Stellaris

Stellaris

178 ratings
Ancestors' Grudge Origin [4.0] - Reforged Update
5
4
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
36.080 MB
23 Jan @ 3:57am
29 Jul @ 2:17pm
22 Change Notes ( view )

Subscribe to download
Ancestors' Grudge Origin [4.0] - Reforged Update

Description
This mod adds a new origin: Ancestors' Grudge and a lot of content that fits the theme of crafting your own relics. This origin is primarily meant for all the Urists out there - though it can be played with any species, the only correct choice is obviously a dwarve :)



Theme

"Long, long ago, in ages past our kin lived in wealth and prosperity. Their rule spread all across our world and even space, first among their colonies was our homeworld's moon, which became the industrial center of our ancestors' empire. There they bent metal to their will, continuing to hone their craft, and forged an empire of runes and durasteel.

Their greatest of achievements was the Relic-Forge, a mighty complex providing all the necessities to smith the finest of artifacts.

But wealth draws unwanted attention. And so it came to be that our ancestors were beset by many envious foes. Invaders, barbaric and uncivilized warmongers, started to rampage in our ancestors' territory. Unable do deter and confine this threat, a century-long devastating war broke out. During the final days countless of our ancestors laid down their lives in defense of the Relic-Forge... All in vain.

Their empire laid to ruin, billions perished in orbital bombardments, but not all was lost. After decades, survivors on our world slowly began to reemerge from the vaults that saved them from the apocalypse.

It has now been nearly 500 cycles since the fall and we are finally ready to reclaim what is ours by right."



Description/Content

You start with fewer pops, more blockers, a second planet in the process of colonization and a dream. As you uncover what was lost, you learn to "craft" relics and master Archaeotechnology.

  • 3 origins: Ancestors Grudge, Ancestors Automata and Hoarding Hive
  • 2 "normal" relics
  • 3 craftable relics, each has 25 possible passive modifers, 7 quality tiers and 4 purity tiers.Never see the same relic again!
  • ~100 events
  • 2 digsite
  • 2 repeatable techs for lategame archaeotechnology runs
  • 4 archaeotechnologies each bound to its repsective origin
  • 1 "main" building: the Relic-Forge with 4 upgrades It is so much more than a mere building, it is the economic and cultural center piece of your empire.
  • 4 other buildings
  • 1 arch nemesis that spawns alongside with you. Annihilate them!
  • 2 renowned leaders, 1 rather famous blue leader with custom tech, portrait and special system and 1 very normal demon
  • 1 mean space kraken and dragon
  • 1 Subterrarean civic that has the same effects as the origin so your empire can be both subterranean and have the new origin!
  • Check images for a sneak peak!




So how do I smith Relics?

> Restore the relic world
> Upgrade the Relic-Forge to tier 3
> Employ Artifact Smith and Rune Artificers
> Wait for the "Forge Ritual" situation or activate the last relic you crafted or wait

What can I do with the Relics?

> Award them to a leader, which gives the leader the relic's passive effect but stronger
> Recycle them for minor artifacts
> For exceptional relics only: reset truces, get random research options or casually double your income for a year

Whatever you do, its a one time use and after that you have to craft a new relic.



Future Updates

  • Special interaction if you acquire the following relics: cybrex warforge, worm scales, crystal of odryskia, ever changing stone, flowmetal alloy (no promises)
  • MEM integration



FAQ

  • DLC requirements? Kinda none, but without Ancient Relics you will miss out on a lot of content
  • Compatible with X? 99%, 1 overwrite in scripted triggers (is_subterranean_empire) to enable full functionality of the Subterranean civic
  • Found a bug? Tell me. I cant fix which Im not aware of.
  • You do (not) like X? Tell me. Im open for feedback and suggestions.
  • You have an idea? Into the comments
  • Why does it say "(or Food)" in the job description? For all those catalytic lovers out there
  • External managed other languages:
  • Japanese



Notes from me

  • Wait, relic-crafting and a big forge. Have I seen this before? Ye, from my first public mod. Though this is a completely new version from the ground up.
    After 2 years I refined my own craft of coding and mod making to bring this idea back to life with some much needed QA, fresh ideas and some help from Malthus
  • Why are all your event IDs "mem_*", that's a More Events Mod thing?
    In the not so far future this will be integrated into MEM as a replacement for "From the Ashes" origin
  • It may feel strange that you "consume" relics for buffs, but I wanted a system thats lets you craft not just on relic and be done. Because after 3 relics your relic tab would be cluttered with minor effects and you would never use them over stronger relics. This is why I decided to implement this pseudo-random relic generator that relics more like exchangable tokens. Try it and give me some feedback :)
  • Unlike ingame tooltips, images here may be outdated
  • Should you pick dwarfs portraits for this origin? Im not the one to tell you, but have you ever seen scifi mushrooms with hammers and anvils?

190 Comments
Tr33  [author] 23 Aug @ 2:35am 
Well the forge building should give you plenty minor artifacts. Cause thats the entire origins purpose :^)

Jokes aside, the ecu has some unique zones. So its hopefully more than just another ecu. If you guys have some cool/thematic zones ideas, I could easily add them :)
no problem was just wondering.

I prefer relic worlds over ecumenopolises because they can only be found-and rarely at that-as well as being really the only source in the game capable of mass producing minor artiifacts which is useful for some niche builds I sometimes run. If I wanted a ecumenopolis I could just build one.
Tr33  [author] 22 Aug @ 7:31pm 
Thats probably really far off the lore and needs some work. Whats the problem with no-relic/ ecu world?
Can you add a way in the situation to keep the world as a relic world instead of forcing it to upgrade into a ecumenopolis?
Tr33  [author] 14 Aug @ 2:27am 
1. None of the crafted relics are stealable, the anvil neither, but iirc the rick cube relic can be stolen.
2. If a non-ancestors origin captures the world, they can work the relic forge jobs, but cant upgrade the building or use the smithing mechanic. ( if you see an ancestors AI wait for it to max out the building first, before taking the planet)
victoriousdread07 (private) 13 Aug @ 8:34pm 
I have a few questions: first, would a steal relic operation or relic-theft war work on the relics added by this mod? and second, would other empires be able to learn any techs added by this mod or be able to capture the planet with the forge and make their own relics?
Tr33  [author] 7 Aug @ 3:47am 
@Ulthar Afaik, it does. The origin has no optimal build. You can minmax or roleplay as much as you want. For the dwarven rp we added the subterrenean origin as a civic
Ulthar 3 Aug @ 4:31pm 
This is so clever. Does this work with modjam 2025?
is there an optimal empire to play as the ancestral? I started heavily focused on materialist and curator.
Jon Xarn 29 Jul @ 6:48pm 
Dang it. I guess I better restart with dwarfier dwarves!
Tr33  [author] 29 Jul @ 2:24pm 
Heyho, mini update:

- failsafe after you terraform to ecu to not lose the forge
- fix industrial zone job numbers
- new zone: hive spawning pools
- small buff to relics ( bigger changes will come after my vacation, looking at you sword )
- rune mining districts now only cost half a district slot ( cause its underground, you know)

And hey if you got the time reading this, 2 things:

- Malthus, derega and me worked hard on a Modjam submission "Theophany", about raising a shroud entity to godhood. Check it out :)
- Im gone for the next weeks so pls dont spam "pls fix" if vanilla updates break this again

Have a nice eve