Stellaris

Stellaris

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Military Faction(1.9)
   
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12 Sep, 2017 @ 3:06pm
4 Jan, 2018 @ 1:15am
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Military Faction(1.9)

Description
About that mod >
That mod is especially for people who prefers to play as "turtle" without being dominated by the other AI empires building fleets very quickly. After researching the "Military Faction" technology a new vassal empire called "Military Faction" will be created under the command of the player who did the research, that new empire will follow the player orders, help them in their war and never rebel against them. They do not need any planet to remain active.

How to give orders?
Compared to others empire the Military Faction doesn't have an AI but all his fleets will be managed with events so in order to make them follow a certain order you must set the correct policy under "Military Faction Managment" and here you have 4 options:


Disbanded
All the fleets will be destroyed and no more will be build.

Support Fleets
Each support fleets will select one of your military fleets and follow it every until your military fleet or the support fleet itself is destroyed.

Defend Territory
All the fleets will patrol in your territory and hunt any hostile ship inside, but for security they will not try to engage Leviathans to let the player have the events and all the glory.

Offense
Very useful especially in war, all the fleets will hunt the major threat in the whole galaxy, major threat includes all the hostile ships from a country/fallen empire in war with the player or the crisises.

That policy will cost 1 influence and will be set back to disbanded if you don't have have anymore influence.

What is the limit of the faction?
By researching the technology the faction will start with a limit of 50 corvettes and then by researching further technologies you will be able to make them unlock new ships and even raise their capicity. You can see the limits on the sceenshots.

How does their fleets spawn?
Each of their fleets will be spawned with events, in order for them to works all you need is a planet with a spaceport.

Can I Design the Military Faction Ships?
Each fleets spawned by the faction will use the designs and the graphical culture of your ships, but they won't be able to be upgrated, so if you want to upgrate the designs of the faction the only way would be to disband them and start over.

Can the AI use them?
Yes the AI is now able to use the military faction only if a player allow them by activing the special country edict for it. Most of the time he will put the policy on Defend Territory.

Mod Compatibility
- (-New Ship Classes & More v6.0-)
- Realistic Ships: Support Cruiser / EA Cruiser / RS Battle Cruiser(renamed in the mod as Assault Cruiser).
- Overloaded Command Ship
- Titan Ship Class
- Star Wars Empire Ships
* Don't forget that their ship will use you designs, so any mod adding new components will of course be compatible.
* In order for the specific tech of mod ship to spawn in the researchs you must have at least built that ship once and keep it around in your fleets.

More Informations
- That mod is now compatible with multiplayer and AIs can also use it.
- Be careful because your faction won't build anymore ship if you are a subject (vassal / protectorat).
- In order to let the player change the mangment policies without limit, the 10 years restriction has been removed.
- The faction country will have a custom name including the one of your main specie.
- Letting the AIs use the faction could end up with a lot of FPS drop in later games because of the huge amount of fleets.
- Mod compatible with old saves.
- No files were replaced so that mod should be compatible with anything.
- Actually with events there are no way to merge fleets which mean that you can sometimes and up with 30 support fleets following you main fleet which can be annoying.
- Added some weight modifiers in technologies, for example if you want more chance for the destroyers tech to spawn for your military faction, having already unlocked the cruiser (spaceport lvl 5) will help a lot.
201 Comments
amirfoox 28 Jun, 2019 @ 3:34am 
DrBlood could you PLEASE let me know how I can fix the military faction staying at my home planet on a wormhole FTL playthrough? Even a few words will help. Thanks!
amirfoox 29 Dec, 2018 @ 1:43am 
@DrBlood It's a great mod! But I found it seems to work only on the hyperlane FTL drive on Stellaris 1.9. Other FTLs cause the military faction's ships to stay stuck on my home system, no matter which order I give it.

I thought it was the result of mods conflict so I removed everything else but this mod, but this issue reproduces. Is this a known issue? Is there anything I can do against it? Thanks! :)
DrBLOOD95  [author] 30 Aug, 2018 @ 7:27am 
OK guys the update of the mod is now done for Stellaris 2.1.2, go here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1498007446
WariousGaming 24 Aug, 2018 @ 2:30am 
WOOO DrBLOOD nice to hear from You ;) Thanks for this info!
DrBLOOD95  [author] 24 Aug, 2018 @ 2:24am 
Hellow there, for now in my side the update is going very well the fleets from factions are following the orders without problem and that knowing that they are not managed by an AI but by Country Events instead. I need to do some complete game with the mod checking if it will affect performance and once I'm done, I will update a new mod of that faction leaving that one for people who wants to remain on 1.9
The Dark Emperor 30 Jul, 2018 @ 4:58am 
DrBLOOD - how is the updating going? Is work/ school/ life getting in the way? I don't presume to know how fast/slow updating this is gonna take (I don't know jack about modding) so just keep on going strong. I loved using your mod in 1.9 and earlier and was quite miffed when the 2.0 update made this unusable. Looking forward to seeing the resurgance of this mod.
WariousGaming 20 Jul, 2018 @ 3:48am 
DrBLOOD so it means You do not have to do this mod from scratch? :)
DrBLOOD95  [author] 20 Jul, 2018 @ 2:00am 
I have found some new interesting features in scripts with 2.1 which will allow me to edit that mod more easily, when I find the time I will start working on an update.
Friendly_Robot 20 Jun, 2018 @ 9:17pm 
yes @Lucius
Lucius 20 Jun, 2018 @ 3:32pm 
Just out of curiosity would this mod run into issues with the 2.0+?