Stellaris

Stellaris

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Ancestors' Grudge Origin [4.0] - Reforged Update
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23 Jan @ 3:57am
24 Jun @ 12:25am
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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



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?

175 Comments
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.