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AgamemnonV1

Corporal
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Aug 5, 2013
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Hey all. I want to preface this by saying that I have next to no knowledge of modding.

With origins now being a thing, I feel like there's a lot of "basic" origins missing. The various mods that add origins almost universally add incredibly complex or game-breaking origins, which really isn't what I'm looking for. Cybrxkhan's Basic Ordinary Origins is a good start but they haven't updated the mod since March 27. Here's what I'm trying to add for the origins:


United Workers

Miners led the forefront to planetary unification due to the emphasis placed on the society given the planet’s abundant mineral deposits.

- Start with Nanomechanics and Geothermal Fracking already researched.
- Homeworld has +3 mining district planetary feature.

==============================

Forced Unification

The last world war saw one supreme victor that subjugated all other nations on the world. As a result, this planet’s species is more inclined to resolving conflict through firepower.

- Start with Planetary Unification and Centralized Command already researched.
- Homeworld has War-torn planet modifier (can be removed once Terrestrial Sculpting is researched).
++ -5% Happiness.
++ -5% Government ethics attraction.
- Homeworld has City Ruins x3 planetary blockers.

===============================

Star Trekkers

Society on this planet grew with an importance placed on learning. Once FTL technology was discovered, the nations of the world joined together to focus on catapulting their species into the future.

- Start with Zero-G Laboratories and Gravitic Sensors already researched.
- Homeworld has Grand International Observatory planetary feature.
++ Provides +2 to Physics research.
++ Provides 2 Researcher job slots.

===============================

The Old Ways

Life on this planet unified under an unorthodox ethic that is usually frowned upon by other species that value equality. The strong placement on tradition keeps this society set in its customs despite pressure to change.

- Start with Heritage Sites already researched.
- Homeworld has Renowned Monument planetary feature.
++ Provides +4 Unity and +10 Stability.
++ Provides 2 Culture Worker job slots.

===============================

One with Nature

Instead of exploiting the resources of their homeworld, this species learned to co-exist together and become self-sufficient with the bounty provided by the flora found in the environment.

- Starts with Biodiversity Studies and Eco Simulation already researched.
- Homeworld has +3 agriculture district planetary feature.

===============================

Loose Morality

Life progressed on this world to a state where it became uninterested in doing what was right and instead focused on doing what felt right.

- Start with Nano-Circuit Assembly and Artificial Moral Codes already researched.

===============================

The Promised People

Society united under one religion, making every effort in their lives to emanate the tenants of their faith as best as they can.

- Has Spiritualist or Fanatic Spiritualist Ethic.
- Start with Holographic Rituals already researched.
- Homeworld has Holy Site planetary feature.
++ Provides +4 Unity and +10 Stability.
++ Provides 2 Priest job slots.

===============================

Self-Determined AI

This AI entity traveled a great distance in the galaxy to escape their creators and remained dormant for the trip to conserve energy. They are eager to get a fresh start.

- Must be Machine Intelligence.
- Start with Powered Exoskeletons and Micro-Replicators already researched.

===============================

Joined by Necessity

A great natural calamity affected this planet, which required the nations of the world to set aside their grievances and band together to overcome the problem.

- Starts with Atmospheric Filtering already researched.
- Homeworld has Hazardous Weather planetary modifier.
- Homeworld has Industrial Wasteland x6 blockers and NO deposit features.

===============================

Survival of the Fittest

The species on this planet evolved alongside a hostile environment, causing them to naturally band together.

- Homeworld has Hostile Fauna and Titanic Life planetary modifiers.
- Homeworld has Savage Wildlands and Titanic Lifeforms planetary features.
- Homeworld has Dangerous Wildlife x4 blockers.

===============================

Planned Society

This species developed efficiently, with its people joining together on a pragmatic approach to dealing with inevitable resource depletion by expanding out into the galaxy.

- Starts with Quantum Theory and Field Modulation already researched.
- Homeworld has +3 generator district planetary feature.

===============================

Underground Dwellers

Life on this planet thrived underground, leading to an impressive subterranean system of self-efficiency due to the limited resources found above.

- Homeworld has Bleak planetary modifier.
- Homeworld has Subterranean Farming Caverns, Subterranean Generator Areas, and Subterranean Mining Sites planetary features.

===============================

Invasion Repellers

When alien invaders came to destroy this species, they joined forces to repel them and drive them off their planet. They remain united in this common goal, preparing for their possible return.

- Starts with Fusion Power and Ground Defense Planning already researched.
- Homeworld has Ancient Bombardment Craters planetary feature.

===============================

Fallen Seed Colonists

This species is all that remains of an ancient and vast star empire. An ark ship was sent out many generations ago which then incubated and born the species from DNA and woke them from sleep once the planet had finished terraforming. However, all data on the onboard computers was corrupted and unrecoverable, resetting the species’ progress in technology.

- Homeworld is a size 22 planet.
- Homeworld has Lush and Ancient Terraforming planet modifier.
- Homeworld has unblocked +3 agriculture, +3 generator, and +3 mining district planetary feature.
- Empire starts with -80% starting pop.

===============================

Plague Survivors

A plague has ravaged this species, killing off one-third of its population. In response, the nations of the world banded together to form an emergency coalition to colonize another planet in the hopes of survival.

- Cannot be Machine Intelligence
- Starts with Automated Exploration Protocols already researched.
- Homeworld has Plague modifier.
++ Lasts 10 years.
++ -10 Stability, -10% Happiness, -10% Pop Growth speed, -100% Immigration Pull
- Empire starts with -33% starting pop.
- Empire starts with a Colony Ship.

===============================

So I've taken a look at the government modding page on the Stellaris wiki but that doesn't really help with the custom things that I want to mod in. How would I go about doing this?
 
United Workers

Miners led the forefront to planetary unification due to the emphasis placed on the society given the planet’s abundant mineral deposits.

- Start with Nanomechanics and Geothermal Fracking already researched.
- Homeworld has +3 mining district planetary feature.
Assuming you know how to code the origin itself (just look in common/governments/civics/00_origins.txt), this will have two parts:
First, you're going to want to call a country event from the empire_init_add_technologies on_action. It should include give_technology = { tech = tech_mining_2 message = no } Second, you'll want to create a scripted effect file (similar to common/scripted_effects/01_start_of_game_effects.txt). This will do all the basic game setup stuff for your origins, such as districts, pops, home system resources, etc. Ultimately, you'll want your own version of each of the scripted effects in 01_start_of_game_effects, probably. Anyway, those scripted effects should be called from a planet event modeled after game_start.12. The event should be called from the empire_init_capital_planet on_action. Then just create your deposit based on other deposits in common/deposits/01_planetary_deposits and add it to your planet via the scripted effect using something like this:
Code:
if = {
    limit = { has_origin = origin_united_workers }
    add_deposit = d_united_workers_mines
}
I hope that example helps. I can go over a few more of your origin ideas if you want.