1,254 ratings
Ancient Cache of Technologies
File Size
283.438 MB
Jun 22, 2018 @ 4:37pm
Aug 10 @ 1:12am
187 Change Notes ( view )

Subscribe to download
Ancient Cache of Technologies

In 1 collection by Chirumiru ShiRoz
PeerawatZ/ShiRoz Stellaris Mod Collections
99 items

Ancient Cache of Technology reimagines the entire infrastructure of Fallen Empires and their technologies. No longer shall the precursors be stuck with primitive weapons and technologies used by primitives. Their empires span for millennium, their technologies are awe-inspiring, their armies are legion. Many have tried to challenge them...all have and forever...

Or is it? What if an empire manages to rise and learn their secrets, can this newcomer succeed where others have failed. Will the galaxy be engulfed in war once again?

This mod introduces a large varieties of new technologies based on the enigmatic dark matter/dark energies. From ship weapons, to buildings, to armies or planetary decisions. Technologies are categorized into tiers, and there are event chains that each empire has to go through to acquire them...or steal them from the others.

Furthermore, the mod buffs the existing Fallen Empire worlds to be much harder to invade, with their home citadels now fully protected by five towers, their outlying planets now have proper FE-tier buildings and their armies now much harder to beat.

ACOT Override Function - Get this if you want FE/Crisises to also be buffed.

This mod works fine alongside Zenith of the Fallen Empire


  • Four new tiers of technology. Two can be obtained as you progress further into utilizing Dark Matter and Dark Energy, another is a rare technology only a few can possess. And one final tier that is forbidden, only to reemerged at times of great crisis.

    Dark Energy Reactor (AE-Tier) is obtainable by having at leat level 6+ scientist with either curator/genius/erudite/psionic/synthetic/particle expertise. This is the gateway tech to unlock many other techs including AE-Tier buildings.

  • Dark Energy and Stellarite as new strategic resources. Dark Matter also becomes much more important, as various components now require both to build.

  • Over 330 new technologies, many of which require special conditions to be met.

  • New Fanatic Ethic-based researches availiable at late game, including Authoritarian commissars, Pacifist civilian ship hull upgrades or Hive Mind/Machine Empire techs to negate their opinion penalties towards others!

  • New FE-Tier Armies. Drown your enemies with armies equipped with enigmatic technologies, SPM-Droids that are designed to counter clones, or field heroic armies that can solo entire planets by themselves.

  • New Building technologies based on enigmatic Dark Matter. Some of which offers unique planetary decisions.

  • New types of Planetary Bombardment Stances such as Punishment and Exterminatus. Each with increasing degree of destruction.

  • New Menu Screen (This will get rotated around every new major updates)

  • Battle against the fallen empires to claim their ancient technologies as your own in War in Hell.

Detailed List of Features here.[]

Weapon Stats here (Including new Fallen Weapon Statchanges.[]

Known Issues and Limitations

  • Using this mod alongside mods that already buffs FEs may hilariously turn their power to over 9000. So be warned.

  • Some bugs may happen. Please report them in the Bugs Topic or on Discord.


Weapon stats shouldn't be that OP as they are based around vanilla stats. (Until it reaches Stellarite Tier+ that is). The higher the tiers, the more dangerous it becomes to harness them (Anomalies and accidents may happen as a result of mishandling of technologies)

Save and Mod Compatibility

  • Works on existing saves, but the FE will not be improved and will still have normal buildings and defenses used by primitives.

  • Overwrites has_upgraded_capital_building and all of its upgraded variation to accept the new capital tier.

  • Overwrites resource_table in the interface, but this mod's override function has accounted for
    1. Gigastructure's
    2. ESC
    3. Guille's
    4. Arcane Heritage
    5. Unknown's Component.
    6. Twink's Playable Fallen Empire.

    If your mod has unique SRs and wish to add them, feel free to poke me.

  • Overwrites fallen_empire_initializers and many of it's associated scripts so that FE will spawn with new FE buildings.

    All in all, a conflict shouldn't cause a crash...hopefully.


Q: I cannot upgrade my capital!
A: You have to do it via planetary decision. This is also explained in the tech description.

Q: I cannot get Alpha (Dark Energy) Reactor
A: The reactor requires you to know Dark Matter Reactor for at least 10 years. And must know most basic DM-tier technologies. You also are much less likely to get it if you don't have Dark Matter Deflector nor level 6 scientists in physics without any good traits.

Q: What's with the memes?
A: Memes, the DNA of the souls!

Q: I can't get Stellarite?
A: Check the Google Doc, it contains guidelines for all tech acquisitions. Whatever you do, do not press the Get Stellarite in the ACOT Menu (Honestly, its clearly impossibly a trap, if you fall for it then you honestly deserve it :P)

Credits and Special Thanks to

- Many of the artwork icons are from the following games, I do not claim ownerships of those arts. I will take them down if the companies have issues with them.
  • Command & Conquer 3 and Tiberium Alliance - EA Games
  • Starcraft 2 and Heroes of the Storm - Blizzard
  • Dawn of War 2 - Relic/Games Workshop
  • Heroes of Might and Magic: V - Ubisoft

- Wymorlon for many useful insights and intense debate whether xenophobes should have gene points.

- NHunter, I studied the codes for mod menu and certain components from his mod.

- Stellaris Modding Den Community, learned many useful stuffs there.

- All supporters. Your sacrifice against the FE will be honored in the New Imperium of Meme.

I have a section on Discord for my mods here
ACOT Main Discord Server[]


You can also support me on Patreon here [] atm since my family is having a little bit of financial difficulties.
Popular Discussions View All (10)
Aug 1 @ 4:33am
Balance/Complains/Suggestion Department
Chirumiru ShiRoz
Jul 29 @ 12:54pm
War In Hell Not Working.
Jul 29 @ 2:21pm
Precursor Databank not appearing on Contacts Screen
< >
H11DN-D4NG3R 4 hours ago 
@Coolcat15 just hover the ship above a planet. it should fire a event for it.

@Heilr Clarify what you mean with ''New resource''. You mean Dark Energy? or stellarite?. or Light matter?. and what's wrong with them.
(the mod is somewhat focus towards Vanilla if you want to know).
heilr 9 hours ago 
I like this mod

But the'new resource' you added here complicates the game and makes it less fun.

If you configure the mod with only vanilla-only resources, I'm willing to play again.

then I think people will use it a lot because the entry barrier has been lowered.
Coolcat15 19 hours ago 
how do you invade with Precursor Emissary? the only option i see is to colonize
Chirumiru ShiRoz  [author] Aug 11 @ 12:23am 
That mostly happen because humanoid ships lack certain section models, I already have the new models for them but its on the Major ACOT Rework version atm, I'll fix it alongside that update.
Pie Aug 10 @ 3:31pm 
I've just got the hard light ships, and I've noticed some of the new hull sections are using the mammalian model instead of the humanoid one, which can make for some odd-looking ships
Chirumiru ShiRoz  [author] Aug 10 @ 3:47am 
Still a while, its being worked in portions, starting with building changes atm.
? Aug 10 @ 3:34am 
So, when is that mega-patch coming?
PlayOnWords Aug 8 @ 6:29pm 
I believe that there is a bug with the way that sr_dark_matter is "added in" by this mod.

Putting it in acot_special_resources.txt causes there to be 2 sr_dark_matter resource pools. They both accumulate from the same dark matter jobs/miners. However, when loading the game, it will randomly choose one to be your current dark matter resources pool. Which is almost always your lower pool.

To remedy this, you need to move the sr_dark_matter stuff into a 00_strategic_resources.txt file which ALSO overwrites the vanilla one...

Otherwise, you can simply remove it from the acot_special_resources.txt file since ai_weight 100 is pretty damn high already.
PlayOnWords Aug 6 @ 11:01am 
Hey man, I'm enjoying the mod.

1 thing I noticed was that the Ameri'go has only 5 shipyards??! .

I think you should crank that number to at least 20. :steamhappy:
Ratman Aug 6 @ 7:44am 
I have to admit, I was not expecting a Konosuba reference when I started playing this mod again. The Megumin successfully made me stop in my tracks, do a double take, and start laughing uncontrollably.