star), as they were all used to build the Machine World.

Common Ground / Hegemon
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Is it possible to choose the portraits and species names for the federation and hegemon starts?
No, these are always randomized.

Will there be an option for the "Common Ground" Origin (or maybe another Origin in the future) to start in a different form of Federation like the Trade league?
There is no such option at the moment, but you can change your federation type later in the game.

Will the Common Ground origin let you change, immediately, your federation type?
Only if you can get your federation members to agree to do so.

For Common Ground and Hegemony -- are your sibling empires in the starting federation fully functional AI empires? If they are fully functional empires, does the player have any tools to direct their expansion?
They are indeed fully functional AI empires, and as such there is no way to direct their expansion.

Are you moving the form federation tradition to the opener effect or are you actually getting two traditions for free to start?
If you pick these Origins, you will start with the Diplomacy tree unlocked and "The Federation" tradition.

Will the other federation types, research, military and trade, have their own origin types. If none of these currently do can these be added in / modded in?
Other federation types do not have their own Origins, but this would be easy to mod.

Will federations from origins increase the number of ai in the game?
Yes, the federation members that are spawned from these Origins are added on top of the AIs that were specified in the game set up.

Does Hegemon require authoritarian ethics?
No. It is open to non-gestalt, non-xenophobes that are not locked out of diplomacy. The flavor of the origin suggests that the Hegemony has been around for a while, and it’s possible that your empire had an authoritarian past.

(Xenophobes are blocked from the federation starts because your generated partner empires tend to be generally aligned with your ethics, and a coalition of xenophobes proved to be entertainingly but unpleasantly unstable.)


Will Megacorps start in a trade league if they pick the federation origin?
No.

Will a Hegemony start have any advantage over the lessers in the federation to avoid getting usurped early?
They will not have specific advantages, but based on the initial laws, to seize leadership of the Hegemony a minion will have to exceed your Diplomatic Weight by 25%. (It may prove difficult to retain control on higher difficulty levels.)

Doomsday
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Can the Origin of a randomly appearing AI empire be set to Doomsday?
If no players have selected it, a randomly spawned AI empire can start with the Doomsday Origin. Only one, though.

Are there any novels or movies that inspired Doomsday?
Well, yeah… Pretty much any story with exploding planets (#neverforgetalderaan). But the biggest influence may very well be the contemporary situation with Earth and its climate.

Any hope for a slider changing the amount of time it takes for your homeworld to blow up in the "Doomsday" origin?
Nothing like that is planned, no.

For Doomsday ... is 64 years the final value?
Nope. It’s changed to be more random. And shorter, so you’d best be moseying off that rock ASAP!

Will there be a mechanic to evacuate the population of your home planet to your colonies?
Resettlement and immigration push.

Is there something special planned with the remains of the destroyed home-world?
It does leave a resource deposit behind.

Are fanatic egalitarian empires that take the Doomsday origin… doomed? (Since they can’t resettle their pops?)
Pretty much.

Lost Colony
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Will there be events and/or Diplomatic Modifiers linking you to the other empire? Something i didn't like with the Commonwealth of man in the Base Game was that the United Nations usually disliked you since you were Xenophobe and vice versa, despite you being members of the same species originating from the same planet not so long ago.
No new diplomatic modifiers beyond those that already exist. Even if you happened to originate on the same planet, there will still be friction between you if your ethics clash.

Does the Commonwealth of Man / United Nations of Earth utilise the Lost Colony origin? Will there be any more specific events when re-discovering each other?
The Commonwealth uses the Lost Colony origin, and there is now a unique first contact message when it encounters the UNE.

Other Origins

Are you planning to add more Origins after Federations? / Will there be some type of origin allowing you to start in the L cluster? / Are there plans for a Psionic Origin in the future? / Do you plan to add specific Origins for mega-corporations?
We are likely to add more Origins in the future, but can’t comment on what they will be at this time.

Any cool origins ideas that didn't make the cut? / Could you share any origins that were considered, but rejected for one reason or another?
Many. Origins started with a massive brainstorming session, which gave us a list of dozens, which we then had to cull.

Some that didn’t make the cut for now included:

  • Third Time’s a Charm: Your empire’s first two attempts at colonization utilizing STL-technology have failed. Your empire starts with low intel on their guaranteed planets. Those two planets have leftover districts already built.
  • Fratricide: Must be Xenophobe, may not be pacifist. Your starting system also contains a tomb world. Another sentient species used to exist in the same star system, but after many decades of unspeakable violence, your species came out on top.
  • Escaped Slaves: The captain of a slaving vessel suffered a fatal accident at the hands of his cargo, and they’ve managed to land on a nearby world. Start with a mix of pops from other species in the galaxy instead of just your chosen species.

We also had a Birthed by Calamity origin proposal that involved Space Amoebas for fans of Bubbles.


Modding

Can you make an origin require a civic, or vice versa?
Yes.

How deeply integrated with other game files will Origins be? I.e. how easy will it be to create separate Origin mods without causing a file conflict?
Everything Origins-related are in separate files, and fairly easy to find. However, much like with space ships, Origins often involve work in several different files in order to work, not to mention the fact that the type of Origin may very well make it 'bleed' into other types of files. It's not complicated, but it is complex. It's not uncommon for a single Origin to have more than a dozen anchors in different files.

Origins can be made infinitely complex, and thus have infinite potential to conflict or not conflict with other elements of the game. (More seriously, modders should be able to do a lot with no conflicts - depending on what they do of course! Startup effects are the one bit that might be complicated, but I think they can get around conflicts there.)


From a modding perspective, is there anything origins can do that civics can't, and vice-versa?
Origins can select the system initializer the country uses for its home system. Civics can be unpicked.

While creating a new empire, do we select authority and civics first, or select the origin first? Since some origins are locked behind certain authorities, do they have country scoped potential and allow in script wise?
Origins are before Government and Ethics in the empire creation screen. Selecting incompatible ethics, civics, or authorities will render the origin selection invalid. You can script playable and possible restrictions as desired.

When an AI empire is created, does it select its origin or civics first? (important for me to know so I can balance the ai weights accordingly)
Ethics, then origin, then civics.

Bonus!

What is the weirdest bug you've encountered with origins so far?
Pretty early on in development, I noticed some weird things going on in the galaxy, so I switched over to observer mode to see what happened. Let me regale you with the story of the Iribots...

The Iribot Experiment was a perfectly normal machine empire. Introspective, with OTA updates, and Primary Link Qube oversaw the Iribots efficiently do their thing on the desert planet of Ir.

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Tragically, as a Lost Colony (before any restrictions were implemented), they had lost contact with their original homeworld.

So, where was their original homeworld?

Across the galaxy, in the Chibblar system upon the world of Clanck.

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A world with a dark secret.

And no atmosphere.

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Clanck is a barren planet, with no buildings since it's not actually a habitable world. See, machines have no habitability preference, so when the Lost Colony script tried to make an advanced empire with a matching habitability, it found a world that had no habitability!

Now little things like having an atmosphere didn’t stop the Iribots from forming a Megacorporation. They were an Authoritarian, Xenophobe, Pacifist Media Conglomerate that had an Indentured Workforce.

They were led by Chief Executive Officer Affinitor, who was a Fertility Preacher. On a barren world. For robots.

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Oh, and since they were a bunch of robots that aren't part of a Machine Intelligence, and didn't have the Droids technology...

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They were literally a mindless media conglomerate.


Next Week

Next week, our Tech Lead Moah will be posting a dev diary giving an update on performance improvements planned for the 2.6 "Verne" update.
 
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Dude, I don't even know what it is you're trying to argue anymore. You've gone in circles so many times with your mental gymnastics.

that's not what mental gymnastics is. mental gymnastics is why a space faring species thats used to living in space stations would get 20% hab in an extra giant space station they built for themselves around a star but every random permutation of life in the galaxy will get 100% if they move in.

Habitability includes concepts such as Quality of Life.
Even if you have no Physical issues with teh environment, you can still feel discomfort. aka, your Habitability is penalized.
As usual, technological advances can help to mitigate it. Nevermind the description of those techs.

And yes, a number of actually socio-cultural aspects are coded into species traits. That is how most of the socio-cultural stuff works.
Abd such a discomfort would be nicely represented by the Habitability Penalties.

sure, so if they wanna make their ring world feel like a space station so they feel comfy, they can do that. it would be even cheaper than trying to recreate an ocean planet or something so the space squids feel comfy. agree or disagree?

Dude. Its obvious you're the only person arguing for this. If you're really that upset about it, go mod it when the DLC comes out.

thats kind of a cop out. other people liked my original posts. i just think its dumb and doesn't make any sense thematically, doesn't fit with the sci fi tropes that inspired this game (like The Culture series by Iain M. Banks where the entire civ lives on ships, habitats, and ring-world like "oribtals"), and penalizes what is an already extremely RP-y inefficient style of play assuming you dont just grab regular pops to colonize with
 
Kinda late question, but it occured to me: How will Determined Exterminator interact with some of the origins?

Exterminator sets the planet to Tomb, but Remnants sets it to Relic, Resource Consolidation to Machine, and Shattered Ring to Ringworld. What takes precedence here, Exterminator or the origin? What if you pick one before the other, are they still handled the same?

Kind of why I think that that three unique machine playstyles (DE, DA and RS) should become origins. You can't remove them, and they form a coherent backstory. They make more sense as origins than mechanist or syncretic evolution.
 
that's not what mental gymnastics is. mental gymnastics is why a space faring species thats used to living in space stations would get 20% hab in an extra giant space station they built for themselves around a star but every random permutation of life in the galaxy will get 100% if they move in.
... well, there's clearly no point talking to you. Goodbye.
 
no it doesnt. a ring world is an artifical structure designed from the ground up, it is not a rock in space with a molton core with natural forces shaping the evolution of its biospheres over billions of years.
A molten core and natural evolution is irrelevant. The point is that you get a VERY different environment inside a tin can than on a ringworld. A Ringworld is basically just a VERY BIG planetary surface (maintained by tech). A Habitat... isn't. It's a much more specialized and limited environment, and adapting to live on and around those would not make you well suited to live on any planetary surface.
 
sure, so if they wanna make their ring world feel like a space station so they feel comfy, they can do that. it would be even cheaper than trying to recreate an ocean planet or something so the space squids feel comfy. agree or disagree?

A molten core and natural evolution is irrelevant. The point is that you get a VERY different environment inside a tin can than on a ringworld. A Ringworld is basically just a VERY BIG planetary surface (maintained by tech). A Habitat... isn't. It's a much more specialized and limited environment, and adapting to live on and around those would not make you well suited to live on any planetary surface.
They propably really hate being able to see a sky that is so far up. In their sations, the "sky" was only ever a handfull of Kilometers away. Before the deadly outside began.

Kind of why I think that that three unique machine playstyles (DE, DA and RS) should become origins. You can't remove them, and they form a coherent backstory. They make more sense as origins than mechanist or syncretic evolution.
Thematically it would fit. Assimilators and Servitors both have a special "Start Planet" setup.

But afiak they decided against it, to not lock you out of certain origins. Behavitoral Civics were clearly kept as Civics.

Mechanist is not nearly as big a behavior changer. You got Robots earlier and start with some and production for them. Beyond that you would use Robots not any more or less then every other Materialist.
 
Wait a second. Are Void Dwellers Space Dwarves?

I notice some similarities:
- build artificial homes (caves, habitats)
- in otherwise completely hostile environment (rock, vacuum)
- might dislike open skies, prefering to be able to see the ceiling (of the cave/habitat)
- do not like living outside their prefered habitat

I guess people kinda asumed Dwarves had to go below ground. But actually Void Dwellers might be a closer fit after all.
 
Thematically it would fit. Assimilators and Servitors both have a special "Start Planet" setup.

But afiak they decided against it, to not lock you out of certain origins. Behavitoral Civics were clearly kept as Civics.

Mechanist is not nearly as big a behavior changer. You got Robots earlier and start with some and production for them. Beyond that you would use Robots not any more or less then every other Materialist.

So here's my issue with this: Mechanist and Syncretic Evolution are probably less unique than any of the three special machine empire variants. If the goal was to allow you to combine those traits with other origins (i.e. Servitors that start as a FE Scion!), then the same logic should also apply to Mechanist and Syncretic Evolution. Why can't I have a syncretic species and start life-seeded, for instance?
 
Why can't I have a syncretic species and start life-seeded, for instance?
The problem is that some of the Origins are in a weird place, where some describe just how your people came to be, while others are your history.

You'd think that nothing would prevent two species from evolving on a Gaia world together, or for people with a dormant Gateway to be mechanists. But with the current systems, no can do.
 
I guess I just want to see some consistency. Either all non-removeable civics become origins (since the idea is that they form a backstory that cannot be changed), or mechanist/syncretic evolution go back to being civics instead of origins (so that origins reflects something about your nation came to be)
 
I guess I just want to see some consistency. Either all non-removeable civics become origins (since the idea is that they form a backstory that cannot be changed), or mechanist/syncretic evolution go back to being civics instead of origins (so that origins reflects something about your nation came to be)
The thing is, origins generally only describe the empire's original position, which can be changed in the long run. The serviles can be lost along the way, mechanists can lose materialism and dismantle their robots, starting planet eventually stops mattering, scions may eventually conquer their liege, federations may be dispersed, calamitous lithoids don't even have to use their special ability. The only origin that truly matters is the Tree of Life, as its effects are forever unavoidable and are actually significant to some extent.

On the other hand, the three special machine civics and genocidal ones change your playstile significantly, affect how you do diplomacy and even what kind of greeting you use, and they are in affect throughout the whole game (except for possibly Purifiers, but that's for the sake of balance and consistency with the other two genocidal civics). They are greatly more significant than origins.
 
So here's my issue with this: Mechanist and Syncretic Evolution are probably less unique than any of the three special machine empire variants. If the goal was to allow you to combine those traits with other origins (i.e. Servitors that start as a FE Scion!), then the same logic should also apply to Mechanist and Syncretic Evolution. Why can't I have a syncretic species and start life-seeded, for instance?

I guess I just want to see some consistency. Either all non-removeable civics become origins (since the idea is that they form a backstory that cannot be changed), or mechanist/syncretic evolution go back to being civics instead of origins (so that origins reflects something about your nation came to be)
Perhaps this helps thinking about it:
Origins is where your species came from.
Ethics and Civics is where they are going. What your gameplan is.

The Origin does not affect your actions nearly as much as your civics and ethics. You do not pick mechanist when your plan does not involve building robots. Your path of building robots? That was set the moment you decided to pick materialist.
Meanwhile your civic includes stuff like Fanatic Purifier, Inward Prefection, Driven Assimilator. The most severe gameplan changers/definers there are. Even Police State or Citizen service will ideally at least affect your building plan.

Origins are intentionally left open ended. You come fro ma Gaia world and you might:
- decide all non Gaia life is inferior and needs to be opressed or wiped out
- want to colonize the universe, so the only way is to go full robots
- decide you are the chose people, desitined to rule by the gods (Fanatic Spiritualist/Xenophobe)

With Synchretic Evolution, the first guess would be "Xenophobe Slavery". But there are plenty of possible gameplans.
Even mere mechanist has several gameplans: Synthethic Ascension, Free Synths, Opressed AI, never dabbling into AI.
 
This would only make sense if you could later add DE/DA/RS as the third civic later in the game. Granted, that would open up some interesting storytelling possibilities: the machines that started killing/assimilating/pampering, or an organic society that is killed off by their machines/assimilated by their machines/allows the machines to take over while they become biotrophies.
 
This would only make sense if you could later add DE/DA/RS as the third civic later in the game. Granted, that would open up some interesting storytelling possibilities: the machines that started killing/assimilating/pampering, or an organic society that is killed off by their machines/assimilated by their machines/allows the machines to take over while they become biotrophies.

Games are also about interesting choices. And you need to pay for your choice. I would also prefer to see around 14 defferent tradition trees, so you are forced to choose.
 
to be honest, the machine empire special civics being non-removable never made much sense to me from a logical perspective. Any computer can be reprogrammed, even if that it could be said that the de/rs/da were core directives and specifically designed not to be changed, it just doesn't make sense that there is a part of the machine intelligence's core code that the ME itself cannot change, look at the Cybrex, they changed from genocidal maniacs to a pacifist ai that hid itself away and eventually may help defeat the contingency. the only possibly reasonable answer is that those civics are such a part of the ai that it would never even want to change it. those civics being irremovable makes perfect sense from a balance and game play perspective since it would be a nightmare to swap from being a regular machine empire to being rogue servitor if you were using organic slaves, or from a da to a regular me since you would lose all resource production from your cyborg, the swap from a regular me to de or vice versa would probably be mostly painless but it would still cause issues. but never the less those civics being irremovable still makes very little sense from a lore perspective
 
A molten core and natural evolution is irrelevant. The point is that you get a VERY different environment inside a tin can than on a ringworld. A Ringworld is basically just a VERY BIG planetary surface (maintained by tech). A Habitat... isn't. It's a much more specialized and limited environment, and adapting to live on and around those would not make you well suited to live on any planetary surface.

beings evolved for less limited environments should get the hab malus when they move to a "limited" tbh. But whatever, if they wanna make their ring world less like a planetary surface and more like a giant space station that's their choice , maybe like @The Founder suggested they're agaraphobic and need to make the "sky" lower or put up a view screen or just stay inside, thats fine. Before you say "buT thats not a ring world it has to be like a terrestrial planet!" who says? What do you imagine Machine Intelligence ring worlds look like? Would they bother to put jungles and glaciers on their ring world or would it look like something the Borg would make? Even Gestalt Driven Exterminators can make ring worlds in this game, do you think they design nice scenery for any biologics that come visit?
 
. the only possibly reasonable answer is that those civics are such a part of the ai that it would never even want to change it.
This is a funny thing of real life AI:
We really want/need to be able to hardcode some stuff (like do not murder or take control of humanity) like that.
Indeed we want to hardcode it even harder: Subagent Safety is among the "Concrete Problems of AI Safety". In part because the AI might create it's own next itteration. We do not just want the AI to not change it in itself, but that none of it's future version has even a iota less.

beings evolved for less limited environments should get the hab malus when they move to a "limited" tbh.
They actually do.
A while ago Habitat Habitability was dropped from 100% to 80%.
Just by this time you usually got +20% from tech, so you might not notice it.

Edit: Correction, it is even only 70% Habitatbility.
Code:
pc_habitat = {
    habitat = yes
    entity = "orbital_habitat"
    icon_frame = 22
    entity_scale = 1.0
    enable_tilt = no
    fixed_entity_scale = yes
    place_entity_on_planet_plane = no
    entity_face_object = no #disable rotation towards sun or planet we orbit around
    atmosphere_color         = hsv { 0.0 0.0 1.0 }        #DONE
    atmosphere_intensity     = 1.0
    atmosphere_width         = 0.5
    show_city = no
    city_color_lut = "gfx/portraits/misc/colorcorrection_continental.dds"
    extra_orbit_size = 0
    extra_planet_count = 0
    chance_of_ring = 0.0
    planet_size = 6
    moon_size = 1
    colonizable = yes
#    ideal = yes
    starting_planet = no
    orbit_lines = no
    has_colonization_influence_cost = no            # applies when within own borders
   
    is_artificial_planet = yes
   
    modifier = {
        planet_colony_development_speed_mult = 2.0 # Habitats should be fast to colonize
        pop_environment_tolerance = 0.70
    }  
}
 
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What do you imagine Machine Intelligence ring worlds look like?
Based on the evidence in-game, exactly the same as any other ringworld. After all, they still have 100% habitability for organics.

There aren't special ringworlds for special civs, and unless Paradox decides to make that "Machine Ringworlds" mod part of the base game, the case will remain that ringworlds are effectively a super-giant terrestrial surface with widely varying climates and biomes stretched around a star.
 
yeah @The Founder i know we talked about it a couple of pages back. living on a space station will be a downgrade for most pops except Void Borne and Machines who don't mind it.

Based on the evidence in-game, exactly the same as any other ringworld. After all, they still have 100% habitability for organics.

There aren't special ringworlds for special civs, and unless Paradox decides to make that "Machine Ringworlds" mod part of the base game, the case will remain that ringworlds are effectively a super-giant terrestrial surface with widely varying climates and biomes stretched around a star.

Not only widely varying cilmates and biomes but climates and biomes ideally suited to the perfect match of the organics homeworld. if you start as Human other continental type planets (without bonuses) will give you max 80% hab, but on a ring world you get 100% as you said, so there's technological processes far and beyond just making the 9 planet types on that homeworld. the Void Borne species also have a "homeworld" ideal type with its own 'climate' and 'biomes' even if its simpler than other ring world sections. if you have the tech to do the former you can do the latter. there's no reason a ring world can't be customized to be comfy for Void Borne just because its "terrestrial". It would be other species that would have trouble living in those sections, as they would in habitats. Giving the Void Borne the exact same -80% hab debuff on a ring world section customized for them as they would a random regular planet makes no sense, anyway you spin it, no pun intended ;)
 
the Void Borne species also have a "homeworld" ideal type with its own 'climate' and 'biomes' even if its simpler than other ring world sections. if you have the tech to do the former you can do the latter.
Your best suggestion was "they could live indoors", which, again, is already represented by a habitability malus. Continental aliens living on a Desert world are "living indoors" as much as possible, that's why they grow slower and need more consumer goods/amenities/housing.

You CANNOT replicate a space-based habitat the size of a small moon on a ringworld surface.