Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires 3.0
 This topic has been pinned, so it's probably important
Kolyn  [developer] 6 May, 2021 @ 12:36am
Zenith of Fallen Empires 3.0 Nemesis Update
Patch 3.3

  • Updated to support 3.0.* version of Stellaris

  • Changed Galactic Ascendancy AP to require 7 previous AP to be selected first.

  • Reactivated code to enable Hive Mind and Machine to have their separate AP.

  • Added extra dialogue for players who became the crisis when they take the Galactic Ascendancy AP.

  • Nerfed Unity Reward from Completing Ascension, from 50k down to 20k.

  • Fallen Technologies 1 now gives +10% Station Output instead of +20%

  • Fallen Technologies 2 now gives +15% Diplomatic Weight

  • Fallen Technologies 3 now renamed to ‘A Question of Style’

  • Fallen Technologies 4 is now renamed from Quantum Physics Mastery to Technological Ascendance.

  • Added 2 new technologies to the technological Ascendance Path: Dimensional Encryption and Dimensional Decryption, each giving +10 Encryption/Decryption to your Ascended Empire.

  • Changed localisation of the Technological Ascendance Achieved event to reflect the above, since it now just broadly introduces new technologies rather than specifically quantum related technologies.

  • Industrial Juggernaut civic now has its stats changed to +15% Alloy and Consumer Goods Production, +25% Diplo weight from Economy. Down from +25%.

  • Technological Mastery civic now has +100% diplo weight from technology, up from +25%

  • Added a new national focus civic, "Spymaster", which grants +5 Envoys, +5 Encryption and +5 Decryption, and +10 Base Intel

  • FE buildings have been majorly rebalanced, the decision to overclock them now boosts their output by 10%, and you can now also build these on level 3 habitats.

  • AI should now take better account on how much strategic resources the FE buildings use.

  • Buildings from Lost Technologies (the upgraded versions) now no longer shows up in the build menu but instead an upgrade option to FE buildings, as was intended.

  • You can now build spynetworks on other Ascended and Lost Empires.

  • You can now improve or harm opinions of Lost Empires, and Lost Empires can also improve or harm opinions of others.

  • Ascended Empire country type edited to produce slightly more battlecruisers.

  • Megacorps now properly ascend to use the Militarist_02 graphical culture.

  • Diplomatic Room now change when you change graphical culture. As a result, new rooms will appear in the base game as selectable from start, and the FE Ships and Stations Submod will be renamed to ‘A Question of Style’

  • Diplomatic options have been updated. Now AI should only close borders if they have neutral opinion or lower.

  • 1 Hedonist pop now generate every 60 days after 100 years of endgame has passed, and death chance of Hedonists pops has been reduced to 10% every year instead of every month.

  • Updated all current ZoFE jobs to work with new codes.

  • Created Scripted Trigger to quickly check against all new country types created in ZoFE, severely reducing the amount of time needed to make patches. How to do it will be explained later.

  • Fixed pretty much every vanilla event to use this trigger where possible. You should now see greater compatibility of Ascended Empires in vanilla Stellaris

  • Updated ZoFE rules. AE/LE are no longer barred from releasing vassals. If you want to break your immersion you have the choice to do it :P. Any Ascended Empires released this way will turn back to default.

  • Observation event updated, so Lost Empires upon uplifting primitives will turn them into a Scion.

  • Ascended/Lost Empires now have their own ai espionage strategies. Ascended Empires will spy on other Ascended Empires more. Lost Empires will spy on Ascended Empires and especially their overlord.

  • Lost Empires now have 1 fewer envoy. Those Lost Empires that are humiliated will have 2 fewer envoys.

  • Fixed City districts disappearing due to updated 'is_regular_empire' scripted trigger.

  • Ascended and Lost Empires may now form research agreements.

  • All Ascended Empires can now use the Armageddon bombardment policy.

  • Updated many opinion modifiers for Ascended and Lost Empires.

  • Added CB for Galactic Empires for Ascended Empires/Lost Empires.

  • Added a Hedonist faction, formed when you have 5 Hedonists or more. You can promote or suppress the faction, which can give you increased or decreased governing ethics attraction. This also speeds up or slows down how quickly pops can become Hedonists.

  • The Hedonist faction now demands Utopian Living Standard for your main species. In addition, Utopian Living Standard has been unlocked for both Ascended and Lost Empires.

  • Rejuvenate Society Ambition now stops new Hedonists from being generated for 10 Years, down from 20.

  • Hedonist jobs now get +10% pop happiness instead of +25%

  • Added a new event 'Hedonists' Coup', which will turn your Ascended Empire into a Lost Empire!

  • Changed a few event pics, sounds, and added extra descriptions in places.

  • The neutral shipset is now ship color friendly, meaning flag colour will show instead.


  • Fixed mammalian components showing in FE mining and research stations. Note this is only for the 16 ZoFE shipsets and not vanilla FE, since PDX fixed everyone else but not FEs, I think they should do their job for once.

  • FE Juggernauts now have a model.

  • Brightened the Original Civilian Ships Textures.

  • Original Empire ship set now has matching titan laser colour.

  • Fixed other Omni weapon colours with Original Empire ship set.

  • Removed limits on building Fallen Titan and Goliath.

  • Corrected Fallen Titan sections being mistakenly named as Original Titan sections.

  • Slightly increased all reactor powers to better support the huge power costs of Omni weapons.

  • Added Goliath specific auras, which are more powerful than the FE titan versions. Added 2 Original Empire auras.

  • Majorly redesigned the tier progressions of all ZoFE production buildings, with some buildings renamed and reorganised, and have their descriptions changed.

  • All ZoFE 'copies' of FE vanilla buildings are now near identical to vanilla FE buildings in cost and upkeep, and production.

  • Added a new tier of buildings that you can research after acquiring these FE buildings, if you have Automated Industries submod. This roughly takes the stats of the previous Lost Technologies Buildings.

  • Lost Technologies buildings are now buffed.

  • Added a new building akin to Ministry of Production, that boosts all Automated buildings production by 10%. The decision to overclock them now comes with this building, and can only be used if this is on the planet.

  • Vanilla FE buildings descriptions updated.

  • Darkened Original Ships Stations textures a little. Just a little.

  • Added 2 events and a special project, basically explaining why there are 'improved' versions of vanilla FE buildings.

  • Added purple descriptions behind Lost Technologies. Some Green for Ascended Empire Technologies.

  • Majorly rebalanced all production stats of buildings and upkeep

  • Added 2 tiers of Dark Matter Labs. First one now has 1 job, second building has 3, third building has 5. Each job produces base 4 Dark Matter.

  • You now get only 1/5 of the resources upon ascension.

  • Fallen Empires now awake quicker when there is an Ascended Empire.

  • Added 3 tiers of Master Archive.

  • Added 3 tiers of Aegis Complex.

  • In most cases, buffed buildings from Societal Ascendance Submod.

  • Updated on-action events to now properly flag zofe mods on savegame load.

  • Added 5 Digsites in the capitals of all Fallen Empires (5 stages)

  • Removed RNG element to Lost Technologies Research. Iit now costs 100 minor artifacts to use.

  • Darkened icons of Dark Energy Reactor.

  • Added Lost Technologies for Shield Booster, Jump Drives, Afterburners and Thrusters, Encoder, Decoder, and Reactor Booster

  • Rebalanced the requirements of AI ascension

  • Edited Omni Weapon descriptions.

  • Added an event where an AI can quickly ascend if a player ascends.

  • All Ascended Empires allowed to purge.

  • You can now vassalize Fallen Empires as an Ascended Empire.

  • On status quo, Banishing Ascendancy no longer loses any subjects. And will release captured systems as vassals.

  • Majorly rebalanced how quickly AI gets Dark Matter and Ascend.

  • Ascension Projects now cost 100k research each.

  • Added planet decision to allow you to loot each Fallen Empire World once for minor artifacts.

  • Fixed missing sensor descriptions

  • Fixed Reclaiming Ascendancy not appearing if the Lost Empire is subject to an Awakened Fallen Empire

  • Added a new subject event if Fallen Empire becomes your vassal.

  • Majorly revamped the Lost Technologies Artifact Decision system. Renamed Discover Lost Technologies decision to Recover Lost Technologies

  • Corrected Galactic Superpower Civic description.

  • Rebalanced Lost Technology Components.

  • Fixed various missing descriptions.

  • Matter Generator has been removed.

  • All Omni Weapons now have L, M, and S slots.

  • Experimental! Removed Engine Trails from Escorts, Battlecruisers, Fallen Titans and Goliaths.

  • Fixed Lost Techs being researchable via Reverse Engineering Artifacts.

  • Updated icons of Titan Armor, Titan Plating, Infinity Encoder and Decoder.

  • Introduced Tier 6, 7 and 8 tier. Majorly reworked tech costs and conditions.

  • Increased certain special project costs.

  • Majorly rebalanced all Omni Weapons and all slot sizes.

  • Tweaked Banish cb trigger. Released Ascended Empire subject trying to banish me? What?

  • Hopefully fixed Omni Weapons appearing in FE stations.

  • Corrected localisation of Ascended Empire Capital.

  • Created an event to force released Ascended Empire vassals to turn back into default.

  • Fixed broken Battlecruiser localisation string.

  • Reduced MTTH and requirements for Dark Matter Artifact Decision to show.

  • Fixed Nourishment Center upgrading to Lost Tech version right away.

  • Compact Omni Weapons now require an extra project to unlock, after you have gathered all 5 Omni weapons.

  • Omni Titan Lance now costs more.

  • Added a new event chain as an option to obtain Dark Matter Power.

  • Improved chances of getting Dark Matter Power Tech from Artifact Decision. From 15% to 30%. Also scientists will die less often.

  • Consolidated the entire system of how Dark Matter Power can be obtained, giving players different paths to choose from. Spying on FE is still available.

  • Corrected various typos in localisations.
Last edited by Kolyn; 6 May, 2021 @ 1:26am
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Showing 1-11 of 11 comments
Corvididae 6 May, 2021 @ 12:53am 
Looking forward to trying it out when I get an opportunity!
Kolyn  [developer] 6 May, 2021 @ 12:55am 
Originally posted by Corvididae:
Looking forward to trying it out when I get an opportunity!
I look forward to hearing from your experience!
FA113N 6 May, 2021 @ 2:00am 
My buddy and I Loved to run this mod and ACOT in 2.8. Is this still "fairly" compatible with ACOT or should i wait for a compat mod for the two ??
Last edited by FA113N; 6 May, 2021 @ 2:01am
Noxius 6 May, 2021 @ 4:38am 
Do you still work togather with Chirumiru Shiroz to make the two mods compatible?
Paradox 25 May, 2021 @ 4:56pm 
Can FE's awaken if they are vassals to an AE or Scions to a LE if the AE willingly renounced?
DjonkoSmrda 23 Jul, 2021 @ 7:21am 
How do you get original peoples weapons for ships? i tried getting them on a normal playthrough when I saw the special awakened ship you get had special original peoples weapons but couldnt find them. I even tried using the research_all_technologies and finish_special_projects commands but it still wouldn't work. Am I doing something wrong?
Kolyn  [developer] 24 Jul, 2021 @ 9:23pm 
Originally posted by Arandomguy234:
How do you get original peoples weapons for ships? i tried getting them on a normal playthrough when I saw the special awakened ship you get had special original peoples weapons but couldnt find them. I even tried using the research_all_technologies and finish_special_projects commands but it still wouldn't work. Am I doing something wrong?

Have you ascended yet?
StarRiv 19 Aug, 2021 @ 10:25pm 
City districts still disappearing after becoming an ascended empire.
And some building is destroyed.
Any solution?

game version: 3.0.4
Last edited by StarRiv; 19 Aug, 2021 @ 10:25pm
DjonkoSmrda 20 Mar, 2022 @ 1:36pm 
Originally posted by Kolyn:
Originally posted by Arandomguy234:
How do you get original peoples weapons for ships? i tried getting them on a normal playthrough when I saw the special awakened ship you get had special original peoples weapons but couldnt find them. I even tried using the research_all_technologies and finish_special_projects commands but it still wouldn't work. Am I doing something wrong?

Have you ascended yet?
hi, im back and yea i did ascend
Originally posted by Arandomguy234:
Originally posted by Kolyn:

Have you ascended yet?
hi, im back and yea i did ascend

from what i understood with the mods systems, if you do not use the original people's origin then there is no way to get the original peoples technology conventionally. the only other ways are if another empire started with original peoples origin and ascended and researched it, or from the ancient custodians crisis, in both cases you will have to get the tech from their shipwrecks.

saying any more would be spoilers :D

(a question to kolyn: i'm curious... does having a research agreement with another empire grant them original people's tech? because it certainly gave them the dark matter power tech.)
Last edited by Tzeentch's Aeldari Spirit Stones; 2 Apr, 2023 @ 1:47am
Kolyn  [developer] 6 Apr, 2023 @ 1:08am 
Originally posted by kanna:
Originally posted by Arandomguy234:
hi, im back and yea i did ascend

from what i understood with the mods systems, if you do not use the original people's origin then there is no way to get the original peoples technology conventionally. the only other ways are if another empire started with original peoples origin and ascended and researched it, or from the ancient custodians crisis, in both cases you will have to get the tech from their shipwrecks.

saying any more would be spoilers :D

(a question to kolyn: i'm curious... does having a research agreement with another empire grant them original people's tech? because it certainly gave them the dark matter power tech.)

Original Empire tech can only be obtained via the Original People Origin, or by defeating crisis ships.
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