Stellaris

Stellaris

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Forgotten Empires 4.0
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Events
Tags: 4.0.*
File Size
Posted
Updated
71.817 MB
Oct 26, 2023 @ 11:17am
Aug 9 @ 1:12am
137 Change Notes ( view )

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Forgotten Empires 4.0

In 2 collections by Inny
The Merger of Rules 3.X
129 items
Inny78's mods
9 items
Description
Embark on a cosmic odyssey with this mod, where a tapestry of interstellar narratives unfolds for your science team amidst the boundless realms of the galaxy. Delve into the forgotten tales of ancient precursor empires, their legacies lost in the starlit void long before your celestial journey began. Uncover hidden dig sites and engage with enigmatic anomalies that beckon with inscrutable secrets. Every discovery and encounter weaves into the fabric of your empire's destiny, steering its path through the stars.

Recommended DLC, but not required: Ancient Relics, Utopia, Synthetic Dawn, Nemesis and First Contact - these will provide additional rewards.

It also includes some dig sites from Archaeology Story Pack that I deemed lore-friendly enough.

Compatibility
This mod is totally compatible with the other event mods.
It has a full compatibility with Planetary Diversity and All These Worlds - Lite.

Content

“Two possibilities exist: Either we are alone in the Universe or we are not. Both are equally terrifying.”
- Arthur C. Clarke

Discover and investigate unique archaeological sites scattered across the galaxy, each with its own story, specimens and challenges. Includes some content from XVCV's Archaeology Story Pack, Complex's The Nyblax and the Collector and QUENTOPOLIS's Ziaskehorn: an Ancient Relics Story mods:
  • Biggest Show in the World
  • King of the Underground City
  • Soul of the Art
  • The Belltower
  • The Failed Hive
  • The First Music
  • The Fires of Ziaskehorn
  • The Reverse Engine
  • The Tower City
  • The Vanishing Act
  • The War-Torn Planet
  • Tomb of Space Whales
  • When the World sings
Unravel the tales of extinct empires, learning about their culture, technology, and downfall. Includes XVCV's Precursor Story Pack:
  • The Alshigans
  • The Astanine
  • The Coprean Constitution
  • The Shaded Empire
  • The Sless Alliance
  • The Z'nkar
And some anomalies and country events.

New unique worlds from Marky612's Strange Worlds, allowing the construction of unique buildings granting passive bonuses to your empire for as long as you can keep them from your enemies.

More content will come over time. See also the List of Content

Recommended mods

Localisation
  • Brazilian Portugese: External translation by Oliveira found here
  • Chinese: External translation by 静夜星空 found here
  • French: External translation by Alpht_Phast found here
  • German: Partial translation by Kucige
  • Italian: External translation by Rahl81 found here
  • Japanese: External translation by Rio_Mizuhoshi found here
  • Korean: External translation by Chopper found here
  • Russian: External translation by Hann found here
  • Spanish: Partial by ChupaChups (Archaeology Story Pack events).



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Popular Discussions View All (4)
73
Jun 26 @ 10:46am
Reporting typos and errors.
Inny
0
Oct 28, 2023 @ 12:57pm
Suggestions for new events
Inny
479 Comments
Jinx Aug 11 @ 9:10am 
Ah, i can see how that makes sense..
Especially from a first play point of view where people really want to read the ecavation story.

However playing at at 0.75 hyper lane density, I've seen these systems become some chokeppont systems that negatively effect ai expansion. Given that the only major reason for the dig sites are the relics, and the player can fight for these relics just like any other. I personally feel this safeguard should be at least optinal.

Although I'm none the less impressed that you managed to code that in, I was convinced it was a but for a moment. Never seen anything like it.
Not really a major problem, but you should be aware of some possibly unintentional side effects.
Inny  [author] Aug 9 @ 11:56am 
For the AI, it's a safeguard. The avoidance is cleared at mid-game or if someone builds an outpost in the system.
Jinx Aug 9 @ 9:26am 
Systems seem to be spawning perfectly, however it seems the ai really doesn't want to take over the any of the dig site systems. I mean, I've seen one of then take a system. But so far that's it 🤷
Inny  [author] Aug 9 @ 1:13am 
OK, I used vanilla constraints for spawning the systems, if this still doesn't work I don't know what to do more.
Drewzen Aug 2 @ 5:59pm 
Thanks Inny ... I'll have more of a play around in the coming days to see if I can narrow it down. I had verified files last week, so probably not that. I assume it's some random mod interaction, but will let you know if I figure out what combination of mods / changes triggers it!
Inny  [author] Aug 2 @ 7:53am 
First, make an integrity check of the game. Steam has broken many mods when 4.0 came out.
I don't touch district sets so I don't see how this could happen.
Drewzen Aug 2 @ 6:12am 
First up, thanks for the great mod!

I have a relatively lengthy mod list (no full overhauls, but GPM, PD and a few others), and by trial and error, removing this mod solved the issue that I was facing: Somehow this mod must touch industry building sets, as it removes the ability to build anything at all in any industry specialization district (mixed, alloy, CG ... and applies to normal planets, ecus and ringworlds). The buildings can still be built in urban expansion / city districts, but the building menu for industry specialization is just entirely empty, so if you build a forge ecu, those alloy districts don't get any supporting buildings)
jimbibby Jul 25 @ 10:19am 
I'd love to try this mod, but I have a problem in that I don't like many of the recent changes to Stellaris and far prefer playing older betas, mainly the Verne, 2.6.3. Does anyone know if there's a version of Forgotten Empires still available anywhere which would work with this Beta? Or, failing that, a version of the Precursor story pack mod?
Any help would be hugely appreciated, but please keep it simple. I'm 72 and not great with computer stuff...
Inny  [author] Jul 23 @ 12:17pm 
OK, I changed how they are checking where they can spawn.
Moros Jul 23 @ 11:29am 
I've been seeing the same issue with the Strange Worlds too. It's definitely not unique to the Nyblax spawns.