Origin
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Empire effects
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Homeworld effects
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Requirements
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Spawn weight
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DLC
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 Prosperous Unification
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Guaranteed Society Research Option: Planetary Unification
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- +400 Initial
Pops
- +1
Generator District
- +1
Agriculture District ( Machine and  Lithoid)
- +1
Mining District ( Machine or Lithoid)
 for 20 years
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100
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 Galactic Doorstep
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−25% Gateway Build Cost
+5% Megastructure Build Speed
Start with a dormant Gateway which will bring the following in the first years:
- 100-1500
Alloys and/or Minerals
- A small space amoeba
- Special project that creates the From Gateway Sent archaeological site
Gain 95% progress to Gateway Construction tech after reactivating the gateway
Gain the Secrets of the Black Crown specimen when reactivating the gateway (if )
33% to get the Skrand Sharpbeak paragon when reactivating the first gateway
67% to get the Skrand Sharpbeak paragon when reactivating subsequent gateways
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None
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1 (once)
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 Lost Colony
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An advanced empire with the same species will exist in the galaxy
Homeworld of the advanced empire can be found via the Go To button in the species tab
If species portrait is Human, the advanced empire will use the Sol starting system
Multiple empires with the origin will not share the parent empire
AI empires with this origin won't generate advanced empires if those were turned off
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 Start with a positive homeworld modifier depending on authority
Homeworld does not get the +30% Habitability bonus
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5 (once)
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 Remnants
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 Guaranteed Habitable Worlds gain the Colonial Remains modifier when colonized
Start with the Archaeostudies technology researched (if )
    Head of Research starts with the Expertise: Archaeostudies trait (if )
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Homeworld is a size 22 Relic World
 Start with 6 Ruined Arcology blockers
The Ruined Arcology blockers unlock random techs when cleared
Start with a Faculty of Archaeostudies building (if )
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 Agrarian Idyll
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5 (once)
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 Mechanist
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Start with the Powered Exoskeletons technology researched
Start with the Robotic Workers technology researched
Machine Template System technology starts as a permanent research option
+15% Mechanical pop assembly speed
+2 Mechanical modification points
+1 Mechanical species trait picks
−1 Adaptive Frames trait points cost
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Start with a Robot Assembly Plants building
Start with 8 robot pops with the Adaptive Frames trait
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 Materialist
 Permanent Employment
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10
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 Syncretic Evolution
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Can create a second species with the Serviles trait
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Start with 1200 Pops of the second species
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10
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 Hard Reset
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Species has the Cyber Commandos trait
Species has the Unplugged trait
Can select some cyborg traits at species creation
Home system contains a Tomb World with 100% Devastation and an archeological site
Start in combat against 3 corvettes
Neighbor systems are guarded by a hostile fleet each (size depends on game difficulty)
Can salvage the Specialized Combat Computers technology from defeated fleets
The Opus Sentinel guardian will be present a few hyperlanes away
Factions will form after 1 year
Starts the Embodied Identity situation in 10 years if not started earlier
Can only follow cybernetic ascension unless the species removes its starting traits
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Start with 10 assault armies
−50% Pop Amenities Usage for 10 years
Cannot change the starting system except for a special version of Sol
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 Militarist
 Fanatic Spiritualist
 Fanatic Xenophile
 Aristocratic Elite
 Parliamentary System
 Idyllic Bloom
 Heroic Past
 Natural Design
 Criminal Heritage
 Media Conglomerate
 Trading Posts







 Biological shipset
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0
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 Life-Seeded
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Species has Gaia World Preference
Machine species require Machine Template System technology to modify
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Homeworld is a size 30 Gaia World
Start with 1 Bubbling Swamp planetary feature
Start with 1 Crystalline Caverns planetary feature
Start with 1 Dust Caverns planetary feature
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5
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 Post-Apocalyptic
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Species has the Survivor trait if organic
Species has the Radiation Shielding trait if mechanical
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Homeworld is a Tomb World
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5
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 Clone Army
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Can construct up to 5 Ancient Clone Vat buildings
Species has the Clone Soldier trait
  Commanders have the Clone Army Commander trait
- (unrecognized string “cloning” for Template:Icon) Start with the Cloning technology researched
Start with the Gene Banks technology researched
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Start with two Ancient Clone Vat buildings
After 3-5 years, the Homeworld Excavation archaeological site appears
Excavating the archaeological site starts the Genetic Crossroads event chain
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 Natural Design
 Permanent Employment
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2
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 Common Ground
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Start with the Federation Code technology researched
Start as the president of a Federation with two other members
Federation starts with neutral Cohesion and 600 experience
The two members will share at least one ethic with the president, fanatic if possible
The two members will be Xenophile if possible
There will be no Guaranteed Habitable Worlds regardless of game settings
+100 Permanent Opinion to and from Federation members
+50 Trust to and from Federation members
On day 2 choose the federation type
The two members will have the same founder species class if Selective Kinship
Xeno-Linguistics technology starts as a permanent research option (if )
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None
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   Genocidal
  Xenophobe
 Inward Perfection
 Barbaric Despoilers
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5 (once)
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 Hegemon
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Start with the Federation Code technology researched
Start as the president of a Hegemony federation with two other members
Federation starts with neutral Cohesion and 600 experience
The two members will share at least one ethic with the president, fanatic if possible
The two members will be Xenophile if possible
There will be no Guaranteed Habitable Worlds regardless of game settings
The two members will have the same founder species class if Selective Kinship
Xeno-Linguistics technology starts as a permanent research option (if )
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None
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   Genocidal
  Xenophobe
  Egalitarian
 Inward Perfection
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5 (once)
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 Doomsday
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A warning is given a year before the homeworld explodes
No guaranteed habitable planets will spawn near the home system
Pops can be resettled from the homeworld regardless of ethics
Enables the Evacuation Protocols edict
+30% Happiness for 5 years after the first colony if not Gestalt Consciousness
+30% Stability for 5 years after the first colony if Gestalt Consciousness
Gain the Memorial to Homeworld specimen when the homeworld explodes (if )
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Homeworld will become a Shattered World in 35 to 45 years
Start with 10 Devastation
 Start with the Doomsday homeworld modifier which worsens every decade
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5 (once)
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 On the Shoulders of Giants
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A random home system planet has the Ex Gravitas archaeological site
Can get the On the Shoulders of Giants mid-game event chain
Cannot discover precursor anomalies or sites before completing their story
3 times more likely to discover precursor anomalies or sites after completing their story
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None
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5 (once)
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 Scion
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Start as a Scion of the Holy Guardians or Keepers of Knowledge
+200 Opinion to and from the overlord
No opinion penalties for researching Fallen Empire technologies
Researching Fallen Empire technologies grants Unity
Start with a Wormhole leading to the overlord's capital system
Surveying a Holy World grants a bonus of Influence or Unity
Gain a more powerful gift every few decades
Creates a 1-system Fallen Empire if the game was started with none
Temporary Fallen Empire fleet every 20 years if losing a war against a Superior empire
Xeno-Linguistics technology starts as a permanent research option (if )
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None
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 Fanatic Xenophobe
 Pompous Purists
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2 (once)
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 Shattered Ring
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Species has Ring World Preference
Start with a section with a deposit of 5 Engineering research
Start with a Shattered World with a deposit of 10 Minerals
Capital star has a deposit of 10 Energy
Shattered Ring World segments in home system will replace guaranteed habitable worlds
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Homeworld is a Shattered Ring World
 Start with 3 Decrepit Tunnels blockers
 Start with 4 Ancient Rubble blockers
Other sections are repairable via decisions
Cannot change the starting system
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2 (once)
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 Void Dwellers
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Includes all effects of the Voidborne ascension perk
−20% Habitat build cost
−20% Habitat district cost
+2 Habitat max districts
+0.25 Habitat max districts from asteroids and moons
+50% Jobs from habitat districts
Can upgrade housing buildings on habitats
Can always research the next tier of habitat technology
Species has Habitat Preference
Species has the Void Dweller trait if organic
Species has the Zero-G Optimized trait if mechanical
Start with the Orbital Habitats technology researched
Start with the Hydroponics Farming technology researched if not Lithoid
Start with the Eco Simulation technology researched if not Lithoid
Start with the Powered Exoskeletons technology researched if Lithoid
Start with the Zero-G Refineries technology researched if Lithoid
Several Tradition trees have alternative bonuses to improve Habitats
Guaranteed habitable worlds are replaced by resource-rich systems
Machine species require Machine Template System technology to modify
1% chance to spawn the Crystalline Empire enclave during mid-game (player only)
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Start on a habitat
Cannot change the starting system except for a special version of Sol
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3
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 Necrophage
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Species has the Necrophage trait
Only Necrophage Pops can be Leaders or take Ruler jobs
Can construct Chamber of Elevation buildings
Can use the Necrophage purge type
Can create a second species
Centralized Command technology starts unlocked and can be researched
With Glandular Acclimation, converting Pops changes habitability to their current planet's
Guaranteed Habitable Worlds contain pre-FTL civilizations advanced up to Iron Age
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Start with half of the Pops of the prepatent species
Start with a Chamber of Elevation building if not Genocidal
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  Xenophile
 Fanatic Egalitarian

 Permanent Employment
 Empath
 Bodysnatcher
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5
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 Here Be Dragons
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Start with an allied Sky Dragon guardian
Killing the guardian grants a permanent empire modifier
A system 2 hyperlanes away will contain a Living Metal deposit
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None
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   Genocidal
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5 (once)
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 Ocean Paradise
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Species has the Aquatic trait if organic
Species has the Waterproof trait if mechanical
Start inside a nebula
Start with 4 Frozen worlds and 10 Ice Asteroids
Guaranteed habitable worlds are Frozen worlds
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Homeworld is a size 30 Ocean World
 Start with the Ocean Paradise homeworld modifier
Start with a Crystal Reef planetary feature
Start with 3 Submerged Ore Veins planetary features
Start with 3 Underwater Vents planetary features
Start with 8 Teeming Reef planetary features
Uses a unique appearance
Cannot change the starting system
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5
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 Knights of the Toxic God
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Enables the Knightly Duties policy
Can construct Order's Commandery holdings
Start with the Quest for the Toxic God situation
Orbital Habitats technology starts unlocked and can be researched
Can remove the origin effects for a reward if the situation isn't completed in 100 years
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Start with an A Blight Upon the Land planetary feature
Start with an Envenomed Seas planetary feature
Start with a Pestilential Wasteland planetary feature
Start with a Pools Most Venomous planetary feature
Start with a Swarms of the Deity planetary feature
Start with a colonized habitat orbiting the homeworld
Habitat starts with the Order's Demesne specialization
Habitat starts with the Order's Keep building
Habitat starts with an Order's X-Calibrator planetary feature
800 pops are moved from the homeworld to the habitat
Cannot change the starting system except for a special version of Sol
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 Fanatic Purifiers
 Oppressive Autocracy
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2 (once)
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 Overtuned
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Allows the selection of Overtuned traits
Enables the Damn the Consequences edict
Start with the Gene Tailoring technology researched
+2 Organic species modification points
+1 Organic species trait picks
−1 Ascension perks needed to pick the Biomorphosis ascension perk
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None
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0
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 Imperial Fiefdom
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Start as a subject of an empire with the Imperial Liege origin
1-4 vassals will border the overlord (depending on galaxy size)
If multiple empires have the origin, they will have the same overlord
Overlord will construct an Overlord Garrison holding on all subject capitals
+120 Decaying Opinion with the overlord and its subjects
On day 2, choose to become a specialized subject:
Bulwark grants 5 destroyers and the technology to build more
Prospectorium grants 2 construction ships
Scholarium grants a science ship and a level 3 scientist
After 40-65 years, become independent or gain 100 influence
After 40-65 years, the overlord empire breaks apart
Xeno-Linguistics technology starts as a permanent research option (if )
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None
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 Inward Perfection
 Driven Assimilator
   Genocidal
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0
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 Slingshot to the Stars
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−75% Starbase Influence Distance Cost
+50% Quantum Catapult Accuracy
Catapulted fleets fire rate bonus is increased to +50%
Start with the Quantum Catapult archaeological site in the neighbor system
A neighbor system contains a Ruined Quantum Catapult megastructure
Can repair the ruined megastructure without Mega-Engineering
Building a starbase in the neighbor system grants 150 Influence
If the megastructure is repaired, it unlocks the Quantum Catapult technology
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None
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0
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 Subterranean
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Species has the Cave Dweller trait if organic
Species has the Molebots trait if mechanical
Mining Districts are uncapped
Unlocks the Subterranean Urbanization specialization for Mining Districts
+200 Housing from Mining Districts
−75% Orbital Bombardment Damage
−25% Cosmic Storm Devastation
+10% Planetary Infrastructure Cost and Upkeep
−10% Planetary Infrastructure Build Speed
Uses a unique city appearance outside habitable megastructures
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Mining Districts start with the Subterranean Urbanization specialization
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5
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 Broken Shackles
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An empire with the Payback origin will be present
The Minamar Specialized Industries unique empire will be present
Scientific Method technology is not researched but available as a permanent option
Planetary Government technology is not researched but available as a permanent option
Corvettes technology is not researched but available as a permanent option
A pre-FTL civilization will exist for each starting species
+1 Available Envoys
+20% Infiltration Speed
+20% First Contact Discovery Speed
+50 Opinion to and from Payback empires
+100 Opinion with homeworld pre-FTL civilizations
Cannot set Slavery policy to Allowed
Cannot set Purge policy to Allowed
Factions will form after 1 year
+50% Faction Unity Gain for 10 years after the first year
Gain a moderate amount of Research (min 350) if Head of Research is alien
Unlock the next research building technology if Head of Research is alien
Gain a small amount of Unity (min 100) after constructing the first Outpost
Gain a bonus for 5 years whenever a starting species' homeworld is surveyed
One year after surveying a starting species' homeworld, the Homesick event chain will start
Can get the The Cost of Freedom mid-game event chain
Xeno-Linguistics technology starts as a permanent research option (if )
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Start without any ships and stations
Start with pops from 3-22 pre-FTL species
Urban districts are replaced by 6 Scavenger Site districts
Start with a Command Center as planet capital
Start with an Administrative Hub building
Start with a Laboratory Complex building
Start with a Makeshift Farms building
Start with a Power Plant building
Start with a Scrap Refinery building
Start with a Crashed Slaver Ship planetary feature
 Start with 5 Ship Debris blockers
Homeworld does not get the +30 Habitability bonus
Starts with the Stellar Culture Shock of invaded Early Space Age primitives
Building a science ship reveals the Crashed Slaver Ship archaeological site
+20% Citizen Pop Happiness for 20 years
−50% Pop Amenities Usage for 20 years
+100% Unity from Jobs for 20 years
−25% Pop Housing Usage for 20 years
−50% Pop Consumer Goods Upkeep for 20 years
+50% Egalitarian Ethics Attraction for 20 years
Can only select randomized starting systems
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  Authoritarian
  Xenophobe
 Selective Kinship


 Pharma State
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0
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 Payback
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An empire with the Broken Shackles origin will be present
The Minamar Specialized Industries unique empire will be present
Scientific Method technology is not researched but available as a permanent option
Planetary Government technology is not researched but available as a permanent option
Corvettes technology is not researched but available as a permanent option
+15% Damage to empires with Superior or Overwhelming relative power
+50 Opinion to and from Broken Shackles empires
Pre-FTL civilization will exist regardless of game settings
In 6 months, gain a special project to remove the Debris Field homeworld modifier
Cannot set First Contact Protocol policy to Proactive
Xeno-Linguistics technology starts as a permanent research option (if )
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Start without any ships and stations
Archives specialization is replaced by Uplift Center
Start with a Gene Clinics building
Start with an Energy Grid building
Start with an Mineral Purification Plants building
Start with 1000 fewer pops
Start with 33% Devastation
 Start with 6 Ship Debris blockers
The Ship Debris blockers unlock random techs or resources when cleared
The Ship Debris blockers grant unity when cleared
 Start with a Debris Field homeworld modifier
Removing the modifier uncovers the Aftermath of Battle site
+15% Happiness for 20 years
+25% Amenities for 20 years
+10% Resources from Jobs for 20 years
+200 Unification Officer Jobs for 20 years
50% chance each decade the Gene Clinics building becomes ruined
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 Fanatic Purifiers
 Pompous Purists
 Oppressive Autocracy



 Pharma State
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0
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 Fear of the Dark
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Start with a pre-FTL civilization of the same species in the home system
+10% Anomaly Discovery Chance
+20% Anomaly Research Speed
−1 Research Alternatives
−1 Leader Pool Size
Unique interactions with the pre-FTL civilization
Can get the The Fear of the Dark mid-game event chain
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−800 Starting pops
Cannot change the starting system except for a special version of Sol
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 Inward Perfection
 Fanatic Purifiers


 Biological shipset
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5
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 Under One Rule
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Species has the Perfected Genes trait
    Ruler has the Luminary trait
    Can select unique ruler traits:
Ruler has skill level 4 and a councilor veteran class
 Choose between 3 planet modifiers when colonizing the first world
Cannot change authority
In 6-30 months start the The Unifying Promise situation
In 40 years can change authority to Imperial:
 Imperial authority:
- Grants a positive trait
- Starts the Dissidents on the Rise situation in 5-15 years
 Dictatorial authority:
- Grants a positive trait in 10-20 years
- Grants a negative trait in 20-30 years
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None
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Dictatorial authority
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5 (once)
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 Riftworld
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+25% Astral Rift Exploration Speed
−50% Astral Rift Fail Probability
+100% Chance for Astral Rifts to appear in owned systems
Start with the Astral Harvesting technology researched
Start with the Ruined Planet astral rift
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Start with the Ancient Crater archaeological site
Can only use trinary starting systems and Sol
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2 (once)
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 Storm Chasers
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  Leaders have the Storm Rider trait
Start with the Stormfall situation
Start with the Cosmic Weather Models technology researched
Start with a special project to gain the Storm Manipulation technology
Cosmic Storm buildings do not require strategic resources
+5% Unity from Jobs per Storm Building on planet
+100% Cosmic Storm Appearance Chance Within Borders
+175% Cosmic Storm Technology Option Research Chance
−33% Cosmic Storm Devastation
Can get the Storm Frenzy mid-game event chain
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 Start with the Extreme Weather homeworld modifier
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   Genocidal
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1 (once)
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 Primal Calling
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+15% Damage to Space Fauna
+15% Space Fauna Armor
+10% Space Fauna Sublight Speed
−25% Gravity Snare Cooldown
+15% Fauna Capture Chance
+25% Vivarium Max Capacity
Can construct Wildlife Ranch buildings if not Warrior Culture
Can construct Primal Arena buildings if Warrior Culture
Start with the Genome Mapping technology researched
Xenology technology as a permanent research option
Controlled Mutations becomes a permanent research option after cloning space fauna
Gravity Snares becomes a permanent research option after first contact with space fauna
Can choose a stance a month after completing a first contact with space fauna:
Stance |
Effects
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Wrangler
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Unlocks the Space Fauna Exhibition edict
Uses Wrangler jobs if not Warrior Culture
+0.4% Trade Value per used Vivarium Capacity
+0.2% Specimens Output per used Vivarium Capacity
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Rancher
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Uses Rancher jobs if not Warrior Culture
Unlocks the Beasts of Burden edict
+0.1% Research Speed per used Vivarium Capacity
+0.3% Wranglers Output per used Vivarium Capacity
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   Animal Handler
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Uses Animal Handler jobs if not Warrior Culture
Unlocks the Creature Welfare edict
Wildlife Ranch building replaced by Wildlife Sanctuary
+1 Opinion with non-fallen empires per used Vivarium Capacity
+50% Diplomatic Weight from space fauna
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   Trophy Hunter
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Uses Trophy Hunter jobs if not Warrior Culture
Unlocks the Crack the Whip edict
Wildlife Ranch building replaced by Hunting Grounds
Killed space fauna are culled
+25 Unity when killing space fauna
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Wild Consciousness
- (if
 )
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Uses Wrangler Drone jobs
Unlocks the Exotic Neural Network edict
+1.5 Naval Capacity per used Vivarium Capacity
+0.2 Amenities per used Vivarium Capacity
+0.2% Research Speed per used Vivarium Capacity
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Symbiotic Partnership
- (if
 )
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Uses Symbiosis Integrator jobs
Unlocks the Self-Preservation Instincts edict
Wildlife Ranch building replaced by Symbiosis Module
+1 Opinion with non-fallen empires per used Vivarium Capacity
+50% Diplomatic Weight from space fauna
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Hunter-Killers
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Uses Hunter Drone jobs
Unlocks the Biological Overdrive edict
Wildlife Ranch building replaced by Hunting Grounds
Killed space fauna are culled
+25 Unity when killing space fauna
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After first contact with 3 space fauna, issue a special project to gain a specimen
After first contact with all space fauna, gain a specimen
After first contact with all space fauna, gain a Renowned Paragon if   
Can get the Frenzied Voidworms mid-game situation
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 Start with the Untamed Wilds homeworld modifier
Starbase starts with a Vivarium Tank module instead of the default secondary module
Starbase starts with a Voidlure building instead of the default buildings
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0
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 Treasure Hunters
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    Leaders have the Adventurous Spirit III trait
Can select unique ruler traits:
   Buccaneer
   Trailblazer
   Treasure Hoarder
Start with the Mysterious Orbital Capsule relic
Start with a special project that costs 500 Physics Research and gives the following:
Mysterious Orbital Capsule relic is upgraded to Celestial Chart
Hyperlane Breach Points technology as a permanent research option
6x unity output (100~100 000)
+25% Sublight Speed for 2 years
Reveals the first Treasure Hunters unique system
Finishing a Grand Archive grants the following rewards:
12x unity output (150~100 000) (doesn't stack with similar sources)
+10% Anomaly Discovery Chance for 3 years
+10% Archaeology Excavation Speed for 3 years
+10% Astral Rift Exploration Speed for 3 years
Celestial Chart relic discovers treasure troves twice faster
Restricted story options if Barbaric Despoilers
Restricted story options if Letters of Marque
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   Genocidal
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1 (once)
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 Starlit Citadel
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+1 Megastructure Build Capacity
+1 Deep Space Citadel System Capacity
Start with a wormhole leading to the Abandoned Hatchery
Start with the Deep Space Citadel technology
Start with a Deep Space Citadel next to the wormhole
In 1-2 years a hostile fleet of 6 Maulers and 2 Weavers will attack through the wormhole
Defeating the attacking fleet starts a special project to unlock Wormhole Stabilization
Can salvage Specialized Combat Computers, Plasma Throwers and Autocannons from the fleet
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Start with a Citadel Uplink building
 Start with a Biological Ship Remains blockers
 Start with 2 Invasion Site blockers
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 Biological shipset
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1
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