Stellaris

Stellaris

157 ratings
Military Enhancements [Events Only]
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8 Apr, 2024 @ 10:48am
17 Jun @ 11:09am
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Military Enhancements [Events Only]

Description
Smart Combat Events
There are fifty total combat events, 32 for attackers and 18 for defenders. They are highly reactive, changing based on the civics of both empires involved, the buildings present on the planet, and even the planet population. For example, genocidal empires attacking a highly militarist nation may find a flood of militia stalling their efforts. Pacifist empires will help refugees; Devouring Swarms will eat them (yes, really).
- Large number of unique events with various options and effects
- Unique flavor for Gestalt empires wherever appropriate
- Both AI and Players can now sack enemy planets, giving a greater incentive to protect your systems

This is the EVENT ONLY version of Military Enhancements 2.0. The full version can be found here.

This mod is also save game compatible.

This contains all 32 offensive and 18 defensive events, with minor tweaks to remove references to elements from the full mod. It is *not compatible* with the full mod, so please do not run both together.

It should, however, be compatible with nearly every other mod in existence.
70 Comments
Nikal 4 Jul @ 1:15pm 
I guess. But you'll lose about ~700 lines of code from this version. No telling what'll break. 😛
Stepanida 4 Jul @ 1:00pm 
Life hack. Copy the file "events/02_conquest_events_mefrom" the full version of the mod to Events Only.The conquest events will work
Stepanida 4 Jul @ 9:37am 
Please return the events after capturing the planet!
Aurion 25 Jun @ 2:08pm 
I have battle events but no event when i take the planet i cant sack planets anymore
Hazardous 25 Jun @ 7:52am 
Are there events for gestalts? Specifically any planned for the WIlderness empires?
Nikal 23 Jun @ 2:46am 
Anyhow, about the events:

“irradiated craters” creating should be limited or, better, changed what they give. Because (I'm running the Longer Wars mod) having 20 of them means wrestling control of the planet becomes more of a chore than anything, and the happiness penalty is impossible to deal with.

Some events involving giving the invader armies should have a gestalt check. I just don't see "bands of revolutionaries" or "revolting slaves" that could join when attacking the hivemind's homeworld.

I've lost some invasions purely cuz events killed off my armies and drastically tipped the balance, and there was nothing I could do about it. Now, while this does make for some interesting strategic decisions, perhaps having (costly) options during the events could mitigate such huge RNG swings.

I get this is mostly flavour, which is fine, but it'd be exciting if big events were treated as a situation from time to time. Like storming the capital, misplaced bombing, providing aid, etc.
Nikal 23 Jun @ 2:42am 
I've enjoyed this. Mainly used this one because the "full version" gets overwhelming with the new techs (and I play with slower research speeds, so can't waste tech), and the building limit on planets makes it undesirable to have new buildings for single resources (unless I'm running planetary stations mod; perhaps a district specialization would've been better?)
Finlay 22 Jun @ 1:59pm 
cause they would before
Finlay 22 Jun @ 1:59pm 
it seems like paradox made it impossible for the 2 last pops to die by warfare so, thats cool too!
Finlay 22 Jun @ 1:23pm 
7.3k (me) at the end gee! yeah thank fuck for you and this mod