Stellaris

Stellaris

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Ground Command
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14 Jun, 2022 @ 8:56am
30 May @ 12:26pm
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Ground Command

In 1 collection by Risker the 34th
Risker Made Mods
4 items
Description
The Synthetics have Arrived

Ground Command is a mod the attempts to expand upon the ground battles in Stellaris. It does this in several ways allowing for more control and greater roleplay potential.

Firstly Assault Armies are dead. To replace them are the parts that would in theory make up an assault up. This added granularity allows for much more influence by the player, going heavier on armor or infantry or even focusing on air support.

Secondly is Roleplay. Because of how granular this system is it can be expanded significantly. You will unlock various armies as you progress through the tech tree naturally but others are locked behind specific Origins/Authorities/Civics/and Ascension Perks. With plenty of room to add more or incorporate civics/origins from other mods.

Third Industrial worlds are now more important as more advanced army types require industrial districts to be produced. Tanks, air support, and more cannot be built on worlds without at least 1 industrial district. This is both to add a sense of logistics and strategic importance as well as cutting down on the number of possible armies on some planets so that a xenophile empire does not open the army tab and blow up their computer.

Russian Translation

Alright so this made it to the front page of the workshop somehow. Thanks for everyone who has subscribed and made the mod a favorite. I'm really excited that people are liking it!

Image Credit [battlefieldpilsen.blogspot.com]


Special Thanks to Michael on Youtube for showcasing the mod Check his channel out if you are curious about other mods across the Stellaris Workshop!
Popular Discussions View All (4)
39
8 Jun @ 7:43am
PINNED: Army Requests
Risker the 34th
29
16 Oct, 2024 @ 7:37am
PINNED: Bugs
Risker the 34th
4
27 Feb, 2024 @ 7:15am
PINNED: Hive Roleplay
Risker the 34th
299 Comments
Risker the 34th  [author] 5 Jul @ 6:25pm 
@Civ5Fan Ah, so i have played with that mod and the compatibility patch a little bit. I'm not super familiar with the current state of it, but i do know that in his system certain armies, from both mods in the patch, are locked behind buildings that he added in. I'm honestly just grateful he made a compatibility patch at all since it saved me from having to do one lol.
Civ5Fan 5 Jul @ 8:19am 
I had this, military enhancements, and their patch. Tested and for some reason patch messed with things, mod works great now.
Risker the 34th  [author] 29 Jun @ 5:51pm 
@civ5fan I'm not entirely sure what you mean by robotic assault divisions, there shouldn't be any assault divisions at all if the mod is working correctly. Looking back into the code, the war bot requires some form of industrial or robot related buildings, such as the robotic assembly buildings, the forges, or the civilian industry buildings.

It requires you to not have ai outlawed, and to have the droids tech. If you fit all those requirements you should have the option.
Civ5Fan 29 Jun @ 5:28pm 
Cant seem to make them and was wondering if I missed something. I can make robotic assault divisions but not war bots even though they were both in the robot tech.
Risker the 34th  [author] 29 Jun @ 8:41am 
spec academy? If my memory is correct war bots are just the next level of robot tech.
Civ5Fan 29 Jun @ 8:38am 
What are the requirements for war bot army? Got a world with robots and spec academy. Are industrial districts one of the resource ones?
Risker the 34th  [author] 1 Jun @ 11:17am 
Im not sure when you can unlock Psi armies if you are really trying to rush them but the main issue there is that this mod just doesn't tough the special armies, Psi/Gene/Xeno/Legion etc... so they are at the same stats as if assault armies were the best there was.

For compatibility reasons the less vanilla things are touched the better and psi armies are probably one of the few that other mods might interact with. I believe the feudal roster actually has a unique army if you are also psionic.
Gake 1 Jun @ 10:12am 
The balance of this mod renders psionic armies obsolete before you research it.
Risker the 34th  [author] 31 May @ 1:18pm 
@Duck Theocracy none of that should really matter for this. the location of the planet shouldn't really matter because the galactic map doesn't relate to the army mechanics. The capital moving might mess up one specific unit but i find that fairly unlikely too.

4.0 definitely required some updated of GC but that should be completed now, from what i can see all the 4.0 issues have been resolved.

Intermod compatibility is always tricky, this isn't a Giga-sub mod and i haven't used gigas in quite a while so i'm not sure exactly what the issue would be but this mod operates based on Ethics, Authority type, and Technology, so if something changes those it might have compatibility issues, if it doesn't then it should be fine.
Duck Theocracy 31 May @ 6:21am 
@Risker the 34th I asked in the giga discord and figured our that in the origin it instantly relocates your capital and all planets of your capital system to a new system at the end of the map generation. I was also told that it might have been change in the script since 4.0 update. So for now it would probably be best to not use this mod and Away on and island origin for the time being.