Stellaris

Stellaris

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Ancient Cache of Fallen Empires [Abandoned]
   
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5 Jul, 2024 @ 11:54pm
22 Dec, 2024 @ 5:44am
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Ancient Cache of Fallen Empires [Abandoned]

Description
Note: I'm no longer working on Stellaris Mods to focus on real-life affairs. Anyone is free to update this mod so long as you credit me.

The newest iteration of ACOT introduces weaker variation of Precursor Ships to the Fallen Empires to show they used to and failed on the path to Project Reimagnation as a tougher opponent to the Player Empires.

However, for the Fallen Empires to stay relevant as a Crisis on its own, I have made a few tweaks to enhance them to be more a formidable challenge, while still staying within acceptable lore and balance of ACOT.

Features

  • The Fallen Empires will have Void Star in home system and full access to Delta Technologies.

  • The Fallen Empires can use the Ascended Warbarge if you have Acquistion of Technology.

  • The Fallen Empires will have Precursor Citadels with Guardians and Sentinels as defense platforms in colonized and desolate systems respectively.

  • The Fallen Empires will receive a modifier that enhances starbases and defense platforms, and a modifier that increases damage against crisises (Vanilla Criseses, Aeternum, Blokkat, Katzen, etc) and Crisis Empire (also Default Empire, Ascended Empire and Lost Empire).

  • Awakened Fallen Empires will have a modifier to massively boost the economy and access to Alpha Technologies, regardless of the circumstance of their awakening.

  • Adjust the starting setup of Fallen Empires to equalize their economy and military for none to be easier to deal with than others.

  • Reinforcement Events for the Fallen Empires in peace and in war, supplying them with fleets until they reach 2.5m fleet power in peace, and two fleets while at war at the interval of 1800 days.

  • Support for Gigastructural Engineering's FE Planetcrafts and Mooncrafts to employ Delta Technology and Alpha Technology.

  • Support for Additional Crisis’ Super Weapons to use ACOT Override Components.

Overwrite
- FE Mooncrafts and Planetcrafts can use Delta Components as Fallen Empires and Alpha Components as Awakened Fallen Empire.
- Be careful with Disinterested Gamers from Gigastrutural Engineering because that function turns all Materialist FEs into Disinterested Gamers.

Compatibility
- This is NOT achievement-compatible.
- Do NOT place this above Return of the Beacons because this mod already has its variation of the Beacons System.
31 Comments
YashaSkaven 14 Jul @ 3:29am 
hoping one day either this mod updates or with permission another person able to update it eventually comes along, its so peak to remain lost in 3.14
SOPHIA 2 Jun @ 11:54am 
SOPHIA has come to inform you ACOT has finally updated to 4.0 but 4.0 is still broken. so ya know. do whatever at your own risk.
Ascension 22 Dec, 2024 @ 4:29pm 
Thanks Theion.
Theion  [author] 22 Dec, 2024 @ 5:46am 
Made a temporary update to 3.14 and removed the outdated fleetpower defines.
Ascension 22 Dec, 2024 @ 2:09am 
@Human_me

As another user posted, remove the defines file from this mod and it'll fix itself.

ACOT's defines file updated but this one hasn't so they're conflicting.
Human_me 15 Dec, 2024 @ 6:11am 
I'm going to start a new playthrough soon
Does anyone know if this needs an update to 3.14?
Flying_Squid_999 1 Nov, 2024 @ 9:21am 
Ah, found the buried dog. ACOT Defines updated the defines file and this didn't. Every corvette has 1600 FP. Just removing the defines file from this fixxes it thought.
Theion  [author] 14 Sep, 2024 @ 5:07pm 
This mod has a define that dampers fleetpower like ACOT Defines, so in theory, the fleetpower on your fleet should be MUCH LOWER than they should have normally, unless you have another fleet dampering define that went much more length than that.
R3D_InFyNiTy 14 Sep, 2024 @ 10:12am 
I've done some searching, and this mod break the power count of all military ship, all the station are capped at 1.6K and getting ship give an absurd amount of power like a fleet of 20 corvettes give 30K, I dont know where to report this issue so i make it here
Theion  [author] 8 Aug, 2024 @ 2:10pm 
Partial carelessness on my side.

The issue is from generation of Fallen Empires, ACOT had the same issue in the past when they started with 20 repeatables, which is A LOT of technologies and because Fallen Empires are generated alongside the galaxy everything had to be dealt from galaxy generation.

Until Chiru changed everything to modifiers, which is a lot of less annoying and straining on galaxy generation.

The same issue in my mod because it gave the FEs a lot of techs for their starbases to start with Alpha tier weaponry, which I forgot to deal with despite already setting modifiers for FEs to circumvent the issue. So I deleted the part giving FEs a lot of techs and wah-lah, it worked as it should be.

TLDR: Do NOT cramp everything from galaxy generation.