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They are early techs, but that early point is also where you need tech the most.
As does starting with robot production capabilities and some robots. Keep in mind this allows you to use workers even on tomb worlds, and as soon as you get droids (which wont be too long) you can even colonize with them. And you start with higher pop growth since you are also producing bots.
This used to be worse back when you needed synthetics to have robots work specialist jobs or colonize.
There's downsides too like having to spend a pop, building slot, energy upkeep, alloy upkeep on producing more. But I'd say its a pretty interesting origin as is, with strong benefits.
Its been a while since I played a full game with it myself tho. Unsure how exactly it balances in 3.4
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Ocean Paradise is only really something to pick for the size 30 planet with its extra bonus. It would make a great core world later on when you can turn it into an ecumenopolis. However it comes at the cost of not having those 2 guaranteed planets, so its more of a challenge run origin in practice. Its basically a better Life-Seeded.
Aside from the obvious, you also start in a Nebula meaning potential extra minerals (altho its a choice between minerals and food) but that also means you dont get the extra sensor range advantage from your starbase at the start. You wont get vision over any neighbouring system. That will make the very starting exploration a little slower.
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Other origin choices hmm. I dont really do robots (unless Machine Empire) so not much experience with has good synergy. Overall its considered the best ascension path so theres not really downsides to origins when going for it.
Shattered Ring and Void Dweller get trade districts, so they might be an idea since your planning on going with a MegaCorp. However you wouldnt be able to pick Angler with those.
Shattered Ring seems like a fun and different start, so I may end up trying that next after this one!
Not being spiritualist should make it much easier to get, overal, but keep in mind RNG exists and there really is some value with already starting with these techs so something like this doesn't happen to you too, if you want to play in a very specific way, taking the guaranteed techs/paths isn't a bad idea.
Same goes for psi ascension and the new origin that already starts your species as latent psionics.
In my case its usually the bio-ascension or psionic techs that can end up taking way longer then it should.
This is one reason why I consider +1 research alternative options to be very good.
It even adds the tech as guaranteed research option. I found that it took much longer to get the third ascension slot (even with a high unity income) then it would to rush the tech.
Its very good for the psi path, altho tbh its great period.
Having a possibility to roll the Psionic leader trait from the start is just too good.
At this point im kind of burned out on the game (too many hours) but I can recommend trying different stuff each time around. It keeps the game feeling fresh for much longer.