Stellaris

Stellaris

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Declade Mortis Origin
   
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26 Aug, 2021 @ 7:42pm
26 Sep, 2021 @ 8:33pm
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Declade Mortis Origin

Description
Our ancestors stood and lost against a great eternal enemy. They made their last stand in this unique system, hoping that by consolidating their empire to one system they'd be able to fend off the eternal enemy. Our ancestors still lost and the great enemy destroyed the penrose sphere surronding the blackhole at the center of our system, the energy released has caused a system spanning space storm deactivating or destroying our ancestor's creations. Either as a last hope of our ancestors or a mistake made by the great enemy, a small group survived hidden on our homeworld. We have only just now begun to rediscover the secrets of space travel. Each technology rediscovered, each marvel reactivated, each world recolonized, brings us closer to avenging our ancestors!

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DESCRIPTION
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An extremely powerful gigastructures origin, meant to be used against the more difficult Aeternum empire settings. However, I have left it up to the player to decide what will be at the galactic core from gigastructures.


Contains 5 in-active(you can activate them with the correct tech) gigastructures, all of the ruined vanilla megastructures, and 9 habitable planets in the same solar system. Most of the planets have unique deposits, and 4 of them have unique armies that can only be trained from those planets. There is also a special project upon colonizing the former fortress world of Pandemonium to restore a juggernaut class ship, this takes awhile though (100k engineering cost).

Additionally, until I find a better work around, the base influence production of the country is increased by 5 in order to allow all the gigastructures to be reactivated and not lose influence monthly even with all technologies researched.

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COMPATIBILITY
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If planetary diversity and/or gulli's planet modifiers are also loaded, then some of the planets will change to PD classes and most of the planets receive precursor modifiers from Gulli's, with the capital and the fortress world receiving many.


This is my first stellaris mod that does anything other than add a starting system, (granted it's not a whole lot more than that) so I'd expect bugs to show up somewhere. I have played it and tested it and seems to be working, but please let me know if you find any bugs, and if a certain mod breaks it. I didn't overwrite any vanilla files so I think it should be mostly ok with any mod that also works with gigastructures.

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SPECIAL THANKS
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Huge thanks to corsairmarks from the stellaris modding den, without them this either wouldn't have happened or taken far longer!

Thanks to Elowiny and James Fire from the gigastructures team for help modding, and the amazing mod that this is built off of.

Also thanks to Fiiral from the modding den.
Popular Discussions View All (2)
5
2 Sep, 2021 @ 8:03am
Bug Reports
Khorne Flakes
2
10 Oct, 2021 @ 12:11pm
Suggestions
Khorne Flakes
9 Comments
vincent_calgari 26 Jan, 2023 @ 5:12pm 
is this still useable in 3.6?
Alipheese Fateburn 2 Jul, 2022 @ 10:19am 
Any chance of an update to this since the new Orbital Rings? With the way they work, most of the planets in the starting system can't have them since they already have a megastructure linked to them. Maybe have the megastructires moved to the asteroids?

Love the mod and been using it a lot.
Khorne Flakes  [author] 22 Sep, 2021 @ 6:14pm 
I should have sometime Friday to update this to 3.1, and while doing so I'll look into throwing an option in for a non-origin starting system.
sharky952 22 Sep, 2021 @ 5:08pm 
@Aperankityal - Levana
Author did make a starting system https://steamproxy.net/sharedfiles/filedetails/?id=2570970197 . But he won't develop it further as said in the description
Aperankityal - Levana 21 Sep, 2021 @ 2:38pm 
Is it possible to use this as a system initializer/start system rather than an origin? I like to play hilariously cheaty games, and this looks like it'd be a nice start system to play with a different cheat origin.
Khorne Flakes  [author] 19 Sep, 2021 @ 4:05pm 
Sorry everyone, I still have yet to get time to try out 3.1 and thus test this mod in 3.1. It's been a busy week irl. I suspect it works fine in 3.1 but I will try and update it sometime this week.
Scanner 16 Sep, 2021 @ 8:52pm 
It does but i got errors that may or may not have to do with this mod. If I find out, I will post it here. I do love this mod though.
Khorne Flakes  [author] 16 Sep, 2021 @ 11:22am 
I haven't had time to check yet sadly, I'll try to check tonight. I'd give it a strong chance of being ok, no promises obviously lol
Scanner 15 Sep, 2021 @ 10:04pm 
Is this compatible with new patch?