It's all incremental. Here's some ancient history; some dates might be wrong.
1997: a commercial game, Total Annihilation, is released (by Cavedog Entertainment, led by Chris Taylor). It introduces a lot of concepts such as physically simulated weapons and streaming economy. One of the reasons for its popularity is that it is highly moddable.
1998: UberHack is created by BraveSirRobin. It is a simple mod for TA with some design changes (like anti-air only targetting planes) and fixes, and becomes a popular base for other modders' work. A lot of standalone units start being created and distributed over the TA community, usually in various unit packs.
1999: TA Demo Recorder is created by a clan called Swedish Yankspankers. It is basically a mod that allows to record games and play them back (something the retail game lacked).
2001: Swedish Yankspankers figure out that TA has orthogonal camera and no ability to rotate it, which makes TA's 3D world look 2D. They decide to evolve the demo recorder into a 3D engine able to use TA content.
2001: Absolute Annihilation (AA) is created by Caydr. It is a decently popular TA unit pack mod based on UberHack.
2004: first public release of Swedish Yankspankers' engine, by this time called TASpring (which eventually became just Spring). There's a separate infrastructure from TA (including a lobby server that makes it easy to play different mods). AA is ported to Spring and becomes the #1 most popular mod there. People learn about Spring from TA communities.
2006(ish): Balanced Annihilation (BA) is forked from AA (by Noize), focusing on competitive 1v1 play. Also quickly becomes the #1 mod because the author of AA left.
2007:
![AU](/img/flags/AU.png)
![rank](/img/ranks/7_6.png)
![](/img/clans/IVL.png)
Saktoth is amazed after some noob pwns him in 1v1 BA with 1 Dart by driving around his factory. "Wow, you can do that!?". Decides to make a mod where physical unit interactions are important, forking BA to create Complete Annihilation (CA), and gathers a bunch of enthusiastic players to help (these are just Spring players he met in the lobby, mostly).
![IT](/img/flags/IT.png)
![rank](/img/ranks/3_0.png)
[LCC]quantum[0K] helps with game design (they come up with the idea of unit roles and balancing guidelines to keep units unique);
![CZ](/img/flags/CZ.png)
![rank](/img/ranks/7_4.png)
![](/img/clans/DOOP.png)
Licho creates autohosts that ease keeping the mod played and
![US](/img/flags/US.png)
![rank](/img/ranks/5_2.png)
detrino designs an update system which automatically downloads game updates, which allows very quick development.
![DE](/img/flags/DE.png)
[LCC]jK creates the GUI framework and
![US](/img/flags/US.png)
![rank](/img/ranks/4_0.png)
![](/img/clans/1uP.png)
CarRepairer creates GUI.
![MY](/img/flags/MY.png)
![rank](/img/ranks/5_0.png)
![](/img/clans/L1.png)
Histidine (aka KingRaptor) contributes in all areas. CA is where ZK really got its identity.
2010:
![AU](/img/flags/AU.png)
![rank](/img/ranks/7_7.png)
![](/img/clans/RSN.png)
GoogleFrog proposes a redesign of CA (merging CA's two factions into one and flattening the tech tree, alongside the needed factory changes). This becomes ZK.
![CZ](/img/flags/CZ.png)
![rank](/img/ranks/7_4.png)
![](/img/clans/DOOP.png)
Licho creates further infrastructure (website, later on the server) which lets ZK become a standalone game.