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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
Origins default
Prosperous Unification
Tech planetary unification Planetary Unification technology starts as a permanent research option Pop Start with 4 additional Pops
District city Start with 2 additional Districts built
Happiness +15% Happiness for 20 years
Amenities +25% Amenities for 20 years
Mod pop resource output +10% Resources from Jobs for 20 years
No No 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.
Origins gateway
Galactic Doorstep
Gateway ruined Start with a dormant Gateway which will bring the following in the first years:
  1. 100-1500 Alloys Alloys and/or Minerals Minerals
  2. A small space amoeba
  3. Special project that creates the From Gateway Sent archaeological site

Tech gateway construction If the Gateway is reactivated it unlocks the Gateway Construction technology

None No Yes This civilization has a dormant Gateway in their home system - potential technological benefit, or a looming menace?
Origins lost colony
Lost Colony
Unknown An advanced empire with the same species will exist in the galaxy
Fleet action button focus on Homeworld of the advanced empire can be found via the Go To button in the species tab
Yes If multiple empires have the origin and same species they will have the same parent empire
Flag human 9 If species portrait is Human the advanced empire will use the Sol starting system
No AI empires with this origin won't generate advanced empires if those were turned off
Pm planet from spacePm frame 1 Start with a positive homeworld modifier depending on authority
Mod habitability Homeworld does not get the +30 Habitability bonus
No Yes 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.
Origins remnant
Remnants
Pm planet from spacePm frame 1 Guaranteed Habitable Worlds gain the Colonial Remains modifier when colonized
Archaeostudies Start with the Archaeostudies technology researched if Ancient Relics DLC is installed
Archaeostudies Head of Research starts with the Expertise: Archaeostudies trait if Ancient Relics DLC is installed
Planet nuked Homeworld is a size 22 Relic World
D city ruins Start with 6 Ruined Arcology blockers
Menu icon technology The Ruined Arcology blockers unlock random techs when cleared
Building Start with a Faculty of Archaeostudies building if Ancient Relics DLC is installed
NoCivic agrarian idyll Agrarian Idyll No Yes Ancient Relics
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.
Origins gardeners
Fruitful Partnership
Sb feeder Can construct Starseed Garden starbase buildings
Sb feeder Can construct Orbital Garden orbital ring buildings
Seed bombing Can use the Seed Bombing orbital bombardment stance
Feature Enables Open Seed Pods special projects
Alien Pets A neighbor system will contain Tiyanki Space Whales
No No first contact with Tiyanki Space Whales
Tech space whale weapon 1 In 5-10 years can gain a special project to unlock the Frequency Tuning technology
None DLC plantoids species pack Plantoid or Fungoid
NoAuth machine intelligence Machine Intelligence
NoCivic devouring swarm Devouring Swarm
No No DLC plantoids species pack 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.
Origins mechanist
Mechanist
Tech powered exoskeletons Start with the Powered Exoskeletons technology researched
Tech robotic workers Start with the Robotic Workers technology researched
Tech robomodding Machine Template System technology starts as a permanent research option
Mod pop robot build speed mult +15% Mechanical Pop Assembly Speed
Trait Point +1 Mechanical Species Trait Picks
Building Start with a Robot Assembly Plants building
Pop Start with 8 robot Pops with a trait matching their starting job
Bulky Starting robots have the Bulky trait
High maintenance Starting robots have the High Maintenance trait
MaterialistFanatic Materialist Materialist
NoGestalt consciousness Gestalt Consciousness
NoCivic permanent employment Permanent Employment
Yes No Utopia 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.
Origins syncretic evolution
Syncretic Evolution
Trait primitive Can create a second species with the Serviles trait Pop Start with 12 Pops of the second species NoGestalt consciousness Gestalt Consciousness
NoCivic fanatic purifiers Fanatic Purifiers
No No Utopia 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.
Origins tree of life
Tree of Life
D huge tree Colonies start with a Tree of Life Sapling planetary feature
Decision resources Enables the Transplant Tree of Life decision
Mod spaceport ship build cost mult Colony ships cost less Alloys but more Food
Devastation Tree of Life planetary features are removed at 50 Devastation
File:Bleak.pngPm frame 3 Worlds without a Tree of Life planetary feature have the following penalties:
  • Mod planet building build speed mult −50% Planet Build Speed
  • Mod pop resource output −25% Resources from Jobs
  • Upkeep +10% Upkeep from Jobs
  • Stability −5 Stability
D huge tree Start with a Tree of Life planetary feature
Agriculture District Start with +1 built Agriculture district
District mining Start with −1 built Mining district
Auth hive mind Hive Mind
NoCivic devouring swarm Devouring Swarm
NoCivic devouring swarm Terravore
No Yes Utopia This Hive evolved in a symbiotic relationship with a vast Tree. The Tree grants them many benefits, but its loss would cripple them.
Origins resource consolidation
Resource Consolidation
Energy Credits Capital star has a deposit of 10 Energy Credits Energy
Planet barren Other home system planets are broken or molten worlds with no resource deposits
Planet ai Homeworld is a Machine World with no blockers
D veiny cliffs Start with a Consolidated Resources planetary feature
D station junk Start with a Malfunctioning Replicator Bay blocker
D bubbling swamp Start with an Organic Slurry planetary feature if Driven Assimilator
Auth machine intelligence Machine Intelligence
NoCivic machine servitor Rogue Servitor
NoCivic machine catalytic processing Organic Reprocessing
No Yes Synthetic Dawn This Machine Intelligence has long-since consolidated all resources in their home system into their capital world, covering it entirely with machinery.
Origins clones
Clone Army
Building Can construct up to 5 Ancient Clone Vat buildings
Trait clone soldier Species has the Clone Soldier trait
Trait clone soldier Admirals have the Clone Army Admiral trait
Tech cloning Start with the Cloning technology researched
Tech gene banks Start with the Gene Banks technology researched
Building Start with two Ancient Clone Vat buildings
Archaeology map icon After 3-5 years the Homeworld Excavation archaeological site appears
Feature Excavating the archaeological site starts the Genetic Crossroads event chain
NoGestalt consciousness Gestalt Consciousness
NoCivic permanent employment Permanent Employment
No No DLC humanoids species pack 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.
Origins life seeded
Life-Seeded
Trait pc gaia preference Species has Gaia World Preference

Planet gaia Homeworld is a size 30 Gaia World
D bubbling swamp Start with 1 Bubbling Swamp planetary feature
D crystalline caverns Start with 1 Crystalline Caverns planetary feature
D dust caverns Start with 1 Dust Caverns planetary feature

NoAuth machine intelligence Machine Intelligence
NoCivic toxic baths Mutagenic Spas
NoCivic hive toxic baths Permutation Pools
NoCivic relentless industrialists Relentless Industrialists
Yes No Apocalypse This civilization's home is a paradise, possibly designed just for them.
Origins post apocalyptic
Post-Apocalyptic
Trait survivor Species has the Survivor trait Planet nuked Homeworld is a Tomb World NoAuth machine intelligence Machine Intelligence
NoCivic agrarian idyll Agrarian Idyll
NoCivic anglers Anglers
NoCivic corporate anglers Trawling Operations
No No Apocalypse 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.
Origins lithoid
Calamitous Birth
Ship Can build Meteorite Colony Ships
Building Can construct Experimental Crater holdings
D crater Start with a Massive Crater planetary feature Trait lithoid Lithoid species
NoCivic catalytic processing Catalytic Processing
NoCivic corporate catalytic processing Catalytic Recyclers
NoCivic hive catalytic processing Organic Reprocessing
No Yes Lithoids Not native to their 'homeworld', these Lithoids arrived when a meteorite slammed into the planet and killed off most of the native life.
Origins common ground
Common Ground
Diplomacy Start with Diplomacy tradition tree adopted
Tradition diplomacy the federation Start with the Federation tradition
Diplomacy federation Start as the president of a Federation with two other members
Federation cohesion Federation starts with neutral Cohestion and 600 experience
Gestalt consciousness The two members will share at least one ethic with the president
No There will be no Guaranteed Habitable Worlds regardless of game settings
Diplomacy opinion +100 Permanent Opinion to and from Federation members
Diplomacy trust +50 Trust to and from Federation members
Diplomacy federation On day 2 choose the federation type
Civic selective kinship The two members will have the same main species class if Selective Kinship
Tech xeno linguistics Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed
None NoCivic fanatic purifiersCivic devouring swarmCivic machine terminator Genocidal
NoXenophobeFanatic Xenophobe Xenophobe
NoCivic inwards perfection Inwards Perfection
NoBarbaric Despoilers Barbaric Despoilers
No Yes 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.
Origins hegemon
Hegemon
Diplomacy Start with Diplomacy tradition tree adopted
Tradition diplomacy the federation Start with the Federation tradition
Federation hegemony Start as the president of a Hegemony federation with two other members
Federation cohesion Federation starts with neutral Cohestion and 600 experience
Gestalt consciousness The two members will share at least one ethic with the president
No There will be no Guaranteed Habitable Worlds regardless of game settings
Civic selective kinship The two members will have the same main species class if Selective Kinship
Tech xeno linguistics Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed
None NoCivic fanatic purifiersCivic devouring swarmCivic machine terminator Genocidal
NoXenophobeFanatic Xenophobe Xenophobe
NoEgalitarianFanatic Egalitarian Egalitarian
NoGestalt consciousness Gestalt Consciousness
NoCivic inwards perfection Inwards Perfection
No Yes 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.
Origins doomsday
Doomsday
Planet barren A warning is given a year before the homeworld explodes
Planet barren No guaranteed habitable planets will spawn near the home system
Mod planet migration all pull Pops can be resettled from the homeworld regardless of ethics
Menu icon edicts Enables the Evacuation Protocols edict
Happiness +30% Happiness for 5 years after the first colony if not Gestalt consciousness Gestalt Consciousness
Stability +30% Stability for 5 years after the first colony if Gestalt consciousness Gestalt Consciousness
Planet barren Homeworld will become a Shattered World in 35 to 45 years
Devastation Start with 10 Devastation
Pm exploding planetPm frame 2 Start with the Doomsday homeworld modifier which worsens every decade
No Yes 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.

Origins one the shoulders of giant
On the Shoulders of Giants
Archaeology map icon A random home system planet has the Ex Gravitas archaeological site
Feature Can get the On the Shoulders of Giants mid-game event chain
No Cannot discover precursor anomalies or sites before completing their story
Yes 3 times more likely to discover precursor anomalies or sites after completing their story
None NoGestalt consciousness Gestalt Consciousness No Yes Federations This civilization has hidden boons in their solar system, placed there in a distant past by a mysterious benefactor.
Origins scion 1
Scion
Diplomacy hasvassal Start as a Scion of a Fanatic Materialist Fanatic Materialist or Fanatic Spiritualist Fanatic Spiritualist Fallen Empire
Diplomacy opinion +100 Opinion to and from the overlord
Mod ship speed mult Start with a Wormhole leading to the overlord's capital system
Unknown Surveying a Holy World grants a bonus of Influence or Unity
Unknown Gain a more powerful gift every few decades
Yes Creates a 1-system Fallen Empire if the game was started with none
Menu icon fleet manager Gain a temporary Fallen Empire fleet every 20 years if losing a war against a Superior empire
Tech xeno linguistics Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed
None NoFanatic Xenophobe Fanatic Xenophobe
NoGestalt consciousness Gestalt Consciousness
NoCivic pompous purists Pompous Purists
No Yes Federations A Fallen Empire has meddled in the development of this civilization for thousands of years, guiding them onto a path of their choosing.
Origins shattered ring
Shattered Ring
Trait pc ring preference Species has Ring World Preference
Planet ringworld Can repair two other sections of the home system
Planet ringworld Start with an irreparable section with a deposit of 5 Engineering research Engineering Research
Planet barren Start with a Shattered World with a deposit of 10 Minerals Minerals
Energy Credits Capital star has a deposit of 10 Energy Credits Energy
Planet ringworld Shattered Ring World segments in home system will replace guaranteed habitable worlds
No Cannot change the starting system

Planet ringworld Homeworld is a Shattered Ring World
D mining tunnels Start with 3 Decrepit Tunnels blockers
D metal boneyard Start with 4 Ancient Rubble blockers

NoCivic agrarian idyll Agrarian Idyll
NoCivic anglers Anglers
NoCivic corporate anglers Trawling Operations
Yes Yes 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.
Origin void dwellers
Void Dwellers

Cost −20% Habitat Build Cost
Mod planet max buildings add +0.25 Building Slots from Non-Urban Habitat Districts
Mod planet max districts add +2 Habitat Max Districts
Pop job +1 Jobs from Habitat Districts
Building Can upgrade housing buildings on Habitats
Trait pc habitat preference Species has Habitat Preference
Trait void dweller positive Species has the Void Dweller trait
Tech habitat Start with the Orbital Habitats technology researched
Tech habitat 2 Habitat Expansion technology starts unlocked and can be researched
Tech hydroponics Start with the Hydroponics Farming technology researched if not Lithoid
Tech eco simulation Start with the Eco Simulation technology researched if not Lithoid
Tech powered exoskeletons Start with the Powered Exoskeletons technology researched if Lithoid
Tech space mining 1 Start with the Zero-G Refineries technology researched if Lithoid
Menu icon traditions Several Tradition trees have alternative bonuses to improve Habitats
Yes Guaranteed habitable worlds are replaced by resource-rich systems
No Cannot change the starting system except for a special version of Sol
Unknown 1% chance to spawn the Crystalline Empire enclave during mid-game (player only)[1]

Planet habitat Start on a tier II Habitat Central Complex
Planet habitat Start with 3 Major Orbitals
D station reactor Start with an Arcane Replicator planetary feature

NoAuth machine intelligence Machine Intelligence
NoCivic idyllic bloomCivic hive idyllic bloom Idyllic Bloom
NoCivic agrarian idyll Agrarian Idyll
NoCivic anglers Anglers
NoCivic corporate anglers Trawling Operations
Yes No 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.
Origins necrophage
Necrophage
Trait necrophage Species has the Necrophage trait
Pop cat ruler Only Necrophage Pops can be Leaders or take Ruler jobs
Building Can construct Chamber of Elevation buildings
Job purge Can use the Necrophage purge type
Pop Can create a second species
Tech centralized command Centralized Command technology starts unlocked and can be researched
Tech glandular acclimation 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
Pop Start with 12 Pops of the prepatent species
Building Start with a Chamber of Elevation building if not Genocidal
NoXenophileFanatic Xenophile Xenophile
NoFanatic Egalitarian Fanatic Egalitarian
NoAuth machine intelligence Machine Intelligence
NoCivic death cult Death Cult
NoCivic death cult corporate Corporate Death Cult
NoCivic empath Empath
NoCivic permanent employment Permanent Employment
No No Necroids 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.
Origin here be dragons
Here Be Dragons
Diplomacy alliance Start with an allied Sky Dragon guardian
Yes Killing the guardian grants a permanent empire modifier
Living Metal A system 2 hyperlanes away will contain a Living Metal deposit
None NoCivic fanatic purifiersCivic devouring swarmCivic machine terminator Genocidal No Yes Aquatics 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.
Origins ocean paradise
Ocean Paradise

Trait aquatic Species has the Aquatic trait
System hazards icon Start inside a nebula
Planet frozen Start with 4 Frozen worlds and 10 Ice Asteroids
Planet frozen Guaranteed habitable worlds are Frozen worlds
No Cannot change the starting system

Planet ocean Homeworld is a size 30 Ocean World
Pm ocean paradisePm frame 1 Start with the Ocean Paradise homeworld modifier
D crystal reef Start with a Crystal Reef planetary feature
D submerged ore veins Start with 3 Submerged Ore Veins planetary features
D underwater vent Start with 3 Underwater Vents planetary features
D teeming reef Start with 8 Teeming Reef planetary features

NoAuth machine intelligence Machine Intelligence Yes Yes Aquatics Since its birth, this civilization has enjoyed peace in a generous environment with no natural enemies, enabling unhindered growth and opulence.
Origins imperial fiefdom
Imperial Fiefdom
Diplomacy hasvassal Start as a subject of an empire with the Imperial Liege origin
Diplomacy isvassal 1-4 vassals will border the overlord (depending on galaxy size)
Origins imperial fiefdom If multiple empires have the origin they will have the same overlord
Building Overlord will construct an Overlord Garrison holding on all subject capitals
Diplomacy opinion +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
Diplomacy hasvassal On day 2 choose to become a specialized subject:
  • Specialist subject bulwark Bulwark grants 5 destroyers and the technology to build more
  • Specialist subject prospectorium Prospectorium grants 2 construction ships
  • Specialist subject scholarium Scholarium grants a science ship and a level 3 scientist

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

None NoCivic inwards perfection Inwards Perfection
NoCivic machine assimilator Driven Assimilator
NoCivic fanatic purifiersCivic devouring swarmCivic machine terminator Genocidal
No No 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.
Origins progenitor hive
Progenitor Hive
Mod leader species exp gain Leaders gain experience each month
Building Can construct Offspring Nest holdings
Building Can construct Offspring Nest buildings
No Cannot construct Spawning Pools buildings
Mod pop resource output −50% Menial Drone Output on worlds without an Offspring Drone
Diplomacy hasvassal Can release sectors as subjects unless Civic devouring swarm Devouring Swarm
Sb offspring aura Can construct Offspring Outlook starbase buildings
Ship class Can design and build Offspring ships
Fleet Size Starting fleet has an Offspring Corvette
Unknown Fleets without an Offspring Ship in system have the following penalties:
  • Mod ship tracking add −50% Accuracy
  • Mod ship evasion mult −50% Evasion
  • Mod ship fire rate mult −50% Ship Fire Rate
  • Mod ship speed mult −50% Sublight Speed
Building Start with an offspring Nest building
D progenitor Start with a Progenitor Nest planetary features
Unknown If the planet is invaded or destroyed gain the following penalties:
  • Mod pop resource output −10% Menial Drone Output
  • Mod ship speed mult −30% Sublight Speed
  • Stability −10 Stability
  • Decision progenitor empty Enables the Grow a New Progenitor decision
Auth hive mind Hive Mind No Yes Overlord This hive has gained evolutionary advantage through semi-independent leaders. These "Offspring" greatly improve overall proficiency, though they require constant oversight.
Origins slingshot to the stars
Slingshot to the Stars
Influence −75% Starbase Influence Distance Cost
Fleet action button quantum catapult +50% Quantum Catapult Accuracy
Mod ship fire rate mult Catapulted fleets fire rate bonus is increased to +50%
Yes Start with a Ruined Quantum Catapult megastructure in a neighbor system
Archaeology map icon Start with the Quantum Catapult archaeological site in the neighbor system
Yes Can repair the ruined megastructure without Mega-Engineering
Influence Building a starbase in the neighbor system grants 150 Influence
Tech quantum catapult If the megastructure is repaired it unlocks the Quantum Catapult technology
None No No 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.
Origins subterranean
Subterranean
Trait cave dweller Species has the Cave Dweller trait
Max mining districts Mining Districts are uncapped
Housing +2 Housing per Mining District
Building +1 Building Slot per 3 Mining District
Damage −75% Orbital Bombardment Damage
Mod planet building cost mult +10% Building and District Cost and Upkeep
Mod planet building build speed mult −10% Planetary Build Speed
Feature Uses a unique city appearance outside habitable megastructures
None NoAuth machine intelligence Machine Intelligence Yes No 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.
Origins teachers of the shroud
Teachers of the Shroud
Trait latent psionic species Species has the Latent Psionic trait
Enclaves flag shroudwalkers Start in contact with the Shroud-Touched Coven enclave
Sb shroud beacon Can construct a Shroud Beacon starbase building
Rare crystals Start with 25 Rare Crystals
Building Can construct Psi Corps buildings
Agenda Unlocks the Mind over Matter agenda
Tech psionic theory Psionic Theory technology starts as a permanent research option
Planet shroud Nearby planets may be Shrouded Worlds
Utopia Cannot pick ascension path perks
None SpiritualistFanatic Spiritualist Spiritualist
NoCivic fanatic purifiers Fanatic Purifiers
No Yes 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.

Origins toxic knights
Knights of the Toxic God
Policies Enables the Knightly Duties policy
Building Can construct Order's Commandery holdings
Navbar icons situation Start with the Quest for the Toxic God situation
Tech habitat Orbital Habitats technology starts unlocked and can be researched
No 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
D tainted snowcaps blocker Start with an A Blight Upon the Land planetary feature
D poisonous algae blocker Start with an Envenomed Seas planetary feature
D unpleasant atmosphere blocker Start with a Pestilential Wasteland planetary feature
D rotten soil blocker Start with a Pools Most Venomous planetary feature
D venomous insects blocker Start with a Swarms of the Deity planetary feature
Spaceport 1 Start with a colonized habitat orbiting the homeworld
Building Habitat starts with the Order's Keep building
D station reactor Habitat starts with an Order's X-Calibrator planetary feature
NoGestalt consciousness Gestalt Consciousness
NoCivic fanatic purifiers Fanatic Purifiers
NoCivic dystopian society Oppressive Autocracy
No Yes Toxoids 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.
Origins overtuned
Overtuned
Trait excessive endurance Allows the selection of Overtuned traits
Menu icon edicts Enables the Damn the Consequences edict
Tech gene tailoring Start with the Gene Tailoring technology researched
None NoAuth machine intelligence Machine Intelligence No No Toxoids 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.
Origins broken shackles
Broken Shackles
Origins payback An empire with the Payback origin will be present
Origins slavers The Minamar Specialized Industries unique empire will be present
Tech basic science lab 1 Scientific Method technology is not researched but available as a permanent option
Tech planetary government Planetary Government technology is not researched but available as a permanent option
Tech corvettes Corvettes technology is not researched but available as a permanent option
Unknown A pre-FTL civilization will exist for each starting species
Unknown Can only select randomized starting systems
Envoy +1 Available Envoys
Spy network +20% Infiltration Speed
Time +20% First Contact Discovery Speed
Diplomacy opinion +50 Opinion to and from Payback empires
Diplomacy opinion +100 Opinion with homeworld pre-FTL civilizations
Policies Cannot set Slavery policy to Allowed
Policies Cannot set Purge policy to Allowed
Concept factions Factions will form after 1 year
Unity +50% Faction Unity Gain for 10 years after the first year
Research Gain a moderate amount of Research (min 350) if a leading scientist is alien
Tech basic science lab 2 Unlock the next research building technology if a leading scientist is alien
Unity Gain a small amount of Unity (min 100) after constructing the first Outpost
Unknown 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
Feature Can get the The Cost of Freedom mid-game event chain
Tech xeno linguistics Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed
Unknown Gain a bonus or malus whenever a solution regarding slavery is passed/ failed in the Galactic community
No Start without any ships and stations
Pop Start with pops from 3-22 pre-FTL species
Archaeology map icon Start with the Crashed Slaver Ship archaeological site
District crashed slaver ship 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
D crashed ship Start with a Crashed Slaver Ship planetary feature
D crashed ship Start with 5 Ship Debris blockers
Mod habitability Homeworld does not get the +30 Habitability bonus
Unknown Starts with the Stellar Culture Shock of invaded Early Space Age primitives
Happiness +20% Citizen Pop Happiness for 20 years
Amenities −50% Pop Amenities Usage for 20 years
Unity +100% Unity from Jobs for 20 years
Mod pop housing usage −25% Pop Housing Usage for 20 years
Consumer goods −50% Pop Consumer Goods Upkeep for 20 years
Egalitarian +50% Egalitarian Ethics Attraction for 20 years
NoAuthoritarianFanatic Authoritarian Authoritarian
NoXenophobeFanatic Xenophobe Xenophobe
NoGestalt consciousness Gestalt Consciousness
NoCivic selective kinship Selective Kinship
NoCivic eager explorers Eager Explorers
NoCivic sovereign guardianship Sovereign Guardianship
NoCivic privatized exploration Privatized Exploration
NoCivic private healthcare corporate Pharma State
NoCivic corporate sovereign guardianship Corporate Protectorate
No Yes 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.

Origins payback
Payback
Origins broken shackles An empire with the Broken Shackles origin will be present
Origins slavers The Minamar Specialized Industries unique empire will be present
Tech basic science lab 1 Scientific Method technology is not researched but available as a permanent option
Tech planetary government Planetary Government technology is not researched but available as a permanent option
Tech corvettes Corvettes technology is not researched but available as a permanent option
Damage +15% Damaged to empires with Superior or Overwhelming relative power
Diplomacy opinion +50 Opinion to and from Broken Shackles empires
Unknown Pre-FTL civilization will exist regardless of game settings
Unknown In 6 months gain a special project to remove the Debris Field homeworld modifier
Policies Cannot set First Contact Protocol policy to Proactive
Tech xeno linguistics Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed
No Start without any ships and stations
Building Start with a Gene Clinics building
Pop Start with 10 fewer pops
Devastation Start with 33% Devastation
D crashed ship Start with 6 Ship Debris blockers
Menu icon technology The Ship Debris blockers unlock random techs or resources when cleared
Unity The Ship Debris blockers grant unity when cleared
Pm asteroid beltPm frame 3 Start with a Debris Field homeworld modifier
Archaeology map icon Removing the modifier uncovers the Aftermath of Battle site
Happiness +15% Happiness for 20 years
Amenities +25% Amenities for 20 years
Mod pop resource output +10% Resources from Jobs for 20 years
Job overlord propagandist +2 Unification Officer Jobs for 20 years
Unknown 50% chance each decade the Gene Clinics building becomes ruined
NoGestalt consciousness Gestalt Consciousness
NoCivic slaver guilds Slaver Guilds
NoCivic fanatic purifiers Fanatic Purifiers
NoCivic pompous purists Pompous Purists
NoCivic eager explorers Eager Explorers
NoCivic dystopian society Oppressive Autocracy
NoCivic sovereign guardianship Sovereign Guardianship
NoCivic indentured assets Indentured Assets
NoCivic privatized exploration Privatized Exploration
NoCivic private healthcare corporate Pharma State
NoCivic corporate sovereign guardianship Corporate Protectorate
No Yes 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?

Origins fear of the dark
Fear of the Dark
Yes Start with a pre-FTL civilization of the same species in the home system
No Cannot change the starting system except for a special version of Sol
Anomaly discovery chance +10% Anomaly Discovery Chance
Anomaly research speed +20% Anomaly Research Speed
Mod num tech alternatives add −1 Research Alternatives
Mod country leader pool size −1 Leader Pool Size
Menu icon leaders 2% chance to gain a scientist with the Cunning trait for 4-6 years each year
Menu icon leaders 2% chance to gain an admiral with the Cunning trait for 4-6 years each year
Trade value 4% chance to be offered to pay for +10% Trade Value for 10 years each year
Menu icon technology 4% chance to be offered a technology each year in exchange for:
  1. 50 Influence Influence
  2. 50% Mod ship science survey speed Survey Speed for 10 years

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

  • Mod ship build speed mult +30% Ship Build Speed
  • Mod spaceport ship build cost mult −15% Ship Build Cost

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

  • Mod country all tech research speed −10% Research Speed
  • Unity −10% Monthly Unity
  • Intel decryption −1 Codebreaking

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

Pop Start with 8 fewer pops NoGestalt consciousness Gestalt Consciousness
NoCivic inwards perfection Inwards Perfection
NoCivic fanatic purifiers Fanatic Purifiers
NoCivic eager explorers Eager Explorers
NoCivic sovereign guardianship Sovereign Guardianship
NoCivic privatized exploration Privatized Exploration
NoCivic corporate sovereign guardianship Corporate Protectorate
No No 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.
Origins under one rule
Under One Rule
Trait perfected genes Species has the Perfected Genes trait
Leader trait legendary leader Ruler has the Luminary trait
Leader trait high king Can select unique ruler traits
Subclass council large Ruler has skill level 4 and the class' council-focused veteran class
Pm museumPm frame 1 Choose between 3 planet modifiers when colonizing the first world
No Cannot change authority
Navbar icons situation 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
  • Auth dictatorial Dictatorial authority grants a positive trait in 10-20 years and a negative trait in 20-30 years
None Auth dictatorial Dictatorial No Yes Galactic Paragons 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.
Origins riftworld
Riftworld
Anomaly research speed +25% Astral Rift Exploration Speed
Anomaly research speed −50% Astral Rift Fail Probability
Unknown +100% Chance for Astral Rifts to appear in owned systems
Tech astral harvesting Start with the Astral Harvesting technology researched
Astral rift map icon Start with the Ruined Planet astral rift
Archaeology map icon Start with the Ancient Crater archaeological site No Yes Astral Planes 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
Origins elder race 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.
Origin default pre ftl 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.
Origins enlightened Enlightened
  • Mod country all tech research speed +10% Research Speed
  • Trade cat loyalty +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.
Origins separatists Separatists
  • Stability +10 Stability
  • Mod pop government ethic attraction +25% Governing Ethics Attraction
  • Mod ship build speed mult +20% Ship Build Speed
Revolt or Machine Uprising empire This civilization came into being when it rebelled and seceded from another empire.
Origins separatists Liberated
  • Stability +10 Stability
  • Mod pop government ethic attraction +25% Governing Ethics Attraction
  • Mod ship build speed mult +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.
Origins hegemon Hegemon Subordinate Federation hegemony 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.
Origins imperial fiefdom Imperial Liege
  • Yes Start as an advanced empire
  • Planet gaia Homeworld is a size 30 Gaia World
  • Fleet order button build megastructure Start with a Gateway in the capital system
  • Diplomacy hasvassal Start with 2-5 subjects
Overlord empire generated by the Origins imperial fiefdom 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.
Origins under one rule Broken Rule None Rebel empire generated during the Origins under one rule Under One Rule origin Amidst political turmoil, and without the Luminary's guidance, the people must make their own way in the galaxy.
Origins khan successor Khanate Successor
  • Leader skill levels +2 Commander Starting Skill Level
  • Raiding bombardment Can use the Raiding orbital bombardment stance
Apocalypse Horde successor empire This civilization arose out of the ashes of the Great Khan's mighty empire.
Origins separatists Daemonic Incursion
  • Mod navy size add +100% Naval Capacity
  • Mod ship upkeep mult −50% Ship Upkeep
Toxoids 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.
Origins slavers Your Ladder To The Sky
  • Yes Start as an advanced empire
  • Pop Start with pops from 3-22 pre-FTL species
  • Planet nuked Homeworld is a size 25 Relic World
  • Raiding bombardment Can use the Raiding orbital bombardment stance
  • Mod navy size add +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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