115 ratings
Adv. Custom Empires Pack - Extended First Contact
File Size
0.946 MB
May 13, 2017 @ 10:18am
May 15 @ 3:15pm
51 Change Notes ( view )

Subscribe to download
Adv. Custom Empires Pack - Extended First Contact

Adv. Custom Empires Pack - Extended First Contact

Adds 42 hand-crafted custom empires, and gives each an extended first contact event.

The extended first contact event fires immediately after the normal first contact event, and allows you to learn more about each species' unique personality and history.

The 42 empires are designed to maximize variety in ethics, civics, and AI personalities, with some creative leeway.

In addition to the extended first contact event, this mod now also has extended final contact events: when an ACEP empire is destroyed, they will send a custom message with their last words and thoughts.

This mod makes no changes to gameplay. It is up to date to the most recent patch: 2.7.1.

As of 2.8, this mod now includes Spanish localization, courtesy of Io.

Several empires make use of DLC features, but this does NOT make this mod incompatible for those who do not have the respective DLC. To those that do not have the required DLC the empires that use those DLC features will be unselectable at start-up and will not spawn in-game. However, all other empires will still work fine, and more than a dozen of the ACEP empires do not require any DLC at all.

If you download it, please like/favourite/subscribe. Let me know what you think, and tell me if you catch any bugs or (spelling) errors! Also, feel free to post stories/recaps/anything about your games with ACEP in the pinned discussion thread.

Updated to version 2.8:

Update 2.8 adds Spanish localization to ACEP, courtesy of Io, who spent I-don't-know-how-many hours translating such a text-heavy mod like this! I hope any other Spanish fans will enjoy it, but, I'll let the translator speak for themselves:

¡Hola, comunidad hispanohablante! He traducido este grandioso mod de zoston al español. Espero que lo disfruten, tanto como yo lo he disfrutado.

I'm "io" and I made it for fun. If you like your mod localised to spanish, I can help you. Just write me to and I'll do my best.

Updated to version 2.7:

In addition to switching back to the main branch, and to celebrate it, 2.7 adds one new empire to the roster: The Totalitarian Regime of the Presidential Republic of Bandura and its Neighboring Systems.

Thanks again to everyone for playing this mod! Let me also remind you that there's a thread for posting stories and screenshots of your games. I'd still love to hear what you're all up to when playing this mod, what empires you make alliances with, what empires you destroy in your crusade to conquer the galaxy. Don't be shy!

Regarding the future, I've still got a few ideas for more empires left. But adding them might be slow, as I'm getting quite busy with IRL work again. But I hope this latest slate of new empires will be enough to satisfy everyone for now! Happy playing!


For those who want it, I've uploaded a companion mod that removes all vanilla empires except Earth humans:

Mod Compatibility:

ACEP is compatible with any mod that does not change the on_action_events.txt. This should include at least most graphics and non-gameplay mods, and those species/empires mods that do not offer additional gameplay functionality (such as this mod's extended first contact events).

If you wish to use this mod alongside one that does also use the on_action_events.txt file, you can manually make it compatible as follows:

on_action_events.txt - The code used by this mod is at the bottom of the first contact events action.1 and action.100; the ACEP code is clearly marked. Copy the ACEP code to the same place in the other mod's on_action_events.txt, (inside the after = { } script), make sure to do so for both events. And don't forget to delete the original ACEP on_action_events.txt or otherwise deactivate it.

Any mod that massively changes empire creation, such as ethics and civics mods, may or may not be compatible dependent on whether that mod still supports custom empires made using the unmodded (original Paradox) civics and ethics (as all ACEP empires are).
Popular Discussions View All (3)
Feb 25, 2019 @ 11:11am
ACEP AI Personalities and Roleplaying notes
Jan 4, 2018 @ 6:49am
PINNED: Post your ACEP stories/screenshots/AAR's here!
Jun 24, 2019 @ 12:45am
How can I add localization for the prescripted countries?
< >
Livnthedream May 14 @ 10:10pm 
@Butterlord @zoston you can try Irony or Kilroy
BUTTERLORD Apr 24 @ 7:37am 
It's alright then, thx for your answer :)
zoston  [author] Apr 24 @ 6:58am 
@Butterlord I'm afraid I don't know if there's an up-to-date tool like that. There's not much that I can do since I can't control what other modders do.

The only thing I can say is that the "greetings" messages not showing up doesn't break this mod except for just those messages not showing up. So you don't need to worry about your game breaking on this mod's account. But you will miss out on those messages, which obviously sucks. Sorry, I wish I could get around this, but I haven't found a way to have this mod's event show up properly without the direct modification of the vanilla first contact events :/
BUTTERLORD Apr 23 @ 6:44pm 
:/ kind of have a tons of mods, idk if i can check manually for each the problem. Is there a tool to quickly check that? Emurian mod manager didn't get updates for ages so i don't use it anymore
zoston  [author] Apr 23 @ 5:40pm 
Hi Butterlord, thanks for using the mod! The greeting messages were not dropped, it must be another mod causing conflict with this one. Specifically, a mod that changes on_action_events.txt in the events folder.

I added instructions for how to make other mods that are not so naturally become compatible with this one in my mod description. I'm afraid that's all I can do.

If I could, I would not be changing on_action_events.txt at all on my end, however it is required in order to have my "greetings" messages follow after the vanilla ones.
BUTTERLORD Apr 15 @ 9:43am 
Hi, i remember the mod having "greeting" messages from the empires, did that feature got dropped? Might be because i'm using the UI mod ui overhaul dynamic, maybe?
zoston  [author] Mar 24 @ 5:04am 
Updated to 2.6.2

I made a small start at updating some of the lore to reflect the new origins, this should have gone up along with this update, and hopefully nothing was broken as a result. Let me know if it's otherwise! XD
Spider Mar 19 @ 7:52am 
Awesome news! Thanks!
zoston  [author] Mar 19 @ 7:29am 
Hey, good news everyone, the Paradox Devs did empire modders like me a solid and made it so the Federations expansion did NOT break all previous custom empire coding.

I have now updated ACEP to 2.6.1, so it's compatible with Federations and the latest patch as of this writing.

I have handed out appropriate origins to various of the pre-existing ACEP empires whose lore as written fit those origins. I'm afraid I do not have time right now to re-write their bio's and contact events, so there will be some minor discrepancies (the Free Tribes not referencing they are void dwellers, the Raxmoot not realizing their planet is about to blow). Nevertheless, I hope this is enough for now to keep ACEP worthwile to keep on as you dive into federations!

Thanks again to anyone who has and still is playing this mod. I haven't had any time to play Paradox games, including Stellaris, in almost a year, but all your supportive comments in the past motivated me to keep this mod up to date regardless.
zoston  [author] Dec 10, 2019 @ 2:36pm 
@Gopher Yeah, I'll try and see if I can do it quickly, but if the Federations update for ACEP takes ages, you can bet it's because the new Origins broke the current custom empires format and I could not find the time to fix that.

Most of the origins announced so far don't really fit any of the current ACEP empires, though, so if the code-side doesn't break as badly, just picking an appropriate origin for all current empires wouldn't be the worst!