Stellaris

Stellaris

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Arcane Heritage (2.3.1)
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30.731 MB
10 Dec, 2018 @ 10:12pm
13 Jun, 2019 @ 4:46pm
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Arcane Heritage (2.3.1)

Description
NOTICE OF DISCONTINUATION:
Okay so I think I've decided where I want this mod to go. Unfortunately, there will be a @@@@ ton of changes involved, so I've decided to leave this mod as is as a form of legacy version. If anybody wants to continue what I started here in the manner I started it, feel absolutely free. I should note that I will be reusing a bunch of stuff I made for this, though.



Mod Features
Introduces new mechanics focused around the tropes about magic that have seeped into pop culture over the decades. All magical pops need "arcane technology" as upkeep, in addition to, and similar to consumer goods.

Magic-Specific Factions [In Beta]
Two special factions that are based off of the tropic "light/dark" divide which I've turned into a generic class divide. Will (eventually) react dynamically to decisions you make throughout the course of the game.

Magical Worlds
Adds a set of Magical modifiers and corresponding deposits that may randomly appear on planets. You can control the spawn rate through an in-game menu that appears on game start. If you've taken the appropriate ascension perks, you may even be able to convert colonized worlds into magical ones.

Magic Jobs/Building Variants
Only available when you've undergone some stage of Arcane Ascension, these rely on the production and use of the two new resources: Mana Crystals and Arcane Artifacts. Buildings on Magic Worlds do not require arcane technology maintenance.

Magical Ship Components
Very powerful variants of common ship components. Currently, these include reactor boosters, shields, armor, hull plating, etc. Currently is divided into 4 tiers:
  • T1 (Mu-level): Available if you've picked the Arcane Heritage civic, or the Arcane Awakening ascension perk
    (Mid-Game/Maurader Tier)

  • T2 (Eta-level): Available if you've researched enough Mu-level tech
    (Fallen Empire Tier)

  • T3 (Tau-level): Available iff you have ZOFE or ESC
    (Ascended Empire Tier)

  • T4 (Phi-level): Available iff you have ACOT SOFE
    (Sigma/Stellarite for ACOT)

Arcane Ascension
Consists of TWO Ascension Perks, or ONE Ascension Perk (the latter one) if you picked the Arcane Heritage Civic

On settling a Magical World, you will eventually be given the option (assuming you haven't undergone any other ascension path, i.e. Mind over Matter, the Flesh is Weak, Engineered Evolution, or you're gestalt) to gain the "Magical Theory" tech, which is required for the first Ascension Perk.

Submods

Compatibility
Guaranteed INCOMPATIBLE
These are (obviously) incompatible. Do not bother with bug reports if using one of these.
  • N/A (for now)

Guaranteed COMPATIBLE
Mods i play or have played with myself. If you have issues, please report them, as it is a bug.

Will Never Explicitly Guarantee Compatibility
May or may not be compatible. I refuse to play with/patch these mods for one reason or another.

If another mod you're using touches any of the following things stuff is going to break. I've incorporated some of GAI's changes, so ignore when thinking about it.
  • The following Events:
    • action.65
    • action.104
  • Vanilla Buildings with a Magical Variant
  • The following Ascension Perks:
    • Mind Over Matter
    • The Flesh Is Weak
    • Engineered Evolution
  • The Arcology Project Special Decision
Future Plans
  • Add more edicts/decisions involving arcane technology (may add in restriction that arcane heritage can only live on "magical" (gaia) planets naturally, so have a decisions to forcibly add in leylines or whatever)
  • In general, find ways to spend arcane tech

Known Issues
  • [Political empire sprawl (The mod)] directly changes empire sprawl penalties: adding a crime malus and trade boost. The +300/600% multipliers from this mod stack with that. Depending on the other mods you're using you van have 1-2k+ trade value planets. (With some Megachurch temple of prosperity of w/e it's called help)

Special Thanks To
  • Natalia Kielmel for graciously allowing me to use some of her artwork. Find her work here[www.artstation.com].
  • Simple Leader Skill Icons for the leader level icons that I've adapted for this mod
    (I added support for icons appearing in the outliner)
Popular Discussions View All (4)
169
12 May, 2019 @ 3:53pm
Bug Reports
FLSoz
51
14 May, 2019 @ 1:25am
Suggestions Thread
FLSoz
8
24 Dec, 2018 @ 3:41pm
PINNED: ANNOUNCEMENTS (Mostly progress reports here)
FLSoz
483 Comments
Nyx (She/Her) 10 May @ 2:57pm 
No chance at this ever coming back?
w.girl27 19 Mar @ 9:31pm 
once again another year without this incrediple mod once again no one posts a update "sigh"
Annarresti 21 Jan, 2024 @ 9:56am 
Has anyone managed to update this? I rolled the dice to see if it worked, but it very much doesn't. So sad! I really wanted to use this for an RP campaign
FLSoz  [author] 3 Nov, 2023 @ 8:54am 
go for it
Kangarus 2 Nov, 2023 @ 5:12am 
Thought I'd try my hand at making a personal mod to begin with for Stellaris. Since you said "feel free" to continue the mod as you had envisioned with this early version, I will take the liberty of trying to update it for my own use. I hope you don't mind :-)
Cezikenッ 1 Aug, 2021 @ 5:38pm 
Good news, I found an unofficial 3.0 update on Paradox Plaza, here's the link to anyone who's interested: https://mods.paradoxplaza.com/mods/23869/Any
temujin321 3 Dec, 2020 @ 4:59pm 
If there is a mod even remotely like this someone link it here. This was too good to not have.
jtexasboyz 10 Oct, 2020 @ 11:01am 
May add some features to a mod i'm working on.
要说什么 1 Jul, 2020 @ 4:43am 
好可惜啊:winter2019tireddog:
temujin321 27 May, 2020 @ 5:07pm 
This was an incredible mod. May it rest in peace.