True Necromancy
This mod implements a somewhat general approach of necromancy and uses mostly vanilla mechanics (or recycles them) to bring all your dead pops back to life. Should work with other vanilla mechanics, however I locked out hive minds and machine empires for now. Why you may ask? Because I am too lazy lol.
Special thanks to Victor Haeggman for his work on the Permanent Employment civic which made it way easier to create this mod <3
All the features are locked behind the new civic "Necromage".
– Revive dead pops as zombies (just like permanent employment besides you are no megacorp)
– Purge xenos to recruit them for your empire as zombie pops! (like mechromancy without cybernetics)
– Build shrines for your necromages and upgrade them to temples and castles
– Sacrifice your necromage’s servants for a temporary boost in organic assembly and minerals/energy production
– Take the origin "Necromantic Heritage" to start with a custom secondary zombie race
– Compatible with everything which leaves the vanilla necroid stuff as is
– If you want necro worlds and arcologies you want Planetary Diversity!
– Get the Stellar Vampire Civic if you want to play as vampire necromages!
Q: Can I be a necrophaging necromage?
A: Yes and necrophage pops won’t be assembled with a zombie trait
Q: Can I be a mechromancer?
A: Yes, choose the flesh is weak AP! and assimilate the zombies!
Q: Can I have psionic zombies?
A: Yes, my zombies won’t loose their psionic abilities (unlike mechromancy AP)
Q: Is this mod balanced?
A: Of course not and will never be. It is for role playing purposes.
Please report an issue you encountered or do not ask for updates. This will help you more than just asking for an update without any reasons.
Required DLC:
These DLC should be installed in order to use this item.
Stellaris: Necroids Species Pack