Stellaris

Stellaris

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More Army/Industry & modif.Living standards V`5.1´ [Does not work in the latest version]
   
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802.193 KB
6 Jan, 2022 @ 11:17am
10 Apr, 2022 @ 6:26am
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More Army/Industry & modif.Living standards V`5.1´ [Does not work in the latest version]

In 2 collections by Pingu's Revenge
Pingus Action
60 items
Pings Stellaris Mods
3 items
Description
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Works partly on 3.8.* / Work on 3.3.*
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A completely revised version of More Army++ for more immersion.

Vote Up if you like it, so that this mod is found faster by others.



Here is the STEAMlink to the ++Classic version of the mod
(Does not contain the most other stuff).

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2705651974




DLC is not necessary for the basic functions as far as the armies are concerned. For the modified slaves they are. Since these are included there anyway.




Attention
The mod brings a lot of bonuses, but does not make the gameplay easier. Rather the opposite.



The thumbnail was not changed for whatever reason.





By the way a Helghast Species Mod ^^:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1546484201&searchtext=Helghast

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All languages that supported in Vanilla are in English except German&Russian.
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Normal Species
Soldier Jobs give -5 Crime & +1 Stability. Militarists can live better with cartels.

Indentured Servitude are now more like third-class citizens.

It is now possible to build an infinite number of foundries or factories for consumer goods. Just like the farm buildings.(All species)



-Full Garrison Strength-
  • +1 Soldier per 5 inhabitants
  • +1 Entertainer per 7 inhabitants
  • +1 Merchant per 20 inhabitants
  • Attraction(Government Ethics): +35%.
  • War Exhaustion Gain: -300%
  • Monthly unity: +12%
  • Stability: +5
  • Defense Army Morale: +60%
  • Assault Army Morale: +60%
  • Diplomatic Weight: +12%
  • Border Friction: +40%

-Moderate Garrison Strength-
  • +1 Soldier per 7 inhabitants
  • +1 Entertainer per 10 inhabitants
  • +1 Merchant per 25 inhabitants
  • Attraction(Government Ethics): +25%.
  • War Exhaustion Gain: -280%
  • Monthly unity: +8%
  • Stability: +2.5 only 2 displayed ingame.
  • Defense Army Morale: +55%
  • Assault Army Morale: +55%
  • Happiness: +8%
  • Diplomatic Weight: +8%
  • Border Friction: +10%

-Regular Garrison Strength-
  • +1 Soldier per 20 residents
  • +1 Culture Worker per 10 residents
  • +1 Medical Worker per 20 residents
  • +1 Artisan per 10 residents
  • Consumer Goods from Jobs: +10%
  • Alloys from Jobs: +5%
  • Defense Army Morale: +50%
  • Assault Army Morale: +50%
  • Envoy Improve Relations: +5%
  • Happiness: +12%
  • Border Friction: -40%
  • War Exhaustion Gain: -200%
________________________________________________________________

Swarm/machine Species



-Survival is the top priority-
  • +1 Warrior Drone per 5 inhabitants
  • +1 Hunter Seeker Drone per 12 inhabitants
  • +1 Coordinator per 20 inhabitants
  • War Exhaustion Gain: -280%
  • Bio-Pop Happiness: +10%
  • Lithoid Pop Happyness: +10%
  • Stability: +10
  • Defense Army Morale: +50%
  • Assault Army Morale: +50%
  • Diplomatic Weight: +12%
  • Menial Drone Output: +20%
  • Complex Drone Output: -20%
  • Border Friction: +50%

-Extended Hazard prevention-
  • +1 Warrior Drone per 7 inhabitants
  • +1 Hunter Seeker Drone per 14 inhabitants
  • +1 Chronicle Drone per 20 inhabitants
  • War Exhaustion Gain: -250%
  • Bio-Pop Happiness: +5%
  • Lithoid Pop Happyness: +5%
  • Stability: +5
  • Defense Army Morale: +50%
  • Assault Army Morale: +50%
  • Diplomatic Weight: +5%
  • Menial Drone Output: +10%
  • Complex Drone Output: -10%
  • Border Friction: +30%

-Regular Hazard prevention-
  • +1 warrior drone per 20 inhabitants
  • +1 Chronicle Drone per 20 inhabitants
  • +1 Calculator Drone per 25 inhabitants
  • Menial Drone Output: +25%
  • Complex Drone Output: +20%
  • Defense Army Morale: +50%
  • Assault Army Morale: +50%
  • War Exhaustion Gain: -200%
  • Border Friction: -35%
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Compatibility
The mod folder contains these Vanilla files:

pop_jobs
03_worker_jobs
/
04_gestalt_jobs
/
05_primitive_jobs
/
07_fallen_empire_jobs
species_rights
00_citizenship_types
/
03_slavery_types
/
01_living_standards
buildings
03_resource_buildings
/
04_manufacturing_buildings


Important!!
More Army++ is partly incompatible with Startech/net. Because Startech contains & resets the Warrior_drone job. To avoid this, MA++ must be in the playset after Star AI. But this resets the AI weighting for the vanilla policies back from Star AI.

Must be placed under "Planetary Diversity Unique Worlds Mod" & under "Gigastructural Eng. & More" in the playset.

Not compatible with mods that overwrite these files or partly incompatible, depending on the load order.

Not compatible with More Army++ Classic/More Army/Real Indu


Note
After changing the policy it takes a few weeks/months until values like armies/morale change. If there are strange values at the start of the game, e.g. low stability. These change immediately after 1-2 days.

If you have a warrior culture, the Additional Entertainers do not become duelists. Duelists remain duelists, entertainers are added separately. But this also makes it more realistic.

The consumer goods subsistence of living standards was partially INCREASED. You have to be able to afford a better standard of living economically.
The use of services was also adapted to the standard. Watch out, because otherwise your people have waiting lists of over 2 years for a hairdresser appointment :D or so.

Depending on the launch, you may need to do some micromanaging to increase Planetary Services.



Militaristic states can now live much better with cartels. Pacifists still have to resort to police.



The AI will usually lose attacks with ground armies, as they do not adapt to the extra defenders. Conquest of systems, they usually do with the fleets & claims. Later i look what i can do there.

I recommend an increased difficulty mode for the AI. Since they do not die without bonuses but like to lack something in services. This happens more in the beginning when the planets have fewer pops. Disturbs the AI but actually not so far. With the increased consumer goods maintenance, the AI has no problems.

I created a complete AI weighting based on the ethics.

For Hives

I had to link the weighting to the civics.

For the player it has no effect, except for the default setting at game start.

The Ai will now choose the appropriate policy according to its ethics.

The new jobs consume 3-4 housing units per 10 pops.


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Slave workers with academic privileges use more consumer goods. Since the slave value is prioritized. Not the worker maintenance of 0.25% this value applies only to Full Citizens with this standard of living or to Resident Citizens.
The same goes for Social Welfare & the rest. E.g. a slave with social welfare who works as a specialist, consumes 1 consumer goods & not the specialist basic maintenance of 0.50

Updates reserved
Popular Discussions View All (3)
18
10 Jan, 2023 @ 12:57pm
Update/log
Pingu's Revenge
5
4 Oct, 2023 @ 8:37am
Bug/Error
Pingu's Revenge
2
31 Jan, 2022 @ 5:24am
Suggestions, better balancing
Pingu's Revenge
9 Comments
Pingu's Revenge  [author] 24 Jan, 2023 @ 2:23am 
I will look that I now soon repair the industry mechanics or remove them from the mod. Since the rest still works so far.
:medkit:
Pingu's Revenge  [author] 12 Oct, 2022 @ 5:34pm 
an instruction directly not, but I have if I remember correctly simply pop modifiers added.
Mythomaniac Gremlin 12 Oct, 2022 @ 1:13pm 
I hope you don't mind me asking, but I'm working on a mod of my own and if I've read correctly, you've altered the amount of consumer goods used in the subsistence living standard. I've scanned the vanilla files and your mod files but I am still unsure of how to actually do that, could you aid me with some direction?
Pingu's Revenge  [author] 31 Jan, 2022 @ 2:52pm 
:Hire:update done
Generic 27 Jan, 2022 @ 8:00am 
Nice cant wait
Pingu's Revenge  [author] 27 Jan, 2022 @ 4:41am 
Update in progress:hardhat:
Generic 22 Jan, 2022 @ 8:53pm 
Excellent work Pingu
Pingu's Revenge  [author] 16 Jan, 2022 @ 11:11am 
Thx
:Hire::wololo:
DakkaDon 16 Jan, 2022 @ 7:56am 
This is really cool dude, like how you took the idea and ran with it!