Stellaris

Stellaris

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Ancestors' Grudge - A Reliccreator Origin [4.0]
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Jan 23 @ 3:57am
May 12 @ 9:28pm
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Ancestors' Grudge - A Reliccreator Origin [4.0]

Description
This mod adds a new origin: Ancestors' Grudge and a lot of content that fits the theme of crafting your own relics. This origin is primarily meant for all the Urists out there - though it can be played with any species, the only correct choice is obviously a dwarve :)



Theme

"Long, long ago, in ages past our kin lived in wealth and prosperity. Their rule spread all across our world and even space, first among their colonies was our homeworld's moon, which became the industrial center of our ancestors' empire. There they bent metal to their will, continuing to hone their craft, and forged an empire of runes and durasteel.

Their greatest of achievements was the Relic-Forge, a mighty complex providing all the necessities to smith the finest of artifacts.

But wealth draws unwanted attention. And so it came to be that our ancestors were beset by many envious foes. Invaders, barbaric and uncivilized warmongers, started to rampage in our ancestors' territory. Unable do deter and confine this threat, a century-long devastating war broke out. During the final days countless of our ancestors laid down their lives in defense of the Relic-Forge... All in vain.

Their empire laid to ruin, billions perished in orbital bombardments, but not all was lost. After decades, survivors on our world slowly began to reemerge from the vaults that saved them from the apocalypse.

It has now been nearly 500 cycles since the fall and we are finally ready to reclaim what is ours by right."



Description/Content

You start with fewer pops, more blockers, a second planet in the process of colonization and a dream. As you uncover what was lost, you learn to "craft" relics and master Archaeotechnology.

  • 3 origins: Ancestors Grudge, Ancestors Automata and Hoarding Hive
  • 2 "normal" relics
  • 3 craftable relics, each has 8 possible passive modifers, 7 quality tiers and 4 purity tiers. leading to a lot of possible combinations
  • ~100 events
  • 2 digsite
  • 2 repeatable techs for lategame archaeotechnology runs
  • 3 archaeotechnologies each bound to its repsective origin
  • 1 building: the Relic-Forge with 4 upgrades It is so much more than a mere building, it is the economic and cultural center piece of your empire.
  • 1 arch nemesis that spawns alongside with you. Annihilate them!
  • 1 renowned rather famous blue leader with custom tech, portrait and special system
  • 1 mean space kraken and dragon
  • 1 Subterrarean civic that has the same effects as the origin so your empire can be both subterranean and have the new origin!
  • Check images for a sneak peak!




So how do I smith Relics?

> Restore the relic world
> Upgrade the Relic-Forge to tier 3
> Employ Artifact Smith and Rune Artificers
> Wait for the "Forge Ritual" situation or activate the last relic you crafted or wait

What can I do with the Relics?

> Award them to a leader, which gives the leader the relic's passive effect but stronger
> Recycle them for minor artifacts
> For exceptional relics only: reset truces, get random research options or casually double your income for a year

Whatever you do, its a one time use and after that you have to craft a new relic.



Future Updates

  • Small event chain with a living metal daemon for all and special interaction the origins
  • Special interaction if you acquire the following relics: cybrex warforge, worm scales, crystal of odryskia, ever changing stone, flowmetal alloy (no promises)
  • More modifers for the relics
  • MEM integration



FAQ

  • DLC requirements? Kinda none, but without Ancient Relics you will miss out on a lot of content
  • Compatible with X? 99%, 1 overwrite in scripted triggers (is_subterranean_empire) to enable full functionality of the Subterranean civic
  • Found a bug? Tell me. I cant fix which Im not aware of.
  • You do (not) like X? Tell me. Im open for feedback and suggestions.
  • You have an idea? Into the comments (Im still looking for hive and machine flavor)
  • Why does it say "(or Food)" in the job description? For all those catalytic lovers out there



Notes from me

  • Wait, relic-crafting and a big forge. Have I seen this before? Ye, from my first public mod. Though this is a completely new version from the ground up.
    After 2 years I refined my own craft of coding and mod making to bring this idea back to life with some much needed QA, fresh ideas and some help from Malthus
  • Why are all your event IDs "mem_*", that's a More Events Mod thing?
    In the not so far future this will be integrated into MEM as a replacement for "From the Ashes" origin
  • It may feel strange that you "consume" relics for buffs, but I wanted a system thats lets you craft not just on relic and be done. Because after 3 relics your relic tab would be cluttered with minor effects and you would never use them over stronger relics. This is why I decided to implement this pseudo-random relic generator that relics more like exchangable tokens. Try it and give me some feedback :)
  • Unlike ingame tooltips, images here may be outdated
  • Should you pick dwarfs portraits for this origin? Im not the one to tell you, but have you ever seen scifi mushrooms with hammers and anvils?

124 Comments
Dozand 8 hours ago 
is any chance see Void Dwellers start for this great mod ? after release of Leagues of Votann i change my mind how dwarfs can exist in space, subterranean obsolete =)
57z May 19 @ 7:47pm 
oh wait nvm i know what the problem is, sorry
57z May 19 @ 7:43pm 
@Tr33 when you restore the relic forge and make an ecumenopolis, for some reason all the arcologies give extremely small things, like for example, residential gives only 24 housing, idk if its your mod or something else
Tr33  [author] May 8 @ 12:19am 
Barebones 4.0 update is out. Small adjustments to the forge. Anything else will have to wait until the base game is stable again. Had some inpsirations so you will see new content in the near future. :)
Tr33  [author] May 7 @ 5:45am 
I hope i dont have to say this, but the mod is NOT compatible with the 4.0 update. I will release an update tomorrow to make it playable, but tbh stellaris is changing pretty fast. (without proper documentation for modders) So new content has to wait and new patches might break the current updated version.
Tr33  [author] May 4 @ 11:58pm 
Heyho, I decided to fix, update and add some more stuff in the same update. So pls have patience for the 4.0 update. Also I expect that, PDX will release a lot of patches over the next weeks and I will sit this phase out.
Tr33  [author] May 3 @ 3:17am 
Lol, I wish I had the necessary 3D modelling skills to do that. Sadly im just a scripter and you will get modifiers instead xd ( on a completely unrelated sidenote) stellaris has a lifesteal modifier for ship combat since archive DLC
Radmelon May 3 @ 1:59am 
See, when you say that all I can imagine is a giant space lobster with a dwarf-scale magic hammer precisely clutched in its gigantic pincer (the shell bioship set, I mean).
Tr33  [author] May 3 @ 12:01am 
A bigger pool of potential modifiers is now on my TODO list for 4.0. First I was afraid to give players really specific but often useless modifers. Since you can simple recycle it, it should be no problem. Expect some silly stuff realted to meat ships.
Radmelon May 2 @ 2:45pm 
The other main thing I had in mind is that I think it'd benefit greatly from an expansion on the number of different kinds of bonuses relics can get, both because there's a ton of unexplored design space and also because high-tier relics tend to be pretty samey because they tend to have all the same abilities.