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This article has been verified for the current PC version (3.10) of the game.
Stellaris_3.10_Origins_Tier_List-2

Stellaris 3.10 Origins Tier List-2

Stellaris_3.7_Origins_Tier_List-2

Stellaris 3.7 Origins Tier List-2

Stellaris_3.4_Origins_Tier_List-2

Stellaris 3.4 Origins Tier List-2

The origin represents the background of a species before it unified itself into an empire. In games with randomly generated AI empires, some origins are unique, meaning only one empire with that origin can be generated.

Playable origins[]

The following origins can be selected when creating an empire. A few origins can also be used by pre-FTL civilizations.

Origin Empire effects Homeworld effects Requirements Pre-FTL Unique DLC Description

Prosperous Unification
Planetary Unification technology starts as a permanent research option Start with 4 additional Pops
Start with 2 additional Districts built
+15% Happiness for 20 years
+25% Amenities for 20 years
+10% Resources from Jobs for 20 years
Through its strife and triumphs, this society has reached every young civilization's ambition: a homeworld with unified goals, and a path open to the stars.

Galactic Doorstep
Start with a dormant Gateway which will bring the following in the first years:
  1. 100-1500 Alloys and/or Minerals
  2. A small space amoeba
  3. Special project that creates the From Gateway Sent archaeological site

If the Gateway is reactivated it unlocks the Gateway Construction technology

None This civilization has a dormant Gateway in their home system - potential technological benefit, or a looming menace?

Lost Colony
An advanced empire with the same species will exist in the galaxy
Homeworld of the advanced empire can be found via the Go To button in the species tab
If multiple empires have the origin and same species they will have the same parent empire
If species portrait is Human the advanced empire will use the Sol starting system
AI empires with this origin won't generate advanced empires if those were turned off
Start with a positive homeworld modifier depending on authority
Homeworld does not get the +30 Habitability bonus
This civilization originated as a lost and forgotten colony, separated from its homeworld long ago. The struggling colonists endured many hardships before they could build up the necessary technological and industrial base that would allow for a return to space.

Remnants
Guaranteed Habitable Worlds gain the Colonial Remains modifier when colonized
Archaeostudies Start with the Archaeostudies technology researched if Ancient Relics DLC is installed
Head of Research starts with the Expertise: Archaeostudies trait if Ancient Relics DLC is installed
Homeworld is a size 22 Relic World
Start with 6 Ruined Arcology blockers
The Ruined Arcology blockers unlock random techs when cleared
Building Start with a Faculty of Archaeostudies building if Ancient Relics DLC is installed
Agrarian Idyll
Federations
This civilization once spanned the void, controlling much of the galaxy. They were eventually defeated and almost destroyed, but after a long period of destitution they are returning to the stars.

Fruitful Partnership
Can construct Starseed Garden starbase buildings
Can construct Orbital Garden orbital ring buildings
Can use the Seed Bombing orbital bombardment stance
Feature Enables Open Seed Pods special projects
A neighbor system will contain Tiyanki Space Whales
No first contact with Tiyanki Space Whales
In 5-10 years can gain a special project to unlock the Frequency Tuning technology
None Plantoid or Fungoid
Machine Intelligence
Devouring Swarm
This verdant civilization has developed a unique synergy with spaceborne fauna. By offering their fruits to these creatures, they entice the seed dispersers to aid their colonization efforts.

Mechanist
Start with the Powered Exoskeletons technology researched
Start with the Robotic Workers technology researched
Machine Template System technology starts as a permanent research option
+15% Mechanical Pop Assembly Speed
Trait Point +1 Mechanical Species Trait Picks
Building Start with a Robot Assembly Plants building
Start with 8 robot Pops with a trait matching their starting job
Starting robots have the Bulky trait
Starting robots have the High Maintenance trait
Fanatic Materialist Materialist
Gestalt Consciousness
Permanent Employment
This civilization has been preoccupied with the idea of metallic automatons since the early Steam Age. Although many said it could not be done, the first true robots left the assembly lines long before even rudimentary space flight was achieved.

Syncretic Evolution
Can create a second species with the Serviles trait Start with 12 Pops of the second species Gestalt Consciousness
Fanatic Purifiers
A second species forms an integral part of this civilization. They are big, strong, and most of them have the intelligence of a particularly dim-witted child. Ancient wars have culled their species of their most aggressive tendencies, leaving them quite servile.

Tree of Life
Colonies start with a Tree of Life Sapling planetary feature
Enables the Transplant Tree of Life decision
Colony ships cost less Alloys but more Food
Tree of Life planetary features are removed at 50 Devastation
File:Bleak.png Worlds without a Tree of Life planetary feature have the following penalties:
  • −50% Planet Build Speed
  • −25% Resources from Jobs
  • Upkeep +10% Upkeep from Jobs
  • −5 Stability
Start with a Tree of Life planetary feature
Agriculture District Start with +1 built Agriculture district
Start with −1 built Mining district
Hive Mind
Devouring Swarm
Terravore
This Hive evolved in a symbiotic relationship with a vast Tree. The Tree grants them many benefits, but its loss would cripple them.

Resource Consolidation
Capital star has a deposit of 10 Energy
Other home system planets are broken or molten worlds with no resource deposits
Homeworld is a Machine World with no blockers
Start with a Consolidated Resources planetary feature
Start with a Malfunctioning Replicator Bay blocker
Start with an Organic Slurry planetary feature if Driven Assimilator
Machine Intelligence
Rogue Servitor
Organic Reprocessing
This Machine Intelligence has long-since consolidated all resources in their home system into their capital world, covering it entirely with machinery.

Clone Army
Building Can construct up to 5 Ancient Clone Vat buildings
Species has the Clone Soldier trait
Admirals have the Clone Army Admiral trait
Start with the Cloning technology researched
Start with the Gene Banks technology researched
Building Start with two Ancient Clone Vat buildings
After 3-5 years the Homeworld Excavation archaeological site appears
Feature Excavating the archaeological site starts the Genetic Crossroads event chain
Gestalt Consciousness
Permanent Employment
A species of short-lived and infertile soldier clones exceptionally proficient in matters of war, left masterless and alone to question their engineered purpose and uncertain fate.

Life-Seeded
Species has Gaia World Preference

Homeworld is a size 30 Gaia World
Start with 1 Bubbling Swamp planetary feature
Start with 1 Crystalline Caverns planetary feature
Start with 1 Dust Caverns planetary feature

Machine Intelligence
Mutagenic Spas
Permutation Pools
Relentless Industrialists
This civilization's home is a paradise, possibly designed just for them.

Post-Apocalyptic
Species has the Survivor trait Homeworld is a Tomb World Machine Intelligence
Agrarian Idyll
Anglers
Trawling Operations
Baptized by nuclear fire, this civilization has faced total annihilation - and survived. Devastated yet unbroken, they have rebuilt civilization from the ashes of their old world.

Calamitous Birth
Can build Meteorite Colony Ships
Building Can construct Experimental Crater holdings
Start with a Massive Crater planetary feature Lithoid species
Catalytic Processing
Catalytic Recyclers
Organic Reprocessing
Not native to their 'homeworld', these Lithoids arrived when a meteorite slammed into the planet and killed off most of the native life.

Common Ground
Diplomacy Start with Diplomacy tradition tree adopted
Start with the Federation tradition
Start as the president of a Federation with two other members
Federation starts with neutral Cohestion and 600 experience
The two members will share at least one ethic with the president
There will be no Guaranteed Habitable Worlds regardless of game settings
+100 Permanent Opinion to and from Federation members
+50 Trust to and from Federation members
On day 2 choose the federation type
The two members will have the same main species class if Selective Kinship
Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed
None Genocidal
Fanatic Xenophobe Xenophobe
Inwards Perfection
Barbaric Despoilers Barbaric Despoilers
Federations This civilization established early contact with their immediate alien neighbors. Finding strength in their differences, they soon decided to face the future, and whatever it might bring, together.

Hegemon
Diplomacy Start with Diplomacy tradition tree adopted
Start with the Federation tradition
Start as the president of a Hegemony federation with two other members
Federation starts with neutral Cohestion and 600 experience
The two members will share at least one ethic with the president
There will be no Guaranteed Habitable Worlds regardless of game settings
The two members will have the same main species class if Selective Kinship
Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed
None Genocidal
Fanatic Xenophobe Xenophobe
Fanatic Egalitarian Egalitarian
Gestalt Consciousness
Inwards Perfection
Federations This civilization established early contact with their immediate alien neighbors. Gradually, over the span of a century, they masterminded the birth of an interstellar union in which they would have a dominant role.

Doomsday
A warning is given a year before the homeworld explodes
No guaranteed habitable planets will spawn near the home system
Pops can be resettled from the homeworld regardless of ethics
Enables the Evacuation Protocols edict
+30% Happiness for 5 years after the first colony if not Gestalt Consciousness
+30% Stability for 5 years after the first colony if Gestalt Consciousness
Homeworld will become a Shattered World in 35 to 45 years
Start with 10 Devastation
Start with the Doomsday homeworld modifier which worsens every decade
Federations WARNING: Challenging Origin

This civilization's homeworld is highly unstable, and it is only a matter of time before it explodes. Their only hope is to seek refuge elsewhere before it is too late.


On the Shoulders of Giants
A random home system planet has the Ex Gravitas archaeological site
Can get the On the Shoulders of Giants mid-game event chain
Cannot discover precursor anomalies or sites before completing their story
3 times more likely to discover precursor anomalies or sites after completing their story
None Gestalt Consciousness Federations This civilization has hidden boons in their solar system, placed there in a distant past by a mysterious benefactor.

Scion
Start as a Scion of a Fanatic Materialist Fanatic Materialist or Fanatic Spiritualist Fanatic Spiritualist Fallen Empire
+100 Opinion to and from the overlord
Start with a Wormhole leading to the overlord's capital system
Surveying a Holy World grants a bonus of Influence or Unity
Gain a more powerful gift every few decades
Creates a 1-system Fallen Empire if the game was started with none
Gain a temporary Fallen Empire fleet every 20 years if losing a war against a Superior empire
Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed
None Fanatic Xenophobe Fanatic Xenophobe
Gestalt Consciousness
Pompous Purists
Federations A Fallen Empire has meddled in the development of this civilization for thousands of years, guiding them onto a path of their choosing.

Shattered Ring
Species has Ring World Preference
Can repair two other sections of the home system
Start with an irreparable section with a deposit of 5 Engineering research Engineering Research
Start with a Shattered World with a deposit of 10 Minerals
Capital star has a deposit of 10 Energy
Shattered Ring World segments in home system will replace guaranteed habitable worlds
Cannot change the starting system

Homeworld is a Shattered Ring World
Start with 3 Decrepit Tunnels blockers
Start with 4 Ancient Rubble blockers

Agrarian Idyll
Anglers
Trawling Operations
Federations This civilization inhabits a Ring World built by unknown forerunners. If it can be understood and fully repaired it will grant them great power.

Void Dwellers

Cost −20% Habitat Build Cost
+0.25 Building Slots from Non-Urban Habitat Districts
+2 Habitat Max Districts
+1 Jobs from Habitat Districts
Building Can upgrade housing buildings on Habitats
Species has Habitat Preference
Species has the Void Dweller trait
Start with the Orbital Habitats technology researched
Habitat Expansion technology starts unlocked and can be researched
Start with the Hydroponics Farming technology researched if not Lithoid
Start with the Eco Simulation technology researched if not Lithoid
Start with the Powered Exoskeletons technology researched if Lithoid
Start with the Zero-G Refineries technology researched if Lithoid
Several Tradition trees have alternative bonuses to improve Habitats
Guaranteed habitable worlds are replaced by resource-rich systems
Cannot change the starting system except for a special version of Sol
1% chance to spawn the Crystalline Empire enclave during mid-game (player only)[1]

Start on a tier II Habitat Central Complex
Start with 3 Major Orbitals
Start with an Arcane Replicator planetary feature

Machine Intelligence
Idyllic Bloom
Agrarian Idyll
Anglers
Trawling Operations
Federations This civilization has made its home in space for as long as it has maintained records - life in a typical planetary environment is anathema to them. They live in several orbital habitats that were only recently united.

Necrophage
Species has the Necrophage trait
Only Necrophage Pops can be Leaders or take Ruler jobs
Building Can construct Chamber of Elevation buildings
Can use the Necrophage purge type
Can create a second species
Centralized Command technology starts unlocked and can be researched
With Glandular Acclimation converting Pops changes habitability to their current planet's
Hunter-Gatherer Guaranteed Habitable Worlds contain pre-FTL civilizations advanced up to Iron Age
Start with 12 Pops of the prepatent species
Building Start with a Chamber of Elevation building if not Genocidal
Fanatic Xenophile Xenophile
Fanatic Egalitarian Fanatic Egalitarian
Machine Intelligence
Death Cult
Corporate Death Cult
Empath
Permanent Employment
This civilization evolved as a parasite, forced to feed off other sapient life forms to sustain itself. As it arrives on the galactic stage, other species will either be brought into the fold, or become its food. For the necrophage, there can be no other way.

Here Be Dragons
Start with an allied Sky Dragon guardian
Killing the guardian grants a permanent empire modifier
A system 2 hyperlanes away will contain a Living Metal deposit
None Genocidal Since time immemorial, this civilization has shared its star system with a formidable dragon. The mysterious creature's behavior sways between distant benevolence and haughty indifference. How this relationship will evolve as the planet dwellers take to the stars remains to be seen.

Ocean Paradise

Species has the Aquatic trait
Start inside a nebula
Start with 4 Frozen worlds and 10 Ice Asteroids
Guaranteed habitable worlds are Frozen worlds
Cannot change the starting system

Homeworld is a size 30 Ocean World
Start with the Ocean Paradise homeworld modifier
Start with a Crystal Reef planetary feature
Start with 3 Submerged Ore Veins planetary features
Start with 3 Underwater Vents planetary features
Start with 8 Teeming Reef planetary features

Machine Intelligence Since its birth, this civilization has enjoyed peace in a generous environment with no natural enemies, enabling unhindered growth and opulence.

Imperial Fiefdom
Start as a subject of an empire with the Imperial Liege origin
1-4 vassals will border the overlord (depending on galaxy size)
If multiple empires have the origin they will have the same overlord
Building Overlord will construct an Overlord Garrison holding on all subject capitals
+120 Decaying Opinion with the overlord
Time After 40-65 years become independent or gain 100 influence
Time After 40-65 years the advanced empire will break into 3 empires at war with each other
Time After 40-65 years all AI vassals become independent
Time After 40-65 years can become the overlord of previous vassals with Inferior relative power
On day 2 choose to become a specialized subject:
  • Bulwark grants 5 destroyers and the technology to build more
  • Prospectorium grants 2 construction ships
  • Scholarium grants a science ship and a level 3 scientist

Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed

None Inwards Perfection
Driven Assimilator
Genocidal
Overlord Our first endeavor beyond our home planet was a painful one, suddenly and brutally subjected to the whims of a foreign galactic power. Now we look towards a future in which we no longer live in the shadow of another empire.

Progenitor Hive
Leaders gain experience each month
Building Can construct Offspring Nest holdings
Building Can construct Offspring Nest buildings
Cannot construct Spawning Pools buildings
−50% Menial Drone Output on worlds without an Offspring Drone
Can release sectors as subjects unless Devouring Swarm
Can construct Offspring Outlook starbase buildings
Ship class Can design and build Offspring ships
Starting fleet has an Offspring Corvette
Fleets without an Offspring Ship in system have the following penalties:
  • −50% Accuracy
  • −50% Evasion
  • −50% Ship Fire Rate
  • −50% Sublight Speed
Building Start with an offspring Nest building
Start with a Progenitor Nest planetary features
If the planet is invaded or destroyed gain the following penalties:
  • −10% Menial Drone Output
  • −30% Sublight Speed
  • −10 Stability
  • Enables the Grow a New Progenitor decision
Hive Mind Overlord This hive has gained evolutionary advantage through semi-independent leaders. These "Offspring" greatly improve overall proficiency, though they require constant oversight.

Slingshot to the Stars
−75% Starbase Influence Distance Cost
+50% Quantum Catapult Accuracy
Catapulted fleets fire rate bonus is increased to +50%
Start with a Ruined Quantum Catapult megastructure in a neighbor system
Start with the Quantum Catapult archaeological site in the neighbor system
Can repair the ruined megastructure without Mega-Engineering
Building a starbase in the neighbor system grants 150 Influence
If the megastructure is repaired it unlocks the Quantum Catapult technology
None Overlord Once, the skies above this civilization were illuminated by shooting stars; then came a long season of darkness. Taking to the heavens in search of answers, the first offworld explorers discovered a dormant (and long abandoned) Quantum Catapult Single Array.

Subterranean
Species has the Cave Dweller trait
Max mining districts Mining Districts are uncapped
+2 Housing per Mining District
Building +1 Building Slot per 3 Mining District
Damage −75% Orbital Bombardment Damage
+10% Building and District Cost and Upkeep
−10% Planetary Build Speed
Feature Uses a unique city appearance outside habitable megastructures
None Machine Intelligence Overlord This civilization may never know why their ancestors migrated below the surface. Was it necessary to ensure self-preservation, or did the promise of bountiful resources allure them? Whatever the case, they successfully adapted, leading to a more environmentally versatile community.

Teachers of the Shroud
Species has the Latent Psionic trait
Start in contact with the Shroud-Touched Coven enclave
Can construct a Shroud Beacon starbase building
Start with 25 Rare Crystals
Building Can construct Psi Corps buildings
Agenda Unlocks the Mind over Matter agenda
Psionic Theory technology starts as a permanent research option
Nearby planets may be Shrouded Worlds
Cannot pick ascension path perks
None Fanatic Spiritualist Spiritualist
Fanatic Purifiers
Overlord WARNING: Blocks all Ascension Paths except for Psionic Ascension.

Long before their first steps onto the galactic stage, this civilization has been supported and shaped by a Shroudwalker coven.


Knights of the Toxic God
Policies Enables the Knightly Duties policy
Building Can construct Order's Commandery holdings
Start with the Quest for the Toxic God situation
Orbital Habitats technology starts unlocked and can be researched
Cannot change the starting system except for a special version of Sol
Time Can remove the origin effects for a reward if the situation isn't completed in 100 years
Start with an A Blight Upon the Land planetary feature
Start with an Envenomed Seas planetary feature
Start with a Pestilential Wasteland planetary feature
Start with a Pools Most Venomous planetary feature
Start with a Swarms of the Deity planetary feature
Start with a colonized habitat orbiting the homeworld
Building Habitat starts with the Order's Keep building
Habitat starts with an Order's X-Calibrator planetary feature
Gestalt Consciousness
Fanatic Purifiers
Oppressive Autocracy
Centuries ago, this species' homeworld was visited by a Toxic Entity. The ecological catastrophe that followed ruined half the world, but allowed an early unification of the survivors in their reverence for the Toxic God. An Order of Knights has been created to search for the Toxic God, and although many things have changed, the quest continues.

Overtuned
Allows the selection of Overtuned traits
Enables the Damn the Consequences edict
Start with the Gene Tailoring technology researched
None Machine Intelligence This civilization uses any and all means of organic enhancement, no matter the risk, no matter the cost. After all, it is better to burn out brightly than fade away into obscurity.

Broken Shackles
An empire with the Payback origin will be present
The Minamar Specialized Industries unique empire will be present
Scientific Method technology is not researched but available as a permanent option
Planetary Government technology is not researched but available as a permanent option
Corvettes technology is not researched but available as a permanent option
A pre-FTL civilization will exist for each starting species
Can only select randomized starting systems
+1 Available Envoys
+20% Infiltration Speed
Time +20% First Contact Discovery Speed
+50 Opinion to and from Payback empires
+100 Opinion with homeworld pre-FTL civilizations
Policies Cannot set Slavery policy to Allowed
Policies Cannot set Purge policy to Allowed
Factions will form after 1 year
+50% Faction Unity Gain for 10 years after the first year
Gain a moderate amount of Research (min 350) if a leading scientist is alien
Unlock the next research building technology if a leading scientist is alien
Gain a small amount of Unity (min 100) after constructing the first Outpost
Gain a bonus for 5 years whenever a starting species' homeworld is surveyed
Feature One year after surveying a starting species' homeworld the Homesick event chain will start
Can get the The Cost of Freedom mid-game event chain
Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed
Gain a bonus or malus whenever a solution regarding slavery is passed/ failed in the Galactic community
Start without any ships and stations
Start with pops from 3-22 pre-FTL species
Start with the Crashed Slaver Ship archaeological site
Start with 6 Scavenger Site districts that cannot be demolished
Building Start with an Administrative Hub building
Building Start with a Laboratory Complex building
Building Start with a Makeshift Farms building
Building Start with a Power Plant building
Building Start with a Scrap Refinery building
Start with a Crashed Slaver Ship planetary feature
Start with 5 Ship Debris blockers
Homeworld does not get the +30 Habitability bonus
Starts with the Stellar Culture Shock of invaded Early Space Age primitives
+20% Citizen Pop Happiness for 20 years
−50% Pop Amenities Usage for 20 years
+100% Unity from Jobs for 20 years
−25% Pop Housing Usage for 20 years
−50% Pop Consumer Goods Upkeep for 20 years
+50% Egalitarian Ethics Attraction for 20 years
Fanatic Authoritarian Authoritarian
Fanatic Xenophobe Xenophobe
Gestalt Consciousness
Selective Kinship
Eager Explorers
Sovereign Guardianship
Privatized Exploration
Pharma State
Corporate Protectorate
First Contact WARNING: Challenging Origin

This civilization began as a mutiny aboard a slaver vessel, and is made up of a diverse group of pre-FTL species.


Payback
An empire with the Broken Shackles origin will be present
The Minamar Specialized Industries unique empire will be present
Scientific Method technology is not researched but available as a permanent option
Planetary Government technology is not researched but available as a permanent option
Corvettes technology is not researched but available as a permanent option
Damage +15% Damaged to empires with Superior or Overwhelming relative power
+50 Opinion to and from Broken Shackles empires
Pre-FTL civilization will exist regardless of game settings
In 6 months gain a special project to remove the Debris Field homeworld modifier
Policies Cannot set First Contact Protocol policy to Proactive
Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed
Start without any ships and stations
Building Start with a Gene Clinics building
Start with 10 fewer pops
Start with 33% Devastation
Start with 6 Ship Debris blockers
The Ship Debris blockers unlock random techs or resources when cleared
The Ship Debris blockers grant unity when cleared
Start with a Debris Field homeworld modifier
Removing the modifier uncovers the Aftermath of Battle site
+15% Happiness for 20 years
+25% Amenities for 20 years
+10% Resources from Jobs for 20 years
+2 Unification Officer Jobs for 20 years
50% chance each decade the Gene Clinics building becomes ruined
Gestalt Consciousness
Slaver Guilds
Fanatic Purifiers
Pompous Purists
Eager Explorers
Oppressive Autocracy
Sovereign Guardianship
Indentured Assets
Privatized Exploration
Pharma State
Corporate Protectorate
First Contact WARNING: Challenging Origin

This civilization has been visited by an alien empire who forcibly enlightened and enslaved them. They have repelled their invaders, but will they return?


Fear of the Dark
Start with a pre-FTL civilization of the same species in the home system
Cannot change the starting system except for a special version of Sol
+10% Anomaly Discovery Chance
+20% Anomaly Research Speed
−1 Research Alternatives
−1 Leader Pool Size
2% chance to gain a scientist with the Cunning trait for 4-6 years each year
2% chance to gain an admiral with the Cunning trait for 4-6 years each year
4% chance to be offered to pay for +10% Trade Value for 10 years each year
4% chance to be offered a technology each year in exchange for:
  1. 50 Influence
  2. 50% Survey Speed for 10 years

−50-200 Opinion with the signing empire first time a Migration Treaty is formed
−15% Research Speed for 10 years first time a Federation is formed
−15% Research Speed for 10 years first time a subject is gained
−5% Happiness for 5 years first time becoming a subject
−10 Stability for 5 years first time a guardian is encountered
When an end-game crisis starts gain the following:

  • +30% Ship Build Speed
  • −15% Ship Build Cost

Completing an ascension tradition tree gives the following for 10 years:

  • −10% Research Speed
  • −10% Monthly Unity
  • −1 Codebreaking

Can get the The Fear of the Dark mid-game event chain

Start with 8 fewer pops Gestalt Consciousness
Inwards Perfection
Fanatic Purifiers
Eager Explorers
Sovereign Guardianship
Privatized Exploration
Corporate Protectorate
First Contact A century ago, one of the planets in this empire's home system was destroyed by a freak asteroid. Some believed this was a malicious attack by an alien species. Others brushed off these concerns as mere paranoia. The tension between the two groups grew so great that a newly-terraformed planet was granted to the fearmongers.

Under One Rule
Species has the Perfected Genes trait
Ruler has the Luminary trait
Can select unique ruler traits
Ruler has skill level 4 and the class' council-focused veteran class
Choose between 3 planet modifiers when colonizing the first world
Cannot change authority
In 6-30 months start the The Unifying Purpose situation
Imperial In 40 years can change authority to Imperial:
  • Imperial Imperial authority grants a positive trait and starts the Dissidents on the Rise situation in 5-15 years
  • Dictatorial authority grants a positive trait in 10-20 years and a negative trait in 20-30 years
None Dictatorial Amidst violence and hardship, this civilization was unified by a single leader. Consolidating power through the repression of weaker factions, they have now become a fierce advocate for science and technological advancement. In the aftermath, an uneasy peace has descended. But peace rarely lasts.

Riftworld
+25% Astral Rift Exploration Speed
−50% Astral Rift Fail Probability
+100% Chance for Astral Rifts to appear in owned systems
Start with the Astral Harvesting technology researched
Start with the Ruined Planet astral rift
Start with the Ancient Crater archaeological site A massive rift in space and time looms near this civilization's homeworld. After studying the phenomenon for millennia, recent advances in starship technology will allow them to finally reach out and discover what secrets it might hold.

Unplayable origins[]

The following origins are not available when creating an empire.

Origin Effects Source Description
Elder Race None Fallen Empire This civilization greatly predates the current generation of galactic powers. Eons of stagnation gradually reduced their empire to a mere shadow of what it once was.
Developing Nation None Pre-FTL civilization without a regular origin This civilization has yet to become spacefaring, however with a little encouragement or a great deal of time they may yet become an actor on the galactic stage.
Enlightened
  • +10% Research Speed
  • +0.5 Monthly Loyalty Change
  • Overlord Can be a Specialized Subject regardless of technology level difference
Enlightened pre-FTL civilization The natural development of this civilization was greatly accelerated by the interference of another party, who helped them become a spacefaring culture.
Separatists
  • +10 Stability
  • +25% Governing Ethics Attraction
  • +20% Ship Build Speed
Revolt or Machine Uprising empire This civilization came into being when it rebelled and seceded from another empire.
Liberated
  • +10 Stability
  • +25% Governing Ethics Attraction
  • +20% Ship Build Speed
  • Empire created by Status Quo from wars with the Ideology casus belli
  • Empire created by Status Quo from wars with a Subjugation casus belli
This civilization came into being after being liberated from another empire.
Hegemon Subordinate Start as part of a Hegemony federation Empires generated by the Hegemon Hegemon origin This civilization established early contact with their immediate alien neighbors. Gradually, over the span of a century, they were subordinated to one of those neighbors, who masterminded the birth of an interstellar union with them as its leader.
Imperial Liege
  • Start as an advanced empire
  • Homeworld is a size 30 Gaia World
  • Start with a Gateway in the capital system
  • Start with 2-5 subjects
Overlord empire generated by the Imperial Fiefdom origin An ambitious overlord who has spent considerable time and efforts in subduing their closest neighbors to serve their every need. They are slowly growing more indolent as they devolve more and more responsibility to their vassals.
Broken Rule None Rebel empire generated during the Under One Rule origin Amidst political turmoil, and without the Luminary's guidance, the people must make their own way in the galaxy.
Khanate Successor
  • +2 Commander Starting Skill Level
  • Can use the Raiding orbital bombardment stance
Horde successor empire This civilization arose out of the ashes of the Great Khan's mighty empire.
Daemonic Incursion
  • +100% Naval Capacity
  • −50% Ship Upkeep
Daemonic Incursion unique empire Led by a corrupted champion, this empire emerged from a dimensional portal and has vowed to lay waste to this reality.
Your Ladder To The Sky
  • Start as an advanced empire
  • Start with pops from 3-22 pre-FTL species
  • Homeworld is a size 25 Relic World
  • Can use the Raiding orbital bombardment stance
  • +50 Naval Capacity
First Contact Minamar Specialized Industries unique empire From the moment the Board of Directors at Minamar Specialized Industries first delivered our civilization to the stars, we have understood that the galaxy was too beautiful not to be shared. Since then, we have worked tirelessly to help less developed civilizations achieve FTL travel.

Enlightenment may not be free. But at MSI, it is always worth the cost.

References[]

  1. Determined at game start, reloading saves will not change the result
Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthicsLeader
Governance EmpireOriginGovernmentCivicsPoliciesEdictsFactionsTechnologyTraditionsSituations
Economy ResourcesPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
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