So, having played every origin in the game multiple times by now, I thought to make this thread where we can talk about what origin synergies with what civic/authority/trait/ethic. I'm particularly looking for any synergy I might've missed. This is about what offers the best synergies at start and doesn't include ascensions. Here are the ones I currently know:
Clone Army
Death Cult civic (pops assemble back really fast)
Eager Explorers civic (quickly undoes the starting pops penalty)
Lithoid species (cancels the leader penalty and you don't grow pops naturally)
Here be Dragons
Reanimators civic (if you kill the dragon you get both the permanent bonuses and the leviathan)
Knights of the Toxic God
Corporate authority (they gain access to a special branch office building)
Overtuned
Lithoid species (cancels the lifespan penalties and allows selecting habitability traits that would normally be unavailable to lithoids)
Necrophage
Xenophobe or Gestalt Consciousness (they gain access to a special purge type)
Lithoid species (most of your species doesn't come from natural growth)
For secondary species, Invasive Species (you can add negative leader traits with no worry since they can't produce leaders)
Under One Rule
Commander ruler (needed for Distinguished Admiralty synergy)
Distinguished Admiralty civic (can max the ruler trait from the start)
Vaults of Knowledge civic (can upgrade the second ruler trait if you picked one)
Syncretic Evolution
Selective Kinship civic (can make a secondary species from the same group to get the benefits)
For secondary species, negative traits that affect only leaders to get trait points (secondary species can't generate leaders)
Hegemon
Corporate authority (plenty of branch office opportunities)
Any fanatic ethic (causes the other members to share the ethic)
Common Ground
Corporate authority (plenty of branch office opportunities and lets you switch federation type to Trade League)
Militarist (lets you switch federation type to Martial Alliance)
Fanatic Materialist or Fanatic Spiritualist (lets you switch federation type to Research Cooperative or Holy Covenant and causes the other members to share the ethic)
Imperial Fiefdom
Corporate authority (plenty of branch office opportunities)
Materialist (overlord starts with this ethic so you get a subject compatibility bonus)
Militarist (overlord starts with this ethic so you get a subject compatibility bonus)
Xenophile (overlord starts with this ethic so you get a subject compatibility bonus)
Slingshot to the Stars
Stargazers civic (stacks with the origin starbase influence cost reduction)
Post-Apocalyptic
Radiotrophic trait (obviosuly)
Relentless Industrialists civic (obviosuly)
Fanatic Purifiers civic (no Armageddon bombing penalties)
Life-Seeded
Idyllic Bloom civic (obviously)
Noxious trait (habitability penalty doesn't affect gaia worlds but the min habitability bonus works on other planets)
Ocean Paradise
Anglers civic (obviously)
Agrarian Idyll civic (the tooltip only mentions it after the game starts but the bonuses apply to Anglers civic jobs too)
Astrometeorology civic (starting nebula gives bonuses to Astrometeorologist jobs)
Cybernetic Creed
Augmentation Bazaars civic (you're locked into cybernetic ascension)
Doomsday
Eager Explorers civic (fewer devastation penalties from pops and cheaper to resettle all pops)
Shattered Ring
Machine species (halves the penalties from colonizing the other segments)
Catalytic Processing (you'll miss less the mining districts when you repair the ringworld)
Broken Shackles
Fanatic Egalitarian (factions bonus)
Parliamentary System civic (factions bonus)
Idyllic Bloom civic (solves the different climate preferences issue)
Remnants
Eager Explorers civic (cancels the civic's starting building penalty)
Payback
Fanatic Militarist (for the path where you beat MSI in war)
Diplomatic Corps civic (for the path where you beat MSI in Galactic Community)
Fear of the Dark
Militarist (one of the possible endings will change ethics to this anyway)
Natural Design civic (they get penalties from completing an ascension before ending the mid-game story)
Lost Colony
Selective Kinship civic (good relations with an empire guaranteed to start strong)
Adaptive or Aquatic (removes the habitability penalty because the capital isn't the homeworld)
Riftworld
Dimensional Worship (obviously)
Storm Chasers
Storm Devotion (obviously)
Astrometeorology (obviously)
Primal Calling
Gestalt Consciousness (no stance restrictions)
Wild Swarm civic (obviously)
Cordyceptic Drones civic (obviously)
Natural Sociologists trait (the origin gives early access to space fauna technologies but they must still be researched)
Teachers of the Shroud
Authoritarian (you won't need to change ethics when you get the Chosen One event)
Treasure Hunters
Gestalt Consciousness (one of the endings gives increased piracy risk if the empire is individualist)
Caretaker Network civic (plenty of specimens obtained throughout the story)
Mechanist
Natural Engineers trait (they make heavy used of Engineering research)
Subterranean
Masterful Crafters civic (very easy to gain building slots and mining districts will support industrial ones)
Mining Guilds civic (bonuses from mining districts)
Noxious trait (stacks with the origin min habitability bonus and reduces the max habitability penalty of the trait)
Subterranean Machines
Relentless Industrialists (if species min habitability is greater than max habitability the min habitability wins out)
Clone Army
Death Cult civic (pops assemble back really fast)
Eager Explorers civic (quickly undoes the starting pops penalty)
Lithoid species (cancels the leader penalty and you don't grow pops naturally)
Here be Dragons
Reanimators civic (if you kill the dragon you get both the permanent bonuses and the leviathan)
Knights of the Toxic God
Corporate authority (they gain access to a special branch office building)
Overtuned
Lithoid species (cancels the lifespan penalties and allows selecting habitability traits that would normally be unavailable to lithoids)
Necrophage
Xenophobe or Gestalt Consciousness (they gain access to a special purge type)
Lithoid species (most of your species doesn't come from natural growth)
For secondary species, Invasive Species (you can add negative leader traits with no worry since they can't produce leaders)
Under One Rule
Commander ruler (needed for Distinguished Admiralty synergy)
Distinguished Admiralty civic (can max the ruler trait from the start)
Vaults of Knowledge civic (can upgrade the second ruler trait if you picked one)
Syncretic Evolution
Selective Kinship civic (can make a secondary species from the same group to get the benefits)
For secondary species, negative traits that affect only leaders to get trait points (secondary species can't generate leaders)
Hegemon
Corporate authority (plenty of branch office opportunities)
Any fanatic ethic (causes the other members to share the ethic)
Common Ground
Corporate authority (plenty of branch office opportunities and lets you switch federation type to Trade League)
Militarist (lets you switch federation type to Martial Alliance)
Fanatic Materialist or Fanatic Spiritualist (lets you switch federation type to Research Cooperative or Holy Covenant and causes the other members to share the ethic)
Imperial Fiefdom
Corporate authority (plenty of branch office opportunities)
Materialist (overlord starts with this ethic so you get a subject compatibility bonus)
Militarist (overlord starts with this ethic so you get a subject compatibility bonus)
Xenophile (overlord starts with this ethic so you get a subject compatibility bonus)
Slingshot to the Stars
Stargazers civic (stacks with the origin starbase influence cost reduction)
Post-Apocalyptic
Radiotrophic trait (obviosuly)
Relentless Industrialists civic (obviosuly)
Fanatic Purifiers civic (no Armageddon bombing penalties)
Life-Seeded
Idyllic Bloom civic (obviously)
Noxious trait (habitability penalty doesn't affect gaia worlds but the min habitability bonus works on other planets)
Ocean Paradise
Anglers civic (obviously)
Agrarian Idyll civic (the tooltip only mentions it after the game starts but the bonuses apply to Anglers civic jobs too)
Astrometeorology civic (starting nebula gives bonuses to Astrometeorologist jobs)
Cybernetic Creed
Augmentation Bazaars civic (you're locked into cybernetic ascension)
Doomsday
Eager Explorers civic (fewer devastation penalties from pops and cheaper to resettle all pops)
Shattered Ring
Machine species (halves the penalties from colonizing the other segments)
Catalytic Processing (you'll miss less the mining districts when you repair the ringworld)
Broken Shackles
Fanatic Egalitarian (factions bonus)
Parliamentary System civic (factions bonus)
Idyllic Bloom civic (solves the different climate preferences issue)
Remnants
Eager Explorers civic (cancels the civic's starting building penalty)
Payback
Fanatic Militarist (for the path where you beat MSI in war)
Diplomatic Corps civic (for the path where you beat MSI in Galactic Community)
Fear of the Dark
Militarist (one of the possible endings will change ethics to this anyway)
Natural Design civic (they get penalties from completing an ascension before ending the mid-game story)
Lost Colony
Selective Kinship civic (good relations with an empire guaranteed to start strong)
Adaptive or Aquatic (removes the habitability penalty because the capital isn't the homeworld)
Riftworld
Dimensional Worship (obviously)
Storm Chasers
Storm Devotion (obviously)
Astrometeorology (obviously)
Primal Calling
Gestalt Consciousness (no stance restrictions)
Wild Swarm civic (obviously)
Cordyceptic Drones civic (obviously)
Natural Sociologists trait (the origin gives early access to space fauna technologies but they must still be researched)
Teachers of the Shroud
Authoritarian (you won't need to change ethics when you get the Chosen One event)
Treasure Hunters
Gestalt Consciousness (one of the endings gives increased piracy risk if the empire is individualist)
Caretaker Network civic (plenty of specimens obtained throughout the story)
Mechanist
Natural Engineers trait (they make heavy used of Engineering research)
Subterranean
Masterful Crafters civic (very easy to gain building slots and mining districts will support industrial ones)
Mining Guilds civic (bonuses from mining districts)
Noxious trait (stacks with the origin min habitability bonus and reduces the max habitability penalty of the trait)
Subterranean Machines
Relentless Industrialists (if species min habitability is greater than max habitability the min habitability wins out)
Last edited:
- 8
- 7
- 2