In Stellaris there are only a handful of things to customize your empire that are actually making a difference gameplay-wise. Those would be species traits, government types, ethics, and of course, origins! There are 38 total origins to choose among. If you want to know about the strongest ones, check out the tier list of most OP origins of Stellaris below.
Some origins are meant to be easy, and some are meant to be hard. Hard doesn’t mean rewarding in sense of game stats. Instead, hard origins are about challenging yourself and role-playing.
The good thing about origins I would say is the diversity. Some have amazing bonuses, some add different questlines, and some change the gameplay mechanics quite a lot. The diversity of gameplay options is increasing the replayability.
Without the origins the Stellaris would be pretty boring after couple hundred hours. That’s for sure.
Tough keep in mind, some origins require certain DLCs.
Also visit if you are interested in other Stellaris tier lists:
Now without further ado, let’s begin the most extensive Stellaris origin guide.
Ranking of 38 Stellaris origins from best to worst:
1. Arc Welders
Arc Welders is the best, most OP origin of Stellaris. Why is that? I can count 5 solid reasons.
- Arc Wleders origin is the best because it guarantees Mega-Engineering tech option upon constructing the second Arc Furnace.
- It guarantees a perfect Arc Furnace candidate star system with 15 deposits nearby your capital planet.
- +1 megastructure build capacity. It’s huge for rushing megastructures and snowballing production.
- +1 arc furnace capacity. Once mega-engineering is researched, you can have 6 arc furnaces. Other empires can’t have more than 5.
- Perfectly synchronizes with Cybrex Precursor. Cybrex mining hub literally doubles the arc furnace production.
Pro tip: Setting Sol as your starting star system will grant the most amount of minerals an alloy from arc furnace because sol is filled with planetary bodies and asteroids.
It has only one downside and that’s the machine species requirement. That’s just it. But it’s the crown jewel of Machine Age DLC, so, it’s understandable.
2. Scion
Scion might not be the strongest origin for the late game, but it’s the strongest for early-mid game and also the easiest origin.
You start the game as vassal of a Fallen Empire. Your benevolent Fallen Empire overlord will gift 25k worth of fleets with jump drive tech almost at the beginning. And that’s not it either, FE overlord can grand bunch of alloys, techs, and gigachad leaders for free.
You can also trade with your FE overlord. They have almost unlimited food, minerals, alloys, and energy credits.
Anyone who dares to attack you gets destroyed by 300k fallen empire fleets, even the pirates.
3. Teachers of the Shroud
Teachers of the shroud origin bypass the requirement of Mind over Matter ascension perk for adopting psionic traditions. That lets you pick +1 ascension perk which is huge for the late game. It is the number one reason I love Teachers of the Shroud, but it has other benefits too. Such as:
- Latent psionic species trait. (Will upgraded upon psionic tradition completion.)
- Shroud beacon portal building. Perfect for exploring and expanding to the other side of galaxy.
- Shroudwalker enclave buffs.
4. Imperial Fiefdom
It’s very busted. You can literally suck your overlord dry for resources. How to? Simply by choosing bulwark at the start. It’ll give you the flat 30% production of your overlord. Then you can adjust overlord basic resource contribution from 30% to 75%. It’ll take some time and influence but totally worth.
You want to suck more resources from your overlord or neighboring vassal states? Simply build a megacorp with criminal heritage because it synergizes with imperial fiefdom perfectly. Feels like cheating to me.
5. Resource Consolidation
Resource Consolidation is a machine intelligence exclusive origin that’s turning your home world into a machine world. Plus, it has consolidated resources (+25 mineral) and / or organic slurry (+15 food) modifiers.
Machine worlds are excellent, let me tell you why. First of all, machine worlds do not have any district limitation. You can have any amount of any district you want. Secondly, you can build special district called coordination district for incredible amount of unity production on machine worlds.
To create new machine worlds, you’ll need to unlock 2 ascensions, research climate restoration technology, and unlock the machine worlds ascension. Then you can start terraforming special machine worlds for 10.000 energy and 10 years of terraforming process. That alone shows how ridiculously OP having a machine world is at the beginning.
It was the best machine origin before the Arc Welders.
6. Shattered Ring
Does only work for machines and lithoids because ring world preference trait cripples other species.
At the start, your ring world will be like a basic planet with zero special districts. To repair and reform your shattered ring world into a real thing, you’ll need to rush mega-engineering tech.
You need citadel, battleship, zero-point. and four more tier 4 engineering techs for mega-engineering. Then it’s up to your luck, because mega-engineering is a rare technology.
So, better make sure your species has intelligent/logic engines and natural engineers/engineering core traits.
Shattered ring origin is one of the fastest ways of getting a functional ring segment (best world) in Stellaris.
7. Here Be Dragons
Here Be Dragons is an origin where you start with a Sky Dragon in your starting system. She is neutral at the start and will have some demands. What’s the worst that can happen?
The dragon will kill some of your pops, scientist, and fleets. Might also eat some of your resources. But in the end, you’ll recruit her and have a mighty dragon in your fleet. Not only that but it’s also possible to recruit bunch of dragon hatchlings.
All in all, here be dragons is one of the rare origins that is both fun and strong.
8. Mechanist
Mechanist origin is absolutely great for materialist ethic playthrough. It starts with 8 robot pops, robot assembly plant, and multiple robot technologies. Plus mechanical pop speed, trait bonus, and modification points.
If your empire is materialist, you can have the best robot servitors or even leaders with this origin. However, don’t shift away from materialist to spiritualist or robots will revolt.
9. Prosperous Unification
Prosperous unification is the most basic, useful origins of Stellaris without any extra game-mechanics or questlines. It’s a solid pick and that’s why I picked it for the longest time.
- +1 generator districts.
- +1 agriculture districts.
- +4 pops.
- For 20 years:
+15% happiness.
+25% amenities.
+10% resources from jobs.
It works, it basic, has no fuss. What more can I ask for?
10. Remnants
In remnants origin, starting planet can be turned into ecumenopolis via planetary decision once anti-gravity engineering technology is unlocked.
Turning a 22 size planet to ecumenopolis without unlocking arcology perk is ridiculously good. If you didn’t know, ecumenopolis worlds has immense bonuses, no district limits, and special districts.
You’ll need to unlock 2 ascensions, research climate restoration technology, and unlock the arcology project ascension for getting ecumenopolis planets without remnants origin.
Starting with a Faculty of Archaeostudies building is just another perk of Remants origin. Faculty of Archaeostudies building will increase the appearance chance of Ancient Refinery after all.
11. Under One Rule
Ever considered what it would be like to have the best leaders in Stellaris? That’s what under one rule origin offers.
Under one rule makes only 2 differences. One, perfected genes (+25 leader life span, -25% experience) and the other is luminary ruler trait (+40 life span, +3 initial leader level, unique luminary traits, and luminary councilor effects). Is it really that great?
It’s all about stacking leader bonuses. If you choose leader bonus civics, you’ll steamroll everything with your giga ruler, councilors, scientists, and admirals.
12. Tree of Life
Is a good role-play option for hive-minded plant-based life forms. But doesn’t do much other than giving small planet bonuses.
Capital, tree of life:
- +15% pop growth speed.
- +10% society research speed.
- +10 housing.
- +4 max agriculture districts.
- 4 food upkeep.
Colonies, tree of life sapling:
- +10% pop growth speed.
- +10% society research speed.
- +5 housing.
- +2 max agriculture districts.
- 2 food upkeep.
13. Slingshot to the Stars
Keep in mind that the ruined quantum catapult you get from the Slingshot to the Stars origin can be upgraded immediately without any tech requirement. (Works very well with the eager explorers civic.)
There is also the Quantum Catapult archeological site that can grand +50% megastructure build speed for 10 years if you completely excavate it before 2230.
And the unique catapult you get gives bonuses to combat and influence, so, it’s not just giving early quantum catapult much more.
14. Subterranean
Increases mineral production and removes the mineral district limit on planets. Sets minimum species habitability to 50%. (Understandable, since pops will be living underground.)
All planets will have minimum 80% habitability if you combine it with the noxious trait.
Very good for lithoids but that’s just about it.
15. Calamitous Birth
Is also good for lithoids, just not good as subterranean. That’s why it would be my second choice. However, Calamitous Birth would be much better choice for lithoids if you value role-playing more than min-maxing.
What does it do? Adds very nice crater bonuses to your planets, boosts lithoid trait, and adds some extra pops. But unfortunately, none of these bonuses can surpass the subterranean uncapping of mining district. Remember, lithoids live on minerals.
16. Necrophage
Good for and made for necrophage species. Similar to Lithoid / Calamitous Birth synergy.
Necrophages are basically space vampires who can only procreate by consuming other species. To them, all other species are livestock that must be carefully breed and consumed.
Guaranteed habitable worlds replaced with pre-FTL civilizations in necrophage origin so that you can feed on more organic species.
17. Progenitor Hive
Another hive mind exclusive origin that’s worth trying at least once with devouring swarm civic.
Offspring ships will be stronger than regulars. Regular ships can be strong too but only on defensive situations. Offspring outlook starbase building has amazing bonuses.
Passive leader experience gain is also another great aspect of progenitor hive.
18. Hegemon
Downside of is of course the removal of guaranteed habitable worlds. But it’s not really that bad in the grand scheme of things.
Since it’s starting with diplomacy tradition unlocked, your main focus would be formation of galactic council and inviting new members to your commonwealth. I think it’s the best origin for Stellaris diplomacy playthrough.
However, diplomacy in Stellaris is very bland, I don’t enjoy diplomacy related stuff, hegemons, or even the galactic council.
19. Overtuned
Is all about genetic engineering. Can get amazing bonuses but at a terrible cost such as extremely reduced leader lifespan. Just like real life!
Good for hive mind. But absolutely horrible without hive mind nodes, because your leaders will die instantly.
20. Lost Colony
An advanced AI empire with the same species as yours will be spawned in a random part of the galaxy.
Good for befriending an advanced AI empire since both of your species, government, ethics, traits, etc. will be same.
Can also go for the second option, the unthinkable! Conquer them for doubling, tripling your same species pops and worlds. Though the second option would take some time to catch up in tech and fleet power.
21. On the Shoulder of Giants
This origin does nothing but adding a unique archeology site.
You start with ex gravitas archeological site in your system. Excavating that will unlock 6 more excavation sites through the game.
In the end, the latest excavating the latest site will grant following bonuses:
- +10% monthly unity.
- +5% happiness.
- +5% research speed.
- +20% governing ethics attraction.
- +0.5 monthly influence.
Precursor event chain is blocked until the questline completed. So, totally not worth it. Check out the Stellaris precursor tier list.
22. Syncretic Evolution
Syncretic Evolution is an origin where half of your species are overlords, and the other half are slaves.
It’s like caste system. Can’t see the point other than role-playing. Besides it increases the micro-managing as if Stellaris needs more than it already has.
23. Ocean Paradise
Ocean paradise turns your starting planet into a 30-size ocean world with ocean paradise (+15% happiness, +10% pop growth, and +5% resources from jobs) modifier.
Sounds amazing for aquatic species, right? Unfortunately, it’s okay-ish at best. Because it’ll turn guaranteed habitable worlds into frozen worlds.
In case you didn’t know, basic galaxy settings in Stellaris guarantees two habitable worlds close to your capital planet. This origin removes those 2 guaranteed worlds for you. Which can be quite horrible if you can’t find any other habitable worlds worth colonizing any time soon.
24. Life Seeded
Size 30 gaia world is the dream planet of every Stellaris player. But not with this origin. Sounds good, doesn’t work.
Removal of the 2 guaranteed habitable worlds is not worth it. You’ll fall behind on the population growth curve unless you can find rare and random habitable worlds.
25. Common Ground
Common ground is the lower tier version of hegemon origin. This one is too starts with a federation but this time you’re not the hegemon. Instead, you’re just a regular member.
However, if you have two friends who also likes playing Stellaris, common ground would be the natural origin choice. To play this origin in multiplayer, other parties must hotjoin and tagswitch.
Yes, it will cut off the expansion since all three empires are in such close proximity. However, playing tall is always an option.
26. Fruitful Partnership
Fruitful partnership origin is featuring a collaboration between your plantoid/fungoid civilization and spaceborne tiyanki species.
Tiyanki will collect starseed from your home system and disperse it through the galaxy. Then you can colonize the seeded planets for extra pops and bonuses. Kinda cool but that’s about it. Preferred for harmonious pacifist plant-based civilizations.
27. Riftworld
Riftworld origin grants 3 modifiers and an archaeology site called ancient crater in your capital star system.
Excavation the archaeological site will grand 50% progress in the rift sphere technology and a lump sum of unity.
Riftworld modifiers are:
- +100% astral rift appear chance.
- -50% astral rift failure probability.
- +25% astral rift exploration speed.
28. Post Apocalyptic
This one turn homeworld into tomb world and adds survivor species trait.
There is a cluster of tomb worlds at somewhere in galaxy. Probably related to Ketling questline. If you can find the rare tomb world star systems early, this origin can be somewhat good. Otherwise, not even worth unless you’re relentless industrialists.
Relentless industrialists civic significantly increases alloy and consumer goods production but as a result, gradually turns planets into tomb worlds.
The basic tomb world habitability is +0%, and survivor trait only gives +70% habitability. You’ll need bunch of gene clinics and habitability techs to achieve %100 habitability on tomb worlds.
29. Galactic Doorstep
What’s the purpose of this? I think this is the most useless origin in Stellaris. What’s the point of having a dormant Gateway in your home system? You can’t even open it up until the mid-game. Besides there will be other gates in your borders by the time you get the gateway technology…
Wish it had some sort of a questline, lore, or a unique mechanic but it does not. Definitely needs a rework. I would not recommend it in its current state.
30. Knights of the Toxic God
Was kinda okay before but nerfed to the ground for whatever reason.
This origin has a unique questline for itself. However, its rewards are nothing but army damage, army commanders, etc. But we all know, armies in Stellaris have no value at all. And the cost is? Uh, nothing but reduced alloy production. Unacceptable!
31. Fear of the Dark
-8 pops penalty in early game is crippling any chance of getting somewhere or snowballing. That’s the main reason why fear of the dark is a lower tier origin.
Besides, every ascension path you take will make the separatist faction angry. You’ll get some bonuses as well but is it really worth the hassle? Of course not.
32. Payback
You start with -10 pops which is devastating in Payback. Homeworld is also filled with blockers.
Are there any advantages? Can get one battleship or one habitat from excavating the The Aftermath of Battle archeological site.
It’s very challenging and hard but can be satisfying once you found the empire who enslaved you and have your vengeance.
33. Broken Shackles
Broken shackles origin is featuring a scenario where 5 different species escaping from a slave ship and crashing into a random planet to start a brand-new civilization.
You’ll start with no ships and no basic buildings. All must be researched from scratch…
STELLARIS LATE GAME PERFORMANCE
Good for trying Xeno-Compatibility. But that path will cripple the game performance mid to late game, even with the best computers.
34. Cybernetic Creed
This origin is created with Cyberpunk 2077 in mind. Sounds good, doesn’t work.
First of all, you start with 4 unique buildings in your starting world. Those buildings aren’t very good and literally crippling the economy by locking building slots.
As for the cybernetic ascension, it’s completely random on species traits. So, you’ll never get to advance in society tech because all society production will go to species modification. It sucks.
35. Synthetic Fertility
Your founder species are doomed to perish in this origin. Their physical bodies at least…
Your species can’t reproduce and are in decline. What’s the solution? Creating robots and synthetic bodies to upload their minds!
It’s a hard origin and quite challenging. However, no one can argue that it’s really a fun scenario. Who knows, maybe that’s the future of humanity with the microplastics reducing fertility and such…
36. Clone Army
Can’t modify species, unplayable, and crippling.
It would be actually legit had Clone Soldier species trait would reduce empire pop size by -75%. That would made sense.
But without empire size from pop reduction, Clone Army origin is very bad.
37. Doomsday
Here is an origin where you start in a planet which is about to explode, literally.
Will start with +30% basic resource production from jobs bonus and will go up to +120% bonus. But the planet is pretty close to exploding at +120% bonus phase and you should start moving your pops.
Worst thing about it is this, the default two guaranteed habitable worlds will not be spawned… So, you need to find any kind of rock you can live without considering its habitability and transform your population as soon as possible.
I think Doomsday has the most challenging start in Stellaris without any competition.
38. Void Dwellers
I’m biased against habitat stuff, so, I don’t pick anything related to habitats. But if you’re into them even though they are trash, Void Dwellers is the origin you should choose, I guess.
Habitats are great ideas but poorly implemented to Stellaris. So, they’re only good for collecting achievements and role-playing. I hope you understand now why I think void dwellers is the worst origin you can pick in Stellaris. Habitat clusters cause lag and performance issues anyway.
Looks like that’s it, thanks for reading! Leave a comment below if you can.