Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
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.
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:
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.
Ambitions of Power III: Requires Ambitions of Power II. Provides 3 additional Unity Ambitions.
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.
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:
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.
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.
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.
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.
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.
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:
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:
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:
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.
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.
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 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.
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):
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.