Stellaris

Stellaris

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Distant Origin - Lost Homeworld Civic and More!
 
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Dec 29, 2017 @ 9:39am
May 27 @ 6:48pm
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Distant Origin - Lost Homeworld Civic and More!

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Description
I'm excited to announce that I am working on v2.0 of Distant Origin! The mean feature will be a re-unification chain which will let players reclaim the lost interstellar holdings of their ancestors, like the Great Crusade of Warhammer 40,000. Scattered remnants and lost colonies of your species will be seeded across the galaxy, hopefully making for a more "lived-in" galaxy than what is present in vanilla. Also working on lots of smaller events to further flesh out empire interaction and other cool stuff!

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“Life out here began out there.”

I always thought there needs to be some more interesting dynamics between the different empires in Stellaris. Sure, you can insult someone or close your borders to their ships, but those methods of creating tension sometimes seem a bit artificial. So I decided to create something new in the form of two special civics, which are designed to work together. By force spawning two custom empires, one with each civic and both with the same climate preference, you can re-create a quarians-versus-geth dynamic in Stellaris, complete with unique dialogue and relationship modifiers. The civics also work on their own, with their own individual quirks. For more information, including a short list of limitations, see the “Details and Limitations” discussion linked below.

This mod adds the following:
- “Distant Origin” civic: This species evolved on a different planet altogether. While the nature and location of its true homeworld may have faded into myth, the thought of someday returning there is irresistible. Improves ship speed and survey speed, and adds some special exploration events.
- "Distant Origin (Earth)" civic: Same as above, but designates your empire as having originated on Earth. Useful for "lost human colony" empires.
- “Contested Homeworld” civic: This society's current homeworld was disputed long ago by two sentient races who fought a global war over the right to rule it. They ultimately won, driving the losers into exile or extinction. Boosts army damage and morale (will probably change).
- “Vengeful Refugees” AI personality: This species was forcibly expelled from their original homeworld by a hostile force centuries ago, and will stop at nothing until they have reclaimed it. They are slow to trust other species, but diplomatic relations are not out of the question. They have their own unique dialogue and a permanent -1000 opinion modifier to any empire that controls their home world at any given time.
- Two new prescripted empires: “Kingdom” and "Resurgent Xarmiri Nations".
- The Commonwealth of Man now has the Distant Origin (Earth) civic, replacing Distinguished Admiralty from vanilla. Their original homeworld will always be Earth by default.
- Compatible with Planetary Diversity.
- More to come! This mod is under continuous development, and in addition to refining what’s already there I hope to add a lot more in the way of event chains and dynamic relationships. A reunification war of some kind would be pretty awesome…

Details and limitations: http://steamcommunity.com/workshop/filedetails/discussion/1249001485/1620599015898488386/

Forum thread: https://forum.paradoxplaza.com/forum/index.php?threads/mod-distant-origin-lost-homeworld-civic-and-more.1062776/
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218 Comments
mzilli  [author] Jul 6 @ 1:48pm 
I'm excited to announce that I am working on v2.0 of Distant Origin! The mean feature will be a re-unification chain which will let players reclaim the lost interstellar holdings of their ancestors, like the Great Crusade of Warhammer 40,000. Scattered remnants and lost colonies of your species will be seeded across the galaxy, hopefully making for a more "lived-in" galaxy than what is present in vanilla. Also working on lots of smaller events to further flesh out empire interaction and other cool stuff!
Korbis Jun 20 @ 1:50pm 
Perfect! I used the Lost Colony civic from the Origin Civics mod for the longest time, but it started causing problems when I'd make human colonies, and I had my Earth empire use different portraits than the vanilla humans, so this should fix that problem.
Kjersleif Jun 14 @ 5:37pm 
@mzilli Awesome. Thanks for the answer :) And a great mod ^.^
mzilli  [author] Jun 14 @ 2:39pm 
@Kjersleif It does not break the interaction. That scenario will work exactly as intended.
Kjersleif Jun 14 @ 7:14am 
Do you know if "Contested Homeworld" works with machine civs with "Determined Exterminator?" I'd love to try and recreate the Geth-Quarian conflict, with the Geth occupying Rannoch, which I set to Arid, and then also Arid homeplanet for the quarians, who has "Distant Origin". But determined exterminator sets the planet to a tomb world, does this break the interaction?
bornkiller98 Jun 9 @ 2:28pm 
that's ok, thanks for responding
mzilli  [author] Jun 1 @ 5:24pm 
@bornkiller98 I'm afraid I no longer have the 1.9 version. I'd have to remake it more or less from scratch, which would be a huge time investment I can't afford right now. Sorry.
bornkiller98 May 29 @ 12:31pm 
Could you please release a 1.9 version, I love the mod but i'm not ready to abandon my current game to keep up with the updates. Thank you for a great mod by the way
Davidius May 29 @ 1:40am 
In my game I like to have multiple Human factions which all originated on Earth. This mod really adds to the whole experience and makes the lives of the poor sods which happen to own Earth a living hell. Thank you for making this mod!
mzilli  [author] May 20 @ 7:13pm 
@AMBsurfer They'll all consider Earth their homeworld, yes. Contested Homeworld is only needed if you want them to be Vengeful Refugees.