Stellaris

Stellaris

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Kek's Origins (4.1*)
   
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18 Jun @ 12:41am
28 Sep @ 9:17pm
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Kek's Origins (4.1*)

Description
If you are pairing this mod with Planetary Diversity, please subscribe to this mod. Kek's Origins - PD Patch

Any further compatibility concerns, please refer to this discussion. !!!OVERWRITES!!!

DISCLAIMER: I'm a solo mod dev and bugs may slip through, please report any issues so I can fix em as soon as I can.

RETURNING PLAYERS: The Synthetic Overseer origin is temporarily disabled as it undergoes reworks. Civics have been removed and will return in a separate mod: Kek's Civics.


Zro-Touched
Marked by a powerful psionic presence, your empire begins with a natural Zro deposit on its homeworld and a ruler gifted with unnatural insight. Shortly after the game begins, you'll be asked to choose a Shroud-born patron to guide your future.

Grants Latent Psionic to your species, the Chosen One trait to your ruler, and early access to Zro Distillation and Psionic Theory. Blocks all other ascension paths except Psionic Ascension.

Codominant Evolution
This civilization was not built by domination, but through shared growth. Two species, one homeworld—united not by conquest, but by coexistence.

Starts with two organic species. One holds Full Citizenship and makes up half your starting population, including initial leaders. The homeworld features the Prosperous Unification modifier.

Grants +1 Available Envoy.

Blood Court
This origin forms a ruthless federation, united by the sole purpose of purging all who do not belong. You begin as the federation leader, with handpicked members that share your genocidal intent.

Grants leadership of a Genocidal Federation, replaces Guaranteed Habitable Worlds with allied federation colonies, and starts with Federation Code technology.

Hive Amalgamation
This hive has fully consumed its homeworld, reshaping every surface into pulsing biomass and synaptic growths. No identity remains—only the will of the collective.

Starts on a Hive World with the Neural Clot planetary blocker. Depending on species type, the capital also contains either Organic Slurry (bio) or Crystalline Slurry (lithoid) resource deposits.

Secluded Paradise
This empire was born in isolation, its paradise untouched behind a lone wormhole. Now it emerges to face the galaxy.

Start on a size 18 Gaia World with rare planetary features, alongside a colonized Gaia moon (size 9) with similar traits. Your empire has Gaia World Preference and spawns within a secluded cluster linked to the galaxy by a Strange Portal.

Terraforming Pioneers
Before discovering hyperlane travel, this empire began terraforming efforts on a nearby world after detecting signs of water below its surface. Though crude at first, the project endured—each generation pushing the process further.

Start with a size 16 Ideal Planet Class World with 400 pops, under an Ongoing Terraforming modifier. Habitability improves over time as the Terraforming Initiative Situation progresses.

Planetary Metropolis (NEW)
This empire's homeworld is a sprawling, interconnected network of cities, each a hub of industry, culture, and governance.

Starts on an Ecumenopolis with a Malfunctioning Arcology and 2 Subterranean Recycling Complexes. Gains a unique deposit based on empire type: Fast Food Industries (Organic), Edible Tectonic Industries (Lithoid), or Civilian Fuel Processor (Machine).

Tristellar Pact (NEW)
Begin in a trinary star system with three colonized worlds, each home to a distinct species united under your rule.

Start in a Trinary Star System with Three Distinct Planet Types. Each world has a unique, randomized native species with Full Citizenship. Empire Size from Planets: -15%

Heaven's Bulwark (NEW)
This civilization prioritized orbital defenses in the early stages of their spaceflight. A fortified ring was established around the homeworld to secure orbital space before any interstellar expansion took place.

Start with a Tier 2 Orbital Ring around your capital.
Additional Technologies: Orbital Rings
Orbital Ring Initial Build Cost: -30%
Megastructure Build Speed: +5%
Starbase Defense Platform Capacity: +4

Ascendants
From the beginning, this civilization stood apart—driven by vision, ambition, and the will to transcend. Their clarity of purpose shattered limits that others still accept, uncovering truths long hidden from the rest of the galaxy.

Start with Ascension Theory already unlocked.
Grants +30% Governing Ethics Attraction and +10% Monthly Unity.
Popular Discussions View All (2)
2
22 Jun @ 2:38pm
PINNED: Bug Reports + Known Issues
 Kekadoodle 
0
18 Jun @ 12:53am
PINNED: !!Overwrites!!
 Kekadoodle 
51 Comments
 Kekadoodle   [author] 9 Oct @ 4:57pm 
@fairyheart What issue did you run into exactly? The only thing I’ve seen is that some map sizes spawn the unique systems more reliably than others. It could be the other way around, but I’m pretty sure on larger maps they can accidentally blend into existing systems while the hyperlanes still spawn isolated. Passed that, I haven’t run into anything else in testing, so if it’s something I missed please let me know.
fairyheart 9 Oct @ 9:50am 
Secluded paradise isn't working at all when I was using it.
үгжинжин чоно 2 Oct @ 5:43am 
Ahhh that's understandable. i'll forever miss the trade value farmers, technicans, and miners until we get it haha. Thanks again Kek and stay safe and soun!
 Kekadoodle   [author] 2 Oct @ 2:10am 
@үгжинжин чоно To paint you a clearer picture, I’ve only just started rebuilding Kek’s Civics. Many of the old civics were made obsolete by Paradox updates or simply don’t function anymore and need a full rework. The good news is that 3 civics are already finished - two reworked classics and one new generic civic. My plan is to include both standard civics and ones that aim to change playstyle with unique buildings or district zoning as an example. It’s underway, but it’ll take time.
 Kekadoodle   [author] 2 Oct @ 2:08am 
@Mael I don’t believe that’s an issue with this mod, though I’ll admit I haven’t tested it personally. From what I understand, that looks like a vanilla Stellaris problem. The Planetary Metropolis setup only swaps your homeworld and applies the corresponding districts and zoning already available in vanilla. Nothing custom is going on there beyond the blockers and planet modifiers.
Mael 30 Sep @ 4:16pm 
I think there's a small issue with the Planetary Metropolis origin. I have the Fallen Empire Silo tech researched but am unable to build it anywhere on my homeworld, in fact the building doesn't even show up.
үгжинжин чоно 30 Sep @ 5:07am 
Gotcha gotcha, Dankee haha.
 Kekadoodle   [author] 29 Sep @ 9:13pm 
Soon™
үгжинжин чоно 29 Sep @ 6:35am 
When do you think you'll get those civics added to a mod, if ever? I'm still waiting on them tbh haha. Thanks for the mod though.
whityewhaleouob 24 Sep @ 8:08am 
have cn?