Stellaris

Stellaris

Origins Civics
 This topic has been pinned, so it's probably important
cbshing  [developer] Feb 24, 2018 @ 6:59pm
Origins Civics Descriptions of Mechanics/Bonuses
As I've maxed out on the number of characters that can be on the primary page, I am moving each civic's details to this page.

Current Civics (Version 1.4):
  • Lost Colony: Start the game on an alien world of your habitability preference, with another Home nation assigned or spawning somewhere in the galaxy, and the ability to unlock further bonuses mid-game related to your origin. Begin with tile blocker cost reduction and improved colonial development speed bonuses.
    • True Lost Colony: You species originates on another planet and your habitability on your starting world reflects this. You can spawn multiple lost colonies of the same species (same portrait and name) and the game will recognize the same origin empire for them all.
    • Origin System: You can force-spawn a "home" empire or the game can generate one for you. The home empire cannot use the "Lost Colony", "Nuclear Mutation", "Voidborne", "Life-Seeded", or "Post-Apocalyptic" civic. The home empire can be a "Rogue Servitor" or "Codominant" where the secondary pops are the same as your species. This will always be recognized as your species home as long as you don't ascend. Click on the link here for a video explanation or see the final image above.
    • First Contact Event: Unique first contact event fires for finding your home empire or another lost colony empire. This is applicable too if a player is the "home" empire.
    • Early Game Bonus - Home is Found: By discovering your homeworld and/or others of the same species and origin, you can unlock some early bonuses. This is true if you play as the "Lost Colony" or as the "Home" Empire.
    • Mid Game Bonus - Our Destiny: After having discovered your homeworld and/or colonies, a generation has passed. Younger members of your species no longer are satisfied with the status quo. Choose your destiny, whether you unite as a species or dominate them.
    • Commonwealth of Man begins with this enabled (using the human_2 flag) and does not require the use of this civic. However other human colonies will not.
  • Ecological Disaster: Start the game with a unique event chain Ecological Disaster that adds an expiration date to your home world. Begin with increased migration speed and improved New World research speed bonuses.
    • Doomed Planet: As the game progresses your home world will experience more natural disaster until at some point the planet will become uninhabitable
    • Mid Game Bonus: Once your planet nears destablization you can choose to pour more into researching climate technologies or save your citizens.
    • Death of a World: With the right terraforming tech, you can save your home or let nature run its course.
  • Eternal Leader (Utopia Required): Start the game with your leader being an Eternal, an immortal psychic. In the event of a crisis your leader can use his/her powers to help your nation at a potential cost. If your leader dies expect changes for your empire.
    • Spiritualist or Materialist: You must be some degree of spiritualist or materialist to use this civic.
    • Dictatorship or Imperial: You must be a dictatorship or an imperial government to use this civic
    • Eternal: Your leader is an Eternal, an immortal being that wields incredible psionic power.
    • Eternal Agenda: As a spiritualist Eternal, your leader desires to be worshipped. As a materialist Eternal, your leader desires progress over religion.
    • Sacrifice: When in a crisis, your Eternal may choose to use their psionic energy to help your nation.
    • Death: If your Eternal Leader dies, a chain of events will occur that pushes your nation to become either more spiritual or more materialist.
  • Alien Message: Start the game with a unique quest Searching for the Source as your species yearns to befriend the origin of the alien signal. Begin with increased sensor range and other species pop happiness bonuses.
    • Xenophile: You must be some degree of xenophilia to use this civic.
    • Searching for the Source: The aliens are out there and we must make them our friends!
    • First Contact Event: Unique first contact event fires for finding the Source empire.
    • Early Game Bonus - Let the Party Begin!: By discovering the origin of the signal you can unlock some early bonuses.
  • Climate Shift: Start the game after the climate of your planet shifted to a type that is not preferential for your species. Begin with improved pop habitability tolerance and increased edict length bonuses.
    • Mid Game Bonus - Homeworld Restored!: By restoring your homeworld your preferred climate or gaia climate you can unlock a minor bonus.
  • Voidborne (Utopia & Apocalypse Required): Start the game having escaped your homeworld long ago to live in a Habitat . Having evolved to live in the void, you cannot live on any normal world. Begin with military ship, civilian ship, mining platform and starbase module construction cost reductions. Begin with increased sublight speed, but reduced army damage.
    • Life in the Void - Begin on a 12 tile Habitat with Habitat preference. You can only live on habitats or other similar megastructures
    • Void Habitation - Having evolved to live in the void, you can build small habitats (size 6) at game start. They cost 3000 minerals and no influence.
    • Habitat Upgrade - Being a voidborne species often requires that habitats expand to accomodate more pops. Be able to upgrade any habitat to a maximum of 15 tiles (3 tiles at a time). Its unlocked from the beginning, but you can only unlock 15 tiles once you research Voidborne.
  • Dyson Engineers (Utopia Required)/b]: Start the game having made a wrong turn in scientific advancement. Skipping FTL for so long, you society has a built up start system with a partially constructed Dyson sphere, extra engineering tech, but a malus to physics & society research. You also have a bonus to building megastructures.[/strike]
  • Nuclear Vault (Apocalypse Required): Start the game on a Tomb World with the appropriate tile blockers and a large underground vault building, which gives +3% research bonus for all sciences. Applicable for organic empires.
    • Mid Game Bonus - Homeworld Restored!: By restoring your homeworld your preferred climate or gaia climate you can unlock a minor bonus.
  • Nuclear Mutation (Apocalypse Required): Start the game on a Tomb World with the appropriate tile blockers and tomb world habitability preference. You can unlock the rare tech "Tomb World Creation", which allows you to terraform planets to tomb worlds. Applicable for organic empires.
  • Codominant Evolution (Utopia Required): Start the game with 4 Pops being of another codominant species. You have total control over the pop's traits. I have a standalone mod for this civic.
  • Nuclear Start (Synthetic Dawn & Apocalypse Required): Start the game on a Tomb World for none of the other permanent machine civics.
  • Machine World (Synthetic Dawn Required ): Start the game on a size 12 Machine World.
Last edited by cbshing; May 1, 2018 @ 5:39pm