Stellaris

Stellaris

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Stellaris Ascended
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4.029 MB
27 Dec, 2024 @ 1:37pm
2 Jan @ 5:42pm
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Stellaris Ascended

Description
Stellaris Ascended

Doesn’t it feel that society might change a bit if we were suddenly all immortal robots or had telepathic capabilities? This mod aims to capture the empire transformations that could occur after empire ascendancy. Each combination of Ascension Path and Empire Type has access to Two Civics unique to them, all which aim to be flavorful role playing wise and provide unique powerful benefits. However, each of these Civics only activates if its corresponding Ascension Path is completed. Additionally, Psionic and Genetic Ascensions are given their own authorities, each with an accompanying edict.

This project was originally started before The Machine Age DLC was announced and thus before Paradox had expanded on the original ascension paths. While that DLC added wonderful features to ascensions, I still feel that their impacts are limited (and additionally psionic/genetic didn’t get any love). This mod aims to mend that gap, adding Psionic and Genetic authorities, edicts, events, and governments which can be unlocked after ascending and completing an event chain (modelled after Cybernetic and Synthetic authorities in the Machine Age). Hopefully this should also contribute to a more excited midgame as new strategies come online.

* Currently the Hive/Machine Intelligence Cybergladiator Civics aren't complete, but they will be added shortly

Check out the Names, Abilities, and Edicts of the Psionic and Genetic Authorities.

I'd love to list all the content within, but that would take way too much space, so here are some Highlights:
- 40 New Civics
- 27 New Authorities (Along with 27 Accompanying Edicts)
- 40 New Events
- 28 New Governments
- 20 New Species Traits and 15 New Leader Traits
- 13 New Buildings / Holdings / Starbase Modules
- 1 New Relic and 1 New Ascension Perk
- And More...

The mod is currently only available in English.
(translators welcome)

Compatibility

No DLC requirements.

Minimal Base Game Overrides (Should be compatible with almost every mod)

NOT achievement compatible (Only UI mods that don't change features can be)

Contact

Please go to the pinned discussions for any bug reports, suggestions, and/or questions. I’d love all the feedback. Additionally, for anything else, the easiest way to contact me is via my discord @Accorata. Feel free to message me privately there or ping me on either the Official Stellaris Discord[discord.gg] or the Stellaris Modding Den[discord.gg].

Modding Information
(Including some additional information for any mod savvy people who are worried about compatability and/or modders who wish to interact with this one, as well as any intentional references I included.)

Overrides:
- Inline Scripts: Auto Modding priorities
- Scripted Effect: apply_post_assimilation_effects
- Economic Category: planet_cyberdome_duelist

Mod Interaction:
- Sets Global Flag "stellaris_ascended_active" on Game Start
- Scripted Variable "@has_stellaris_ascended" set to 1

References:
- Harrison Bergeron -> Handicaps (Handicap Distribution edict name)
- Foundation (TV adaptation) -> Genetic Dynasty (Imperial Clones authority description)
- Netrunner -> Xanadu (Xanadu Retreats civic name)
- Ender's Game -> Anton's Key (Brilliant species trait description)
- Brave New World -> Sleep-Learning (Hypnopædic Conditioning edict description)
- Legend -> Republic of America Trials (Empire Reborn event chaotic description)
- MTG -> New Phyrexia: All Will Be One (All Will Be One edict name)
Popular Discussions View All (4)
22
3 hours ago
PINNED: Bug Reports
Accorata
19
2 hours ago
PINNED: Suggestions, Balance, and/or Questions
Accorata
0
28 Dec, 2024 @ 10:51pm
PINNED: Genetic Authorities
Accorata
103 Comments
tony_sm 1 hour ago 
@Archa Prime. I'm going to give it a shot myself. I will report back
MaxiundMicky 1 hour ago 
@Accorata probably just over discord, im in the modding den, under the same username
Archa Prime 3 hours ago 
@tony_sm I'm going to attempt to run with bug branch. If you've tried already please let me know
Accorata  [author] 4 hours ago 
@MaxiundMicky Yeah I didn't realize that mod has ascended leader traits. Probably no connection to this mod, but maybe we could work to combine some of my ascension trait mods I've made with yours if you'd be open. Whats the best way to message you?
Accorata  [author] 4 hours ago 
@Curdos This mod has two things: 40 civics that only provide effects after ascending (for which 2 nanotech versions exist for Machine Intelligences) + New Authorities for Psionic/Genetic Empires similar to The Machine Age DLC's Synthetic/Cybernetic
MaxiundMicky 6 hours ago 
Not sure if you saw my last message, but if you want any connection to the ascension traits from Extra Leader Traits , let me know! I love that you added some much needed shine to the ascensions.
Curdos 12 hours ago 
I'm a little unsure, does this also affect the Robot/Gestalt Machine Intelligence ascensions (In my case, Nanotech) or is it strictly an expansion on Psionic and Genetic?
Accorata  [author] 13 hours ago 
@nyyfandan There is not, but you can always choose the keep current authority option for the ones you don't want. I could add an option for that, but would only want it to appear when multiple ascension mods are active (to not confuse people) and that would require collaboration with those specific mods.
Accorata  [author] 14 hours ago 
@Geki Thanks, and yes I did this alone. Have not been keeping track of hours at all which originally started a but under a year ago but then paused and now its been an on and off project for about six months.
nyyfandan 16 hours ago 
Suggestion/question. If you use a mod to allow multiple ascensions, is there a specific rule so that you only get the option for one "Societal shift" event chain?