I was hoping for a little more from this one. Things like curators/fallen empires having a special little dialogue when you meet them, tweaked events text, finding primitives descended from your lost colonies, maybe other empires being able to find your stuff and you being able to demand it back and get a special casus belli? Things like that.
That really should be how this Origin should work. I mean it tries to claim that you were once a great empire now fallen on hard times. So basically you are just a weakened Fallen Empire
@@lordgong4980 May not be the most accurate depiction, however the 'Distant Origin' mod modifies this Origin to spawn a whole bunch of empires that are meant to be descendant's of yours, you can even make custom ones for it! Needless to say it is an interesting mod that should be viewed and considered, if only because it can add to the roleplay potential you would want.
My only wish is that rogue servitors could restore relic worlds as well. It would really fit and be perfect for them to support their bios, especially if the housing districts gave bio jobs
RP-wise I really like this origin. In my last game I was reclaiming the galaxy for humanity. Damaged megastructures? Remnants of greater times. Fallen empires? They are dying but they still don't get it. Thriving xenos? Vermin that infests our former homes, that tries to claim our achievements as their own. The Human Empire is back, ready to drown everything, that dares to stand in our way, in their own blood. We are ready to reclaim the galaxy that is rightfully ours.
I really like the origin system. All the ones that I have played with so far are really fun. I did think of two origin types that I think could also be a lot of fun if they are added. 1. The end of the cycle: Your empire was snuffed out during the end of the cycle, and each planet became a shrouded world. To escape, the people of your planet form a covenant with a mysterious and powerful being in the shroud. Your starting species has the psionic trait, and has a permanent covenant that triggers random events to occur throughout the game. 2. Extragalactic refugees: Your empire previously inhabited another galaxy, and was forced to flee by the means of a mega-ark ship escorted by a fleet. You start at the edge of the galaxy with all of your population aboard a heavily damaged (and immobile at the start) mega-ark ship. The ship has its own shipyard, weapons, and unique districts (which are all part of the interior of the ship), and buildings (which are all part of the ship's exterior), along with many damaged systems that can be removed or repaired when the required tech is available. This empire can specialize in the construction of ships (eventually megaships) which collect resources and hold population/shipyards, and their main goal is to fully repair and improve their unique mega-arkship. I think both of these origins would be a lot of fun. I don't know if the game would currently allow the second origin to work, but it would be awesome.
So the 2nd one would be you starting off with a broken Juggernaut like ship and a small defense fleet with no planets. With some resource income generated by the damaged Juggernaut. Then you just send out some science ships to find a suitable world then go and colonize. Personally I can see 2 ways it would work for that one, either its an evacuation like you mentioned or ME: Andromeda style where they just send out a series of arks to another galaxy nearby (seemingly unknowingly avoiding the reapers). The thing with this one is A I don't think we could use Hyperspace travel to cross galaxies, so they would have to have warp drives more than likely. The other is to do this you'd have to have lots of technology, which would possibly give you a serious advantage, which I could see being unfun. Though agree that would be a cool scenario to play as. Maybe part of the thing before you start up is probably learning hyperspace travel after spending so long warping to the play galaxy and all the drives broke and the people who knew about the warp drives are long dead or were lost in transition somehow if everyone was in stasis. Mass Effect had us ram into stellar debris breaking the ship and killing a good segment of the crew.
I like the 2nd one, has a very Battlestar Galactica feel to it and would definitely be a load of fun to play. It could be another challenging origin like the Doomsday origin.
mod authors now be like: -write that down! write that down! since habitats start are now a thing it could work just instead of 3 habitats you start with a single unique habitat like station (escencialy a habitat with a ton of tiles) at the very edge of the galaxy.
I actually think the second one could be doable. Wouldn't need to give them a serious tech boost. Just some one off features to give an early good start but it could be negaged by having the FEs having an instant dislike for you knowing your from elsewhere and a temporary bad modifier inside the galatic community. Maybe have your trust build impacted, unique missions to slowly remove the trust modifier and earn your place in the community because you're seen as an invader. Specific traits regarding the swarm crisis, could be them you ran from. Trait only kicks in when they show up, a weakeness to them/fear if you're looking for an rp element. Maybe even starts a unique quest to once more leave again if they reach a certain amount of galatic control. It is a helluva idea
So basically Trantor. You know what would be cool, depending on your ethics you should get a surviving building. Like if you were materialist you should get an intact library; which is the perfect place for a couple, a scientist, and a clown to meet in.
You forgot to add when you restore your starting 'Relic' World. You gain a modifier that is a 10% boost to all research on the planet. It's called Archeology Ruins and it does not take a blocker space up, it's very powerful late game for Materialists players like myself.
Oh yes my first game in this expansion was with this origin. When will you restore your Ecumonopolis it still gets the modifier "former relic world" which boosts science. So yea ... I liked this origin. Nothing super overpowered...but it's nice. I got three Ecumonopolis without getting an "arcology project". I had my capital, 1 from the Rubricator and 1 from the first league, quite funny if you think about it. By the way. About the Rubricator. The dragon now destroys the entire population in the colony when you finish the excavation. I swear he didn’t do that before. It was a very painful and unpleasant surprise... about 30 pops died.
Yep, I remember reading that in the patch notes. "Shard now destroys the colony so criminal syndicate empires don't have a massive dragon gaurding their final planet" or something like that.
@ASpec, there's something you missed. When you colonize a planet and get the "Colonial Remains" event, there's a chance a random rare tile gets added to the planet. Not a 50% chance, it's a little less than that (I get one maybe once out of every two or three tries), but when I say 'random' rare feature I do mean *really* random. One time I got a tile for organic sludge pits, which boosts society research and adds two researcher jobs. I didn't even know that existed, so yeah. These rare tiles aren't there before you colonize the planet, and only appear after you've colonized it, and they aren't at all guaranteed, but... well, it can swing anywhere from "weird but cool" to "oh shit that's really good." Also, the Colonial Remains planets always get a modifier that reduces district build cost and building build cost by something like -25%. That one's a guaranteed outcome, happens 100% of the time. Kind of a boring origin to be honest, especially after how the description talks it up. I was expecting something like the remains of your former empire being littered across the galaxy, then you having to take them back by force from the people who dug them up and are (mis)using them. But, eh, if I knew anything about designing games I'd be getting paid for it.
This orgin was very disappointing tbh, they coulda have done such cool things with it, maybe even catered to research heavy races but it feels like the normal start but you can get a lil extra technology Honestly a cool idea but done poorly
You don't say. I have have had an empire (roughly since the game launched) that was thought as the remnants of a Fallen Empire that plunged into a centuries long civil war that almost wiped it and now the religious zealots have finally won and inherited the remnants of their former civilisation and are ready to rebuild and decimate the filthy xenos that took advantage of their weakness to expand. When I heard that they put a remnants origin I was ecstatic, finally I could have something in game to reflect that ....... unfortunately it is only a """""relic"""" world, not much more than that. It is cool but it feels ....... lacking
@@sephikong8323 You should make several empires all with the same portrait but different ethics on different origins all from the same once Galaxy spanding empire. Make it a challenge to unify the fallen fragments, those that survived on a ring world. Above a destoryed world. Those that took a Gaia world and made it their home. Unify the fragments, become the empire you once we're because only yours remembers their past
Have you tried calamitous birth lithoids where you designated a "pop planet" to just slam meteors into and harvest the buried pops? They spawn every time you slam a new one into the planet. You can also get clear blocker cost down to 0% via governer / volatile clearance / 1st domination / ascension perk! Edit: If you pick the trait that gives you volatile motes from pops then your pops will produce enough to keep the edict up 100% of the time with plenty to spare! No cost other than the 500 minerals for the meteor. Also the unity building gives administrative jobs as well as unity so as you grow your unity to unlock the ascension perk you also provide enough administrative power to support the insane growth. Domination also has a perk for +housing from that building and harmony has a perk for +amenities from that same building. 2 housing 2 jobs that produce 6 unity and 4 amenities as well as administrative power. The growth is endless if you fill planets then start filling habitats.
@@13cowsonagrasshill93 He settled the planets once and didn't get all the blocker bonuses. He settled the planets with meteors and grew from there. This strat involves re-settling the pops off the world and re-colonizing it over and over to get 2 pops from settling and 2 pops from clearing blockers. 4 pops for 500 minerals.
They really should've given you an EU4 style event tree where you do certain things to restore the power of your Empire, like rng based events where your Empire is the exact opposite ethos as you and it causes modifiers you can embrace or reject, random colonies that have more than just an archology apart of it, it could spawn Archaeology projects that are specific your Empire, hell even certain modifiers with Fallen Empires.
It's a good roleplay start I'm doing a kind of Great crusade style RP with it where I'm restoring the lost human empire. but I wish it did something cool like give you an archeology site on your homeworld, or at least special dialogue with the fallen empires, maybe a special role when the war in Hevan comes along. at the very least I feel like the "lost colony" modifier should be a random chance every time you settle a world or maybe every habitable world within 20 jumps had a random chance to be a lost colony and if another empire settles there you get to treat it like the Spiritualist FE when their holy worlds get settled.
I'd go a step forward and have it were those lost colonies have a chance of spawning primitives of your species. If you were a galaxy-spanning super power it doesn't make sense all your former colonies would be outright extinct.
Newest update changes this origin, now you start with the archaeo tech research station and your staring science building is replaced by it. So this origin now guarantees constant artifact income so that's pretty neat.
Your society went into a much sharper decline than a Fallen Empire though. You almost went extinct rather than just plateauing into a decadent, insular apex society.
but the important part that you're missing is the "restore ecumenopolis thing" you see, ecus are dope as heck, and normally you would have to do the following to get yourself one: -get anti-gravity engineering tech -get yourself 2 asension perks and then get yourself the arcology project perk -clear all the blockers -fill the planet ALL THE WAY UP with the city districts (let's say you're going to fill a size 20 planet, it will cost you 500*10=10000 minerals, and will take you roughly 20 YEARS to finish building it up) with this all you'll have to spend A LOT of time before you get yourself one, but with the relic world it gets narrowed to: -get the tech -clear the blockers and you're ready which can potentially give you a very early ecumenopolis whic will make your economy skyrocket so yeah, it's pretty damn dope
Hope you can have special dialogoues with fallen empires. Or any Crises event? Like the Contigency saying we wiped you out before we will wipe you out again or the Unbidden saying something different or even the scourge.
Bit of minor info you left out I think, unless im wrong. Colonizing other planets, will likely come with a bit of a message about how it was actually a colony BEFORE the collapse, and that world will have some minor Arcology tiles to clear as well for additional stuff as the Relic world you start with. In basic terms, this Origin is best I guess for rushing the tech tree.
Ever since they made pre-FTLs more complex and gave them the ability to spawn with other origins, I’ve come across about 3 that were Remnants; no wonder they’re developing so fast. And one steam-age pre-ftl world near my home system was Shattered Ring World, implying that the ring world dwellers are the result of some civilization-building experiment launched by a fallen empire or precursor shortly before its downfall that left them unattended, allowing a rogue planet to wipe out the other 3 artificially-seeded civilizations. While they did make it so they take notice when you save them from a meteor or if a naval battle takes place in their system, somehow the ring-world primitives didn’t notice at all when I repaired and colonized one of the two segments that lost atmospheric pressure.
@@AlexS-oj8qf To be fair, you CAN clear some space for farming, the soil is down there. Even in the Foundation series, Trantor, the ecumonopolis galactic capital falls into ruin and by the end of the timeline its a farm world of all things.
It make no sense to not be able to grow food on ecumenopolis, outside of game balance; a Kardashev K1 civilization would be unstoppable of anything short of a K2 or K3. And the population count is laughably low; Earth if we cover the whole planet in one city, we could fully support 1 trillion individuals, with less population density than we have now
I can imagine modders taking this origin and making it live up to it's potential. I could see races with this being a fantastic example of a snowball race. Early game you are pathetic, but mid game you get strong and late game you are a unstoppable force.
I usually restore them when I find them but they basically only serve two purposes. one for alloys one for consume goods. they make great forge worlds.
@@benpearse7565 I usually plan ahead, and by the time I unlock it I already have a planet with max cities and over 50 pops. I also move pops around for efficiency.
I built my empire thinking I was gonna get mad science right off the bat. Didn’t work out that way. Also because of the rubricator event we always get a ruined world super early anyway.
@@sasas1313 It was set to 5% spawn rate, but due to a bug before 2.6 it was spawning 100% of the time. Now (assuming they've coded the spawn chance right) it's a 12% spawn rate.
I exclaimed "Fuck you" When he read that they specifically disabled the Sol start with this and left a snarky message about it. Thank christ for mods...
I feel this is better than just getting a lazy "relic world" and being able to turn it into an ecum without the perk is kinda strong and often you'll not get more than one of those anyway.
If you re-colonize one of the "extra" planets you can stack the modifiers (-25% build cost, -25% district cost) and get new Ruined Archealogy blockers each time you re-colonize. Already posted a bug report on the forum. (not really worth it though, unless maybe late-game for the free science)
My friend and I are trying to come up with the most OP Ironman start we can think of. Remnant start with gestalt consciousness and a first league precursor should give you 2 ecumenopoli and hive/machine worlds to feed them. Might give it a shot this weekend.
Most accounts of the wife/girlfriend getting upset end up with guy on the couch, but when my girlfriend is upset and I try to sleep on the couch as a self-punishment she gets more upset. As a side note, we share a twin-sized bed so you think she would want that extra room for a while.
I actually really like the remnant origin. It’s simple but gives new opportunities or playstyles that you could barely do with life seeded previously. An interesting strat I’ve found with this origin is because the relic world has 80% habitability with all species, you can have a bunch of different species on your home world either as slaves stolen from other empires or from immigration
I hope they update this origin specially this, so much more can be done like a fallen empire that is actually your nemesis and the ones who put you back to the Stone age, lost colonies etc
Got back into Stellaris after seeing performance improvement in patch notes, picked up my favorite Assimilators setup, went through origin list, thought this was the coolest -> no Ecumonopolis upgrade option >___
Damn thought for a moment that this would allow Hive Minds / Machine Empires to get an Ecumonopolis but they still cant (without taking the fallen empire one).
My disappointment about the federation expansion is that the "extradimensional research" doesn't really bring threat to the new level, it just doubles the unbidden crisis chance, which amounts to no increase in real threat when you gonna have to deal with one crisis anyway.
Am I the only who had to deal with crazy cultists? They spawned one fleet right in my starting solar system about 2 years into the game. Then they spawned a couple more around other systems. They even had cruisers. I had to reallocate a lot of resources early to clear them out.
remnant is in my top 3 origins for my purifiers. extra early tech is great against higher difficulties with their bonuses. the other is shoulders and gateway, for the same reasons. early game bonuses, because i need to survive 2-3 wars against my neighbours in the first 50 years before ring worlds get real productive
6:40 - i don't get the line above. What does "NOT" do. so if if doesn't have earth flag or is a remnant? I'm confused Edit: Nevermind that, i'm an idiot. For some reason i thought that it says generate_earth_deposits in both cases
My thoughts when you said that those relic worlds were ecumenopoli and remembering my current playtrough where its the first thing i did colonizing a relic world. feels bad not knowing that.
I think it also increases the odds of the forgotten shrines event chain. I got it as a machine empire, which shouldn't happen IMO. Took the spiritualist option as I wanted unity and it fit the flavor of my "fallen empire", which broke my game by turning almost all my drones into spiritualist ethic robots.
Question: Does restoring a Relic World to an Ecumonopolis remove the ability to harvest naturally-occurring Strategic Resources from it? I want to know if I can restore the planet from the Rubricator excavation site without losing its potential as a Refinery World.
Can you cheese the research thing by having only 1 thing being researched? Timing it just right so that you only have 1 high cost tech being researched might be nifty.
Please Dolores and I have a question. To my knowledge I have all these pageants, I’m having trouble understanding what different factions want me to do to make them happy. Are all of the requests based on the species rights and policies and maybe the Edit edit
Sorry I didn’t finish I don’t know how to spell that one word. Or is there something else I have to do besides those things the policies, and of the species rights, and the word I don’t know how to spell? (I accidentally hit the send button on the first comment before I meant to)
Perfect for roleplay but yea other origins are way better It would be much better if you could find other relic worlds near your empire (lost colonies) would it be op? scion and ringworld are op too...
This isn't correct, you also start not too far from a collection of tomb worlds that were once part of your empire, and you get bonuses for settling them. More than just the relic world at the start, there is a bit of a story to explore as well.
Had a look through the save and the worlds are definitely ratling tombworlds, I must have just got excited by the popup and retconned my headcanon immediately. RIP, remnants much less exciting than I had thought.
Hey can anyone help me with this? i have all this origins missing and dont know why. shatter ring, void dwellers, scion, on the shoulder of giants, common ground, hegemon and doomsday
I was hoping for a little more from this one. Things like curators/fallen empires having a special little dialogue when you meet them, tweaked events text, finding primitives descended from your lost colonies, maybe other empires being able to find your stuff and you being able to demand it back and get a special casus belli? Things like that.
Im sure modders will have a field day with the Origins mechanic now the groundwork has been laid
Kunori yeah would be cool to if there was more then 1 other world that you could Find colonialnremains on
It would be fun if at least one empire spawns with the lost colony background when you choose this and you are the parent civilization.
That really should be how this Origin should work.
I mean it tries to claim that you were once a great empire now fallen on hard times. So basically you are just a weakened Fallen Empire
@@lordgong4980 May not be the most accurate depiction, however the 'Distant Origin' mod modifies this Origin to spawn a whole bunch of empires that are meant to be descendant's of yours, you can even make custom ones for it! Needless to say it is an interesting mod that should be viewed and considered, if only because it can add to the roleplay potential you would want.
My only wish is that rogue servitors could restore relic worlds as well. It would really fit and be perfect for them to support their bios, especially if the housing districts gave bio jobs
Nah, the entertainment sectors would be the biotrophy sector, just like in habitats.
good news my friend, you now can.
I think the Planetary Diversity mod has something for that, since there's Machine Encumenopoli world types.
I might be totally wrong though.
To be fair if it WAS an accurate relic world, you'd instantly crash your economy because you wouldn't be able to make food.
Just use lithoids or robots
@@ben5056 Or do that they did with ringworld start, have some planetary modifier that creates food jobs. Maybe call them hunting jobs
Marquis Forneus good idea
Habitats have those food buildings. Coulda did somthing like that
Marquis Forneus maybe not hunting since it’s literally an endless city world so there’s probably no wildlife.
RP-wise I really like this origin. In my last game I was reclaiming the galaxy for humanity. Damaged megastructures? Remnants of greater times. Fallen empires? They are dying but they still don't get it. Thriving xenos? Vermin that infests our former homes, that tries to claim our achievements as their own. The Human Empire is back, ready to drown everything, that dares to stand in our way, in their own blood. We are ready to reclaim the galaxy that is rightfully ours.
The emperor protects.
Bah, humans legacy will be a single toxic world.
Found the vile xeno.
I really like the origin system. All the ones that I have played with so far are really fun. I did think of two origin types that I think could also be a lot of fun if they are added.
1. The end of the cycle: Your empire was snuffed out during the end of the cycle, and each planet became a shrouded world. To escape, the people of your planet form a covenant with a mysterious and powerful being in the shroud. Your starting species has the psionic trait, and has a permanent covenant that triggers random events to occur throughout the game.
2. Extragalactic refugees: Your empire previously inhabited another galaxy, and was forced to flee by the means of a mega-ark ship escorted by a fleet. You start at the edge of the galaxy with all of your population aboard a heavily damaged (and immobile at the start) mega-ark ship. The ship has its own shipyard, weapons, and unique districts (which are all part of the interior of the ship), and buildings (which are all part of the ship's exterior), along with many damaged systems that can be removed or repaired when the required tech is available. This empire can specialize in the construction of ships (eventually megaships) which collect resources and hold population/shipyards, and their main goal is to fully repair and improve their unique mega-arkship.
I think both of these origins would be a lot of fun. I don't know if the game would currently allow the second origin to work, but it would be awesome.
So the 2nd one would be you starting off with a broken Juggernaut like ship and a small defense fleet with no planets. With some resource income generated by the damaged Juggernaut. Then you just send out some science ships to find a suitable world then go and colonize. Personally I can see 2 ways it would work for that one, either its an evacuation like you mentioned or ME: Andromeda style where they just send out a series of arks to another galaxy nearby (seemingly unknowingly avoiding the reapers). The thing with this one is A I don't think we could use Hyperspace travel to cross galaxies, so they would have to have warp drives more than likely. The other is to do this you'd have to have lots of technology, which would possibly give you a serious advantage, which I could see being unfun. Though agree that would be a cool scenario to play as. Maybe part of the thing before you start up is probably learning hyperspace travel after spending so long warping to the play galaxy and all the drives broke and the people who knew about the warp drives are long dead or were lost in transition somehow if everyone was in stasis. Mass Effect had us ram into stellar debris breaking the ship and killing a good segment of the crew.
I like the 2nd one, has a very Battlestar Galactica feel to it and would definitely be a load of fun to play. It could be another challenging origin like the Doomsday origin.
mod authors now be like:
-write that down! write that down!
since habitats start are now a thing it could work just instead of 3 habitats you start with a single unique habitat like station (escencialy a habitat with a ton of tiles) at the very edge of the galaxy.
I actually think the second one could be doable. Wouldn't need to give them a serious tech boost. Just some one off features to give an early good start but it could be negaged by having the FEs having an instant dislike for you knowing your from elsewhere and a temporary bad modifier inside the galatic community. Maybe have your trust build impacted, unique missions to slowly remove the trust modifier and earn your place in the community because you're seen as an invader. Specific traits regarding the swarm crisis, could be them you ran from. Trait only kicks in when they show up, a weakeness to them/fear if you're looking for an rp element. Maybe even starts a unique quest to once more leave again if they reach a certain amount of galatic control. It is a helluva idea
Sniff-sniff I smell mod ideas.
So basically Trantor. You know what would be cool, depending on your ethics you should get a surviving building. Like if you were materialist you should get an intact library; which is the perfect place for a couple, a scientist, and a clown to meet in.
And not just any clown. One of the Equine variety.
I see that you are a man of culture
@@gioffritizio1842 Violence is the last resort of the incompetent
I used to rule the world, chunks would load when I gave the word
Now every night I go stow away, hide from the mob I used to slay.
They once were terrified
, every time I looked into their eyes
Villagers would cheer my way.
A hero I was
That's what they'd say.
One minute I had it all
You forgot to add when you restore your starting 'Relic' World. You gain a modifier that is a 10% boost to all research on the planet. It's called Archeology Ruins and it does not take a blocker space up, it's very powerful late game for Materialists players like myself.
Oh yes my first game in this expansion was with this origin. When will you restore your Ecumonopolis it still gets the modifier "former relic world" which boosts science. So yea ... I liked this origin. Nothing super overpowered...but it's nice.
I got three Ecumonopolis without getting an "arcology project". I had my capital, 1 from the Rubricator and 1 from the first league, quite funny if you think about it.
By the way. About the Rubricator. The dragon now destroys the entire population in the colony when you finish the excavation. I
swear he didn’t do that before. It was a very painful and unpleasant surprise... about 30 pops died.
Same thing happened to me. Wondered why my mineral production tanked hard until I noticed my entire relic world colony gone. RIP 60+ cyborg birds.
I knew it destroyed the colony, but I foolishly thought it had to bombard it first.
I lost a 120 pop ecumenopolis for a relic I rarely use.
Yep, I remember reading that in the patch notes.
"Shard now destroys the colony so criminal syndicate empires don't have a massive dragon gaurding their final planet" or something like that.
Has anyone noticed that now that Aspec is in quarantine, he’s pumping out videos...
🤔
Huh. Guess i’m routing for Coronavirus
That makes sense
@ASpec, there's something you missed. When you colonize a planet and get the "Colonial Remains" event, there's a chance a random rare tile gets added to the planet. Not a 50% chance, it's a little less than that (I get one maybe once out of every two or three tries), but when I say 'random' rare feature I do mean *really* random. One time I got a tile for organic sludge pits, which boosts society research and adds two researcher jobs. I didn't even know that existed, so yeah. These rare tiles aren't there before you colonize the planet, and only appear after you've colonized it, and they aren't at all guaranteed, but... well, it can swing anywhere from "weird but cool" to "oh shit that's really good."
Also, the Colonial Remains planets always get a modifier that reduces district build cost and building build cost by something like -25%. That one's a guaranteed outcome, happens 100% of the time.
Kind of a boring origin to be honest, especially after how the description talks it up. I was expecting something like the remains of your former empire being littered across the galaxy, then you having to take them back by force from the people who dug them up and are (mis)using them. But, eh, if I knew anything about designing games I'd be getting paid for it.
This orgin was very disappointing tbh, they coulda have done such cool things with it, maybe even catered to research heavy races but it feels like the normal start but you can get a lil extra technology
Honestly a cool idea but done poorly
You don't say.
I have have had an empire (roughly since the game launched) that was thought as the remnants of a Fallen Empire that plunged into a centuries long civil war that almost wiped it and now the religious zealots have finally won and inherited the remnants of their former civilisation and are ready to rebuild and decimate the filthy xenos that took advantage of their weakness to expand. When I heard that they put a remnants origin I was ecstatic, finally I could have something in game to reflect that ....... unfortunately it is only a """""relic"""" world, not much more than that. It is cool but it feels ....... lacking
@@sephikong8323
You should make several empires all with the same portrait but different ethics on different origins all from the same once Galaxy spanding empire. Make it a challenge to unify the fallen fragments, those that survived on a ring world. Above a destoryed world. Those that took a Gaia world and made it their home.
Unify the fragments, become the empire you once we're because only yours remembers their past
@@sephikong8323 Oh and one of them can be the machines that rebelled! They now seek to destory the remnants of the empire that once enslaved them
@@Marshmarsh12 Well, that is a good campaign idea, I think I'll do it. Thanks !
It’d be cool if fallen empires had unique interactions with you.
Have you tried calamitous birth lithoids where you designated a "pop planet" to just slam meteors into and harvest the buried pops? They spawn every time you slam a new one into the planet. You can also get clear blocker cost down to 0% via governer / volatile clearance / 1st domination / ascension perk!
Edit: If you pick the trait that gives you volatile motes from pops then your pops will produce enough to keep the edict up 100% of the time with plenty to spare! No cost other than the 500 minerals for the meteor. Also the unity building gives administrative jobs as well as unity so as you grow your unity to unlock the ascension perk you also provide enough administrative power to support the insane growth. Domination also has a perk for +housing from that building and harmony has a perk for +amenities from that same building. 2 housing 2 jobs that produce 6 unity and 4 amenities as well as administrative power. The growth is endless if you fill planets then start filling habitats.
Feddy he did a game like that with other TH-camrs
@@13cowsonagrasshill93 He settled the planets once and didn't get all the blocker bonuses. He settled the planets with meteors and grew from there. This strat involves re-settling the pops off the world and re-colonizing it over and over to get 2 pops from settling and 2 pops from clearing blockers. 4 pops for 500 minerals.
Feddy ok sorry I didn’t realize that
Wait, you can repeatedly slam a single planet with Meteors?
@mku ss yes i wasn't aware that was possible... This is going to make my next lithoid game veeeeery interesting
They really should've given you an EU4 style event tree where you do certain things to restore the power of your Empire, like rng based events where your Empire is the exact opposite ethos as you and it causes modifiers you can embrace or reject, random colonies that have more than just an archology apart of it, it could spawn Archaeology projects that are specific your Empire, hell even certain modifiers with Fallen Empires.
Huh. Just like ancient relics, this start seems to have been shafted.
They should put original relic world template as start. It will give you boost for jobs and research but you will struggle with food at the start.
It's a good roleplay start I'm doing a kind of Great crusade style RP with it where I'm restoring the lost human empire.
but I wish it did something cool like give you an archeology site on your homeworld, or at least special dialogue with the fallen empires, maybe a special role when the war in Hevan comes along.
at the very least I feel like the "lost colony" modifier should be a random chance every time you settle a world or maybe every habitable world within 20 jumps had a random chance to be a lost colony and if another empire settles there you get to treat it like the Spiritualist FE when their holy worlds get settled.
I'd go a step forward and have it were those lost colonies have a chance of spawning primitives of your species. If you were a galaxy-spanning super power it doesn't make sense all your former colonies would be outright extinct.
This start should have been a fallen empire-esque start. Have a bunch of planets you have to colonise again and restore the 'empire'.
Newest update changes this origin, now you start with the archaeo tech research station and your staring science building is replaced by it. So this origin now guarantees constant artifact income so that's pretty neat.
as a ramnent you should have started as a fallen empire.. because .. starting basic tech doesnt sound like remnants of a galaxy spanning empire
either that, or clearing the blockers could give fallen empire level tech instead of random garbage
Your society went into a much sharper decline than a Fallen Empire though. You almost went extinct rather than just plateauing into a decadent, insular apex society.
I'm thinking like zombie apocalypse levels of regression where your species almost went extinct.
@@KAPTAINmORGANnWo4eva still no.
Fine, use the console...
Remnants : *the Scientifically Accurate we was Kings edition* :)
but the important part that you're missing is the "restore ecumenopolis thing"
you see, ecus are dope as heck, and normally you would have to do the following to get yourself one:
-get anti-gravity engineering tech
-get yourself 2 asension perks and then get yourself the arcology project perk
-clear all the blockers
-fill the planet ALL THE WAY UP with the city districts (let's say you're going to fill a size 20 planet, it will cost you 500*10=10000 minerals, and will take you roughly 20 YEARS to finish building it up)
with this all you'll have to spend A LOT of time before you get yourself one, but with the relic world it gets narrowed to:
-get the tech
-clear the blockers
and you're ready
which can potentially give you a very early ecumenopolis whic will make your economy skyrocket
so yeah, it's pretty damn dope
Hope you can have special dialogoues with fallen empires.
Or any Crises event?
Like the Contigency saying we wiped you out before we will wipe you out again or the Unbidden saying something different or even the scourge.
Bit of minor info you left out I think, unless im wrong.
Colonizing other planets, will likely come with a bit of a message about how it was actually a colony BEFORE the collapse, and that world will have some minor Arcology tiles to clear as well for additional stuff as the Relic world you start with.
In basic terms, this Origin is best I guess for rushing the tech tree.
its definitly not, ringworld is the best for tech by far.
It's also a nice semi-roleplay origin, you can go nuts and "reclaim your old glory" by jingoisticly conquering half of the galaxy
It's a Relic World Jim, but not as we know it.
I played my first federations game with this origin. I was disappointed when I realized it was just a normal world, not a true relic world
THE OLD EMPIRE IS DEAD! LONG LIVE THE REMANANTS!
Reminding you to continue to do cool videos. Every day.
Ever since they made pre-FTLs more complex and gave them the ability to spawn with other origins, I’ve come across about 3 that were Remnants; no wonder they’re developing so fast. And one steam-age pre-ftl world near my home system was Shattered Ring World, implying that the ring world dwellers are the result of some civilization-building experiment launched by a fallen empire or precursor shortly before its downfall that left them unattended, allowing a rogue planet to wipe out the other 3 artificially-seeded civilizations. While they did make it so they take notice when you save them from a meteor or if a naval battle takes place in their system, somehow the ring-world primitives didn’t notice at all when I repaired and colonized one of the two segments that lost atmospheric pressure.
Odd my relic worlds have agricultural districts
Was about to say yeah, I had two last run and both were normal districts until I restored them..
I mean it could be the overgrown ruins of ancient Hanging Garden or Biome dome.
Once I got titanic life on spawned relic world. Since I was xenophobe I used them as food and got 6 agri districts. Later I used them also in my army.
@@AlexS-oj8qf To be fair, you CAN clear some space for farming, the soil is down there.
Even in the Foundation series, Trantor, the ecumonopolis galactic capital falls into ruin and by the end of the timeline its a farm world of all things.
It make no sense to not be able to grow food on ecumenopolis, outside of game balance; a Kardashev K1 civilization would be unstoppable of anything short of a K2 or K3. And the population count is laughably low; Earth if we cover the whole planet in one city, we could fully support 1 trillion individuals, with less population density than we have now
I found a relic world in my recent game, and it looked like this. I was surprised tbh. It was part of the Rubricator quest line.
I can imagine modders taking this origin and making it live up to it's potential. I could see races with this being a fantastic example of a snowball race. Early game you are pathetic, but mid game you get strong and late game you are a unstoppable force.
You are one step closer to that lovely cardboard box.
For whatever reason i just never use ecumonopoli...
I usually restore them when I find them but they basically only serve two purposes.
one for alloys one for consume goods. they make great forge worlds.
They used to be super OP. Now they're just somewhat OP.
@@cortster12 big investment though, It takes a long time to fill em up
@@benpearse7565
I usually plan ahead, and by the time I unlock it I already have a planet with max cities and over 50 pops. I also move pops around for efficiency.
Artūrs I just find them a bit boring tbh
I built my empire thinking I was gonna get mad science right off the bat. Didn’t work out that way.
Also because of the rubricator event we always get a ruined world super early anyway.
I think they've changed the rubricator chain so that if you have a colony on the world, everything will be instantly destroyed once Shard appears.
how is it "always"? is there a way to guarantee this event?
@@sasas1313 It was set to 5% spawn rate, but due to a bug before 2.6 it was spawning 100% of the time. Now (assuming they've coded the spawn chance right) it's a 12% spawn rate.
I exclaimed "Fuck you" When he read that they specifically disabled the Sol start with this and left a snarky message about it. Thank christ for mods...
I feel this is better than just getting a lazy "relic world" and being able to turn it into an ecum without the perk is kinda strong and often you'll not get more than one of those anyway.
If you re-colonize one of the "extra" planets you can stack the modifiers (-25% build cost, -25% district cost) and get new Ruined Archealogy blockers each time you re-colonize. Already posted a bug report on the forum. (not really worth it though, unless maybe late-game for the free science)
My friend and I are trying to come up with the most OP Ironman start we can think of. Remnant start with gestalt consciousness and a first league precursor should give you 2 ecumenopoli and hive/machine worlds to feed them. Might give it a shot this weekend.
your vids make me happy :)
All of aspecs videos are cool videos
Most accounts of the wife/girlfriend getting upset end up with guy on the couch, but when my girlfriend is upset and I try to sleep on the couch as a self-punishment she gets more upset. As a side note, we share a twin-sized bed so you think she would want that extra room for a while.
I actually really like the remnant origin. It’s simple but gives new opportunities or playstyles that you could barely do with life seeded previously. An interesting strat I’ve found with this origin is because the relic world has 80% habitability with all species, you can have a bunch of different species on your home world either as slaves stolen from other empires or from immigration
Well this is good news I started on a relic world and also found and colonized 2 more relic worlds.
I hope they update this origin specially this, so much more can be done like a fallen empire that is actually your nemesis and the ones who put you back to the Stone age, lost colonies etc
Got back into Stellaris after seeing performance improvement in patch notes, picked up my favorite Assimilators setup, went through origin list, thought this was the coolest -> no Ecumonopolis upgrade option >___
where's the doomsday origin vids, Aspec? I've been dying to see what happens next!
Ah yes big city rock
Damn thought for a moment that this would allow Hive Minds / Machine Empires to get an Ecumonopolis but they still cant (without taking the fallen empire one).
I played my first run as a Remnant, Lithoids can snowball really fast mid-late game once you repair the ecumenopolis and go ham with the forge spires.
Dear mister Aspec please show them of with a livestream if you have the time?
My disappointment about the federation expansion is that the "extradimensional research" doesn't really bring threat to the new level, it just doubles the unbidden crisis chance, which amounts to no increase in real threat when you gonna have to deal with one crisis anyway.
The colony bonus can max out at two if you start in the sol system
I never know how strong these starts are against prosperous unification
I chose this and didn't realize it was a city planet until I zoomed in and heard creepy sounds
And I got 3 corvette related tech from the ruins...
Literally any new origin: broken
Am I the only who had to deal with crazy cultists? They spawned one fleet right in my starting solar system about 2 years into the game. Then they spawned a couple more around other systems. They even had cruisers. I had to reallocate a lot of resources early to clear them out.
Well, starting on a size 22 planet, rather than size 16, isn't even that bad bonus on it's own.
If you let your remnants empire spawn it can spawn as a fallen empire
6:40 That's weird, I started my Remnants origin playthrough on Earth.
You see this can be even better if you get the first league precursors .
remnant is in my top 3 origins for my purifiers. extra early tech is great against higher difficulties with their bonuses. the other is shoulders and gateway, for the same reasons. early game bonuses, because i need to survive 2-3 wars against my neighbours in the first 50 years before ring worlds get real productive
I feel if you can get a ring world you should be able to start on a regular relic world with some food tech already researched and surplus food
6:40 - i don't get the line above. What does "NOT" do. so if if doesn't have earth flag or is a remnant? I'm confused
Edit: Nevermind that, i'm an idiot. For some reason i thought that it says generate_earth_deposits in both cases
My thoughts when you said that those relic worlds were ecumenopoli and remembering my current playtrough where its the first thing i did colonizing a relic world. feels bad not knowing that.
I think it also increases the odds of the forgotten shrines event chain. I got it as a machine empire, which shouldn't happen IMO. Took the spiritualist option as I wanted unity and it fit the flavor of my "fallen empire", which broke my game by turning almost all my drones into spiritualist ethic robots.
Aspec, are you planning to do a recap of the different Origins and how they compare balance-wise?
This is just the plot for Dr stone. Nice
Question: Does restoring a Relic World to an Ecumonopolis remove the ability to harvest naturally-occurring Strategic Resources from it? I want to know if I can restore the planet from the Rubricator excavation site without losing its potential as a Refinery World.
Next episode
*ASpec gets a Divorce.*
wait until you mess around with on the shoulder of Giants that a odd one not sure if it is broke or not
you could push to make some tributarys and then dont need to grow up the colonies or dont depend on them alone for the backbone part...
Wow. You could litterally start a game, change your homeworld's planet class using console command and voilà
Where does it say you get a chance at special technologies from clearing a ruined arcology? I only see a chance at artifacts
It says below the artifact line.
@@A_Spec oh, "likely contain some of our lost knowledge." Got it!
I don't suppose you'd be willing to do one of these for the tree of life origin?
Can you cheese the research thing by having only 1 thing being researched? Timing it just right so that you only have 1 high cost tech being researched might be nifty.
Should've named your planet Earth just to show them they were wrong.
Hey ASpec, is the Sapient Combat Computer better than the Precognitive Combat Computer for End-game crisis and for fighting Awakened Empires?
I can get you a really good deal on an '88 Yugo.
I remember the mod this origin is based on it was fun
Lmao man's got put on the couch
Plz do a update of the gigastructure mod
Please Dolores and I have a question. To my knowledge I have all these pageants, I’m having trouble understanding what different factions want me to do to make them happy. Are all of the requests based on the species rights and policies and maybe the Edit edit
Sorry I didn’t finish I don’t know how to spell that one word. Or is there something else I have to do besides those things the policies, and of the species rights, and the word I don’t know how to spell? (I accidentally hit the send button on the first comment before I meant to)
I’m sorry That is supposed to say I play Stellaris I use speech recognition to write my messages I don’t always catch the typos.
How do the Remnants Mechanics hold up with Hiveminds?
told ya he got grounded at the end of the last vid
I though the Destroyers were also linked to Remnants origin?
Nice.
Hey, ALL the origins don't need to be stupidly broken OP.
This origin *is* broken though
I was really hoping the fallen empires would recognise you but annoyingly they dont
Wasn't this a civic earlier? Or was that a mod? I keep forgetting.
They clear Techs you can currently research ?
Made a Roman Star Republic that are Remnants.
good video
Warhammer players: my time has come.
Perfect for roleplay but yea other origins are way better
It would be much better if you could find other relic worlds near your empire (lost colonies)
would it be op? scion and ringworld are op too...
This isn't correct, you also start not too far from a collection of tomb worlds that were once part of your empire, and you get bonuses for settling them. More than just the relic world at the start, there is a bit of a story to explore as well.
You probably ran into to ratling Tombworlds.
@@A_Spec I got an event saying that there were remains of my old infrastructure, but you have put the doubt in me so I will check later this arvo!
Had a look through the save and the worlds are definitely ratling tombworlds, I must have just got excited by the popup and retconned my headcanon immediately. RIP, remnants much less exciting than I had thought.
Hey can anyone help me with this? i have all this origins missing and dont know why. shatter ring, void dwellers, scion, on the shoulder of giants, common ground, hegemon and doomsday
Diego Mata do you have the “ancient relics” dlc?
Do you have the DLC? because those origins are all part of the DLC
Hey guys yeah I do have that dlc in fact I have all of them :/
So this one is a con to fill it out to make it look better than it is
This is great for people who want an early boost to cash.