Stellaris

Stellaris

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Fallen Ancients - The Preserve Start
 
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0.027 MB
Dec 26, 2017 @ 7:55pm
Jul 14 @ 9:45am
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Fallen Ancients - The Preserve Start

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Description
Hopefully the first of four in the Fallen Ancients series, this mod adds the custom start system The Preserve Start, a manufactured gaia world designed by a long fallen empire to maintain the natural habitat of various "preserved" alien species years. Having awoken from the dream of eden, your species discovers that what they knew as their home turned out to be much more.

The Fallen Ancients mod series will focus on creating four unique event driven game starts exploring some of the unique systems that the devs designed for each of the Fallen Empires in game. The Fallen Ancients series will comprise of the following four start systems:
  • The Preserve Start: Having awoken from the dream of eden, your species discovers that what they knew as their home turned out to be much more.
  • The Enclave Start*: Recognizing the arrival of a new dark age, your species designated a colony in the outer rim to be the foundation of the empire's rebirth, archiving the knowledge and culture of millennia of civilization.
  • The Risen Start*: Awoken from an ancient slumber to a tombed world, your species yearns to rebuild your lost empire using your technological might and hidden bases to overcome old rivals and crush the upstarts.
  • The Chosen Start*: Worshipped by the Sky People for millennia, your species must seek a new destiny amongst the stars when the devotees stop bringing offerings.
*Note, the above starts are subject to change.

This mod is a work in progress with further events planned for more roleplaying, but as a unique start system it is playable. I've been working on this mod on and off again for a sometime now, but I wanted to share something with everyone for the holidays. Happy Holidays!

Features:
  • The Preserve Start: A unique custom start system that begins your species on a 22 tile gaia world manufactured to maintain the natural habitat of the "preserved" alien species. Begin with up to 4 Pops* being of an alien species for a total of 10 Pops and special Xeno Preserve buildings.
    • *Note: Purifier, Hive Mind, and Machine Empires (except Assimilators) have a regular number of normal (non-xeno) pops.
  • Unique Starting Messages: Default, Purifier, Assimilator, and Servitor have a unique starting message.
  • Unique Neighbor System: A mystery to unravel, someone was watching...
  • Lost Homeworld: We came from somewhere...

Synthetic Dawn Features:
  • Assimilator: With the assimilator you will begin with 3 Pops of neither your robot or secondary species being of a xeno species.

Compatibility:
  • Compatible with 2.0.0 Cherryh
  • Accessible for all languages (although text is only in English)*
  • No files were altered in the making of this mod, so should be compatible with most mods. One scripted trigger is overwritten (has_encountered_other_species), so it may conflict with other mods that overwrite this scripted trigger.
  • May have compatibility issues if using a mod whose code runs at game start, especially if said mod modifies the start system.

Work In Progress Feature:
  • Preserve Keeper's storyline: Finding their Keeper's homeworld is one thing, but what happened to them?
  • Homeworld Quest: You may have left your manufactured home, but where is your real home?
    • *Only for non-machine empires.

Start System Mods:
  • Tomb World Start Systems: Mod that adds 7 unique tomb world start system initializers, including Vault Dweller start, Wastelander start, Mutated start, and tomb world versions of Earth.
  • Machine World Start System: Mod that adds a custom start system that allows you to begin on a machine world covered with artificial structures. The thin atmosphere consists mostly of industrial pollutants and is not capable of supporting biological life.
  • Mechanist Start System: Mod that takes the Mechanist civic and turns it into a custom start system. This way you can have the benefits of starting as a Mechanist without losing a civic slot to a permanent civic!

If you have a mod that you would like to be compatible or find a bug, please let me know in the discussions section below. Also, please leave any feature proposal ideas you have. I look forward to your suggestions.
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61 Comments
cbshing  [author] Jul 2 @ 5:57pm 
@time lapses, I’ve been thinking about your comment and it should be ok to remove the negative traits. A lot of trouble about the random pops comes when running a lot of trait mods that add negative traits stacking in a bad way. When I’m home I’ll update the mod with the changes, hopefully later this week! Thanks for the feedback!
time lapses Jun 29 @ 2:47am 
I think the negative traits should be deleted,so I make a little change.
in "00_fa_preservestart_game_start.txt"
create_species = {
name = random
class = random_non_machine
portrait = random
traits = random
allow_negative_traits = no
}
MDelpino2020 Jun 3 @ 2:02pm 
can some one update this?? thanks in advance
cbshing  [author] Mar 2 @ 10:09pm 
@-DI-Ragadad and @Peaxou, thanks!
Peaxou Mar 2 @ 3:19pm 
look like a great mod ! thank you for that :steamhappy:
-DI-Ragadad Mar 2 @ 9:58am 
No pressure, take your time! Real life should always come first
cbshing  [author] Mar 2 @ 6:34am 
@-DI-Ragadad, unfortunately it may be some time out before I work on these starts. If I had an uninterrupted 20 hours I may be able to make the Risen Start (or at least the mechanics for it), but currently my time has been divided between irl events/work (80% of my time), mod updating to 2.0, Origins Civics and working on collaborations/requests I listed in my profile. My original plan was to do Chosen->Enclave->Risen in terms of increased gameplay mechanics, but since the Gaia start provides by the Life-Seeded civic was the main idea I had for Chosen Start I will likely change the order. Sorry about the long delay.
-DI-Ragadad Mar 2 @ 5:22am 
Do you have an idea of what order and roughly hwat time the other Fallen Ancient Starts will be? The quality of this is superb and I'm already sketching out an empire for the Risen start, but if it's a long wait till release I might hold off on that
cbshing  [author] Feb 25 @ 1:38pm 
@brucethemoose, ok it should be updated now. Sorry about that.
cbshing  [author] Feb 25 @ 12:23pm 
@brucethemoose, ahh! You are right. I was updating a bunch of mods this morning and I must have missed this. Sorry about that. Give me an hour when I am back home and I’ll upload it.