Stellaris

Stellaris

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[Abandoned] Evolutionary Origins
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Sep 6, 2020 @ 6:32pm
Oct 4, 2020 @ 6:06pm
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[Abandoned] Evolutionary Origins

Description
Note: Due to real life issues I will not be working or updating this mod for the forseeable future.

This mod adds 11 new origins to Stellaris. These new origins are as follows.

Codominant Evolution

DLC Requirements: Utopia

Origin Requirements: Xenophile or Fanatic Xenophile ethics

This is Syncretic Evolution for xenophiles. With this origin your empires start with half of your homeworlds population being of a secondary species. Some of your leaders will also start as your secondary species, with a 50% chance of your leader being your secondary species.

Pre-Sapient Cousins

DLC Requirements: None

Origins Requirements: Can not be hive minded or Fanatical Xenophobe.

With the Pre-Sapient Cousins origins your empire starts with 3 randomly generated Pre-Sapient pops living on your planets homeworld. Pre-Sapients based events may occur on your homeworld, and with the right tech you can uplift them. You can also exterminate them if your that kind of empire.

Undesirables

DLC Requirements: Utopia

Origins Requirements: Fanatical Purifier, Devouring Swarm, or Determined Exterminator Civics

Are you the kind of player who loves purging? Do you love purging so much you build your entire civilization around it? Do you hate that you have to go out in the galaxy to find xeno scum to purge? Well do I have the origin for you.

With the undesirables origin you can customize a perfect secondary species to purge from the galaxy. 4 of them will spawn right on your homeworld right at the start of the game. Work them to death or cook them into a tasty snack the choice is yours.

Nuclear Mutation

DLC Requirements: Apocalypse

Origins Requirements: Doesn’t have Machine Intelligence Authority or Agrarian Idyll civic

Your civilization starts on a Tomb world with the tomb world habitability. It seems that the first species to evolve on this world nuked themselves into extinction. Luckily the radiation mutated a few animals and gave rise to a second civilization.

Hive World

DLC Requirements: Utopia

Origins Requirements: Hive mind Authority.

Do you think its unfair that machine intelligences can start on a machine world, but hive minds cant start on a hive world? Well this mod fixes that grave error. With this mod your hives homeworld will be a hive world ready for use by your perfectly crafted hive mind.

Ecumenopolis World

DLC Requirements: Megacorp

Origins Requirements: Doesn’t have the Agrarian Idyll civic

Want to start your civilization on a shiny metal planet without all the rust of a relic world? Now you can. With the ecumenopolis world origin your civilization will have a head start on the galaxy. With there homeworld being a giant city planet in its prime. You will also have an arcane reactor that provides for your needs.

Note:Please load Evolutionary origin after mods that change planets starting deposits (For example, Planetary Diversity). These mods will remove the Arcane reactor if loaded afterwords.

Escaped Slaves

DLC Requirements: None

Origins Requirements: Must be democratic, can not be any kind of xenophobic, can not have the police state, citizen service, or Byzantine Bureaucracy civics.

The escaped slaves origin was heavily inspired by the cut escaped slave origin. This origin does the following.

Spawn 6 additional random species each with 4 pops. These species will have a random homeworld somewhere in the galaxy. Your empire will get planetary bonuses if you colonize or conquer these worlds.
Note: These species will have random habitability and traits, and 4 pops will be of your starting species.

Gives you a habitability, happiness, and stability bonuses on your homeworld for the first 20 years.

Gives you a permanent buff to happiness, pop growth, and immigration attraction on your homeworld.

Creates a slaver empire somewhere in the galaxy. This empire has a -1000 opinion of your empire, and has small start of game bonuses and slave output buffs on their homeworld.

Eldest Sibling

DLC Requirements: None

Origin Requirements: Must not be be a Gestalt Consciousness type empire aka hive mind or machine empire.

In the ancient past splinter groups of your society left your planet in search of a new home. Colonizing 2 nearby planets in neighboring solar systems. Your empire will start will outposts already built in these systems. These ancient colonies will be primitive worlds whose ultimate fate you can decide.

Narrow Escape

DLC Requirements: None

Origin Requirements: Must not be be a Gestalt Consciousness type empire aka hive mind or machine empire.

Just after achieving spaceflight and settling your first colony your empire’s homeworld was hit by an apocalyptic catastrophe. Your empire’s homeworld will be an uninhabitable toxic world and your surviving colony will only have 2 pops on it.

For an extra challenge set the number of guaranteed habitable worlds to zero. If you do, your surviving colony will be of a random planet class.

Rogue Planet

DLC Requirements: None

Origin Requirements: None

Your empire has always believed that its homeworld was the center of its solar system. Because it actually is. Volcanic activity from your planets core allows life to live on the surface of this world that has been ejected from it sun long ago.

Your homeworld will have the Bleak, Tectonicly unstable, and rare minerals modifiers. To reflect the unusual nature of your homeworld.

New with Verson 1.3

Enlightened

DLC Requirments: None

Origin Requirments: Can not be xenophobic, fanatical xenophobic, or a Gestalt Consciousness

Your world was changed forever when the aliens first visited your primitive world. They came with offers of friendship, unity, and most importantly of all knowledge. Under there careful guidance your empire has risen from its primitive roots and is now ready to explore the stars.

Your empire will start as a protectorate of a nearby advanced start xenophile empire. This empire uplifted your primitive world and will protect your civilization from all threats.

Note: Your empire will be a unique form of protectorate called an enlightened protectorate. The enlightened protectorate can expand and can not be integrated (to prevent a sudden game over), but it must follow its overlord into all wars.
56 Comments
safr208  [author] Jun 1, 2021 @ 5:53pm 
So I had some free time on my hands and tried to see if I could clean up this mod and make it work for 3.0. So far here are the in progress results of my work

Codominant Evolution, Presentient Cousins, Undesirables, Rogue Planet and Nuclear Mutation seem to more or less work with only a few minor changes needed.

Ecumenopolis needed a few minor tweaks to its code but I got it to work. These where due to the changes in alloy/consumer goods system. I also had to forbid hive minds from using this start to make it work properly.

Hive world seems to work, further testing needed however.

Elder Brother has been fixed, in the current alpha stage of 3.0 each pre-ftl civ is now its own species. I had to rework this origin but it seems to properly function now.

Narrow Escape has some minor glitches that need fixed.

Escaped slaves and the enlightened origin are both completely and totally broken. These two are going to be the big issue if I ever manage to finish an update.
von_das May 30, 2021 @ 12:19pm 
Really hope this will be updated in the future.
Journeyman Prime Apr 30, 2021 @ 2:40pm 
Has anyone else made an updated version of the mod? Some of these origins are baller and I don't want to lose them.
CrowCrowManThinger Apr 28, 2021 @ 2:13pm 
narrow escape causes an infinite amount of blank notifications.
THE SALTMAN Jan 8, 2021 @ 3:09pm 
Only just discovered this mod and I love it amazing job dude! Does anyone know if there is way to pick the random pops generated in the escaped slaves origin?
Fix Stellaris Dec 18, 2020 @ 5:29am 
Merry Christmas safr208, take your time can't wait till its updated :)
safr208  [author] Nov 30, 2020 @ 2:32pm 
@brazilianlaysfan it might be a bit. Real life stuff has kind gotten in the way. So I have not been able to work on the update lately.
< blank > Nov 30, 2020 @ 12:06am 
What's the ETA for update to 2.8?
von_das Nov 21, 2020 @ 2:14pm 
Looking forward to the update!
Heroicone1 Nov 15, 2020 @ 12:56pm 
uuuughhh i miss this mod :""(