Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires 3.0
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Kolyn  [developer] Apr 2, 2020 @ 2:33am
Full List of Features
Welcome to the Full List of Features, where I will go into depth the mechanics and functionalities of Zenith of Fallen Empires 3.0.

This guide is correct as of patch 3.4


Base Mod


The Zenith of Fallen Empires 3.0 Base Mod builds on the advances made in 2.0, allowing the player to eventually ascend and rival the technological prowess of the Fallen Empires at their zenith, as well as siring their own special subject types.

To ensure the mod is working, please check that the Ascension Perk 'Galactic Ascendancy' appears as one of the available Ascension Perks. The Galactic Ascendancy ascension perk is where much of this mod’s content is gated behind, and you will need to select it in order to make the most of this mod.

To activate the ‘Galactic Ascendancy’ Ascension Perk, you will need to meet the following requirements:

  • Have 7 other Ascension Perks selected

  • Must not be a subject

  • Have researched Dark Matter Power, Ascension Theory, and Mega-engineering technologies.

Ascension Theory and Mega-engineering are vanilla late-game technologies which can already be researched normally, so let’s talk about Dark Matter Power. In vanilla, the Dark Matter Power technology is available only from defeating Fallen Empire fleets and scanning their debris. In ZoFE 3.0, there will be additional ways of acquiring this elusive technology.

First, you must have Zero Point Power and the ability to mine Dark Matter, have reached mid-game, as well as communication with a FE. An event called 'Dark Matter - Possibilities' will spawn. After this event, you have to wait for a second event, from which you can then choose 3 paths.

1) Start the Dark Matter Event chain to try to develop it yourself.

2) If you have Ancient Relics Story Packs, you can break down minor artifacts for a chance of getting the technology. This event grants access to the ‘Research Dark Matter’ artifact decision if you have the arcane deciphering technology.

3) Attack a Fallen Empire and seize it from their ship debris.

If you neighbour a Fallen/Awakened Empire, and they have open borders to you, a special project may trigger for you to ‘spy’ on their homeworld for a chance at getting the technology. This can occur from mid-game, and that you have Zero Point Power and Dark Matter Drawing researched.

Please note that AI will also be able to acquire Dark Matter Power. As you can imagine, the AI can also ascend to become Ascended Empires. They can either acquire the Perk normally once they meet all requirements, or if they already have all other requirements and that they have more than 4 planets and 80k fleetpower, they can ascend too. To prevent this, a player can attempt to subjugate their neighbours before they get to ascend, or perpetually keep them under the fleetpower limit.

Once a player select the Ascension Perk and become an Ascended Empire, a quest event chain will appear in the Situation Log, appropriately named ‘The Zenith of Fallen Empires’. It features six projects, or paths if you like, that you can choose to pursue in any order, if you choose to do so or not at all. This is to ensure maximum compatibility and flexibility within the scope of this mod. Now let’s take a look at these projects:

1) Automated Industries: Unlocks buildable FE buildings that you can find in vanilla. This includes Class-4 Singularity, Dimensional Fabricator etc. Their production stats are unchanged from vanilla. They’re also entirely automated, and spammable except the science archive. For upgraded versions of these buildings, you need the 'Automated Industries' add-on, which provide upgrades for them that requires strategic resources.
In addition, an Automated Production Center will boost automated buildings output on the planet by 10%, as well as giving you a planetary decision to increase it by a further 10%. There are also Lost Technologies versions of these buildings if you have the 'Secrets of Fallen Empires' submod.


2) Societal Ascendance: At project completion, if you have not activated the Arcology Ascension Perk (but have the Megacorp DLC), this gives you a technology which allows you to turn planets into Ecumenopolises. This means that if you want to save an ascension perk, you no longer have to pick that perk. If you already have the Arcology Ascension Perk, completing this project will grant 50k unity instead. This project also then unlocks societal buildings based on ethics which makes each Ascended Empire more distinct, and will be expanded upon in a new add-on: Societal Ascendance.

3) A Question of Style: This project concerns the ability to build the FE ship types, Escorts, Battlecruisers, and Fallen Titans, as well as the gfxculture change. Depending on your ethics, a number of designs (colour variations) will be available to you, or if you are willing to pay 100 influence, you can choose from all 16 selections. There will also be a later event to change existing star base appearances but more on that later. As of Patch 3.0.3 You may keep your current shipset (recommended only for those with invisible turrets).

4) Technological Ascendance: This project allows the player to construct buildings that produces strategic resources like Dark Matter, Living Metal, and Zro, as well as a couple of new technologies that boost encryption and decryption. The Synthetic Strategic Resources buildings will provide 5 specialist jobs each. These strategic resources will help with the upkeep costs of the Fallen Empire buildings in Automated Industries.

5) Galactic Ambitions: At project completion, if you have not activated the Colossus Ascension Perk (but have the Apocalypse DLC), this gives you its equivalent effects by starting the Colossus project. If you already have the Colossus Ascension Perk, then this project will grant you an exclusive technology, giving your Colossi an additional 100k Hull Points. This project also gives you a new Unity Ambition: Punishment Protocols, which when activated, allows an Ascended Empire to deal +33% more damage to normal empires. With the Galactic Ambitions add-on, this project also provides 2 additional Unity Ambitions as well as two further technologies with additional edicts and Ambitions.

6) Engineering Perfection: At project completion, if you have not activated the Galactic Wonders Perk (but have the Utopia DLC) , this gives you its equivalent effects by giving the research option for Ringworlds, Dyson Sphere and Matter Decompressor. Later on in this track, you will also be given the technologies to turn planets into Gaia worlds, Hive worlds, and Machine worlds, meaning you do not need to pick those Ascension Perks if you want to save those slots.

Once you completed all the projects, you will get a popup which lets you choose whether you want to commit your empire to fanaticism and lose your non fanatic ethic.

Now let’s talk AI. AI will research all projects as normal, while the player can always pick and choose to either tweak the difficulty of their game by increasing/decreasing their power or features available to them, or maybe to ensure compatibility with other mods. If you have a mod which gives you new ship classes, or if you do not want to play with FE ships for whatever reason, consider NOT to research Project 3 (The Question of Style).

As a new Ascended Empire, you will have immediate access to new civics. Unlike ZoFE 2.0 where you choose a national focus upon ascension, in ZoFE 3.0 you can freely switch in and out of each national focuses, or not at all if you wish to continue playing with your original civics pre-ascension. This also means that no civics will be removed and all new civics are optional.

In ZoFE 3.0 you will have access to 5 generic national focuses:

  • Galactic Superpower: +25% Ship Weapon Damage, +25% Ship Weapon Range, +25% Naval Capacity, +25% Diplo weight from Fleet. Can use Armageddon bombardment stance, turning planets into tomb worlds.

  • Beacon of Prosperity: +100% Trade Value, +100% Diplo weight from Economy

  • World Architect: +25% Megastructure Build Speed, +25% Planet Build Speed, +25% Station Hull Points, +25% Ship Build Speed

  • Industrial Juggernaut: +15% Alloy Production, +15% Consumer Goods, +50% weight from Economy

  • Masters of Technology: +25% Research Speed. +100% Diplo weight from Tech

  • Spymaster: +5 Envoys, Base Intel Encryption, Decryption

  • All Seeing Eye (Hive Mind Only): +25% Ship Fire Rate, +25% Ship Hull Points

  • All Seeing Machine (Machines Only): +25% Ship Fire Rate, +25% Ship Build Speed

If you have a Fanatical Ethic, you get access to a Fervor civic, named ‘Spiritualist Fervor’ for Spiritualists for example.

Spiritualist Fervor: +25% Unity

Materialist Fervor: +25% Research Speed

Xenophile Fervor: -25% Diplomacy upkeep

Xenophobe Fervor: +25% Pop Growth

Militarist Fervor: +25% Ship Fire Rate

Pacifist Fervor: +25% Ship Build Speed in defensive war

Authoritarian Fervor: -25% Pop Amenities usage

Egalitarian Fervor: +25% Specialist Produce

Ascended Mind: -25% War Exhaustion (Hive Mind Only)

Ascended Machine: -25% War Exhaustion (Machines Only)

Then there are Personality Civics, one for each fanatic ethic, none for Xenophobes or Machine/Hive Minds. You could consider using these if you have extra space:

Scripture Scholars: +25% Research production from jobs.

Fanatical Roboteers: -25% Robot upkeep, +25% Robot Resource Production, +25% Robot Assembly Speed

Fervid Xeno Collectors: +25% Planet Immigration, +25% Habitability, +25% Fire Rate, +25% Ship Build Speed. Can use Xeno Abduction bombardment stance.

Inspiring Warlords: -250% Subject Power Penalty, +25% Ship Fire Rate, +25% Ship Weapon Damage, +25% Army Damage. Gives a special buff to their subjects.

Idyllic Society: +25% Unity, +25% Happiness, +25 Defense Platform Capacity, +25% Home Territory Fire Rate

Master Race: +25% Slave Output, -25% Slave Political Power, -25% Resettlement cost

Utopian Union: -250% Subject power penalties, -25% Subject integration cost, +25% Admin Cap, +25 Planet Stability.

Since we’re talking about subjects, Ascended Empires are recommended to subjugate default empires to prevent them from Ascending, and bring them into your sphere of influence by making them your subject. In ZoFE 3.0, your subject type will depend on your Fervor civic, which in turn requires a fanatic ethic. If you do not have a fervor civic you will end up with a vassal as the default subject type. You can either subjugate them normally through war, or ask them diplomatically to be your subject. They will become a vassal, then immediately turn depending on which Fervor civic you have activated.

Spiritualist Fervor: Dominion subject type, 25% Energy and minerals tax. Shifts to Spiritualist

Materialist Fervor: Satellite subject type, 33% Research Production tax

Xenophile Fervor: Signatory subject type, No tax, cannot do diplomacy.

Xenophobe: Thrall subject type, 25% Energy and minerals, can fight each other.

Militarist: Clan Member subject type, 25% Minerals and Alloys. Inspiring Warlords civic will give them a buff

Pacifist: Demilitarized State subject type, 25% Unity and Influence. A debuff will decrease subject’s naval capacity.

Authoritarian: Puppet State subject type, 25% Minerals and unity.

Egalitarian: Union State subject type, 25% Energy and Influence. Can be integrated

Hive Mind: Symbiote subject type, 25% minerals and food.

Machine: Auxiliary subject type, 25% Energy and Minerals

Barbaric Despoilers: Satrapy subject type, 20% Minerals, 10% Energy, Naval Capacity debuff

Some subjects will join/call overlord to wars, while some will not. But listing in detail the characteristics of each subject type will make this guide unnecessarily verbose. When two Ascended Empires fight under certain war goals, they can call all their subjects to an epic war, similar to War in Heaven.

There are numerous war goals available for Ascended Empires. Claim, Colossus, Humiliate, Ideology (vs default), Subjugation (vs default), and End Threat (vs Genocidal). Default empires may also use the End Threat war goal against an Ascended Empire similar to how they fight an Awakened Fallen Empire. In addition, two new war goals are available with this mod: Banish Ascendancy and Total Annihilation, both of which are not Total Wars.

Banish Ascendancy: Requires poor or worse opinion. On accept, the defeated Ascendancy will be ‘Banished’, becoming a Lost Empire (a new country type) as well as being a subject of the victor. They don’t pay tax, but will have their civics removed and replaced with nasty debuff civics, and you will also acquire all their subjects. You may also use this against Awakened Fallen Empires.

Total Annihilation: Requires terrible opinion. Only available against Ascended Empires of the direct opposite fanatic ethic (E.g. Spiritualist vs Materialist), or against Hive Minds and Machines, or against something Genocidal. On accept, the defeated Ascendancy and its subjects will be wiped from the galaxy (mass Genocide, as if they have never existed…). On Status quo, all colonies within the opposing empire’s borders will be destroyed, bypassing Land Invasion. Other Empires will also remember you for being genocidal, so this war goal is best reserved for empires that deserve your utter hatred.

Now let’s talk about Lost Empires. Lost Empire is the second playable country type added by ZoFE, representing an Empire no longer at its prime, or ascended state. Lost Empires have started to look inward and place less focus on subjugation or total war, but rather living in the comfort of its own borders. To that end they are uniquely suited to fight defensive wars on home soil. Lost Empires are relatively safe from Ascended Empires, while default empires can attempt to dismantle their ascendancy. You will be stripped of the non-fanatic ethics, leaving only the Fanatic ethic, or if you don’t have a Fanatic ethic you will become Fanatic Xenophobes as your Empire succumbed to xenophobia. There are currently 2 ways to become a Lost Empire:

1) You are Banished by another Ascended Empire, and became their subject.

2) You renounced your Ascendancy via an Ambition, Renounce Ascendancy.

The latter option is the preferred form of a Lost Empire. In face of certain destruction or some extremely strong opposition, or you simply want to fight defensively and protect your legacy, you might want to renounce your Ascendancy, and as a result turning all your current subjects into Scions. Scions can ‘bring others into fold’ just like the vanilla origin. You will gain some locked civics that boost your defensive capabilities but take a hit to your diplomatic weight. If you wish to return later, with enough influence and unity, you can ascend again via Secret Mobilization edict, then a Unity Ambition: Reclaim Ascendancy.

If you are unfortunately banished, you will be given some civics with maluses you don’t want, bound by a harsh treaty. Your Ascendancy will be chained by your Overlord who watches your every move. However, if you mobilize secretly, use planetary decisions to produce ships instead of doing so via shipyards, and grow your navy in secret, you may yet have a chance to overthrow your Overlord when they are weak or otherwise preoccupied. Attempting to do so can be risky, as if you reclaim your Ascendancy, your Overlord will declare Total Annihilation on you and wipe you from the face of the galaxy. If you however are victorious, you will in turn Banish your Overlord and they will be forced to sign the humiliating treaty instead.

(continue below)
Last edited by Kolyn; Aug 31, 2021 @ 9:47pm
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Kolyn  [developer] Apr 2, 2020 @ 2:35am 
(continued)

Additional Features:

The Starbase Redesign event is available after researching The Question of Style, providing that you use one of the graphical cultures supplied in this mod, with a MTTH of 10 years when you are at peace. This project now has an abort trigger if you are at point at war during the project. Once completed, it will change your starbase appearances to match your new graphical culture. Note that the starbase buildings and modules will likely be different from the ones you built, so you have to redo them. Mining stations may also be destroyed in the process. This is because Starbase appearances are actually permanent, so code-wise I have to destroy them and rebuild them in quick succession, and it is impossible to 'remember' what modules or buildings you have. Still, this may be a worthy project for some who wanted to see their homeworld starbase look like Fallen Empire ones.

Engineering Perfection (Branch 6) is the prerequisite for some technologies which allow you to terraform Gaia worlds, Machine or Hive worlds, if you don’t already have the Perk. A combination of Engineering Perfection (Branch 6) and A Question of Style (Branch 3) will unlock additional technologies that grants additional ship build speed for Escorts, Battlecruisers, as well as Hull Point upgrades for those unlocked FE ships. Inter-branch synergies will be explored further in later submods. For example, to access the Lost Technologies of Automated Industries will require both Engineering Perfection (Branch 6) and Automated Industries (Branch 1).

Hedonists/Hedonism is a mechanic which affects Ascended Empires. As the society moves towards complete automation and citizens live lives of opulence, workers will be tempted to become Hedonists. This will start to happen 100 years after endgame, and that you have Automated Industries and Societal Ascendance projects completed. Every 60 days, one pop will have a 50% chance to become a Hedonist, and each year, there is 10% chance a Hedonist will die from this lifestyle. The Rejuvenate Ascendancy Ambition will appear after some time, which when activated stops further Hedonists from being generated for 10 years, but will not otherwise remove existing Hedonists. Hedonists consume one extra energy, food, and consumer goods, but produce hefty unity and are otherwise extremely happy when left alone. They also have their own faction and demand Utopian Living Standards, which all Ascended Empires can grant.

Occasionally, subjects of Ascended Empires may contact your for aid. It is of course up to you how you react and respond to them. Some of these event include, but are not limited to, taking/killing their scientist, gifting them ships, granting them resources, prevent a terrorist plot, renegotiating deals, or nabbing their entirely fleet if they are getting too strong.

There are now additional Diplo Phrases for Fallen Empires towards Ascended Empires, Ascended Empires for each other, as well as default empires to Ascended Empires. An additional opinion modifier for same and opposing fanatic ethics. Ascended Empires may Improve or Harm relations with each other via Envoy introduced in Federations, as well as close borders to other Ascended Empires.

A new tier of technologies 'Lost Technologies' are introduced with 3.1. These are some powerful technologies which have been lost in time. If you have a relevant submod installed, an event may pop up after you have met the prerequisites which will start a new event chain so you could collect them. There are two ways to acquire Lost Technologies:

1) If you have Ancient Relics Story Pack, you will gain a minor relic artifact action to discover Lost Technologies. Costing 100 Minor Artifacts, but you can choose which one you want to learn.

2) If you don't have Ancient Relics Story Pack, you will need to have met the technology prerequisites for the Lost Technologies and wait a number of years until it is discovered.

With the introduction of the Automated Industries submod, 5 new Lost Technologies have been introduced as upgrades to existing FE buildings.


Ambitions of Power

The Zenith of Fallen Empires: Ambitions of Power submod expands upon the fifth project of the Base Mod, 'Ambitions of Power', by providing 2 further technologies which serve as an extension to that project. In addition, the base mod tech 'Ambitions of Power' now unlocks two extra unity ambitions:

  • Infrastructure Projects: +20% Monthly Alloys

  • Economic Stimulus: +50% Trade Value

After finishing the Ambitions of Power project, you will have met the prerequisite for the next technology 'Ambitions of Power II', followed by 'Ambitions of Power III', with each of these technologies unlocking more edicts and unity ambitions.

Ambitions of Power II: Requires Ambitions of Power (fifth project). Provides 3 strategic resource edicts.

  • Regenerative Coating: +5% Ship Hull and Armor regeneration

  • Zro Rations: +50% Ship Tracking, Accuracy, and Disengagement Chance

  • Dark Matter Overload: +50% Ship sublight speed, evasion.

Ambitions of Power III: Requires Ambitions of Power II. Provides 3 additional Unity Ambitions.

  • Might of an Ascendancy: +25% Fire Rate, Weapon Damage

  • Master of the Galaxy: +50% damage against Fallen and Awakened Fallen Empires.

  • Virtual Wargames: +200 ship and army starting experience

In all, The Zenith of Fallen Empires: Ambitions of Power submod provides 3 new strategic resources edicts and 5 new unity ambitions to supercharge your Ascended Empire.


Automated Industries


The Zenith of Fallen Empires: Automated Industries submod expands upon the first project of the Base Mod, 'Automated Industries', by introducing a new tier of technologies, 'Lost Technologies', with new mechanics to acquire them. This submod provides 5 upgraded versions of the Automated Buildings provided in the Base Mod.

This first requires the Lost Technologies event to fire, which starts the quest chain. Then what happens next depends on if you have the Ancient Relics Story Pack.

1) If you HAVE the Ancient Relics Story Pack, you will be granted access to a new minor artifact decision, which you can use to discover Lost Technologies. In that case you can use it until the project for Automated Industries spawns. Once all Lost Technologies projects are discovered, the minor artifact action will disappear.

2) If you do not have the Ancient Relics Story Pack, you will have to wait for a breakthrough. The event has a mean time to happen of 200 years, but lowered in half for each of the FE buildings techs researched (Class-4 Singularity, Dimensional Fabricator etc).

Once you complete the project, depending on if you have the previous building researched, you will be given a tech option for these new buildings. The new buildings are:

  • Class-5 Singularity

  • Opulence Center

  • Dimensional Harvester

  • Autonomous Fabricator

  • Agri-Processing Complex

All of which produces double the amount of base mod FE buildings, with double the upkeep. Some of you may remember these names from old FE buildings in previous version of Stellaris.

Due to the submod nature, a new save is required to access these new buildings.

Automated Districts

As of 3.5.3, once you have researched one of the above buildings, there will be an event (MTTH of 50 years, each additional tech above will reduce it by half) called 'Automated Industries Expansion', where you can opt in to have your districts automated. This allows some district to house the above buildings into the district itself, saving you building slots. The event then unlocks a new planetary decision, 'Automated Districts' which will 'install' these new buildings onto your districts automatically. Normal districts are roughly 1 building per district, while ringworld segments are 5 building per district.

A neat feature is that industrial districts will also respond to colony designations, and habitats can also enjoy using automated districts.

Generator Districts = Class 5 Singularity
Mining Districts = Dimensional Harvester
Farming Districts = Gourment Center
Industrial Districts/Segments = Mix of Alloy/Consumer Goods
And Ecu will have dedicated Alloy/Consumer Goods districts like in vanilla.

This feature requires overwriting vanilla districts, so any mods that do the same will have a potential of conflict, depending on load order. It could be possible that only either one will function as intended without a compatibility patch.


Societal Ascendance

The Zenith of Fallen Empires: Societal Ascendance submod expands upon the second project of the Base Mod, 'Societal Ascendance', by introducing around 20 new buildings for your ascended society, so each Ascended Empire feels a bit more unique beyond the same Dimensional Fabricators and Class-4 Singularities. These are intended to be slightly more powerful than the highest tier vanilla buildings, with the the focus on trying to create more specialist jobs to make up for the job-losses in your Automated Industries sector.

Finish the Societal Ascendance project now allows you to research a capital unique building, depending on your Authority.

  • Imperial or Dictatorial - Grand Palace. Adds 2 Administrators and 8 Soldier jobs.

  • Oligarchic - Country Mansion. Adds 5 Nobles and 5 Enforcers.

  • Democratic - Central Square. Adds 2 Merchants and 8 Culture Workers.

Societal Ascendance also unlocks 2 'tiers' of technology, and similar to the Ambitions of Power submod, each of these will unlock some planet unique buildings, this time depending on your ethics. First tier 'Societal Buildings' unlocks non-fanatic ethic buildings. Second tier 'Ascended Society' unlocks fanatic ethic buildings. Should you somehow lose the required ethic for the building, they will destroy themselves. However, if you have the fanatic version of that ethic, you will still be able to build the non-fanatic buildings of that same ethic. This keeps the building list from being cluttered and also allow you to build different buildings for different Ascended Empires. Which is why despite adding 20 buildings, you'll at most only see 4 per game.

  • Spiritualist - Sacred Ground. +10% Spiritualist Attraction, +5 Priests jobs. Uses food as upkeep as you make offerings.

  • F. Spiritualist - Empyrean Shrine. +50% Spiritualist Attraction, +10 Priests jobs.

  • Materialist - Technolith. +10% Materialist Attraction, +10% Researcher Output.

  • F. Materialist - Empire State University. +50% Materialist Attraction, +10 Researchers.

  • Xenophile - Xeno Garden. +10% Xenophile Attraction, +5 Culture Workers.

  • F. Xenophile - Xeno Culture Center. +50% Xenophile Attraction, +10 Culture Workers.

  • Xenophobe - Immigration Bureau. +10% Xenophobe Attraction, +5 Bureaucrats.

  • F. Xenophobe - Altar of Purity. +50% Xenophobe Attraction, +10 Enforcers.

  • Militarist - Hunting Grounds. +10% Militarist Attraction, +5 Duelists.

  • F. Militarist - Monument to the Fallen. +50% Militarist Attraction, +10 Soldiers.

  • Pacifist - Garden of Eden. +10% Pacifist Attraction, +5 Farmers

  • F. Pacifist - Sky Trench. +50% Pacifist Attraction. -100% Orbital Damage. +10 Technicians.

  • Authoritarian - Labor Camp. +10% Authoritarian Attraction. +10% Slaves Output. Costs food to run.

  • F. Authoritarian - Secret Police HQ. +50% Authoritarian Attraction. +10 Enforcers.

  • Egalitarian - Civilian Teleportation. +10% Egalitarian Attraction. +5 Technicians. +100% Immigration pop growth.

  • F. Egalitarian - Supreme Court. +50% Egalitarian Attraction. +2 Administrators, +8 Bureaucrat.

  • Machines - Ancient Cryo Chamber. +10 Maintenance Drones, produces society research and unity.

Balance of these buildings may change depending on feedback. Since these are not special projects, this submod is therefore save-game compatible and you don't need a new save to access these new buildings/technologies.


A Question of Style

The Zenith of Fallen Empires: A Question of Style provides the functionality of starting with Fallen Empire ship sets, and Fallen Empire City sets. Note that this mod requires the base mod to run and no new ship classes are added.

These 16 Fallen Empire color variants are already present in the base mod, and all this add-on does is allow them to show up as options in the empire creation screen.

Graphical Cultures are hardcoded to portraits, meaning you will also see numerous Fallen X portraits in the species creation. Simply don't select those. It is for this reason that this ability isn't included in the base mod.

No need to report issues relating to Fallen Portraits.
Last edited by Kolyn; Dec 14, 2021 @ 5:16am
Kolyn  [developer] Apr 2, 2020 @ 2:35am 
Secrets of the Fallen Empires

The Zenith of Fallen Empires: Secrets of the Fallen Empires expands upon the Lost Technologies mechanics introduced in Automated Industries, by providing even more Lost Technologies for the players to unlock and research. Lost Technologies are technologies that the Fallen Empires have forgotten, or have fallen out of use after centuries of peace in the galaxy.

To unlock these new Lost Technologies, if you HAVE the Ancient Relics Story Pack, all you have to do is use the minor artifact decision, and more research options will show up. If you don't have the Ancient Relics Story Pack, you have to wait for the events to fire. These options further unlock a special project that you can research. These technologies are:

  • Ancient Weaponry - These unlock some powerful weapons such as Hellfire Autocannon, Terror Cannon, as well as utilities such as Dark Energy Reactor, Titan Armor, and so on. Number of components provided by this add-on will be listed later.

  • Goliath - Allows the construction of the Goliath shipclass. A Goliath is a massive warship with 5 shipyards, and can mount legendary weapons.

  • Superior Designs - Enables more powerful sections of Escorts, Battlecruisers, and Fallen Titans to be built.

Each time you spend 50 artifacts to unlock these projects, you will be taken through a menu and you can select which Lost Technology you desire.

Ancient Weaponry will further lead to a class of Weapons, the Omni Weapons, which change colours depending on which FE graphical culture you use.

Goliath will further lead to Legendary weapons, such as the Portal Generator, which can only be mounted on Goliath.

To represent the special status of these technologies, they will have the purple tag 'Lost Technologies' behind their descriptions.

In all, this addon provides about 40 lost technologies and ship components for you to acquire:

  • Psi Missiles - Requires Spiritualist or Psionic Ascension Path

  • Shadow Strike Craft

  • Hellfire Autocannon - Medium sized Autocannon

  • Terror Canon - Medium sized Kinetic Canon

  • Ion Disruptor

  • Dark Energy Reactor - Provides twice as much power as Dark Matter Reactor

  • Dark Energy Deflectors

  • Titan Armor

  • Titan Plating

  • Omni Lance - XL. Double the damage of Tachyon Lance

  • Compact Omni Lance - L sized version of Omni Lance

  • Omni Arc Emitter - XL. Double the damage of Arc Emitter

  • Compact Omni Arc Emitter - L sized version of Omni Arc Emitter

  • Omni Canon - XL. Double the damage of Giga Canon

  • Compact Omni Canon - L sized version of Omni Canon

  • Massive Autocannon - XL. Massive damage at close range.

  • Omni Titan Lance - T sized. Double the damage of Titan Lance.

  • Portal Generator - T sized legendary weapon. Can only be mounted on Goliath. Dangerous technology.

  • Various ship components too long to list


Veteran Difficulty

The Zenith of Fallen Empires: Veteran Difficulty provides extra challenge for the experienced players, by buffing Fallen Empires, Crises, Leviathans and Marauders with powerful modifiers as follows:

Fallen Empires receive the following:

  • Veteran Difficulty: +500% Hull Points, +250% Shield and Armor, +300% Weapon Damage

  • Precursor Doctrine: +150% Fire Rate, +100% Evasion, +50% Ship Disengagement Chance

  • Ancient Fortification: +250% Starbase Damage, Hull, and Defense station damage.

  • Seen it all before: +250% damage against Normal Empires.

The others are buffed similarly, minus the Ship Disengagement Chance and damage bonus against normal empires.

The goal of this mod is to provide some worthy opponents for young Ascended Empires, and can be used with other mods that buff crises/fallen empires etc.


Origins

The Zenith of Fallen Empires: Origins expands on the lore of the ZoFE universe, and in particular, provides two origins for your empire to start with. Having survived the Great Crusade 10000 years ago, your species must now find your way in the stars again. This submod mostly resembles the Ringworld Empires and Original People submod from ZoFE 2.0, for those that remember.

Ringworld Empire Origin:

You can choose one of eight custom ringworld empire systems, which include Beacon of Infinity, Shadow, Dystopia etc - all of which have neighboring megastructure spawns with some FE buildings already on them. There will be events that guide you to 'connect' with your ancestors and this origin is perfect for the relax and chill type of players, as these starts are considered quite powerful. Requires Federation DLC

Original People Origin:

You must go through an elaborate digsite chain to find out what happened to your ancestors, and your return to the galactic stage will not go unnoticed by Fallen Empires, who remember your crimes. They will despise you and even more so once you ascend. Fortunately Original People get a 'short cut' in their ascension path and they can access their ancestor's advanced technologies relatively quickly. However, it is considered a challenging origin as Fallen Empires will unite against you. Recommended to play this with Veteran Difficulty submod. Requires Ancient Relics Story Pack.

Other events here include the ability to turn your ringworld into your fallen empire graphical culture.


Defines

The Zenith of Fallen Empires: Defines tweaks the fleet power calculation slightly, so that powerful ships from Origins does not overflow and cause funky issues to diplomatic weight and other aesthetic oddities.


Engineering Perfection

Engineering Perfection allows an Ascended Empire to recover the lost technology to create Utopian Worlds, which have many unique automated districts that produce resources by themselves. The production districts also synergize with Automated Production Control Center from the Automated Industries submod, so you will be able to get even more out of them with the building and the decision.

Once recovering the technology, it unlocks a decision to turn your Gaia, Ecumenopolis, and Ringworld into Utopian Worlds. Each type of Utopian World also gets 2 distinct planetary features.

They all have unique districts but cost a lot of living metal. All unemployed workers on Utopian Worlds will become Hedonists.

Hard Difficulty

The Zenith of Fallen Empires: Hard Difficulty provides a little extra challenge for the experienced players, by buffing Fallen Empires, Crises, Leviathans and Marauders with powerful modifiers as follows:

Fallen Empires receive the following (note these are exactly half of Veteran Difficulty):

  • Veteran Difficulty: +250% Hull Points, +125% Shield and Armor, +150% Weapon Damage

  • Precursor Doctrine: +75% Fire Rate, +50% Evasion, +25% Ship Disengagement Chance

  • Ancient Fortification: +125% Starbase Damage, Hull, and Defense station damage.

  • Seen it all before: +125% damage against Normal Empires.

The others are buffed similarly, minus the Ship Disengagement Chance and damage bonus against normal empires.

Unlike Veteran, Fallen Empires no longer start with an extra fleet, and the reinforcement event takes twice as long before it can trigger again.

Also, this mod may be combined with veteran to create a nightmare mode experience.
Last edited by Kolyn; Dec 20, 2021 @ 2:17am
Kolyn  [developer] Apr 2, 2020 @ 2:35am 
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