StellarStellaris


Forerunner Beings

Astral investigation: From a plane other than the known one, beings of light have come to help us...

In return they ask for nothing, what they seek is unknown... they may want us to be on a level never known before or they may come from the future and be part of our own offspring that we never imagined reaching.



A new archaeological campaign full of new technologies and decisions to be made.
It is suggested to read the excavation dialogues carefully for the first time to understand the new technologies, over time you will know what to choose, however there is a chain of technologies that will not always be the same unless your play pattern is always the same .

- You can close access to fallen or awakened empires
- You will have access to auxiliary technologies on ships.
- Access Star Eater technology and much more
- Add new resources
- The event accompanies you throughout the game...

- Events:
  • SERES - Main Event
  • Extra event: help with the final crisis
  • Navigation Settings: Corvette upgrades and an edict will help battle losses
  • Forgotten Runes: Will train leaders and destroyer ships
  • From beyond: will help if you are attacked
  • L-cluster: complex history of difficult decisions that will mark the development of the game
  • Fighter Ship: Armored ship, although high energy needs an escort to be effective
  • Precursors: new relic precursors, can be activated together with other relics
  • Exegesis: event that will help with terraforming
  • Seres Army: new recruits for combat
  • Seres Weapon : new weapon, ion battery
  • [/list]

    - Anomalies:
  • Stellar Fuel: Stellar Anomaly
  • Unexplained Route: Black Hole Anomaly, Relic of Hell Bombardment
  • Solar storm: watch out for this
  • New system: start of life possible
  • Binary stars: one of the dangers of the universe
  • Antikythera artifact: first extraterrestrial contacts
  • [/list]

    Start the game with Hyperlane or Jump Drive, both technologies are available in the game or normal game without starting jumps.

    You can have 3 different fleets at the same time: one with Jump Drive (+ Resources - fast), one with Hyper Impulse (-Resources + Fast) and with temporary wormhole for different (+ Resource Range) for different types of strategy : Exploration, service or combat. All 3 technologies are available on your ships so you can decide and cruise easy with hyperdrive motors and when you have an emergency superheat those jump drive motors or temporary wormholes for long distance attack surprises at any time.
    - Jump Drive needs dilithium crystals in its engines, if you don't want to use this then don't research dilithium crystal extraction technology until later. You can trade in the market and with other empires if necessary.
    - Temporary wormholes need quartz crystals in their engines, if you don't want to use them, don't research quartz crystal mining technology until later. You can trade in the market and with other empires if necessary.

    - New minerals for navigation: Dilithium and Quartz crystals
    - Add Dilithium Crystals and Quartz Crystals Trade Building
    - Add Dilithium Crystals and Quartz Crystal Edicts to improve speed (F7)
    (Tech Space Mining 2 and Tech Dilithium or Tech Dilithium Quartz)

    - Jump Drive => Strategic Resources Dilithium Crystals => Dilithium Crystal Extraction Technology
    - Jump Drive 1: => Fusion Power => Reduced range and speed
    - Jump Drive 2: => Cold Fusion Power => Jump Drive 1 => Medium range and average speed
    - Jump Drive 3: => Antimatter PowerJump => Drive 2 => High speed and range

    - wormhole => strategic resource quartz crystals => quartz crystal mining technology
    - Wormhole 1: => potency fusion => midrange no FTL units
    - Wormhole 2: => Antimatter PW => Time Worm Tech Whole 1 => High range no FTL units
    - Wormhole 3: => Zero_Point pw => Tech Temporary Wormhole 2 => Powerful without FTL units

    - The temporary wormhole basically works as a jump boost, but it has no hyperlane network capability and has different jump characteristics according to the strategy. It can also be considered as an extension of the jump management levels.

    Use jump:
    - Press the "J" key + Left Click Fate + according to the technological rank or directly on the fleet panel: Start jump.

    - Jump Drive and Wormhole need 10 days to prepare the jump and 45 days to cool down the engines for a new jump with a weapon penalty and 50% sublight speed
    - The reason for 45 is because the I.A. It will attack enemy jump ships that are close to its range as a priority, if less than this, the A.I. It does not react efficiently and monotony occurs in the game where empires will not attack nearby enemy units. (ideally (+) 90 days)
    - The experimental jump is cut in half...




    - Should be compatible with most other mods
    - I can't get compatible.

    Language Support
    - English (Regular)
    - Spanish (Full)

    Thanks to:
    @XVCV: mod_detail.php?publishedfileid=1934596007
    @Neptunehs: mod_detail.php?publishedfileid=1562501671
    for making this mod possible.




    TitleOrigin Beings
    Steam ID2547826658
    Steam App281990 (steamDB)
    Steam Manifest/UGC6572638370645360445
    Creator SteamID76561198199986345
    Steam Created2021-07-15T15:16:33+00:00
    Steam Updated2026-09-23T20:09:20+00:00
    Steam Updated relative19.3 days ago
    Revision #103
    Revision archived?NO!
    Revision file date
    Tracked Steam files11
    Tracked mod files0
    Mod size55.54 MB

    Tracked mod revisions

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