SIZE
165.25MB
SUGGESTED GAME VERSION
*
250 Subscribers
5
DESCRIPTION
This is not my work and is just a port from Steamworkshop for new version of the game (2.6.*)
Original: Ancient Cache of Technology
Introduction
Ancient Cache of Technology reimagines the entire infrastructure of Fallen Empires and their technologies. No longer shall the precursors be stuck with primitive weapons and technologies used by primitives. Their empires span for millennium, their technologies are awe-inspiring, their armies are legion. Many have tried to challenge them...all have failed..now and forever...
Or is it? What if an empire manages to rise and learn their secrets, can this newcomer succeed where others have failed. Will the galaxy be engulfed in war once again?
This mod introduces a large varieties of new technologies based on the enigmatic dark matter/dark energies. From ship weapons, to buildings, to armies or planetary decisions. Technologies are categorized into tiers, and there are event chains that each empire has to go through to acquire them...or steal them from the others.
Furthermore, the mod buffs the existing Fallen Empire worlds to be much harder to invade, with their home citadels now fully protected by five towers, their outlying planets now have proper FE-tier buildings and their armies now much harder to beat.
ACOT Override Function - Get this if you want FE/Crisises to also be buffed.
This mod works fine alongside Zenith of the Fallen Empire
Features
Four new tiers of technology. Two can be obtained as you progress further into utilizing Dark Matter and Dark Energy, another is a rare technology only a few can possess. And one final tier that is forbidden, only to reemerged at times of great crisis.
Dark Energy Reactor (AE-Tier) is obtainable by having at leat level 6+ scientist with either. This is the gateway tech to unlock many other techs including AE-Tier buildings.
Dark Energy and Stellarite as new strategic resources. Dark Matter also becomes much more important, as various components now require both to build.
Over 330 new technologies, many of which require special conditions to be met.
New Fanatic Ethic-based researches availiable at late game, including Authoritarian commissars, Pacifist civilian ship hull upgrades or Hive Mind/Machine Empire techs to negate their opinion penalties towards others!
New FE-Tier Armies. Drown your enemies with armies equipped with enigmatic technologies, SPM-Droids that are designed to counter clones, or field heroic armies that can solo entire planets by themselves.
New Building technologies based on enigmatic Dark Matter. Some of which offers unique planetary decisions.
New types of Planetary Bombardment Stances such as Punishment and Exterminatus. Each with increasing degree of destruction.
New Menu Screen (This will get rotated around every new major updates)
Battle against the fallen empires to claim their ancient technologies as your own in War in Hell.
Known Issues and Limitations
Using this mod alongside mods that already buffs FEs may hilariously turn their power to over 9000. So be warned.
Balance
Weapon stats shouldn't be that OP as they are based around vanilla stats. (Until it reaches Stellarite Tier+ that is). The higher the tiers, the more dangerous it becomes to harness them (Anomalies and accidents may happen as a result of mishandling of technologies)
Save and Mod Compatibility
Works on existing saves, but the FE will not be improved and will still have normal buildings and defenses used by primitives.
Overwrites has_upgraded_capital_building and all of its upgraded variation to accept the new capital tier.
Overwrites resource_table in the interface, but this mod's override function has accounted for
1. Gigastructure's
2. ESC
3. Guille's
4. Arcane Heritage
5. Unknown's Component.
6. Twink's Playable Fallen Empire.
If your mod has unique SRs and wish to add them, feel free to poke me.
Overwrites fallen_empire_initializers and many of it's associated scripts so that FE will spawn with new FE buildings.
All in all, a conflict shouldn't cause a crash...hopefully.
FAQ
Q: I cannot upgrade my capital!
A: You have to do it via planetary decision. This is also explained in the tech description.
Q: I cannot get Alpha (Dark Energy) Reactor
A: The reactor requires you to know Dark Matter Reactor for at least 10 years. And must know most basic DM-tier technologies. You also are much less likely to get it if you don't have Dark Matter Deflector nor level 6 scientists in physics without any good traits.
Q: What's with the memes?
A: Memes, the DNA of the souls!
Q: I can't get Stellarite?
A: Check the Google Doc, it contains guidelines for all tech acquisitions. Whatever you do, do not press the Get Stellarite in the ACOT Menu (Honestly, its clearly impossibly a trap, if you fall for it then you honestly deserve it :P)
REQUIREMENTS
Stellaris
Full game
FORUM LINKS