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Mass Effect Civilizations - Asari
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Oct 31, 2016 @ 8:44am
Sep 24 @ 12:18pm
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Mass Effect Civilizations - Asari

In 1 collection by Princess Stabbity
Team Nessassity - Stellaris
18 items

MEC: Asari is a Stellaris mod that adds the Asari species from Bioware's Mass Effect franchise into the game! They come with a custom shipset, several portraits (and a lot of clothes), pregenerated empires, origins, civics, traits, events and more!

Pregenerated Empires:
  • The Asari Republics: The iconic Asari government. Based on the eezo-rich planet of Thessia, the apex of democracy and the beating heart of galactic love, the Asari Republics seek to dominate the galactic culture and diplomacy, but they are not afraid to wave giant dreadnoughts around if that is what it takes to keep the peace. Also comes with the Athena Nebula system initialiser, containing five lore-correct(ish) systems, and a homeworld full of unique planetary features!
  • The Asari Corporate Interests (Megacorp DLC): Influential individuals and powerful corporations operating out of the asari colony of Illium, the entrepot between civilised galaxy and untapped resources of the lawless Terminus Systems. The entities that control it make up for in wealth and connections what they lack in morals, having created a decadent yet orderly capitalist paradise. Comes with the Crescent Nebula system initialiser that contains four lore-correct(ish) systems, and a homeworld full of unique planetary features!
  • Features AI support! When played by AI, the two prescripted factions have their own behaviour and diplomatic lines!
  • They will not spawn as AI empires by default, but you can change that by enabling these optional modules:
    > Spawn Asari Republics
    > Spawn Asari Corporate Interests
    > Or, if you are playing one of them, you will get the option to spawn the other at the start of the game!
  • Thessian Statecraft:
    Civic; requires some degree of Xenophile and Egalitarian
    The society of Thessia thrives on being connected, both within their all-inclusive e-democracy and through cultural exchanges with foreign powers. The Asari culture has a way of influencing all it touches.
    > Gain the ability to establish Thessian Republics on owned colonies, which provide jobs and ethics attraction based on the ideals of their people.
  • Illium à la Mode (Megacorp DLC):
    Civic; requires some degree of Xenophile and Materialist
    A beacon of glitzy, glamorous radiance so blinding that the inequity, exploitation and greed that fuel the machine almost go unnoticed. Illium prides itself on being the legal market that drives the black market out of business by providing almost anything one can imagine as long as one doesn't mind a bit of invasive bureaucracy.
    > Gain additional influence income scaling with your empire's Trade Value. Spend excess influence to establish Partnerships with industries on foreign planets.
  • Amaranthine:
    Inherent Trait
    The Asari are a monogendered species that reproduces parthenogenetically. A partner is required, but no fertilisation takes place. Instead, their genetic map is used to randomise the genetic makeup of the offspring who otherwise would be a clone of her mother.
    Naturally occurring cellular regeneration also grants the Asari extraordinary longevity, but brings with it many biochemical, psychological and social changes over the course of their long lives.
    > This trait is inherent and exclusive to the Asari species. It cannot be added or removed manually and will be retained through Genetic Modification and Xenocompatibility hybrids.
    > It dramatically extends leader lifespan, but also significantly increases recruitment and upkeep cost. Note that the starting age of leaders will also be much higher, most will spawn between 250 and 750 years old!
    > For pops, it imposes a large baseline growth penalty, but allows to occasionally take over growing pops of alien species living on the same planet. Lack of genetic diversity can rarely lead to Ardat-Yakshi overpopulation.
  • Sophisticated Needs:
    Negative Trait
    Whether a byproduct of their culture or long lifespans, or a combination of both, Asari seem to just demand more out of their intellectual stimulation. It may be the one quality that less "sophisticated" species don't find particularly endearing about them.
    > Pops with this trait requite more Amenities.
  • Natural Biotics:
    Positive Trait
    All asari possess genetic capacity for Biotics. While not all choose to hone their abilities, those who do can be great strategic assets, especially in large numbers. Biotic talent is mandatory for military service.
    > Pops with this trait produce a special resource called "Biotics" which can be spent to activate special Edicts.
A huge assortment of customisation options! You should never see two identical pops on a planet or two identical leaders in your empire!
  • 40+ portrait variations: Based on Liara, PeeBee, Morinth and more!
  • 90+ outfits and counting! Each type of leader draws from its own pool of vocation-appropriate outfits, and even pops change clothes based on their jobs! Uniforms for soldiers, cute maid outfits for servants!
Custom ships and city graphics!

  • Thanks to Nessa who worked tirelessly and tolerated my constant fangirling and nitpicking, the Asari have access to a fully featured custom shipset!

Be sure to check out other mods by Team Nessassity!

Especially our other Mass Effect mods!

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Popular Discussions View All (4)
Jan 1 @ 9:20am
Orphaned NSC compatibility patch looking for a new home
Princess Stabbity
May 8, 2021 @ 8:39pm
relevant DLC?
Zoob Mer
Feb 24 @ 6:25pm
Update for 3.3
< >
Cobalt Wolf Sep 25 @ 12:13pm 
Worked like a charm, thanks for the help
Imarius Sep 25 @ 7:49am 
Thank you very much! This works!
Princess Stabbity  [author] Sep 25 @ 7:42am 
@Cobalt Wolf @Imarius
It's a very simple fix, you just need to rename one thing.

Go to the mod's gfx/portraits/portraits folder, find whichever text file defines portrait selectors, and then, everywhere you see the word "hair_selector", replace it with "attachment_selector"
Imarius Sep 25 @ 7:29am 
I second, what Cobalt Wolf said. Since none other than this mod works in 3.5 without turning bald, I was looking to do a "hotfix" myself but do not know where to look. Documetation online for this specific problem ist pretty much nonexistent.
Cobalt Wolf Sep 25 @ 12:43am 
Would you be able to share how you fixed the hair glitch? SE - Mass Effect Asari still has the hair glitch as the author has not updated the mod since Toxoids came out. I was hoping to do it myself for that mod.
Princess Stabbity  [author] Sep 24 @ 12:28pm 
Clearing the Illium special blockers should work correctly now, and all asari deposits and AI budgeting related to them should work as intended again.

Unfortunately, deposits that have already been cleared cannot be retroactively fixed, so a new game is strongly recommended for anyone using the Illium origin. I'm so sorry for this oversight! ._.
Princess Stabbity  [author] Sep 22 @ 9:22pm 
@Nottrson: Is the mod-added species in question updated for compatibility with 3.5? If not, then it's probably the vanilla issue related to selectors being renamed.

But whatever the case, it's not possible for a mod to affect another mod in such a way unless the mod being affected is explicitly linking to this mod's assets. And if that's the case, there's nothing we can do on our end.
Nottrson Sep 22 @ 2:05pm 
So, I'm not sure if this mod is to blame, but it seems like the most likely suspect. Basically, one of my mod-added species is shown as having asari hair, despite not having it in the civ creation/editing screen.
Crazy Old Texan Sep 20 @ 11:48pm 
"attachment selector", are you kidding me. They change things just for giggles.
Princess Stabbity  [author] Sep 20 @ 11:31am 
Okay! A super tiny emergency hotfix is out that should stop excessive error log whining and "hair" glitching. A more substantial update is planned Soon™, but if you come across any major bugs in the meantime, please report them and we'll try to address them ASAP.