Fallen Empires Expanded v1.5

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Authors: Surfacerunner, Scarecrow

Last revision: 13 Oct, 2017 at 19:47 UTC (8)

File size: 1.66 MB

On Steam Workshop

Description:

Version 1.5 for Stellaris 1.6 "Adams"

Fallen Empires are ancient, stagnating but extremely powerful empires, fully developed at the start of the game. They serve as late-game adversaries and can be allies or opponents of the end-game crisis, War in Heavens.

Fallen Empires, Stellaris Wiki[www.stellariswiki.com]

Fallen Empires Expanded improves upon the current state of fallen empires in Stellaris 1.6 "Adams".

By adding new personalities types and attributes, this mod works to breath more diversity and character into fallen empires. More varieties of fallen empires will spawn along with their unique homewords and ethos-related colonies.

Due to the vast size of galaxies in Stellaris, it may take you a lengthy time to experience what this mod has to offer.

A new save game will be required to experience the best of Fallen Empire Expanded.

◢ Increase max # of Fallen Empires
    Unmodded Stellaris can only support up to four fallen empires, even on largest galaxy presets.
    Fallen Empires Expanded fixes this issue, overriding the artificial fallen empire limit. You can have up to 8 different fallen empires in one galaxy.
    Enough to satisfy the staunchest of masochists.

◢ No Clustered Start
    Fallen Empires Expanded is fully integrated with No Clustered Start with new galaxy options to utilize this feature. You can now play with 8+ fallen empires without the worry of being subjected to a galactic ぶっかけ from fallen empires spawned beside you!
    No Clustered Start, created by Taw, works by spreading out the placement of empires uniformly throughout the galaxy. This is done through changes the default spawning parameters in Stellaris.
    Note: No compatibility issues will arise if both FEE and No Clustered Starts are subscribed.

◢ New Ethos for Fallen Empire

Additional ethics variants for fallen empires, each with its unique traits.

  • Fanatic Militarists
  • Hive Minds

◢ New Unique Fallen Empires

Prescripted fallen empires with predetermined ethos, species, and/or personalities.

  • Terran Coalition – Earth-based Xenophile Human FE
  • Sol Imperium – Mars-based Alien Xenophobic FE
  • Azalthyn Hive – Hivemind FE

◢ New Subject types of Fallen Empires

The more slaves the merrier.

  • Puppet States – Proxy expansionist empire for fanatic militarist FEs
  • Levy States – Food slave for Hive Minded FEs

◢ New Fallen Empire Homeworlds

Handcrafted homewords for fallen empires, each with its own narrative.

  • Celestial Dynamo – Materialists
  • Eternal Citadel – Xenophobes
  • Ethereal Bastion – Xenophiles
  • Empyral Sanctuary – Spiritualists
  • Earth – Xenophiles
  • Terran Wasteland – Xenophobes
  • Undying Fortress – Militarists
  • Calescent Nest – Hivemind
    Note: All FE Homeworlds can now be chosen as player starting systems.

◢ New Ethos Unique Systems

Special ethos-specific systems with specialties and rewards for those who captures them.

  • Necropolis of the Xenos
  • Antiquarian Tomb
  • Ancient Manufactory
  • Elysian Shrine

◢ New Star Systems for Fallen Empires

Unique celestial formations unlike anything seen in Stellaris

  • Binary Stars – Two stars orbiting one another, each having their own family of planets
  • Brown Dwarfs – A supermassive gas giant with a plethora of orbiting planets
  • Trinary Stars – Three stars; two sharing a barycenter while orbiting the third, larger star

◢ New Conditional Spawn system
    Are you concerned of a Commonwealth of Man, United Nations of Earth, and now the addition of a fallen human empire breaking your immersion?
    Fallen Empire Expanded pre-emptively checks the existence of Earth-based human empires (CoM or UNE) before spawning in a human fallen empire.
    There will only be one Sol in your galaxy.

Fallen Empire Expanded will be continuously updated and supported.

• Guaranteed mod support for Stellaris 1.8 "Capek" at release
• Continuous mod updates with new features

Past Mod Updates

UPDATE 1.5September 12nd, 2017

UPDATE 1.4Cancelled, unreleased

UPDATE 1.3December 31st, 2016

UPDATE 1.2December 22nd, 2016

UPDATE 1.1December 13th, 2016

RELEASE 1.0December 9th, 2016

Fallen Empire Expanded is designed with mod compatibility in mind.

Design Philosophy of Fallen Empires Expanded

Fallen Empires Expanded is designed with maximum compatibility with other mods in mind.

This mod…

  • Does not replace vanilla Stellaris files in any way
  • Does not modify entries or values in vanilla Stellaris files
  • Does not interfere or conflict with files added by other mods

What is changed? – Direct replacement/alteration of vanilla files

  • Nothing

What is added? – New files added by this mod

  • common/fallen_empires
  • common/personalities
  • common/random_names
  • common/solar_system_initializers
  • common/subjects
  • localisation

What is overridden? – Event IDs overriden by this mod to activate mod-added events

  • events/FEE_awakening_events.txt
  • events/FEE_replenishment_events.txt
  • events/FEE_initializer_events.txt
Compatibility with other mods

Fallen Empires Expanded adds new entries on new files rather than overwriting or replacing existing files; that being said, this mod is far more likely to break from conflicts with other mods rather than cause mod conflicts.

This is the unfortunate consequence of some mods that replaces entire files and folders, with complete disregard of overwriting, to make minor edits and changes.

Fallen Empires Expanded will not cause conflicts with other mods; however, other mods may cause problems for this mod.