Origin Beings

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Author: Darh

Last revision: 13 Oct, 2025 at 03:17 UTC (8)

File size: 57.09 MB

On Steam Workshop

Description:

Precursor Beings

Astral Investigation: From a different plane than the known one, beings of light have arrived to help us…

They ask for nothing in return, what they seek is unknown… they may want us to be at a level never known before or they may come from the future and be part of our own offspring that we never imagined reaching.

A new archaeological campaign filled with new technologies and decisions to make.
It’s suggested that you read the excavation dialogues carefully for the first time to understand the new technologies. Over time, you’ll know what to choose. However, there is a chain of technologies that won’t always be the same unless your play pattern is consistent.

– You can close access to fallen or awakened empires.
– You’ll have access to auxiliary technologies for ships.
– Access Star Eater technology and much more.
– Add new resources.
– The event accompanies you throughout the game.

– Events:

  • SERES – Main Event
  • Extra Event: Help with the Final Crisis
  • Navigation Setup: Corvette upgrades and an edict will help with battle losses
  • Forgotten Runes: Will train leaders and destroyer ships
  • From Beyond: Will help if you are attacked
  • L-Cluster: A complex story of difficult decisions that will shape the game’s development
  • Gunship: An armored ship, although high-energy, needs an escort to be effective
  • Precursors: A new precursor relic, can be activated alongside other relics
  • Exegesis: An event that will help with terraforming
  • Seres Army: New recruits for combat
  • Seres Weapon: A new weapon, the ion battery
  • Various surprise events depending on decisions

– Anomalies:

  • Stellar Fuel: Stellar Anomaly
  • Unexplained Path: Black Hole Anomaly, Relic of the Infernal Bombardment
  • Solar Storm: Beware of This
  • New System: Possible Beginning of Life
  • Binary Stars: One of the Dangers of the Universe
  • Antikythera Artifact: First Extraterrestrial Contacts
  • Several surprise anomalies depending on the decisions

Start the game with Hyperlane or Jump Drive; both technologies are available in the game or in the normal game without starting jumps.

You can have three different fleets at the same time: one with Jump Drive (+ Resources – Fast), one with Hyper Impulse (- Resources + Fast), and one with Time Wormhole (+ Resources Range) for different types of strategies: Exploration, service, or combat. All three technologies are available on your ships, so you can decide and navigate calmly with Hyperdrive engines. In case of emergency, supercharge those Jump Drive engines or Time Wormholes for surprise long-distance attacks at any time.
– Jump Drive requires dilithium crystals in its engines. If you don’t want to use this, then don’t research Dilithium Crystal Mining until later. You can trade on the market and with other empires if necessary.
– Time Wormholes require quartz crystals in their engines. If you don’t want to use them, don’t research Quartz Crystal Mining until later. You can trade in the market and with other empires if necessary.

– New minerals for navigation: Dilithium and Quartz crystals
– Add dilithium crystals and a quartz crystal trade building
– Add dilithium crystals and quartz crystal edicts to improve speed (F7)
(Space Mining Tech 2 and Dilithium Tech or Dilithium Quartz Tech)

– Jump Drive => Strategic Resources Dilithium Crystals => Dilithium Crystal Mining Tech
– Jump Drive 1: => Fusion Power => Reduced range and speed
– Jump Drive 2: => Cold Fusion Power => Jump Drive 1 => Medium range and average speed
– Jump Drive 3: => Antimatter Power Jump => Drive 2 => High speed and range

– Wormhole => Strategic Resources Quartz Crystals => Quartz Crystal Mining Tech
– Wormhole 1: => Fusion Power => Medium range without FTL drives
– Wormhole 2: => Antimatter PW => Timeworm Whole Tech 1 => High range Without FTL drives
– Wormhole 3: => Zero_Point pw => Tech Temporal Wormhole 2 => Powerful without FTL drives

– The Temporal Wormhole basically functions as a jump drive, but it lacks Hyperlane network capability and has different jump characteristics depending on the strategy. It can also be considered an extension of the jump drive levels.

Use Jump:
– Press "J" + Left-click Destination + according to the tech rank or directly in the fleet panel: Initiate Jump.

– Jump Drive and Wormhole require 10 days to prepare for the jump and 45 days to cool down the engines for a new jump, with a weapon penalty and a 50% sublight speed.
– The reason for 45 days is because the AI ​​will attack enemy jump ships that are close to its range as a priority. If it is less than this, the AI ​​will It doesn’t react efficiently, and monotony occurs in the game where empires won’t attack nearby enemy units. (ideal (+) 90 days)
– The experimental jump is halved…

– Should be compatible with most other mods
– No compatible achievement.

Language Support
– English (Regular)
– Spanish (Full)

Gracias a:
@XVCV: https://steamcommunity.com/workshop/filedetails/?id=1934596007
@Neptunehs: https://steamcommunity.com/sharedfiles/filedetails/?id=1562501671
for making this mod possible.

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