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15JTaylor

First Lieutenant
48 Badges
Dec 3, 2016
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Yes, even hard reset.

My favorite is definitely evolutionary predators. I like how flexible it is and the rp is left up to you. You can be as nice as you want and still aquire the benefits, be neutral, or as evil as you want. It's up to you. Even just aquiring vassels you can demand a dna tithe to help you out.

So what is everyones opinion on these origins?
 
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Currently doing an Evol Pred + Genesis Guide start. They just keep adding traits and condensing the Empire size from pops. The the Empress eats people.
 
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Im doing a overturned origin with biomorph. C-P-C with the tradition. Currently using the purity government with the oligarch system and that agenda speed is absolutely bananas...especially paired with statecraft.
 
Wilderness and Evolutionary Predatory are both great. I like them a lot. Both are very fun. Wilderness is what I always wanted Biological Hive Minds to be, and Evolutionary Predator is just so much zany fun as your traits list gets crazier and crazier.

Hard Reset is okay. It was interesting to play once, and I liked the story and if I wanted to do a cybernetic rush empire it allowed me to pick that up as my second Tradition tree as it only required the tech requirement to start so it also saved an AP slot. Really, it isn't at all bad but I think I just wanted more out of it and either more options or events while going through it or for the repercussions and effects to keep hitting for longer into the game past where it seemed to end when I did it (at the planet narrative event).

The new Starlit Citadel one looks interesting. I haven't gotten very far into it yet as I've had really bad entirely unrelated early game luck with it so far (various unrelated events or neighbors) but what I've seen of it was interesting in that the Citadel itself had no problem killing all the invasions I experienced coming through and the debris from those invasions was a pretty hefty spread of techs and research points. Might be a good alternative to some of the other very basic starts if you planned to go militant as the debris sets you up well with guaranteed research options for ship techs.
 
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I just finished a devouring swam + evolutionary predator run and didn't really care for it. I felt like too many of the traits I got were pointless. At one point I got Radiotrophic and almost crashed my economy because of the huge swing towards energy consumption.

I would've rather just gene modding myself with vocational genomics and the normal set of super-traits.
 
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hive mind finally have some interesting origin

even clone army and overtune become better retroactively

poor machine still doesn't have much when it come to origin choice

maybe the big 3 should become origin
 
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I'm not trying any of the new Origins just yet because I'm still adjusting to the 4.0 changes. Even old Origins got a new coat of paint and I tried Overtuned first given it was among those that got updated. Being able to Genetically Ascend after getting two Traditions done is downright scary since the power-spike from doing so is nuts. I went P-P-C for Flexibles and went Cloning for its Democratic Government. -25% Empire Size from Pops is crazy and the first Purity option offsets the Cloning Leader malus once the Leaders die the first time because Backup Clone Trait is straight up awesome. I already have a starting Trait tweak in mind that may or may not be needed but I do miss Culture Workers. Supposedly Ministry of Culture building from Artisan Troupe converts Bureaucrats **INTO** Culture Workers. My reaction when I read that was like... WTF?! I'm tempted to see what it does on an existing Unity World I have.

They also updated Megastructures with the biggest buff(and most OP buff may I add) going to the Mega Arts Installation. -20% Planet Ascension cost is nothing short of insane. You combine that with Interstellar Dominion getting -50% to Systems and it just seems like Paradox wants you to go Wide again with no repercussions whatsoever. I mean the buff to ID makes MegaCorps have -100% to Systems... that's nuts. You could *almost* remove Empire Size from Pops with them too given Purity's -10% Empire Size from Pops. I just haven't found another source yet. Also found one minor bug in that Kinship(Harmony Tradition) doesn't show in Empire Size tooltip. It's being applied but it's not listed among the Empire Size from Pops modifiers.
 
I'm not trying any of the new Origins just yet because I'm still adjusting to the 4.0 changes. Even old Origins got a new coat of paint and I tried Overtuned first given it was among those that got updated. Being able to Genetically Ascend after getting two Traditions done is downright scary since the power-spike from doing so is nuts. I went P-P-C for Flexibles and went Cloning for its Democratic Government. -25% Empire Size from Pops is crazy and the first Purity option offsets the Cloning Leader malus once the Leaders die the first time because Backup Clone Trait is straight up awesome. I already have a starting Trait tweak in mind that may or may not be needed but I do miss Culture Workers. Supposedly Ministry of Culture building from Artisan Troupe converts Bureaucrats **INTO** Culture Workers. My reaction when I read that was like... WTF?! I'm tempted to see what it does on an existing Unity World I have.

They also updated Megastructures with the biggest buff(and most OP buff may I add) going to the Mega Arts Installation. -20% Planet Ascension cost is nothing short of insane. You combine that with Interstellar Dominion getting -50% to Systems and it just seems like Paradox wants you to go Wide again with no repercussions whatsoever. I mean the buff to ID makes MegaCorps have -100% to Systems... that's nuts. You could *almost* remove Empire Size from Pops with them too given Purity's -10% Empire Size from Pops. I just haven't found another source yet. Also found one minor bug in that Kinship(Harmony Tradition) doesn't show in Empire Size tooltip. It's being applied but it's not listed among the Empire Size from Pops modifiers.


the -10 empire size of interstellar assembly was great update
 
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Predators - didn't try them yet

Wilderness - seems like an exponential growth machine. You start growing faster and faster, though perhaps empire size becomes a problem. Dunno. It's pretty cool at least. The most intresting of the new ones.

Starlit Citadel - meh. It's just a way to show the new structure. The story aspects of the invaders and their system aren't quite on the level of something like knights for example. The citadels do quickly become absolutely insurmountable to everyone so that's funny I guess. I have the starting citadel at something like 300k power and my actual fleets are like 30k total or smth, though the build is the obvious guardianship and all the bells and whistles thing.

Hard Reset - Ehh. Kinda like much worse clone army. There's a bunch of fleets you have to fight, you get a great admiral trait at the cost of having really trash pops, or you can become normal.

And Clone Army, because the big change of being able to modify and get more of ascendant clones - very big. Seems amazing. Also seems like why would I want to ever go clone fertility.
 
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My first game was hard reset. It was OK, it felt like a somewhat watered-down mixture of Payback and Clone Army. The most unique part is that you can let your pops decide what to do with their implants, the situation progresses to one side or the other depending on which ethics faction is dominant at the time.
 
Predators - didn't try them yet

Wilderness - seems like an exponential growth machine. You start growing faster and faster, though perhaps empire size becomes a problem. Dunno. It's pretty cool at least. The most intresting of the new ones.

Starlit Citadel - meh. It's just a way to show the new structure. The story aspects of the invaders and their system aren't quite on the level of something like knights for example. The citadels do quickly become absolutely insurmountable to everyone so that's funny I guess. I have the starting citadel at something like 300k power and my actual fleets are like 30k total or smth, though the build is the obvious guardianship and all the bells and whistles thing.

Hard Reset - Ehh. Kinda like much worse clone army. There's a bunch of fleets you have to fight, you get a great admiral trait at the cost of having really trash pops, or you can become normal.

And Clone Army, because the big change of being able to modify and get more of ascendant clones - very big. Seems amazing. Also seems like why would I want to ever go clone fertility.


problem with clone army is that most planet couldn't have enough building to support all their job

the insane 7 building demand on every planet

and that only give 7500 pop limit

not even enough for size 25 base resource planet

how many empty planet do they need to support 1 ecom
 
I just picked up Biogenesis so I haven’t had much time to try everything out but from what I’ve seen, Wilderness seems to have an extremely strong economy. It’s been very interesting having to build things by spending pops (biomass) on them. I’m looking forward to seeing how it scales up past the first few years
 
Thematic-wise Wilderness is just up my alley, in terms of actual gameplay though it's not really anything groundbreaking. But Roleplay in Stellaris is going strong.
 
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Evolutionary Predators is insanely fun to play with, though it's admittedly a bit unbalanced. I guess that's mitigated by not being able to go psionic, but with this in 2285 my species looks like this:
1747114414618.png
 
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Evolutionary predator is extremly fun but also overpowered as heck. First, you can get the advanced traits relatively early, which gave me robust for +30 percent habitability. Second, you can stack pop growth traits on top of eachother, which becomes very, very, very broken later in the game, i have like 3 million pops in the year 2344, although admittedly this is also a genocidal run where i almost have the entire galaxy. I also got Drake-Scaled, which gives alloys based on pops, and if i wouldnt have gone for meat ships, it would be the most broken thing ever LOL. On top of that, it also gives science, and thats the one thing i dont get. I personally think you should PAY science later in the game so you can proceed tuning up your species, not gaining it.
 
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Evolutionary predator is extremly fun but also overpowered as heck. First, you can get the advanced traits relatively early, which gave me robust for +30 percent habitability. Second, you can stack pop growth traits on top of eachother, which becomes very, very, very broken later in the game, i have like 3 million pops in the year 2344, although admittedly this is also a genocidal run where i almost have the entire galaxy. I also got Drake-Scaled, which gives alloys based on pops, and if i wouldnt have gone for meat ships, it would be the most broken thing ever LOL. On top of that, it also gives science, and thats the one thing i dont get. I personally think you should PAY science later in the game so you can proceed tuning up your species, not gaining it.

have to keep other pop around for the situation progress

since planet progress run out eventually
 
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Still adjusting to the 4.0 changes and I have to give Mutation some serious love with this post. While I'm still a Cloning Tradition person due to the Democratic Authority, the first Mutation option for Flexible Traditions is nothing short of insane. When your Empire terraforms to Gaia and Ecumenopolis respectively, you can get 25% Resources from Jobs, -25% Housing Usage and -25% Amenities Usage should you hit 200% Habitability. That is easily achievable with Genomic Research Lab getting 10%, Adaptability Tradition providing 10%(hence this Tradition has way more value now given the Housing + Designation Finisher too), 30% Habitability from Techs, 30% from Excessive Endurance(Overtuned Origin ftw) and 25% Habitability from Exotic Metabolism(which offsets Lifespan malus on EE. Exotic Gas upkeep really isn't an issue given how much Strategics we produce; EXPECT a nerf hammer on this) yields 105% Habitability or the full bonus. Heightened Abilities or Purity option(arguably the best pick of the three hands down) yields 30% Resources from jobs and -10% Empire Size from Pops(-25% with Cloning Democratic Authority) and you basically are producing Resources that the old Genetics could only dream of doing.

PS: Empire Modifiers Wiki has an Error. Purity II buff is Maximum Negative Leader Traits: -1
 
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