Decision Origins – Knights of the Toxic God
Want to play the story of Knights of the Toxic God, without actually choosing the origin?
Then this is for you!
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I’ve always loved the story of Knights of the Toxic God, and the associated roleplay / buildings that came with it – but it’s hard to choose, given that you’re sacrificing an origin for it, and given that there are so many other amazing vanilla origins and talented modded origins out there.
No more! Now you can play as the Knights on their quest for the holy gra…..I mean Toxic God, without choosing the origin!
To play as the origin:
1. This mod adds an edict, Decision Origins – Knights of the Toxic God, that is selectable if it’s the year 2200, and if it has not been selected yet.
2. The edict will add a country flag to your empire, that will allow you to experience the entire questline.
3. Furthermore, this will allow you to experience all the special events associated with the Knights of the Toxic God origin, and allow you to build the Order’s Keep on a single planet. It will also do everything else associated with the origin, e.g. change relic effects, allow you to consecrate habitats, etc.
4. You can also move the keep! The mod adds a planetary decision, "Relocate Order’s Keep", that allows you to move the Order’s Keep to another planet. Want the Birch World to be your knight’s HQ? Now you can!
4a. Note that the special Order Demense district is still only buildable on a habitat – I assume that noone likes squires anyway.
4b. Also, the Knight Commander job is now linked to the keep, instead of to the habitat government building.
This overwrites no vanilla files other than the events and buildings associated with the Knights of the Toxic God origin, and so should be compatible with any other mod that doesn’t touch the origin.
Have fun!
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Destiny Phoenix
I mod Stellaris for fun, and because it’s an amazing game – but if you would like to buy me a coffee, please see below!
Revisions:
Old revisions of this mod are available below. Click the link to download.