Stellaris

Stellaris

More Origins Mod
429 Comments
Malthus  [author] 7 Oct, 2024 @ 9:18pm 
@dabeek I'd have to check what are the prerequisites for these upgrades. If it requres dependencies on another mod, this won't be possible though.
dabeek 7 Oct, 2024 @ 3:29pm 
Could you allow the construction of the ecumenopolis types from Planetary Diversity - More Arcologies for the Overcrowded origin? I'm playing a megacorp but I can't make my planet into a commercial ecumenopolis without taking the Arcology Project perk.
tilarium 28 May, 2024 @ 4:05pm 
You're looking at it. Working perfectly fine in 3.12
marsmelon24 28 May, 2024 @ 4:03pm 
3.12?
KingSwaga86 29 Apr, 2024 @ 3:47pm 
nvm just took a while lmao
KingSwaga86 29 Apr, 2024 @ 3:39pm 
So i turned my capital into an ecompolis (whatever the word is) however the debuff is not removed?
mohalen 24 Mar, 2024 @ 6:09pm 
What are the top origins in this mod? 🤓👍
Rewasder 14 Mar, 2024 @ 12:38pm 
I still think the the 40% extra CG is excessive and crippling. I would change all the resource and upkeep modifiers by a minus 10-15% resources from jobs, and maybe a stability debuff. Something we can combat and that is easier to read than 10 lines of red aimed at doing the same, reduce the general power of having more pops. Now that we need to get the techs, we won't be able to upgrade the world that easily, so having ways to counter the debufs until then would be amazing. An event for a few years in the first colony you settle to give construction speed and resettlement cost, something like the empire focusing in getting the colony up and running to move all the excess population.
Malthus  [author] 14 Mar, 2024 @ 7:18am 
Solid reasoning, I'll add the other tech as research option as well then.
How do you feel about the changes to the planet modifier?
Nike Willy 14 Mar, 2024 @ 4:42am 
Having the research option for both techs is a must, If you start overcrowded you shouldn't have to wait to unlock tier 3 tech to get ecumenopolis. At the same time rushing both techs would still eat a ton of points in the early game.
Malthus  [author] 8 Mar, 2024 @ 6:41am 
Ok, so I did a few changes. First you now start with the tech option forthe first housing upgrade instead of having both to begin with. Then I reduced the effect of the planet modifier, removing the trade value modifier and reducing the crime modifier.
Let me know, if this went too far to the other side of the spectrum.
Rewasder 7 Mar, 2024 @ 3:54pm 
Also, this might not be your fault, but the ecu build a lot of foundry archologies, but none factory, so my eco just collapse with no CG production :D
Rewasder 7 Mar, 2024 @ 12:27pm 
You could also, for increased difficulty and not just being a race for the 20k minerals, give the research option for the techs instead of giving the techs directly.
Rewasder 7 Mar, 2024 @ 12:26pm 
Not sure how, I have managed to stabilize my economy, but I'd remove or heavily reduce the CG upkeep. Also, the planet is going to have a lot of unemployment as it is as you don't have enough districts or building slots to fit every one of the 65 pops, which creates a problem on its own. Maybe reduce the trade value reduction too, as you already get lots of crimilas that reduce it, making it so that you don't produce any anyway. An interesting thing could be starting with a colony ship ready, and getting an event for reduced settlement cost on colonicing the first planet, or even, if possible, making it so the planet effect with the debufs also has a built in resettlement cost reduction when the pop comes from that planet.
Malthus  [author] 7 Mar, 2024 @ 11:57am 
Looks like I'll have to do a testgame in the near future. In the meantime suggestions for adjustmends are welcome.
That origin hasn't been touched for a long time. Back when it was made it worked, even though being a bit of a challenging start.
Rewasder 7 Mar, 2024 @ 11:18am 
Let me explain a bit more, I start with a -24 consumer goods upkeep. To avoid being cripled by it, I have to change the capital to a factory, wich makes the other jobs produce ven less, and now I don't produce any alloys. I also have to disable the unity production building, and as the leaders cost unity upkeep, I now produce -7 unity. Food is negative, energy is negative, CG is at 0, Alloys are at 0. What am I supposed to do here?
Rewasder 7 Mar, 2024 @ 11:13am 
COuld you check the difficulty of overcrowded? The increase consumer goods upkeep along all the other debufs is too much. I can't get an economy going in any way, I have lots of pop that don't have a job and I don't make resources, so I cant colonize or build outposts or anything.
I understant those extra pops are powerfull and there needs to be a downside, but what is the point of an origin that is simply unplayable?
TemporaryTeMp3R 12 Dec, 2023 @ 2:32pm 
On behalf of making a template origin, is it alright if I privately messaged you my idea? I'd rather not publicize it per se.
Defenestrator 25 Nov, 2023 @ 11:46am 
I tested it with a new game, it works on my end too. Thank you!
Malthus  [author] 25 Nov, 2023 @ 1:23am 
It will now work again. The issue was that on_survey had been renamed to on_survey_planet, so my on_action did nothing, but it did not appear in the errorlog.
Malthus  [author] 24 Nov, 2023 @ 12:12am 
Will check this later today.
Gazelem 23 Nov, 2023 @ 2:02pm 
I ran into the same thing as @Defenstrator--scanning Domus didn't proc the event chain. Tried with two different games to make sure, though it may be another mod breaking it.
Malthus  [author] 21 Nov, 2023 @ 9:39am 
I cleared the errorlog as far as possible. What remains there should not be an issue.

If you run into any problems, please let me know.
Defenestrator 21 Nov, 2023 @ 1:21am 
No worries! When looking at the event code, I was really impressed by how ambitious your event chains are :)
Malthus  [author] 20 Nov, 2023 @ 8:22pm 
I've been busy with fixes for MEM so far, but I think I'll get to this within the week.
Defenestrator 20 Nov, 2023 @ 2:36pm 
I had trouble with the "Exiles" questline: Surveying Domus didn't progress to the next step. Reloading and surveying again didn't help. I tried to fire mom_exiles.4 as console command, but nothing happened.
Malthus  [author] 18 Nov, 2023 @ 9:42am 
I haven't gotten to check it yet.
StewieTheFish 18 Nov, 2023 @ 9:27am 
is it working in 3.10?
Malthus  [author] 23 Sep, 2023 @ 10:12am 
I don't think anything changed, that is connected to any of the events included here. If you run into any problems let me know though.
ZumZoom 23 Sep, 2023 @ 7:20am 
Is this compatible with latest update?
Archemyre 21 Sep, 2023 @ 1:45pm 
I love this mod, if only for the overcrowded origin. Very fun to put on AI nations.
Grendain 22 Aug, 2023 @ 10:10am 
gg :ecos:
Malthus  [author] 22 Aug, 2023 @ 10:06am 
I think I've fixed the problems I've read about. If you still run into issues please let me know with a detailed description of the problem.
Malthus  [author] 21 Aug, 2023 @ 12:17pm 
I have to admit this mod went under my radar for quite some time. At this point I'm thinking about whether or not to integrate the origins that still make sense into MEM. This would make maintenance a lot easier on my end.

The question is how many of you do not use it and maybe don't want to either.
JadeBlood815 26 Jul, 2023 @ 5:54am 
Currently, this mod have two major problems.
1. Climate Catastrophe starts with two buildings collapsed.(including climate protection habitat, this origin's exclusive building)
Since 3.0, planet building slots unlocked with city district and some technologies, not from planet pops. But Climate Catastrophe origin removing all city districts on start, so available building slots not enough to maintain starter buildings.
This problem still persist in latest update of mod.
2. Since 3.8, Divine Guidance does not give starting ruler immortal(chosen one trait or etc), so starting ruler will die instantly and origins main mechanics become broken.

I am still awaiting update of this mod, but...
初雪 22 Jul, 2023 @ 1:34am 
The origin of Divine Guidance is broken. Please update this as it is a pointless origin where the leader dies instantly at the start and is just debuffed indefinitely.
Hawkatana 7 Jul, 2023 @ 3:48am 
Could you please update this?
Rubaedo 20 May, 2023 @ 1:32pm 
The divine guidance origin isn't properly flagging the leader with the chosen one trait
猴哥铁粉小灵通 20 May, 2023 @ 2:59am 
hi guys, is this module working?
Sin 8 Feb, 2023 @ 11:08pm 
Update pretty please??
bascott83 24 Jan, 2023 @ 6:29am 
Launcher is throwing a Flag for this Mod. Please update.
Mercury! 7 Dec, 2022 @ 7:23am 
update please
Jimbo Yojimbo 30 Nov, 2022 @ 9:51pm 
Hope this gets updated.
A Fallen Archangel 22 Nov, 2022 @ 10:00pm 
Please update this absolute banger as soon as you can.
John Shepard N7117 30 Sep, 2022 @ 10:00pm 
update please
Azona 26 Sep, 2022 @ 1:19pm 
last view times Severance colony start on other empires zones get removed. had 3 times now that spawned in a ancient empire.

also this origin bugs out with Coop: Start in Team both wormholes goes to same system of this mod makes it impossible to reach your colony and its wormhole is kinda dead.
Kangarus 21 Sep, 2022 @ 3:52pm 
Needs updating - caused a crash on startup.
「Trigger」 Three Strikes 22 Aug, 2022 @ 1:22pm 
that's the mod that adds the invading democractic crusaders parrots, right? love this mod. hope it gets an update someday.
Chuddly 3 Jun, 2022 @ 6:42pm 
Can you update this mod?
bigboy-toby 14 May, 2022 @ 4:39am 
hey I was wondering if you will be updating to 3.4 or not?