Arcane Heritage (2.3.1)
Okay so I think I’ve decided where I want this mod to go. Unfortunately, there will be a @@@@ ton of changes involved, so I’ve decided to leave this mod as is as a form of legacy version. If anybody wants to continue what I started here in the manner I started it, feel absolutely free. I should note that I will be reusing a bunch of stuff I made for this, though.
Introduces new mechanics focused around the tropes about magic that have seeped into pop culture over the decades. All magical pops need "arcane technology" as upkeep, in addition to, and similar to consumer goods.
Magic-Specific Factions [In Beta]
Two special factions that are based off of the tropic "light/dark" divide which I’ve turned into a generic class divide. Will (eventually) react dynamically to decisions you make throughout the course of the game.
Magical Worlds
Adds a set of Magical modifiers and corresponding deposits that may randomly appear on planets. You can control the spawn rate through an in-game menu that appears on game start. If you’ve taken the appropriate ascension perks, you may even be able to convert colonized worlds into magical ones.
Magic Jobs/Building Variants
Only available when you’ve undergone some stage of Arcane Ascension, these rely on the production and use of the two new resources: Mana Crystals and Arcane Artifacts. Buildings on Magic Worlds do not require arcane technology maintenance.
Magical Ship Components
Very powerful variants of common ship components. Currently, these include reactor boosters, shields, armor, hull plating, etc. Currently is divided into 4 tiers:
- T1 (Mu-level): Available if you’ve picked the Arcane Heritage civic, or the Arcane Awakening ascension perk
(Mid-Game/Maurader Tier) - T2 (Eta-level): Available if you’ve researched enough Mu-level tech
(Fallen Empire Tier) - T3 (Tau-level): Available iff you have ZOFE or ESC
(Ascended Empire Tier) - T4 (Phi-level): Available iff you have ACOT SOFE
(Sigma/Stellarite for ACOT)
Arcane Ascension
Consists of TWO Ascension Perks, or ONE Ascension Perk (the latter one) if you picked the Arcane Heritage Civic
On settling a Magical World, you will eventually be given the option (assuming you haven’t undergone any other ascension path, i.e. Mind over Matter, the Flesh is Weak, Engineered Evolution, or you’re gestalt) to gain the "Magical Theory" tech, which is required for the first Ascension Perk.
- !Arcane Heritage Ringworld Overwrite: Allows you to turn Ringworlds into Magical worlds too
Guaranteed INCOMPATIBLE
These are (obviously) incompatible. Do not bother with bug reports if using one of these.
- N/A (for now)
Guaranteed COMPATIBLE
Mods i play or have played with myself. If you have issues, please report them, as it is a bug.
- ESC 3.0
- Real Space
- Guilli’s Planet Modifiers
- Bigger Planets – 2.2
- Bigger Planet View + 36 building slots
- ZOFE Collection
Will Never Explicitly Guarantee Compatibility
May or may not be compatible. I refuse to play with/patch these mods for one reason or another.
- Planetary Diversity (Too much trouble with this one mod)
- Gigastructural Engineering (They have a 1000+ line error log. Nope)
- NSC (Just no. Should be compatible, if not balanced)
- Any Glavius Mods (He plays around with weights too much for my tastes. Also I have some serious issues with some of his latest changes)
If another mod you’re using touches any of the following things stuff is going to break. I’ve incorporated some of GAI’s changes, so ignore when thinking about it.
- The following Events:
- action.65
- action.104
- Vanilla Buildings with a Magical Variant
- The following Ascension Perks:
- Mind Over Matter
- The Flesh Is Weak
- Engineered Evolution
- The Arcology Project Special Decision
- Add more edicts/decisions involving arcane technology (may add in restriction that arcane heritage can only live on "magical" (gaia) planets naturally, so have a decisions to forcibly add in leylines or whatever)
- In general, find ways to spend arcane tech
- [Political empire sprawl (The mod)] directly changes empire sprawl penalties: adding a crime malus and trade boost. The +300/600% multipliers from this mod stack with that. Depending on the other mods you’re using you van have 1-2k+ trade value planets. (With some Megachurch temple of prosperity of w/e it’s called help)
- Natalia Kielmel for graciously allowing me to use some of her artwork. Find her work here[www.artstation.com].
- Simple Leader Skill Icons for the leader level icons that I’ve adapted for this mod
(I added support for icons appearing in the outliner)
Revisions:
Old revisions of this mod are available below. Click the link to download.