Stellaris

Stellaris

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Immediate Crisis
   
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File Size
Posted
Updated
518.925 KB
15 May, 2022 @ 12:01pm
11 May @ 1:01pm
13 Change Notes ( view )

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Immediate Crisis

In 1 collection by Andoryuu4
Hour til Crisis
6 items
Description
A mod to hasten the arrival of the crisis after the end game year has been reached.

Compatible with 4.0.X

Achievements incompatible.
Modifies checksum.


Features
Random delay after the end game year was removed.
Crisis events trigger immediately if there are no Fallen Empires or if War in Heaven would not trigger.
Otherwise events trigger after 25 years, or after the end or 15 years of War in Heaven, whichever comes first.
Unbidden will ignore this delay if Jump Drives are researched or Extradimensional Experimentation resolution is in effect.


Decreased initial event delay for Prethoryn Scourge.
They should now spawn within 5 years instead of 50.


Decreased initial event delay for Fallen Empire awakening.
They should now do that within 5 years instead of 50.


Related mods
Immediate Crisis - Triple Trouble



Mods compatibility:
Anything that does not modify crisis_events_1, crisis_trigger_events and fallen_empire_awakening_events

tags:
faster crisis, early crisis, force crisis, prethoryn delay
11 Comments
Andoryuu4  [author] 4 Jun @ 1:06am 
@Norym - I don't even feel like doing regular updates anymore, let alone extending the scope of the mod. Currently this mod is in the state of "it will work as long as PDX changes nothing around the end-game" and all version bumps are basically done only when someone asks.
Norym 4 Jun @ 1:01am 
bro please make khan spawn immediately too
Norym 1 Jun @ 6:12am 
what about mid game crisis?
Andoryuu4  [author] 11 May @ 1:08pm 
@SEVEN GOON SESH - Updated with 4.0 files.

Last time I played Stellaris was with Machine Age so I kinda forgot about this and had to download the game. :D
SEVEN GOON SESH 11 May @ 11:15am 
Update?
Conrad Caribou 7 May, 2024 @ 10:24pm 
Insanely quick update! Thank you so much! I will provide feedback once I reach the end game year and the new crisis.
Andoryuu4  [author] 7 May, 2024 @ 12:54pm 
@Conrad Caribou - I've pushed an update which applies the patch changes. So the Mommysiah should now properly be one of the possible crises.
But I haven't had the chance to playtest the new crisis yet, so I don't know if there are any pre-events with long trigger times (like what Zergs have).
Conrad Caribou 7 May, 2024 @ 11:49am 
Hello, it has a been a little while! Immediate Crisis is still my favorite Stellaris mod. The apparitions of the crises being very predictable and in quick succession make the games so much enjoyable and tense!

Since The Machine Age just released with its new end-game crisis, I wanted to make sure your mod still works fine with it. Thank you in advance!
Conrad Caribou 5 Jul, 2023 @ 4:14pm 
Thank you for the very quick response! I'm glad your mod handles the "All Crises" setting. I will immediate give it a try and am looking forward to use it in the PvE multiplayer games that I host!

But I will say, in my opinion, that if you are able to defeat the crisis in a year or two, it means you are a bit too strong. Thus, I think the next crisis should spawn on top of you immediately in retaliation, ha ha!
Andoryuu4  [author] 1 Jul, 2023 @ 8:55am 
@Conrad Caribou - For "All" setting there is a spawn pause of 12 years since previous spawn. So if you kill crisis very quickly, there will be some delay. If it takes you longer than 12 years to kill the crisis, the next one will spawn as soon as possible after the current one is defeated (game checks for spawn once every 5 years).
I haven't played the game for some time, so if 12 years is too long I could lower it.