Stellaris

Stellaris

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ACG Return of the Ancients
   
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Feb 24, 2023 @ 12:51pm
Nov 19, 2024 @ 11:58pm
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ACG Return of the Ancients

Description
Compatible with 3.14.*
Save game compatible
NOT Achievement compatible


⚠️ A T T E N T I O N ⚠️
A. This mod requires Aesthetic Cinematic Gameplay (=ACG) to be used together with it!
B. This mod only contains files, that will activate and enable you (and the AI) to choose the new ACG Fallen Empire Origins when using the main mod ACG. All other files are included into the main mod (ACG) in order to make future updating easier.
C. This mod is optional. Hence if you want to use ACG but don't want to see Fallen Empire Origins in game, then just do not use this mod!
D. You need to own the Stellaris Apocalypse DLC (required for ACG) and the Stellaris Ancient Relics DLC if you want to use this mod!

MOD LOAD ORDER
1. Other mods (check ACG compatibility thread!)
2. UI Overhaul Dynamic (required!)
3. UI Overhaul Dynamic - Extended Topbar (required! NEW)
4. Aesthetic Cinematic Gameplay (required!)
5. ACG Return of the Ancients
6. ACG Icons UI Addition (optional!)
7. ACG Comp. patches and ACG Submods (optional!)

If you want to share your thoughts, opinions or even influence my decision making on future changes for ACG or if you just want to get more information about ACG and get in touch with other ACG mod users then i highly recommend to join the:
[discord.gg]

Links
📌 FAQ / Addon Patches / Legacy Versions
🛠️ Compatibility List / Comp. Patches / Comp. Check Requests
☎️ Bug Report / Help Service
✏️ Suggestions / Other Questions


About this mod
The goal of this mod is to provide ACG mod users with an additional optional unique gameplay experience to complement the ACG main mod. What's unique? Well apart from all the new graphics, ship models etc. it's different in so far as you will start with all your shipclasses and components being available from start on. You will face your own challenges especially related to inefficiencies and resource shortages. You will be technologically superior without being able to overrun the galaxy early on.

Features
Adds 5 new and different playable Ancient Empire Origins to the ACG Gameplay Experience (the AI will also be able to choose them but this will only happen rarely)
Each ACG Ancient Empire origin does include:
1. it's own graphical shipset with completely new or reworked vanilla fallen empire graphical ships
2. 6 new military fallen empire shipclasses (some based on vanilla fallen empire ships and some new) completely replacing vanilla and previously available ACG shipclasses
3. it's own custom-made and unique ship components incl. unique weapon animations (5 different sets with different looks in total)
4. new unique buildings (mainly for your capital planet)
5. new unique jobs
6. new deposits on your starting capital planet
7. many new technologies (only available to ancient empires)
8. a new event chain for ancient empires
9. new background story
10. two new policies for ancient empires (one available from start and one later on)
11. ability to gain access to a new megastructure: Ancient Megaforge
12. a somewhat different economy: minor artifacts are now a major resource for building ancient empire origin ships, starbases etc.
13. reworked megastructure graphics: completely new graphics for ACG fe-origin habitats and all other megastructures have also been at least slightly reworked

Important additional information
by choosing an ACG Fallen Empire Origin you will:
1. lose access to all vanilla and standard ACG shipclasses (you are using unique ancient ships)
2. lose access to all vanilla and standard ACG ship components (you are using unique ancient ship components)
3. lose the ability to let mercenary enclaves being built within your empire (was necessary for balance)
4. lose access to all menace (crisis) ships (because you have your own superior shipset) - with the star eater being the only exception for being available
5. start with many vanilla and standard ACG technologies already researched (mainly related to vanilla and standard ACG shipclasses and ship components). As a consequence:
5.1. an ACG fe-origin empire will be technologically superior compared to non-fe origin empires (without being overpowered)
5.2. a research agreement with an ACG fe-origin empire is very beneficial for non-fe origin empires (but it's very difficult to make AI fallen empire origin empires agree to such a research agreement)

Wait and what about balance?!
One of the ACG core features is improved balance. Therefore there was a high focus on making this mod balanced and fit properly into the ACG gameplay experience. Even though ACG ancient origin empires will provide a very different and unique gameplay compared to non ACG ancient origin empires, i think the current state of balance is good. How? Well i don't want to spoiler too much but there are certain negative modifiers, as well as challenges for ancient origin empires in place (mostly with background story) that will prevent you from being able to overrun the galaxy from start on despite your technological superiority and despite the fact that you start with all shipclasses and components being available.
In fact, i think ACG ancient origin empires do provide a more challenging start compared to non ACG ancient origin empires (which is intended). The longer an ancient origin empire manages to survive though, the stronger it will eventually become (compared to other non ancient origin empires) but there will always be a bottleneck: resources, which will hit ancient origin empires harder than non ancient origin empires. All in all don't expect an easy gameplay experience if you choose an ACG ancient empire origin!

You think this mod deserves to be supported? You want to help me argue with my wife why i need to spend hours on modding?

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69 Comments
felipem.tudo Jun 13 @ 4:42pm 
@Ajey thanks
Ajey  [author] Jun 12 @ 12:11am 
@felipem.tudo
UIOD usually publishes old versions. here is UIOD for 3.14.* . ACG + ACG Icons UI Addition are all only available for 3.14. the only mod that is unclear if it works or if there is a version for 3.14 is UIOD Extended Topbar. For this mod i recommend to contact Orrie the mod author for getting the necessary information. i hope this helps
felipem.tudo Jun 11 @ 4:51pm 
i like the mod but i cant use it now because some of the required mods have been updated to 4.0 and i cant find the older versions of them, is there a way to revert to previous versions of such mods? (ui overhaul is one of them)
Ajey  [author] Jun 5 @ 11:08am 
@felipem.tudo
this is a submod for ACG and can't be used without ACG. this submod has the same update and version status like ACG and ACG does not receive a new update for the new Stellaris version atm. so if you want to use this mod (with ACG), then you need to revert stellaris to 3.14 via choosing the proper stellaris beta (steam properties)
Ajey  [author] Jan 12 @ 11:40pm 
@perl
thank you very much for your positive feedback! i appreciate it!
regarding your question about the collection: if you want to use this mod with my "How i play Aesthetic Cinematic Gameplay" collection, then simply put it directly after Aesthetic Cinematic Gameplay when it comes to mod loading order. that should do it just fine :)
perl Jan 12 @ 1:33pm 
Awesome mod. Could you add this to the ACG Collection?
Ajey  [author] Oct 24, 2024 @ 6:11am 
@{!}
like stated within the mod description:
the following mods are required and mandatory to use with ACG Return of the Ancients:
ACG + UIOD + UIOD Extended Topbar
this mod however:
ACG Icons UI Addition
is not required to use with ACG Return of the Ancients (or ACG). this mod is completely optional.

that said some UI and icon changes are included into the main mod. so the ACG Icons UI Addition mod does only cover the part that is optional. the other adjustments and changes that have been made and included into ACG main mod can't be excluded

i hope i could help. have fun!
{!} Oct 24, 2024 @ 5:41am 
Is there anyway to us this WITHOUT the UI mod? I find it EXTREMELY hard to read, almost to the point of I cannot tell what's going on.
Inerael Sep 16, 2024 @ 3:16am 
Perfect, Thanks you verry much !!! :)
Ajey  [author] Sep 16, 2024 @ 12:05am 
@Inerael
there are two kind of new buildings for ACG fallen empires that are playable with this mod. the first ones are the ones you start with. you basically don't unlock those and they are part of ACG Return of the Ancients mod content. the second type of fallen empire buildings are buildings that you unlock during late game, which are part of stellaris itself (introduced with machine age and with vanilla are usually available to cosmogenesis). i made those fallen empire buildings available to ancient fallen empires. but you won't start with them. you unlock them over time while researching the system efficiency for your fallen empire ships. once you reached a late game stage you will receive the first level of fallen empire buildings. the second level will be received later on. this is only part of late game because those buildings would be overpowered if you received them early on