The Zenith of Fallen Empires

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Author: Kolyn

Last revision: 9 Dec, 2017 at 11:36 UTC (9)

File size: 271.22 MB

On Steam Workshop

Description:

The Zenith of Fallen Empires retraces the steps of the Fallen, their rise to the pinnacle of civilization and military might. Going back several millennia, the galaxy was dominated by massive, technologically advanced weapons with each ‘Fallen’ Empire trying to outdo the other at every opportunity, inventing new weapons, each of them more dangerous than the last. Many great battles were fought – it was to ascend or be wiped out and forgotten. In this mod you will be able to research brand new technologies that will take you, and the galaxy, on the same path once more. You will have a chance to reach the zenith of technological advancement, and perhaps one day, become what the Fallen Empires were.

Current Mod Features:

  • Titan Laser (9 colours including Purple through additional research)
  • Titan weapons and ship utilities
  • New advanced weapons
  • Resized vanilla XL weapons through research
  • Endgame Crises buff with new Crisis Weapons and Titan utilities
  • Fallen Empire buff with Titan weaponry
  • Delayed Fallen Empire Awakening
  • Fallen Empire ship and city sets (14 sets)
  • Fallen Empire ship and station types unlockable through research
  • Fallen Empire buildings unlockable through research
  • Brand new planetary buildings (30+ in total)
  • Buildable Energy Lance spaceports (Red, Blue, and Green)
  • Ringworld starts
  • Ascended Empires and Ascended Hive Minds* (with new government and civics)
  • Ascended and Awakened Empire Subject Types (and war demands)
  • Ascended Empire war demands (Banish Ascendancy and Total Annihilation)
  • Ascended Empire events (be nice to your subjects, or not…)
  • Lost Empire (Fallen Empire country type)*
  • The Wrath of the Ancients*
  • Hive Mind Invasion*
  • The Last Crusade*
  • Goliath
  • And perhaps a reward for researching every Titan Weapon…

*Full features and some spoilers in the forum.

Those of you who are already familiar with the Researchable Titan Laser mod, and Titan Weapons mod, will find all the changes in the release change notes 1.0.

Compatibility:

Compatible with Game Update 1.9.*

Not using vanilla ship types or classes? Check the Ship Compatibility patch to see if it’s on there.

Fallen Empires Expanded Compatibility Patch

Fight for Universe Compatibility Patch

common/defines AE/FE ship maintenance, AE naval cap, Decadence chance
common/global_ship_designs/fallen_empire_ship_designs
common/global_ship_designs/extra_dimensional_ship_designs
common/global_ship_designs/swarm_ship_designs
common/subjects/00_fallen_empire_subjects
events/fallen_empire_awakening_events
events/crisis_events_1
events/crisis_events_2
events/crisis_events_3
gfx/portraits/asset_selectors/room_textures.txt

Localisations:

English original by Kolyn.
Spanish provided by 8igualdos0s, updated for 1.6.2.
Russian provided by Say.

Standalone Component Modules:

The Zenith of Fallen Empires (Starter Pack)

Titan Weapons

Researchable Titan Laser

Titan Laser + Resized Lances

These are some mods I often play with my own:

LEX Extended

More Late Game challenges are always good! What will your Ascended Empire fight next?

Relics of a Fallen Empire

An essential for all fanatic Fallen Empire fans.

Psionics Expanded

More Psi stuffs for your Ascended Empire.

FAQ:

Q: I didnt get notification that Unbidden spawned and I cant discover them?

A: As indicated in Compatibility, any mods you have that overwrites the crisis events file will introduce incompatibility, and that incompatibility being the scripted contact that triggers for normal empires when a crisis spawns. New empire types from this mod are originally not included in that list, and thus I have overwritten that vanilla file for this specific reason. If another mod overwrites my overwrite, you won’t be able to contact crises and the event chain won’t fire in the normal way. Either use ‘Communications’ command or create your own compatibility patch that combines the changes in my overwrite with the overwrite of whichever mod that introduces the incompatibility.

Q: How does Ascended Empire’s naval capacity work?

A: I used codes to ‘bind’ Ascended Empires to Awakened Fallen Empires to receive hard-coded benefits such as diplomatic options, attitudes, subject types and AI behavior. The naval capacity of Ascended Empires is therefore tied to the naval capacity of Awakened Fallen Empires as a result, which I have altered in the defines file to be 2000 instead of 600 in the vanilla game. The trade off has been either a naval cap and all of the above benefits, or no naval cap and no benefits. You are free to alter this naval cap as you see fit, and as of 1.8, AE naval cap now increases by each planet owned.

Q: What happened to your daily updates?

A: Unfortunately, I am self-employed in real life and I don’t have a stable income. Mod creation takes time, effort, inspiration, and artistry – it’s not so easy to be inspired when you’re constantly worried you’re in the red. As much as I would like to keep providing good content for you guys, there comes a point where time is costing money and I can’t keep giving that away anymore. If you really enjoy the mod and would like to give something back to the mod creator, check out my Patreon[www.patreon.com] to see how you could help, or visit Paypal[www.paypal.me] if you prefer that instead. Alternatively, you can help answer newb questions in the comment section or in the forum below. Help me, so I can keep helping you 🙂

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