Stellaris 3.10 Origins Tier List

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everything changed when the Fire Nation attacked origins in Stellaris represent the backstory of your species before it became an Interstellar Empire they come with some unique modifiers or bonuses and sometimes even force you into unique play Styles in this video we're going to go through all of the different Origins talk about what they do and rank them into a tier list so you can understand how powerful they are in relation to one another I am going to be looking at this tier list from the point of view of the basic settings in Stellaris which means we're going to be having two guaranteed habitable worlds for that reason some of the origins that have very low or no guaranteed habitable worlds will be much lower on this tier list than you might otherwise expect before we can look at that tier list though I need to say a special thank you to Star Breeze publishing for sponsoring this video dive into the unforgiving world of the tribe must survive a gripping Tri ride Builder with a survival twist set in a love crafty and Stone Age Early Access release starts on February the 22nd for 1999 but you can experience the thrill early with the steam nextfest demo that runs until February the 12th witness the cosmic horror and challenge your strategic prowess in this rogu likee adventure manage your tribe's Dynamics navigate dark dangers and make tough decisions to lead them into the light follow the link Down Below in the description to to wish list the game now on Steam and brace yourself for the gripping Journey Don't forget that you can also try the game out right now in the steam next Fest and get a taste of the challenges that lie ahead the tribe must survive where every failure is a step closer to Triumph I guarantee you that you probably won't survive your first Eclipse but that's all part of the fun support this Channel and get your hands on the tribe must survive by following the link down in the description we'll look at the items right at the the bottom of this list in the F tier first I want to say there is still quite a bit of variety down here at the bottom of the list some of these items aren't necessarily outright bad but they're not really going to give you much of a bonus and you could pick another origin which will be giving you a bonus then on the other hand some of them are quite bad and they're actually going to negatively impact your game Let's dive in and find out what we have Galactic door stop is an origin that really really need some love or attention you'll start with a dormant Gateway which in the first few years of the game will bring you somewhere between 100 and 1500 Alloys and or minerals a space Amber to fight and then a special project that creates the from Gateway scent archaeological site this will then allow you to reactivate the Gateway which unlocks Gateway construction technology it does not unlock mega engineering technology or although having a ruined Gateway or completed Gateway in your space will slightly boost the chances of rolling Mega engineering later in the game now you might be wondering why this is all the way down here in the F tier nothing I've said there sounds very negative and you're right you don't get any explicit negatives for taking this origin you simply can't take any other origin and let's say you finally unlock that Gateway and open it well when it is reactivated it's usually late enough in the game that it's matched pair because whenever you open or activate a Gateway it will open and activate another Gateway somewhere in the Galaxy that pair will usually already be owned and the system will be inhabited by other aliens you cannot open that Gateway usually early enough for it to make sense what this origin really needs in order to be playable is additional bonuses give us something when we open this Gateway maybe we get get the guaranteed option of researching Mega engineering a year 30 or 40 when we reactivate that Gateway this would move it from the F tier probably up to the b or a tier and it finally won't be the butt of most Stellaris jokes life seeded starts your Empire on a size 30 guia World which is very very good guia worlds give additional bonuses which I look at in just a moment your planet also starts with a bubbling swamp a crystalline Cavern and a D Cav planetary feature this means you'll be able to mine all three of the special resources or at least the level one special resources which is very good however then we get the negatives your species will have the guia world preference this means if you live on any Planet other than a guia world you'll be at 0% habitability so every World other than a guia world is in essence a tomb world to your species and basically unusable and UNC colonizable if that was not enough you will also have no guaranteed habitable worlds if you don't run with guaranteed habitable worlds this isn't a problem for you but having your species set to gu World preferences really really crippling early in the game Stellaris is a game where small advantages early on will accumulate and eventually you will snowball and get bigger and better than other rival Empires around you if you don't get those bonuses if you set yourself back from the pack you can fall behind and that will have disastrous consequences this could be somewhat usable if you're running a one planet challenge game where you're not planning on colonizing any other planet guy worlds do have 100% habitability not just for your species but for every species in the game and you will get bonus resources from jobs increased biological and lithoid pop happiness and a bit of increased resettlement chance altogether that means your gu world is slightly more efficient than other regular worlds but having that species preference locked into only gu worlds is very very crippling why would you want to your early game if you didn't need to honestly I think the devs could remove this species preference lock and life seeded would still be balanced it simply I think is not necessary to have that in there so that would be what I would ch in order to improve life seed and put it up maybe in the B tier continue blocking the guaranteed habitables but don't force our species to be stuck on guia world preference problem with that is it starts looking a lot like another origin that we'll get to in just a moment doomsday is labeled as a challenging origin for a reason your home world will explode after 35 to 45 years on top of that you'll also get no guaranteed habitable planets in order to to make sure your civilization survives you will have to go out explore and pray to RN Jesus if that wasn't enough you also get the Doomsday modifier on your Capital this will grant you bonus Alloys minerals and energy credits from jobs which is good and I'll get into how that can be abused a little later however at the top level it's granting negative stability negative habitability and those two combined are going to absolutely decimate your resource output regular biological Empires will find it tough to produce any research Unity food or basically anything on this planet and they might also find it very very expensive to live here as habitability will be very very low and that means you'll have massive massive costs to upkeep and amenities usage flipping this origin on its head if you play as a machine Empire this is basically an a tier origin machine Empires can bite that minus 30 stability completely ignore the negative habitability because they will always have 100% habitability on every single world even a doomsday world and milk that plus 120% Alloys minerals and energy credits at the top level lithoids can do this to a lesser degree but don't try and play this origin as a regular biological unless you're looking for a challenge Subterranean comes with a hope most of quite interesting and unique effects your species will have the cave dweller trait which we'll look at in a moment all of the mining districts on your planet will be uncapped this means you could have as many mining districts as you have districts available on the planet you don't have to worry about features those districts will also Grant you plus two housing and for every three you build you will unlock a building slot your planets also get minus 75% orbital bombardment d damage meaning of you combine this with either adaptability or unyielding or put down Shield generators you will hit the maximum orbital bombardment damage reduction modifier which I think is CT at 98% on the negative side of things here you're going to get plus 10% building and District cost as well as upkeep and minus 10% planetary build speed this will have a noticeable effect on your early game economy slowing you down cave dweller is going to slow you down even more by reducing all of your biological pop growth speed by 20% that is very nasty you will also get plus 10% Empire size from Pops which honestly isn't that bad you can kind of ignore that on the plus side you'll get 15% extra minerals from jobs and a species minimum habitability of 50% this kind of means your Empire will function as a robot light Empire you won't get 100% habitability on all worlds like robots but you'll get half of that which is something I suppose that negative pop growth speed on top of the increase to build cost and upkeep is really going to slow you down early game I do not think the increase to minimum habitability is worth it at all this origin does present you with some interesting options if you decide to go for a crisis run through you'll only need minerals to build crisis ships and as mineral districts are uncapped plus the bonus here from cave dweller you'll be able to get lots and lots of minerals and you should survive long enough given that orbital bombardment reduction damage assuming you build enough armies possibly you want to go for reanimators I'm thinking on top of that if you take the noxious trait you can lock in your species minimum habitability or actually habitability in general at 80% you'll always be getting some negatives on planet but overall it's again like playing robot line if you really want to play a game like that I don't know why you wouldn't just play as a machine intelligence I mean honestly it just gives you 100% habitability right out of the gate with none of these negatives Knights of the toxic God is a fantastically thematic origin which has a whole load of content behind it you'll get nightly duties policies you can construct orders Commander Holdings you'll start with the quest of the toxic God situation and the orbital habitats technology unlock locked and ready for research you cannot change the starting system except for a special version of Sol that's a bit of a negative and you can remove the origin effects for a reward if you don't complete the quest for the toxic God within 100 Years you'll start with a planet covered in unclearable blockers so it's quite a small planet which will hurt your pop growth speed and a colonized habitat which has a bunch of knights on it as the game goes on your kns will get better and better producing depending on what you choose more Unity research possibly even increased alloy production Empire wide and that is really really good however you start with less pops and your economy at the start of the game is really really suffering yes you can get to do some crazy things later on but as I mentioned earlier in this tier list Stellaris is a game where small additive advantages early on will accumulate starting at a massive disadvantage is not something you want to do and knights the toxic God really does start you at a massive disadvantage payback has quite a bit going on and from a story perspective it's not as good as Knights the toxic God but still offers you quite a lot of narrative and thematic potential for your game the problems right you're going to start off with 10 less pops Yes you heard me right 10 less pops you'll only have 18 that kind of economic disadvantage is honestly almost impossible to break out of unless you play really really well you'll also get a bunch of Devastation on your Capital to start the game so that's even more economic disadvantage you will not have three of the basic Technologies that's Corvettes plantry government and scientific method you won't have any mining stations built I mean the list honestly goes on and on here for what is very bad about it yeah later on you might defeat an advanced AI Empire and get some bonuses but honestly that's not really worth it if you're trying to win the game if you're trying to have a fun time and you don't mind dying over and over again then you know Live Die Repeat Edge of Tomorrow jump in and go for it fear of the dark like payback starts you at a massive economic disadvantage yes you don't have to research three basic Technologies but you do have eight less pops than normal and minus one research Alternatives and minus one leader pool size given how important leaders are and also how important it is to choose Technologies at the start of the game and at any point in the game that you need to research those negative modifiers are very very painful yes much later once you get to the mid game and Beyond this origin does allow you to unlock an additional Civic slot or possibly turn into a very very very nasty Empire for free and that's good but it doesn't offset this massive disadvantage early on you'll also get a nice pre-ftl faction spawning in your home system that from time to time might give you a leader might demand you do something and might give you some technologies it's nice but it does not again outweigh these negatives and sometimes also they can actually be very very harmful for your gameplay if you don't behave in the way that they want last up in the F tier we have the newest origin in Stellaris Rift world this gives you plus 25% astral Rift exploration speed minus 50% astral Rift fail probability it doubles the chances for astral Rifts to appear in own systems you will start with the astral harvesting technology research so you can get astral threads from the get-go and you'll start with the ruined Planet astral Rift along with a nice archaeology site on your Capital overall the main bonus of this origin is allowing you to start exploring astral Rifts sooner and then you can hope you get lot of goodies from the astral Rifts that you explore however this is so RNG heavy that it doesn't guarantee any success whatsoever and sometimes it's basically like not picking An Origin at all I think this would be better suited as something like a Civic or if it's going to remain an origin I think they need to double down and increase some of the bonuses or just give it some uniqueness somewhere rather than just saying yes you get to explore Rifts a teeny weeny bit faster we're now up in the C tier once we've completed this tier we'll actually be halfway through the origins in this tier list which honestly I think is kind of wild at the moment there are quite a few Origins that definitely need a little bit of a retweaked you're starting off the game as a Lost Colony of a distant Advanced Empire that you no longer have contact with however that means that your home world is not actually your home world and so instead of starting with 100% habitability you'll only start with 80% that is a little bit painful to start off the game with some negative modifiers on your Capital you do have the colonial Spirit modifier on your Capital though and this goes somewhat of the way to balancing it out you'll get plus 10 10% habitability locking you in at 90% which is marginally better than 80% but still not as good as 100 you'll also get bonus resources from jobs amenities and housing and this modifier does not go away all game long that is very very nice however that's basically the only bonus you will get I think if the custodians came back to this origin added in some extra Events maybe a couple of situations which gave you extra bonuses and extra interesting inter actions when you finally meet your Advanced and long lost relatives then this could probably jump up to the B tier but for now it does sit at the top of the C tier fruitful partnership allows you to spread your seed Across the Universe you'll be able to construct star seed Garden star base buildings which will attract space forner to then uh lay your seeds in them or your seed pods and they'll then be spread out through the Galaxy they will be landing on planets once they're on planets you can then use these seed pods to open them using a special project and colonize the planet on the plus side this allows you to colonize planets far outside of your normal borders and possibly on the other side of the Galaxy entirely on the negative side it's pretty expensive to do that and generally it takes a long long time for your seeds to spread far and wide this means it's mostly actually us useless for colonization unless you're really really lucky you could flip this on its head take the cord aseptic Civic as a hive mind and then kill all the Tanki space whales that are attracted to your star seed Gardens and reanimate them to get a very early Navy that is actually reasonably powerful however when it's played as intended when you're not going out there and murdering as many tan as you can get your hands on bonus points for that genocide by the way um yeah it's definitely C tier it's it's not great you do get some bonuses if the pods land on your own planets you can get some additional bonuses to research speed and the like but overall it's generally not that useful and too expensive for what it does syncretic evolution is the poor man's version of necro you will start with a secondary species that has the cile trait 12 of your initial 28 pops will be the ciles now the ciles trait isn't inherently bad it's going to give you 10% happiness on those serviles 10% extra resources from jobs but they will be blocked from generating leaders working Specialist or ruler jobs this means unless you are very strict with your population growth and you only grow certain species by selecting that and taking the negative population growth hit from doing so you may end up with worker problems you will not be able to easily move move your population between worker and up to specialist roles if you end up getting lots of resources from let's say space or other Empires tributes and that then makes the sures kind of useless if you're just generating lots and lots of excess resources if you then decide to heavily grow your primary species and not your syncretic secondary species you're then not using the only bonus that this origin gives overall I really love it but I think it just needs a few more tweaks from the custodian team possibly some extra bonuses maybe a situation maybe an archaeological dig site then it would be a little more rounded a little more thematic and provide us with a little more power postapocalyptic gives your species the Survivor trait and forces you to spawn on a tomb World tomb worlds are inherently the worst type of world in the game because each of their unblocked districts provide the least when adding to population capacity on a planet the Survivor trait is going to give you an extra 70% tomb world habitability and plus 10 years of leader lifespan this means if you are lucky enough to come across any tomb worlds and that's important here it is RNG based because your guaranteed habites will not be tomb World they'll just be whatever preference you set your primary species to and that means that for a lot of your game the plus 70% tomb World habitability bonus might be entirely useless yes you could go with with a Relentless industrialist build where you specialize with additional tomb World traits and that does provide some Synergy but you're having to jump through lots and lots of extra Hoops to turn your worlds into tomb worlds for very little bonus this really almost deserves to be in the F tier but it doesn't take that much away from you and plus 10 years of leader lifespan is nice to have because leaders are so important in the game now the Common Ground origin allows you to start the game as as the leader of an already established Federation this means you will start with the diplomacy tradition and the Federation Traditions unlocked which is nice but you will have to give up both of your guaranteed habitable worlds for AI Empires thanks to the work of the custodians you can now start as any Federation type other than a hemony with this origin meaning you can start as the most powerful Federation a Trade Federation right out of the gate and that is actually quite strong you could then combine the power of your allies to launch some relatively early Wars on your neighbors and Gobble up a couple of planets or vassals from the empires unlucky enough to spawn near you in the long run it is generally better to just start off as your own Empire and take those two guaranteed habitable planets for yourself but Common Ground can still be useful on the shoulders of giants starts you with an archaeological sight in your Capital you you'll also get a midgame event chain that can give you quite a nice bonus but you cannot discover any precursor anomalies or sites before you complete your story after you do you will be three times more likely to discover precursor anomalies or sites but this comes far too late often the precursors will already have been completed by the time you get around to discovering them so whilst yes you going to be getting some bonuses from these early archaeology sites in your capital and the chain that will spawn as you complete them you'll be losing out massively because you will not get a precursor on top of that Archaeology is no longer as powerful in terms of your early game economic contributions as it once was the shattered ring origin starts you on a broken ring World there will be two other Ring World sections that start off uninhabitable but can can be colonized and by clearing blockers you can make these ring sections more and more habitable do note that this will only be the case if you have guaranteed habitable worlds turned on if you don't those ring sections will not be inhabitable in any way shape or form your mining districts on these worlds will give you the special scrap Miner job which produces Alloys as well as minerals though less of both than if you had a separate metallurgist and a miner if you're not a St Consciousness you'll also get access to trade districts so if you want to play a trade-based Empire this could be one of the better Origins now comes the massive downside your pops will be locked into having the ring world species preference meaning that they cannot live on any world other than a ring world or a guia world that means that finding worlds for your pops to live on is very very difficult basically impossible you'll need need to go out and find some different Pops in order to expand normally ocean Paradise forces your pops to start with the Aquatic tra aquatic costs two points and gives you some bonuses to basic resource output as well as housing on all ocean worlds there are some negative modifiers if you're on a dry world to try to avoid those your home world will be a size 30 Ocean world and gets the ocean Paradise home World modifier that modifier basically makes this world slightly better than a normal world but slightly worse than a Gia world for this great Boon you will lose out on any guaranteed habitable worlds and instead they will be replaced with frozen worlds you'll also start inside a nebula so you can have uh the special Starbase mining building a little bit later which is okay overall the main drawback with this is that yes you lose your guaranteed habitable worlds if you don't play with guaranteed habitables this shouldn't really bother you your pops will all still be Ocean World preference so you can go out and find other ocean worlds other tropical or Continental worlds and go and colonize those it's not as massively oppressing as the guia world start though it is still a little Troublesome and speaking of ocean worlds while we're in the sea tier I guess it's time for the secret call out I hope you see what I did there ladies and gentlemen if you're still watching and you've not skipped ahead and you've uh you've actually decided to watch this bit let me know down in the comments below I would love to hear from you slingshot to the stars is much better than it has ever been but it's still not amazing the main bonus here is that you will get a minus 75% star base influence distance cost meaning you can go ahead and forward settle or snipe important systems very early on in the game there are even some special builds you can play around with by using this origin to make that reduction even better you'll also start with a ruined Mega structure a Quantum catapult near to your home system that has an archaeology site and can be upgraded so it has a short range not the full range whenever you use it your catapulted fleets will get a fire rate bonus of plus 50% but it still has all of the downsides of a Quantum catapult and so it's really not that useful your fleets will still scatter and they will not be able to group up into large armadas nullifying any Brute Force attack this is still much better than it used to be we're no longer losing any guaranteed habitable worlds and having that Quantum catapult within your borders ruined or upgraded will increase your chance of rolling the mega engineering technology a little bit later into the game broken shackles is a very very mixed bag you'll start with 3 to 22 pre-ftl species on your Capital world meaning that you should have a variety of different habitability classes available this means that you can basically play a little bit like a machine Empire in that you can colonize any world you find unless you're really unlucky and you don't roll one of the habitability classes if that wasn't enough of a bonus after one year your factions will spawn in the game granting you additional happiness and unity Empire wide and you'll get a 50% faction Unity gain bonus for the first 10 years on the downside of things you'll start missing three of the basic Technologies and your starting jobs are pretty terrible I'm looking at you homesteaders somehow they made Farmers worse I I honestly I don't understand Farmers already but they they made it worse homesteaders are awful don't don't use them unemploy them do anything with them clerks are better for God's sake anyway your home World also does not get the plus 30 habitability bonus so you might be at 80% habitability rather than 100 there are a number of additional minor bonus and minor penalties that I'm actually not going to go through cuz there's far too much but overall bear in mind that this is less powerful than just starting plane with something like and I hate to say Galactic door stop we're now up to the B tier everything from here onwards is a net positive The Remnant origin starts you on a size 22 Relic World your guaranteed habitable worlds also gain the colonial remains modifier where when you colonize them that reduces building and District cost by 25% on top of that you'll start with the Aro studies technology and an Aro lab on the capital that lab costs quite a bit of energy to upkeep but will generate you some minor artifacts every month alongside your research in addition to that you'll start with six ruined archology blockers on the capital and you get a few extra on those initial colonies too when you clear these blockers you'll get some amount of minor artifacts and you'll almost complete a random technology this could give you quite a technological boost especially on higher Tech speed settings so this origin is going to boost your technology early on as well as providing you with an option for an ACC humanopolis in the mid game once you have expanded out into the universe and claim 20,000 minerals of course this copis also does not require you to take the Ascension perk so in some ways this origin also saves you one Ascension perk slot mechanist has long held a soft spot in my heart it's honestly one of my favorite Origins and it's better than ever before you will start with both the powered exoskeletons and robotic workers technology meaning that you can start building robots right from the get-go on top of that you'll have the machine template system technology allowing you to customize your robots as a permanent research option Empire wide for the entire game you'll get 15% additional mechanical pop assembly speed and plus one mechanical species trait picks so any Empire with this origin is a perfect candidate for a cybernetic or synthetic Ascension if that wasn't enough you'll start with the robotic assembly plant building on your Capital granting you a minimum pop growth and combined ass speed of around six which is really really good for a starting growth rate that's almost on par with a hive mind and eight robot Pops that will start with traits matching their job so they will be better at producing energy or minerals though they will have the bulky and high maintenance traits balancing those additional positive traits but honestly those traits are really nothing to worry about having assembly plants unlocked right from the beginning of the game means you can put that building down first on all of your colonies and guarantee a much higher level of Pop growth than any other biological Empire outside of a Heim bind can manage from the beginning and if you're enjoying this video please guarantee the growth of that like button Tree of Life Is An Origin that only hivemind Empires can take you'll start with a tree of life on your capital and be able to plant saplings on other colonies all of your colony will cost less Alloys by 50% but an additional 500 food you will be slightly weakened however if any of your planets get to 50% Devastation the Tree of Life feature will be removed and you'll get a modifier reducing stability increasing upkeep from jobs reducing resources from jobs and planetary build speed so try to make sure your tree of life doesn't end up in the firing line as long as it doesn't you'll get 15% more pop growth speed 10% Society research 10 housing four additional maximum agriculture districts and all for the cost of just four food upkeep on the capital for all of your other colonies you get 10% pop growth speed the same Society research five housing and two more maximum agriculture districts for half the food upkeep at two these bonuses basically mean you'll be getting more pop growth speed than a regular hivemind Empire you might be a little surprised to see calam birth so high up in this tier list but honestly it's gotten quite a bit better you'll get the massive crater on your home World which has been updated you'll get buried lithoids which are basically a blocker that lets you spawn a new pop and you can build lithoid meteorites planets colonized with lithoid meteorites get more buried lithoid blockers plus two and a lithoid crater on your home world the massive crater grants you plus 50 50% effect to lithoid traits for example crystallization you will get a 50% bonus to your pop assembly if you are a lithoid pop you also get six more maximum districts six mining districts minus six agriculture districts so what your sentient Rock and 25% additional pop growth speed which kind of nullifies the minus 25% pop growth speed that lithoids get on any other world you colonize you will also get the lithoid crater that gives a minus 50% habitability penalty to any non- lithoid pops so this origin basically lets you guarantee that all of the worlds in your Empire can only ever be lived on comfortably by you and your people effectively denying them to anyone else this doesn't help if somebody conquers you and enslaves your people and forces them to work on those worlds but but otherwise it it could be kind of nice hegemony lets you start in charge of a federation a bit like common ground but this Federation will be a hegemony Federation which means as long as you stay the strongest you will remain in charge you will of course get the diplomacy tradition unlocked and you will lose your guaranteed habitable worlds regardless of the game settings to two new empires that will spawn and be the subservient members of your fed why is this good well you'll be able to from the get-go start building up a federation name and not just you but also you'll be able to convince your two Allied Nations to start building up a federation Navy and that means you can use a federation Navy from day oneish to launch invasions of other alien Empires you might find out there in the galaxy not only that you can kick out one of your two initial starting members and eat them if you feel like it void dweller starts your species on a space habitat it will get a special trait and the habitat preference you will get a nice modifier reducing habitat build cost increasing the maximum number of districts and how many jobs each district on your habitats will have and increasing the number of building slots you get from nonurban habitat districts this basically means you start the game with the voidborn Ascension perk you won't be able to pick voidborn later and you get all of the bonuses voidborn has so this origin basically gives you an extra Ascension perk for free you will of course start with the orbital habitats technology so you can build more habitats and more orbitals to expand your habitats you'll get Hydroponics farming which is a great technology to have allowing you to build hydroponic Bays on Star bases ecos stimulation powered exoskeletons if you're a lithoid and Zer G refineries if you're a lithoid though I would not recommend taking void dweller and lithoid you won't get any guaranteed habitable worlds instead they will be replaced by resourc Rich systems which are better to build your habitats in the main issues with void dweller is that early on the start is quite punitive it takes you a lot more resources to in essence colonize a size eight World which is pretty crap compared to a regular Empire that only has to spend a few Alloys consumer goods and food on a colony ship to then go off and colonize a size I don't know 15 or 16 world you have to build your planets and then live on them later on it does get better as you can scale up your economy but early on you will definitely suffer don't forget you will get the void dweller trait which makes your pops really great on habitats they'll get 15% additional output but they will be worse on other planets on non-artificial worlds so that ignores a humanopolis worlds and of course uh shattered ring or ring worlds you will get minus 15% pop output that's bad and- 30 % happiness that's very bad it makes Conquest rather difficult because you will struggle to make sure that the ruling classes are happy if they are your own pops you can't resettle your pops and make them in charge that doesn't really work important thing also to remember is that if we're looking at hivemind void dwellers this goes from being B tier to the top of a tier and possibly s tier hi mind void dwellers are very very overpowered at the moment in Stellaris yeah they're just crazy pby dragons starts you off with a Sky Dragon Guardian in your home system yes you get a space Dragon Leviathan that will come and kill anybody that tries to kill your home planet killing the guardian will grant you a permanent Empire modifier and if you're the right species type with the right Civics you can Resurrect The Dragon now resurrecting the dragon can be a little difficult but if you can do it early on this goes from being B tier to kind of s tier because you can have a 100K Fleet running around it's it's crazy especially with a hive mind and ceptics wow Bonkers if you go the normal route and don't kill the dragon you still get access to the dragon and can command it later on but it does require you to complete more traditions and or an Ascension path before you can do that which is generally much later than the reanimation option being able to rely on a leviathan for your nation's defense gives you some really really good early game defense you can turtle up and kind of ignore or the other Empires around you if you have the hiie dragon origin if you are a dictatorial Empire you can take the under one rule origin which basically lets you role play as the god emperor of mankind you'll start with a special trait on both your leader and your species and you'll also get a special special ruler there will be some in-game events that happen which are really quite fun and within 40 years you can change to an imperial Authority type which comes with a whole bunch of bonuses and problems or for St dictatorial later on there's even something to do with a Golden Throne involved and trying to keep that God Emperor alive what about those cool traits that I mentioned earlier though well the first one is perfected genes your species will get plus 25 years leader lifespan but lose 15% leader experience gain that is not great but given your primary leader your God Emperor starts with additional levels it's not too penalizing Your Leader gets the luminary trait on top of that they get access to special leader traits that no one else in the game has access to and those leader traits are honestly fantastic really really good stuff on top of just this luminary and they'll also level up as you level Your Leader up the leader is what makes this build so powerful so you'll start at plus three initial levels so that's a minimum of four and get 40 Years of additional lifespan on top of that you'll get plus 1.5 stability and 3% Unity from jobs Empire wide and that modifier will will go up as your leader does excellent things early on in the game this trait will change however with time so be careful of it it's also important to note that you can stack additional leader levels with Civics for example with experience cash getting plus one leader level and also distinguish admiralty and choosing a commander you'll end up with a level seven leader right from the start of the game dictatorial will then make their modifier work even more so basically you'll have unlimited edict capacity from day one reduced amenities usage from day one and all around just have a great time do be careful of the unity upkeep though that can be a little crippling welcome to the a tier you may be unsurprised to learn that this tier is even better than the B tier but slightly worse than the S tier anyway what do we have here first we have prosperous unification arguably the worst origin in the a tier and also interestingly the default origin you'll play with in Stellaris if you don't really choose your origin it is quite a good origin of course you'll start with a normal number of guaranteed habitable worlds and you'll also have four additional pops and two extra districts on your Capital which kind of represents an extra 15 years of Pop growth in one place that's a really good leg up on the competition and if that wasn't enough you also get a massive bonus on your Capital as well for 20 years you'll get 15% happiness 25% amenities and 10% more resources from jobs that means you won't have to really worry about amenities you'll have very high stability due to that bonus happiness and an extra 10% resources on top of the modifier that your Capital World gives you anyway this is a great economic start for Any Nation resource consolidation is only available to machine Empires however your capital will start as the best possible world for a machine a machine world with absolutely no blockers you will lose all other home system planets however but you do get a 10 energy deposit on the capital star but what does a machine world do well it grants you an additional 10% resources from jobs yes it's basically like a guia world for machines reduced pop housing usage an additional replicator job which is blocked with a blocker at the start of the game but you can clear that block relatively easily that means your population assembly will be higher than other machine Empires on top of that no one except machines can live on your world so there is absolutely no Conquest value for this planet except from the point of view of other machine Empires making you very very safe and that also doesn't include the fact that machine worlds start with having all of their building slots available and can build any number of mining or any energy districts allowing you to specialize your economy in any way you need to teachers of the Shroud allows you to start as latent psionics that means you are partly on the way to completing psionic Ascension you cannot pick an Ascension path but that is because you already have one picked for you and you must go down the psionic path you won't need to take the special Ascension perk to do this so This origin saves you an entire Ascension slot and you can do this as soon as research the psionic theory technology pretty much and then yeah you can complete psionic as a tradition incredibly early that isn't necessarily super powerful unless you do it around year 10 to 15 but it can be very very crazy to be fully psionically ascended before year 20 I mean honestly it's it's a bit wild combining that with scy Corp buildings or score buildings you will have massive bonuses to your resource output pretty much across the board for all the pops on your planet so it's a great economic boost once you complete that around year 152 maybe 25 overtuned is in essence the genetic version of teachers of the Shroud you'll be able to select very very impressive overtuned traits right from the start and you'll have the gene tailoring technology already researched so you can modify your populations and begin going down the genetic Ascension path as soon as you unlock those extra Traditions I'm not going to go over what all of the overtune traits do but in essence they have a very low cost in terms of trade points they all reduce the lifespan of your leaders but you in essence get access to late game traits that you would otherwise need to genetically asend in order to pick and they stack with regular traits meaning you could technically get 60% pop growth on your species from day one or be getting 30% additional research from jobs you know things like that it's it's a little Bonk now we're at the S tier which is the best tier if you've skipped ahead this also means you get to look at the full tier list in its entirety so welcome ladies and gentlemen if you've skipped if you haven't good on you anyway the Clone Army origin is still hilariously overpowered not only do you get ancient clone vat buildings meaning your pops don't grow naturally but instead you'll be getting Bonkers levels of Pop assembly every single month so you can probably get up to 100 Pops in the first 20 25 years easy you'll also get the Clone Soldier trait and the Clone Army Admiral trait which will make all of your Admirals absolutely devastating and reduce the upkeep of all of your fleets later on you can double down on your Clon atude by becoming ascended clones and then you get bonus outputs to your specialist as well as leader resource outputs which is honestly crazy that's more research Alloys Etc or you can choose to become more of a normal species again going back to the disgusting old version of reproduction if you do that you'll be able to start growing again normally and get your pops above the magic 100 number but you don't get those crazy bonuses ascendant clones can get basically this origin gives you a massive economy and more powerful fleets and Admirals what more do I need to say Scion lets you start out as the little of a fallen Empire the Fallen Empire gets a wormhole leading your Capital system and will intervene in any walls as long as you are losing against a superior enemy so if you think you're going to lose a war probably best to disband your Fleet build up lots and lots of armies and then let the Fallen Empire come in and save the day because they will the Scion origin basically lets you play the game on easy mode you'll have a big brother constantly looking out for you and occasionally giving you nice gifts as well as defending you when you need to be defended nekrage is basically the upgraded version of syncretic Evolution you'll start with two different species on your capital a prepatent species that can be anything you like and will be growing population on your planet and then a necro species which have a special trait we'll get to that in a moment your guaranteed habitable worlds will be replaced with PRL civilizations that you can invade and thus be guaranteed more Pops right from the get-go on top of that if you're xenophobic you can use a special Purge policy to turn any alien pops directly into your necro pops which are pretty much the best for working any jobs other than worker jobs necro Fage grants your leaders 80 years of additional lifespan so they probably won't die in most games you play you get minus 75% pop growth speed and organic pop assembly speed but you shouldn't be growing organically or assembling these necro pops you should instead be creating creating them through purges or through the Chamber of elevation building you'll get 50% off in terms of Pop upkeep and 5% more specialist and ruler pop resource output you do lose 10% worker pop resource output and all of these modifiers stop applying if the pop becomes Hive minded basically a necro Empire gets very good early game bonuses and through conquest and purges they can make use of any species they find out there in the galaxy by converting them into their own people even Hive mines on the surface Imperial Thom would seem rather bad in the distant past your hom world was invaded by an alien Empire who now rule over you you are a vassal to a much Superior alien overlord however after 40 to 65 years the alien overlord and any other vassels they have will uh end up splitting up in something of a Civil War and succession crime crisis that leaves a power vacuum that you can easily step into and then get all of the nice Advanced Tech that the imperial Thief Overlord has on top of that being a specialist subject is not that bad if you're a bulwar you're going to be getting massive economic boosts from your overlord we are talking lots and lots and lots of additional resources which should really make up for the negative modifiers you get from that subject type in essence you've got a sugar daddy paying your way through the Galaxy who's eventually going to kill over and die and leave you a bunch of free real estate any Millennials dream the progenitor Hive origin due to the overpowered power of leaders is now one of the best origins in the game this origin will grant you passive experience every month for each of your leaders that means your Council or nodes because you're a hive mind and your regular leaders will be getting to maximum level before basically any other leader type in the game you can also construct Offspring Nest buildings which increase the menial drone output of all of your drones on a planet by 10% in addition to giving you some drone Assembly not only that but as long as you have Offspring ships in your Fleet your fleets will be shooting with more accuracy evasion ship fire rate and sublight speed than any others yes if your Offspring ship dies that is a big problem but honestly that that that happens so rarely and it only really happens in situations where you're already losing that this isn't generally a big problem and if all of that wasn't enough your home world will start with a progenitor Nest planetary feature which grants you even more bonuses and even more pop assembly speed it's really really very powerful if you've enjoyed this tier list on Origins in Stellaris and you'd like to see another tier list where I rank lots of different Stellaris related things you can check out my Ascension perks TI list by clicking the video on screen now
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Channel: Montu Plays
Views: 87,998
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Keywords: Stellaris, stellaris gameplay, montu plays, montu plays stellaris, stellaris tier list, stellaris origins, stellaris origins tier list, montu tier list, montu origin tier list
Id: 97oi66OQvY8
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Length: 51min 59sec (3119 seconds)
Published: Fri Feb 09 2024
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