Stellaris

Stellaris

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TMP's Mercenary Enclave
   
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3.766 MB
25 Nov, 2018 @ 8:42pm
7 Dec, 2018 @ 6:54pm
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TMP's Mercenary Enclave

Description
2.2 UPDATED!

This is a mod that introduces a new enclave type: Mercenaries.
You can hire fleets from Mercenaries for credits.
There are 3 mercenary enclaves, each one specializing in a weapon type:
-Blast Off Inc. for missiles/torpedoes
-Bullet-Happy Bastards for kinetic weapons
-Beam Institute for lasers/laser-like weapons
Once you have high enough trust with an enclave you can also hire an admiral from them.
The fleets you can hire scale in power with time to prevent the enclave from becoming obsolete too quickly.

~~This mod is compatible with the Speed Dial Mod as of 11/25/2018!
If any changes are made to Speed Dial after this date, it may change that fact until I update this mod.~~

As of 2.2, there will be no compatibility with Speed Dial.

This is my second mod and it contains a lot of code so please report any unusual behavior you experience here in the comments. I will fix it asap.

As usual, a shout-out to the people at the Stellaris Modding Den on Discord, without whom making this would have been much more painful if not impossible!
19 Comments
Flashmeister 27 May, 2022 @ 3:48pm 
loss
Spider 4 Jun, 2019 @ 11:06am 
Can you update for 2.3?
Liseq 25 Dec, 2018 @ 3:47am 
Hi,

there is a small bug related to hiring mercenaries. When you hire a mercenary you gain an empire buff (-100 energy per month i.e) right? Well there is no correct text for it. I.e I have something like: enclave_beam_xyz_zyx rather than "Enclave Beam Contract" or something like that.

Btw: some suggestion: please add admirals to the fleet just like marauders have (and they cannot be removed).

some suggestion2: 3-4 k fleet power for 100 energy per month is little weak. Marauders for 9000 gives you 10k fleet. Maybe some buff?
北内雪崩型 19 Dec, 2018 @ 11:53am 
Will it works with existing savegames?
MightNight 18 Dec, 2018 @ 4:01pm 
How come no more compatibility with speed dial? :(
jtexasboyz 5 Dec, 2018 @ 5:03pm 
I miss the old mercenary mod which was made long ago before mauraders. This concept is fine and more in line with the game today.
Zeratul Vergil 4 Dec, 2018 @ 5:50pm 
Are both mercenary mods compatible with each other?
Can both activities at the same time?
Thanatos996  [author] 3 Dec, 2018 @ 2:18pm 
Not at all! Thanks for the feedback.
kerrigan1603 3 Dec, 2018 @ 4:36am 
Fair enough. Sorry if i came across as a dick. :steamsad:
Thanatos996  [author] 2 Dec, 2018 @ 5:01pm 
@Random Not really, the marauders offer you significantly fewer options and don't scale with time so they're only useful in a narrow window of time.

@kerrigan Criticism is welcome, no offence taken. But I don't see how you could objectively say the other Mercenary Enclave mod did it better. First, it has an entirely different concept-- you don't control the fleets, you can't hire fleets permanently, you can't get an admiral from them, and there's no variation in the fleet weapon types. Second, it doesn't redo the gui/flag to make mercenaries stand out from the other enclaves, which is something I focused on. Third, somewhat irrelevant point, tbqh I had no idea there was another Mercenary Enclave mod until I was halfway into making this one, so by that point I was going to make this anyway and points 1 and 2 made me confident it would stand out. If you don't feel that way, that's fine, but I don't think you could flatly say my logic doesn't also make sense.