Stellaris

Stellaris

Ancestors' Grudge Origin [4.0] - Reforged Update
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
Tr33  [author] 26 Jul @ 11:22am 
Might have an idea what caused this. Will try to update the next days with some additions to archeo zones hopefully
FFomAA 26 Jul @ 10:05am 
Before deletion and after respawning with console commands it was in city district slot (6)
Tr33  [author] 26 Jul @ 8:52am 
Was the forge in a zone building slot (3) or in a city district building slot (6)?
FFomAA 25 Jul @ 11:31pm 
Until bug is found and fixed, you can use console command effect add_building=building_mem_ancestors_grudge_forge_1 to add the forge. Change the number to change the stage of restoration.
FFomAA 25 Jul @ 11:10pm 
i have the same issue as Dr. Shadow-frick Ph.d. Relic forge just got deleted after planet restoration. I don't even have planetary diversity
Tr33  [author] 29 Jun @ 12:25am 
I quickly tested this mod + Planet Ascensions and couldnt recreate the issue. There must be something more at play. Hopefully a one time issue, sry about that.
Dr. Shadow_frick Ph.D 28 Jun @ 1:31pm 
No I just saw that once it changed into an encumenoplis it removed it. I removed the ascension worlds submod for PD and that seems to have fixed the issue though I had to start a new game obviously as I could not rebuild the forge.
Tr33  [author] 28 Jun @ 12:16am 
No, the zones are bound to the forge. Do you know how the relic forge got deleted?
Dr. Shadow_frick Ph.D 27 Jun @ 7:46pm 
So when the planet turned into an encumenoplis it just deleted the relic forge building but kept the special districts but I notice on the change specialization that I can not make them anymore. I assume that Planetary Diversity or one of its submods are overwriting it.
Tr33  [author] 25 Jun @ 12:12am 
Im pretty sure its unavoidable without overwrites. Like I explained a couple comments down below, I dont see the value of overwriting the modifier for such a small mod. I dont wanna make any larger mods, overwriting the same modifier, incompatible.
yurasheiman 24 Jun @ 3:17pm 
Natural machinist (the bio-ascention trait that gives job efficiency for metallurgists and artisans) doesn't give the efficency bonuses to my artifact smithing drones. Is it intended?
Tr33  [author] 24 Jun @ 12:16pm 
I can see what you mean. I havent played as much around with the 4.0 and relic update as I would like. Currently derega, Malthus and I work on our Modjam submission so my focus is on that. Afterwards I will look what i can do. Maybe something like:

Commanders may have too many non combat modifiers, maybe have to change some governing to combat related ones. Officials dont really have many options to play around with. (Except some really weird new stuff e.g unity from artisans). Something I might consider is buffing relics and slowing down crafting speed. Meaning less, but stronger relics overall.
Zero 24 Jun @ 9:50am 
New stat system for relics feels too random almost always to be usefull for honoring leaders. Very rarely for sword, for example, I'm getting anything combat related, it's mostly weak governing bonuses. It's even worse for pladrons, where it's really hard to get any bonus I might need. It works much better for rings tho, most stats there on point and usefull for leaders.

To be fair, I only played few runs and rolled for like 40 relics, so my sample size is not very big.

Previous system was better for leaders, but I do need to admit that it was too OP, so I understand the need for change.
Tr33  [author] 24 Jun @ 12:36am 
Fixed the runforge district, thx. If the zones are still are displaying Unspecialized, try to unsub, wait a little and resub. Seems like a steam issue. You can already built mining related buildings in all my zones. Guilli didnt update his building for the newest patch. Once he does it should be there.
Zero 23 Jun @ 4:27pm 
There is Tunneling Nanites technology from Guilli's Planet Modifiers and Features mod. It's a precursor tech that provides Mining Nanite Nexus that enhances miniral production of the planet. It would be nice to be able to place it in Ancental Mining Zone.

Also, mod disctrics are displayed as Unspecialized Acrhologies even after being specialized.
Zero 23 Jun @ 3:01pm 
Runeforge district currently provides +900 job of BOTH types, while dedicated ones only +600. Seems like a bug. I'm playing as automata, if that's important.
Tr33  [author] 23 Jun @ 11:48am 
Ye, I wish I could. But 4.0 has given me so many other things to play around, I cant be mad. No problem, hf :)
Ministry of Justice 23 Jun @ 11:35am 
thanks again :)
Ministry of Justice 23 Jun @ 11:35am 
ahh alright, wasn't sure how exactly job modifier groups worked n thought that may be fixable in the same vein. yeah I absolutely understand, overrides Suck, no worries
Tr33  [author] 23 Jun @ 11:31am 
If im not mistaken, thats not possible to "fix" without overwrites or really complex coding. Since vanilla only uses it in a few traits, I dont see the overwrites as worthwhile. Sry, but i want to keep overwrites as minimal as possible.
Ministry of Justice 23 Jun @ 11:22am 
oh unless that was also fixed in latest (changelog only says bureaucrat so I assume not), it looks like adaptive mutations automods w metallurgist and artificer job efficiency aren't applying to the runesmith jobs. looks like it's through the foundry_jobs_bonus_workforce_mult static mod which uses the pop_*_bonus_workforce_mult modifiers
Tr33  [author] 23 Jun @ 11:10am 
The drone version worked fine, but the regular version had a bug. Which I just fixed with the last update (oopsie :) ) Stack those modifiers to your hearts content!
Ministry of Justice 23 Jun @ 11:06am 
Hot Damn didn't realize they scaled with bureaucrat mods. yeah makes sense then :p
Tr33  [author] 23 Jun @ 11:06am 
Oh and Runesmiths already have +1,5 more cg than Artisans iirc
Tr33  [author] 23 Jun @ 11:02am 
Ye, vanilla has +2 trade & +2 cg, I did +2,5 trade instead. Mainly because Runesmiths scale with bereaucraft AND artisan modifiers. e.g upkeep reduction of both jobs stack additive on runesmiths. You can make truly disgusting builds with this. Kinda like you do with knights. Im open for balance suggestions.
Ministry of Justice 23 Jun @ 10:56am 
I assume the swap being just +trade instead of +trade +cg is intentional, also?
Ministry of Justice 23 Jun @ 10:52am 
well if you insist,, (thanks :3)
Tr33  [author] 23 Jun @ 10:23am 
Fixed, done ( swap is called Master Rune Smiths, +2,5 trade) and can i kiss you? I couldnt figure out how to fix the districts, but this should have done the trick, thx
Ministry of Justice 23 Jun @ 8:55am 
runefoundry districts are misspelled. also could there be masterful crafters civic support w rune artificers? and zone swap_types so ecumenopolis districts don't just say Unspecialized?
Tr33  [author] 22 Jun @ 11:30am 
A generalist approach would be to check for stellaris file integraty in steam. That forces a mod check aswell. For this update you could look in the launcher for the version, I canged it to 4.0.21 and should not show a warning
Zero 22 Jun @ 11:24am 
Is there a way to be 100% sure I have the latest version of the mod? Steam workshop is being buggy on that mater for years.
Tr33  [author] 22 Jun @ 10:31am 
Update is out. Against Malthus better judgement I included the Living Metal Demon. Im not happy with the texts and "simplicity" of choices. If some of you have ideas regarding that, let me know.
Tr33  [author] 21 Jun @ 12:58am 
Thx, fixed for the next update.
Zero 20 Jun @ 4:03pm 
There is an event about forge being overhelmed with work. There is an option to add more jobs, and this option adds exactly 1 job of each kind to the forge. I think it wasn't updated for 4.0.
Malthus  [author] 20 Jun @ 3:19am 
You can only have one in your storage at a time. They are meant to be used, either by gifting them to one of your leaders so they will get the bonusses or by reforging it to start a new situation for the next artifact.
holden 20 Jun @ 1:46am 
Sorry for leaving another comment but I do want to ask are you able to have multiple crafted relics at once or only one.
Tr33  [author] 19 Jun @ 4:38am 
Ive added a preview of the next update in 3 days. Probably not savegame compatible. Early patchnotes:

--Reforged Update--

Relicforge:
- Relicforge no longer provides mass jobs
- Custom Zones added
- Lategame event + building realted to living metal
- Non Runesmiths can now use conquered Relicforges to a degree, Found an AI runesmith? Steal the forge!
- Catalytic job swaps for all custom jobs ( in name only, food to unity was already a thing!)

Relics:
- New modifiers !
- Old ones got replaced by the new 4.0 system
- 25 possible modifiers per relic, 7 shared between all relics, 18 depending on relic and leader class

Living Metal Demon event chain:
- Random digsite can appear around midgame
- Unveil the mystery of an ancient prison
- Several choices for how to deal with "it"
- New custom portrait! look images for preview

- 4.0 modifier and tooltips cleanup
Tr33  [author] 18 Jun @ 4:20am 
Good to hear. From what ive heard from other modders, it looks like steam is not keeping up with the rapid patching of vanilla + mods. And vanilla keeps breaking mods every 5th patch. So player confusion erupts oon every modpage. Hopefully the next update this week for this mod wont break soon.
holden 18 Jun @ 4:16am 
Alright yeah I did all that which is weird because it was telling me my version was up to date with 4.0 but it worked now everything's good mb for the confusion!
Tr33  [author] 18 Jun @ 2:46am 
Are we using the same mod version? No problems for me. Try checking for integrity for stellaris. Might be possible your steam didnt update the mod.