Stellaris

Stellaris

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New Enclaves Revived
   
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45.623 MB
24 Dec, 2023 @ 9:01pm
9 Jan @ 3:37pm
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New Enclaves Revived

Description
[discord.gg]
[opencollective.com]

This is the updated version of the New Enclaves mod originally made by lpslucasps[github.com] and originally maintained by The24thDS[github.com] up until 2022 or so. Now it has passed to me. Seems a little familiar doesn't it?


The Universal Hive is a hive enclave with which all players can interact. They believe that the entire Universe is alive and that everyone is connected with each other to some degree.
In exchange for some Energy they can help you achieve many things:
  • increase Society Research by 10% for 10 years;
  • increase Stability by 5 points for 10 years;
  • hire a special governor if you are also a hive.

The Prime Machines are an enclave of ancient self-aware machines. They pretend to be the first machines in recorded history to achieve self-awareness. They are more advanced than any synth you can make.
The Prime Machines don't trust and will refuse to interact with Fanatic Purifiers, Devouring Swarms, Spiritualists and empires that outlaw robots.
Other empires can give them some Energy for the following bonuses:
  • increase Engineering Research by 10% for 10 years;
  • hire a special machine governor which will increase the output of robotic pops by 10%;
  • one time purchase of a tech option that once researched will unlock a new trait for your robotic pops;
  • trade monthly Energy for Living Metal.

The Shroud's Children are an enclave of beings in a continuous connection with the Shroud. They believe that you've met them before, eons ago, when your physical body didn't exist yet. They can teach you how to become one of them, for a price.
Actions available:
  • increase Physics Research by 10% for 10 years;
  • increase Spiritualist attraction by 50% for 10 years;
  • hire a special governor that will increase the Unity production with 20%;
  • one time purchase of a tech option;
  • trade monthly Energy for Zro;
  • something fun about Shroudwalkers (Requires Overlord DLC).

Deep Rock Galactic is an enclave of space mining dwarves. It is inspired by the game with the same name and it offers you different ways to increase your mineral production.
No DLC is required for this enclave but the recommended DLCs are: Humanoids and Ancient Relics
Actions available:
  • increase mineral production by 10% for 10 years;
  • trade monthly Energy for Rare Crystals;
  • one time purchase of a tech option;
  • buy error cubes (Ancient Relics);
  • Rock and Stone (Humanoids).

Compatibility

This mod should be compatible with any mods that don't overwrite the following files:

Works with:

Bug reporting and ideas

Please visit our Discord server and bring bug reports and suggestions to the channel marked #bosmers-mod-stash. Its easier to keep track of stuff on there as opposed to the Steam comments



Note: The translation percentages are based off of how they were originally. I have done nothing to these translations at all

61%
61%
61%
0%
61%
61%

Chinese translation available here

https://sp.zhabite.com/sharedfiles/filedetails/?id=2131014154


Credits

This mod would not exist in its current state without these people:
Thank you all!

I don't own any DRG related material that has been used in this mod. Deep Rock Galactic is developed by Ghost Ship Games and they hold all the rights for the respective materials. You can get the game here: https://sp.zhabite.com/steamstore/app/548430/Deep_Rock_Galactic/

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[opencollective.com]

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94 Comments
Bosmeri  [author] 3 Apr @ 1:51pm 
Just to go ahead and put this out there:

- Yes I do plan on updating this for 4.0 but New Dawn takes priority.
- No I don't know when it will be ready after the update comes out
Bosmeri  [author] 11 Dec, 2024 @ 5:34pm 
Just wanting to check but has anyone else had issues with the Prime Machines without other mods installed?

I'm trying to make sure I'm not screwing up stuff on my end when its a compatibility issue between New Enclaves and another mod.
MightNight 30 Nov, 2024 @ 9:24am 
Yeah that is the issue. I was able to fix it after looking at the code. Basically there are no options for the game to pick if you do not have the "robots_allowed" flag enabled. Just go in your "281990\3122192542\events\new_enclaves_machine_events.txt" and delete any instance of the following:

OR = {
has_policy_flag = robots_allowed
is_machine_empire = yes
}
Gehirn des Mülls 25 Nov, 2024 @ 6:19pm 
My game also crashed after finishing the first contact with the Prime Machines. I had robots outlawed. I reloaded and set robots to allowed, and the window after the first contact showed a clickable answer again. Clicking it, the game continued as always, without crashing.
MightNight 23 Nov, 2024 @ 11:51am 
@Bosmeri just with new Enclaves
Bosmeri  [author] 23 Nov, 2024 @ 11:20am 
@MightNight:
Unmodded as in no mods at all or just with New Enclaves installed?
MightNight 22 Nov, 2024 @ 5:27pm 
Yeah a new unmodded game worked. Hopefully it turns out to be an issue with the policy that can be easily fixed. Would absolutely love to use it
Bosmeri  [author] 19 Nov, 2024 @ 7:26pm 
@orko_oskar:
Yep, that does provide some insight. I'll take a look at the code over the weekend!
orko_oskar 19 Nov, 2024 @ 6:04pm 
I think I have something that might be of use.
On a hunch I tried the same save again with the same result (no interaction option on first contact leading to a crash when closing the window).
I then tried the save but this time I changed my policies and went from robotic workers and AI rights outlawed to allowed and AI citizen rights and this time first contact worked. I got an interaction option and concluded first contact without a crash.
My thinking is that outlawing robots/AI is the cause for the issues, maybe a lack of options for non-spiritualist outlawers (I was playing xphobe, fanatic pacifist).

Anyway, thanks for your great work and I hope again this was in some way helpful.
Bosmeri  [author] 19 Nov, 2024 @ 12:42pm 
@orko_oskar:
Thanks for getting back! Yeah, whenever you get the chance, I'd suggest narrowing it down and talking to the dev in question about it.

In the mean time though, make sure you're running mods that are up to date or at least confirmed to work with 3.14.159 :)