Stellaris

Stellaris

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Architect Species
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20.046 MB
12 Jul, 2024 @ 2:51am
4 Aug @ 10:11am
17 Change Notes ( view )

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Architect Species

Description
The Architect species mod.

V2.2.0

Current features:
- Portaits (6 colours)
- Origin
- Traits
- Civics
- Councilor
- Ascension perks
- Custom buildings
- Custom homeworld
- Room background
- Armies (Warpers included)
- Premade Empire
- Custom City set
- New technology
- Integration of 4546B into the galaxy
- Events
- More story and lore
- Custom Sounds
- Custom name list
- Improve the starting system and homeworld

Planned:
- Finishing the current WIP arcsite.
- Advisor Voice
- Architect Tradition tree
- Architect ship components
- 4546B arcsite and anomaly

Long term plans:
- Architect Shipset
- Architect Megastructures
- Crisis

For now the portaits are static, if you would like to help making it animated, reach out! :D

If you'd like to see something included, reach out by making a suggestion!

Inspired by Subnautica, further lore by myself.
Popular Discussions View All (2)
5
8 Aug @ 12:17am
SUGGESTIONS
[KRK] KRATOS
0
12 Jul, 2024 @ 3:48pm
BUGS
[KRK] KRATOS
35 Comments
[KRK] KRATOS  [author] 5 Aug @ 1:38am 
*Update*
It has now been updated to the latest version of the game. The update also includes new features! Check the Current Features in the description! (New systems with anomalies and arc sites to find/explore! Along with many more..)

Thanks everyone for your patience. Please submit recommendations, feedback or bugs through the discussions or by commenting.
demon xenomorph1987 17 Jul @ 9:58am 
man the mod looks good but the ship set why is it in biological
[KRK] KRATOS  [author] 10 Jun @ 8:39am 
@ArkxAngel, it will 100% work for 1.13 (Prevous game version). I'm working on an update in the background, that ports the current, and a lot of new additions for use in 1.14. (Progress is slowed down due to IRL work, but I hope to have it finished soon). If you currently experience issues in 1.14, please sumbit the error.log messages related to this mod. I'll happily assist if needed.

(@Alithandril, thanks for the kind words! :)
ArkxAngel 10 Jun @ 12:28am 
does this still work
Alithandril 23 May @ 9:29pm 
Just wanted to say this is one of the most unique looking and detailed standalone species mods.
[KRK] KRATOS  [author] 25 Feb @ 1:54pm 
@FrostyRex, Yes I've returned to the modding scene recently. I'm currently working on my new mod, Umbravarnir machine species. I plan on porting a lot of its new functionalities over to this mod, to add a lot more features.
SkyRex 5 Dec, 2024 @ 12:00am 
update plans?
meatpie eater 21 Oct, 2024 @ 4:02pm 
i hated in lore they changed the species name to precursors so bloody generic great mod btw and thank you for keeping the original name :steamthumbsup:
Aceitunillas 14 Oct, 2024 @ 1:14am 
But Architects in Subnautica weren't a Gestalt Species? They didn't understand what Arts were because they were focused on science research, and that was understood as our arts, they have some individuality, but they can speak and think each other in any time.
Yeetus to the Feetus 16 Sep, 2024 @ 6:18am 
Quick question. The Architects in Subnautica were (according to Al An) more of a Gestalt Conciousness than a normal species. Why did you go for the non-gestalt approach?