Stellaris

Stellaris

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Less Irrelevance Mod [2.1.*] (DISCONTINUED)
   
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27 Jun, 2018 @ 8:05pm
25 Jul, 2018 @ 1:26pm
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Less Irrelevance Mod [2.1.*] (DISCONTINUED)

Description
THIS MOD IS NOW DISCONTINUED!

Since 2.2 adds the Galactic/Internal Market, empires now have an amazing tool that they can use to become less irrelevant economically. You can also swap out buildings/districts and starbase modules/buildings that aren't helping you, import/export resources, use commercial pacts and/or research agreements, etc. The AI should be able to use these tools but they don't seem to be (as of 12/12/18). So this is mainly an AI problem and dealing with the AI is outside the scope of this mod.

This is a proof-of-concept mod that makes "irrelevant empires" have the potential to come back through events. No guarantees though. And yes, this is compatible with almost all mods since it doesn't change any vanilla files.

DISCLAIMER: I do not consider myself that great at balancing so if this is imbalanced, please leave feedback.

How it works:

Stage 0:
-There is a 30 year cooldown (20 years for the AI) at game-start to even be considered irrelevant.
-The check for irrelevance is every 5 years and when a war begins/ends for an empire. This is because the game will lag if I make it check every day, guaranteed.


Stage 1:
If the following is true between you and your non-ally neighbors, go to Stage 2:
  • IRRELEVANT Fleet (inferior fleet power AND mineral production is less than/equal to neighbor)
  • IRRELEVANT Research Output (inferior tech AND total research output 2x less than neighbor AND difference is greater than about 25 total)


Stage 2:
Choose between:
1. Buff yourself up for a bit
2. Risk stealing from your strongest/closest non-ally neighbor/empire

Based on how you are irrelevant, your choices will do this:
-IRRELEVANT Fleet
  1. +15% home territory fire rate, +15% and +20 minerals, and -10% ship upkeep for 5 years
  2. The following happens:
    • A random neighboring regular empire with the superior fleet will get +15% ship upkeep and -10% and -10 minerals for 10 years
    • Chance between the following:
      • 67%: +15% home territory fire rate, +10% and +10 minerals, and -6% ship upkeep for 5 years
      • 33%: +15% home territory fire rate, +20% and +30 minerals, and -10% ship upkeep for 5 years

-IRRELEVANT Research
  1. +15% research speed and +8 to all research for 5 years
  2. The following happens:
    • A random neighboring regular empire with the superior tech will get -10% research speed and -8 to all research for 10 years
    • Chance between the following:
      • 67%: +8 to all research and +10% research speed for 10 years
      • 33%: +8 to all research and +20% research speed for 10 years

Extra Information:
-You cannot get the irrelevance buff again if you already have any irrelevance buff.
-Empire debuffs from this do NOT stack. So if you're surrounded by primitives who just got into space, you will only get at most one of each debuff listed.
-Only regular empires are affected by this mod.
-"Ally" means a non-aggression pact, defensive pact, federation, federation associate, and/or guaranteed independence.
-Subjects that are protectorates or disloyal non-protectorate AI empires can become "irrelevant".
-This should affect the AI as well.
-I would have added production irrelevance since being relevant currently has heavy reliance on mineral production but it would make the game lag REALLY badly from constantly calculating mineral production. So this means I might try my hand at experimenting with AI modding.

Known Bugs:
-None so far.
17 Comments
samuariman225 30 May, 2019 @ 4:37am 
Thanks for the mod! It was fun while it lasted.
MightNight 10 Dec, 2018 @ 5:48pm 
I really hope you change your mind and come back this :(
MightNight 18 Aug, 2018 @ 5:46pm 
Fair enough (even though I do not understand why a person would keep playing if you are basically steam rolling and playing the clean up game), but I do believe that giving a stagnant modifier would slowly put you back on track with your neighbors when it comes to technology, while perhaps give you some benefits like happiness, unrest, Trade Attractvness, etc (you know just minor things). I also use Glav's mod, Enhanced AI, Core Game: Buildings, etc. in order to try to make this game a challenge lol. Like you said though: the AI is the core problem of this <.<. Anyways do keep me updated if you plan on making more mods which increase the challenge of the game! I love this and the espionage mod!
Kiyosan  [author] 18 Aug, 2018 @ 5:28pm 
@MightNight: Personally, I wouldn't like any sort of stagnancy effect because it punishes empires that get too far ahead and this mod is intended to only help empires that are far behind. The root of the problem is the AI's decision making although snaking for chokepoints to deny enemy (mainly the AI) expansions and getting little to no punishment for it also seems to be a large problem. Hopefully, the new upcoming economy rework should also come with better expansion AI so I recommend looking into AI mods for now.
MightNight 18 Aug, 2018 @ 3:50pm 
Any plans on adding some sort of stagnancy effect if you greatly outpace your allies? Honestly if it wasn't for this mod I would be bored out of my mind with this game since I play on Grand Admiral, High Aggressivness, Multiple Crisis, etc. I would love to have a competitive gameplay experience throughout the whole game and not just at the beginning and the end. Thank you for this mod and I look forward to more content :)
Don Boni 27 Jul, 2018 @ 8:00am 
Excellent idea. Thanks for the mod
Kiyosan  [author] 24 Jul, 2018 @ 6:42pm 
The mod has been "overhauled", hopefully for the better. If it was for the worse, then I will simply use the regular patched version I have as a countermeasure.
Kiyosan  [author] 24 Jul, 2018 @ 7:48am 
@^kxa: I'm most likely going to overhaul the conditions anyway since there are situations such as the stuff you said and maybe more (being ahead in tech but researching a lot of low-value tech comes to mind) and that I now have more modding experience. Having the cooldown at game start is still good to have regardless.
^kxa 24 Jul, 2018 @ 6:43am 
I'd suggest to start the game with at least the 12.5y cooldown.
I've just started a new game, found another empire about 5 years in and got the -costs buff for ships at year 8. In that case it's hard imbalanced and has hardly anything to do with "catching" up.
It's just abusable in this very early situation.
Also with the AI currently spaming (and not properly using) naval capacity I would either remove the factor or link it with fleetpower. I'm usualy Superior or Overwhelming in Fleetpower and Research if I reach the lategame, but still at best equal in Capacity.

Overall a great idea and I really felt the impact on my economy in the last playthrough when I got significantly ahead, cause the ship upkeep really slowed me down.
Kiyosan  [author] 23 Jul, 2018 @ 7:56am 
@Twinty: Yes, although they should have been dead before then. The mod is mainly for empires that are struggling but at least have some chance of coming back if they're given a little push. Regardless, I haven't touched this mod in a long while so I may make some changes to how empires are considered irrelevant now that I have more modding experience.