Stellaris

Stellaris

229 ratings
[4.0] Relic World Flavour
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609.503 KB
17 Jul, 2024 @ 10:20am
4 Jun @ 4:34am
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[4.0] Relic World Flavour

Description
This mod aims to explore the unique aspects of Relic Worlds and add a more unique feel to these ancient alien remnants.

Updated to 4.0. The legacy 3.14 version of Relic World Flavour can be accessed here.

[3.14] Relic World Flavour

Features
  • Delve deep into the history of your colony with the new Expeditions feature! Map unknown regions of the planet to find treasure, forgotten technologies and more.
  • Over a dozen new flavour events to add some uniqueness to life amidst the ruins of an ancient civilisation.
  • Several new deposits and modifiers for Relic Worlds and their neighbours.
  • Two new custom relic world systems.
  • Abandoned Ecumenopolis Worlds now gradually decay into Relic Worlds. Better not leave those empty!

Compatibility
  • Starting a new savegame is recommended for full functionality.
  • Running this mod on an existing save may result in some features not working.

Other Flavour Mods
City World Flavour - Adds unique events, deposits and mechanics to Ecumenopolis worlds.

Translations
German Translation - Credit to Kucige for the hard work.
52 Comments
hydra 15 Jul @ 3:58am 
I will test when I'm back on my PC, ECS updated due to the launcher being updated it messed with something. So I think it may be fixed on ECS side. But I'll double check later thanks.
Dunno  [author] 15 Jul @ 1:55am 
What sort of issues are you having? I can have a look into it
hydra 14 Jul @ 8:30am 
@Dunno Having issues with ECS again, ive tested the mods compat together but i cant get them to work together. Done all troubleshooting including mod purge
Coggernaut 10 Jul @ 5:49am 
The mods should be totally compatible then :D

Any ethic related event options? We could build in compatibility for that
Dunno  [author] 10 Jul @ 1:57am 
It should be totally isolated yeah, the techs are only accessible via archaeology/exploration events. What sort of compatibility are you looking for?
Coggernaut 9 Jul @ 5:59pm 
@Dunno

I see you add technology, is it completely isolated from vanilla's tech-tree? I'm interested in building built-in compatibility between the two mods
Dunno  [author] 9 Jul @ 2:06am 
It should be - I don't see any reason for it not to work together.
Coggernaut 8 Jul @ 6:22pm 
I love this mod so much :steamhappy:

Would it be compatible with Ethics & Civics Classic?
Dunno  [author] 25 Jun @ 5:48am 
I think this may be a 4.0 issue - they reworked the back end of jobs that broke some of these deposits in a way that doesn't show up as errors. Thanks for raising it - I'll make a change to update those archaeoengineers to work properly
Nikal 25 Jun @ 5:40am 
I'm not sure whether this is some mod compatibility issue on my end, so could you please test whether archaeoengineers jobs added by the deposits can be filled at all? Because after building the Faculty now I have two slots for that specialist position, except the one added by the deposits is always empty.