Stellaris

Stellaris

247 ratings
Relic World Flavour
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File Size
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611.891 KB
17 Jul, 2024 @ 10:20am
22 Sep @ 7:07am
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Relic World Flavour

In 1 collection by Dunno
Dunno's Flavour Mods
4 items
Description
[discord.gg]

This mod aims to explore the unique aspects of Relic Worlds and add a more unique feel to these ancient alien remnants.

Updated to 4.0. The legacy 3.14 version of Relic World Flavour can be accessed here.

[3.14] Relic World Flavour

Features
  • Delve deep into the history of your colony with the new Expeditions feature! Map unknown regions of the planet to find treasure, forgotten technologies and more.
  • Over a dozen new flavour events to add some uniqueness to life amidst the ruins of an ancient civilisation.
  • Several new deposits and modifiers for Relic Worlds and their neighbours.
  • Two new custom relic world systems.
  • Abandoned Ecumenopolis Worlds now gradually decay into Relic Worlds. Better not leave those empty!

Compatibility
  • Starting a new savegame is recommended for full functionality.
  • Running this mod on an existing save may result in some features not working.

Other Flavour Mods
City World Flavour - Adds unique events, deposits and mechanics to Ecumenopolis worlds.

Translations
German Translation - Credit to Kucige for the hard work.
56 Comments
[EASY] PotatoeTater 13 Aug @ 3:53pm 
Hey, I know this guy.
Stern 7 Aug @ 3:00pm 
Thank you for the mod.
French translation is here: https://steamproxy.net/sharedfiles/filedetails/?id=3544270142
Red Skull 1 Aug @ 2:01pm 
Hi this is compatible with my mod, Feature Preserver as all your deposits are listed as "rare" category!
Nesquik 27 Jul @ 12:31pm 
Great mod!
Red Skull 15 Jul @ 3:58am 
I will test when I'm back on my PC, ECS updated due to the launcher being updated it messed with something. So I think it may be fixed on ECS side. But I'll double check later thanks.
Dunno  [author] 15 Jul @ 1:55am 
What sort of issues are you having? I can have a look into it
Red Skull 14 Jul @ 8:30am 
@Dunno Having issues with ECS again, ive tested the mods compat together but i cant get them to work together. Done all troubleshooting including mod purge
Coggernaut 10 Jul @ 5:49am 
The mods should be totally compatible then :D

Any ethic related event options? We could build in compatibility for that
Dunno  [author] 10 Jul @ 1:57am 
It should be totally isolated yeah, the techs are only accessible via archaeology/exploration events. What sort of compatibility are you looking for?
Coggernaut 9 Jul @ 5:59pm 
@Dunno

I see you add technology, is it completely isolated from vanilla's tech-tree? I'm interested in building built-in compatibility between the two mods