Origins Variety Patch
A grab bag of new origins.
This is actually a patch of my Government Variety Pack mod, which is required to use this. All this mod does is blank out government and civic definitions so only origins are available. All these origins and more are available in Government Variety Pack, but if the "more" is not of interest to you, this patch is here. There is also a Civics Variety Pack which adds new civics without GVP’s new governments.
Compatibility and Testing Notes
There should never be any reason for this to be incompatible with any version of Stellaris because all this does is override mod-added files. You can almost certainly ignore any version incompatibility warning. Because it is just a patch for my mod that blanks out files from my mod, it will be rarely updated (e.g. only if I add new origins-related files to GVP). #protectingmytime
I have done very little testing on this! Let me know how it works if this is of interest to you. It should work as intended, but you never know. One thing I do know is that this mod’s assets have to override GVP’s and that is a question of load order, but load order now doesn’t necessarily have anything to do with the mod name anymore apparently. I have heard it goes by subscribe order?? If so, and this is not working for you, try unsubscribing to both this and GVP, then subscribe to GVP, then subscribe to this. Or else try a mod manager, idk, the new launcher’s handling of mods is very annoying, I can’t do much about it.
This should also be compatible with any backup/old version of GVP. You’ll just have to ignore the warning about lacking a required mod.
Origins
Can’t guarantee this will always be up to date, but the most complete listing is at the GVP page. (Actually in its own dedicated thread because I hit the character limit!)
- Galactic Backdoor (Any) – This civilization has a wormhole in their home system – potential boon to exploration, or an invitation to invasion? (Start with a wormhole in your home system. The Wormhole Stabilization tech option starts ready to research. Warning: There are fewer limits on where the wormhole’s exit point can spawn than normal. This origin may lead to some interesting interactions.)
- Shroud-Touched (Not Materialist) – The Otherworld has left its mark on this civilization’s homeworld and its people. They are naturally in tune with psychic energies. (Most pops of your starting species have the Natural Esper trait, which is a lesser psionic trait. Can get leader traits like lesser versions of psionic leader traits. Very rarely, actual Latent Psionics can spawn. The Psionic Theory tech option starts ready to research. Your homeworld has an Otherworld Pockets deposit which adds special esper jobs.)
- For Discovery (Materialist) – This civilization established early contact and intellectual collaboration with its immediate alien neighbors. Finding a common interest in scientific advancement, they decided to enter a more formal arrangement for sharing the fruits of their intellectual efforts. (Start as the leader of a Research Cooperative federation with two additional members. Members will occupy any Guaranteed Habitable Worlds slots near your home system. Start with The Federation tradition unlocked.)
- Diplomatic Directive: Discover (Machine Intelligence) – This machine intelligence established early contact and intellectual collaboration with its immediate alien neighbors. Finding a common interest in scientific advancement, they decided to enter a more formal arrangement for sharing the fruits of their intellectual efforts. (Start as the leader of a Research Cooperative federation with two additional members. Members will occupy any Guaranteed Habitable Worlds slots near your home system. Start with the Universal Compatibility tradition unlocked.)
- Tradeways (Merchant Guilds) – This civilization established early contact and exchange with its immediate alien neighbors. Finding that they shared an interest in their mutual material enrichment, they decided to enter an interstellar trade compact to enjoy that diverse fruits of their industry. (Start as the leader of a Trade League federation with two additional members. Members will occupy any Guaranteed Habitable Worlds slots near your home system. Start with The Federation tradition unlocked.)
- Tradeways, Inc. (Megacorporation) – This global megacorporation established early contact and exchange with its immediate alien neighbors. Finding that they shared an interest in their mutual material enrichment, they decided to enter an interstellar trade compact to enjoy that diverse fruits of their industry. (Same as Tradeways.)
- Grand Alliance (Militarist) – This civilization established early contact with its immediate alien neighbors. Finding each other to be strong believers in the need for military excellence in a potentially dangerous universe, they entered a defensive coalition for mutual security. And potentially joint conquest. (Start as the leader of a Martial Alliance federation with two additional members. Members will occupy any Guaranteed Habitable Worlds slots near your home system. Start with The Federation tradition unlocked.)