Stellaris

Stellaris

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Military Enhancements [defunct, install ME 2.0]
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839.630 KB
23 Mar, 2020 @ 1:10pm
1 Jan, 2023 @ 3:21pm
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Military Enhancements [defunct, install ME 2.0]

Description
Overview
This mod aims to add more roleplaying potential to ground armies.
- 22 new technologies
- 3 special buildings
- 11 new unique armies
- 6 new policies
- a "Mobilization" edict
- an overhaul to psionic soldiers
- rebalancing of base armies
- Russian localisation

Balance Changes
- ALL vanilla armies have had their damage halved to increase the length of fights
- Army cost and upkeep increased through technologies
- Defensive armies get stronger in the early game
- Psionic armies have been buffed
- Gene modded soldiers now require the "Special Forces Academy" building to be trained

Psionic Overhaul
There are now three psionic units total: The Initiate, the Trooper, and the Templar.

To create psionic armies, you must build the new Psionic Council Building. After this is created, every ~5 years you will get an event calling for testing. You must spend either 1000, 600, or 300 energy credits to complete a round of psionic testing. Higher investments give a higher chance at getting better soldiers.

After spending your money, in ~150 days another event will pop up. This event will either be positive or negative. Depending on what the event is, you will unlock the ability to train one of the armies anywhere in your empire. You can only build as many psi armies as you have completed testing.

Policies
There are six new policies to help you format your empire according to your roleplaying and balancing needs. Will you be an aristocratic empire that only allows their noble elite to be officers? Will you follow the tenets of the Soviet Union and spam poorly trained infantry? Or will you use only the highest quality Prussian space marines?
- Certain policies build off each other and require each other
- Megacorp exclusive policy choices
- Weapon platform policy that builds with new tech

Technology
Each new tech for your army increases your army matienence. Research the "Improved Logistics" tech to counter the slow creep of upkeep.
- Unlocks the new buildings
- Unlocks a few new units
- General increases to army damage, morale, and health
- Unlocks more options in the "Weapon Platform" technology

Armies
There are 11 new armies added, most of them are unique depending on policies and buildings. For example, selecting "Purge" under the "Rules of Engagement" policy will unlock the Purge Squad army. Other armies require a certain building, such as the Special Forces Academy or the Armor Factory.

Buildings
There are 3 buildings added with this mod: the Special Forces Academy, the Armor Factory, and the Psionic Council.

The Special Forces Academy is neccessary for the training of gene modded soldiers and the new unique "Special Forces" army type.

The Armor Factory is neccessary for the construction of advanced armored units, such as the Valkyrie Gunship.

The Psionic Council triggers the Psionic Testing event chain, and is therefore neccessary for the training of ALL psionic units.

Mobilization
Mobilization is an edict that can only be enacted during wartime. When activated, it increases alloy production, troop training speed, and decreases training cost. However, it damages your consumer goods and energy production.

Compatability
This mod overwrites ALL vanilla army files. If any other mod does that, such as my other mod "Ultimate Sci-fi Army Pack", you must make sure this mod overwrites all the others, or else the psionic overhaul will NOT work.

From what I tested, it IS savegame compatable. However, your army power WILL change during installation because of balance changes. No armies have been removed from the base game, meaning none of your armies will be deleted, though.

Credits
Thanks to Warangelo II for making a Russian localisation.
148 Comments
Marcus Arabela 4 Jan, 2024 @ 1:08pm 
I haven't tried using it yet with the latest Stellaris release version, but ground combat has largely not been changed. The thing that's possibly in question is any effects from the leader changes that has taken place in Stellaris.

I'm pretty eager to hear the experiences of others in using this mod with the current Stellaris release.
Jesus Christ 4 Jan, 2024 @ 12:00pm 
Still working?
Mandatory Fun 16 Oct, 2023 @ 7:08pm 
Gotta say that I love this mod, but I've got to uninstall for now as it sort of breaks the game where the AI does not create armies at all. My theory is that since the price and upkeep of armies get a lot more expensive, the AI decides not to make any in order to keep it's economy running.

If anyone knows how to fix this that would be great.
Barteg 4 Aug, 2023 @ 6:16am 
It technically works
Marcus Arabela 3 Jun, 2023 @ 4:20am 
I'm currently using the mod with Stellaris v3.8.3 and not seeing any issues. Not sure how it will fair with the changes coming in Stellaris v3.8.4 that effect ground combat some.

Stellaris really needs what this mod offers, and then some.
smedina 2 Jun, 2023 @ 6:41pm 
please update!
Bioboy 30 May, 2023 @ 10:07pm 
Does it work on 3.8?
T'Challa 19 May, 2023 @ 12:29pm 
@Barteg did you get around to testing it?
Barteg 15 May, 2023 @ 8:41pm 
No idea, I will test
vanillatax 10 May, 2023 @ 4:01am 
Does it still work with the new paragon update?