Stellaris

Stellaris

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The Lawless Space (Outlaw Expansion) [v3.14.*]
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21 Jan @ 7:13am
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The Lawless Space (Outlaw Expansion) [v3.14.*]

Description
THIS IS A LEGACY VERSION OF THE MOD. THE CURRENTLY SUPPORTED ONE CAN BE FOUND HERE: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3525488212



Tired of the underwhelming pirate system in vanilla Stellaris? This mod introduces entirely new “outlaw” mechanics created with original pirate assets to provide more early- and mid-game threats.

Currently supported game version: v3.14.*

The outlaws gather

Once an empire reaches 70+ pops and 20 years have passed from game start, there’s a monthly base 1% chance for an outlaw fleet to spawn outside or inside its borders (frontier systems have higher odds). Criminal/deviant activity and Fanatic Authoritarian/Militarist ethics raise the chance, while Fanatic Egalitarian/Pacifist ethics and enacted GALPOL/ISD resolution lower it. The chance also drops slightly after mid- and late-game years are reached. If outlaws do appear, the parent empire won’t spawn more for at least 10–12.5 years (depending on whether active criminals/deviants are present).

Outlaws act like standard pirates at first, but can destroy starbases (similar to the Horde and other crises). Once they seize a system, they instantly get a small extra fleet.

Establishing the lawless frontier

Outlaws have guardian fleets that protect stations and roaming fleets that patrol their territory. Sometimes they’ll send a roaming fleet to claim an adjacent system and create a new station - preferring unclaimed systems and avoiding Fallen Empires entirely. They replenish quickly: guardian fleets reappear after defeat once stations are secure, and new roaming fleets appear every two years (capped by claimed territory size). Stations also occasionally create new ships for existing roaming fleets.

Road to Power

Outlaw countries have a Power Level from 1 to 16. It represents their tech and military might and is based on parent empire population at the moment of initial outlaw spawn:
  • Level 2 requires 140+ parent pops, Level 3 requires 210+, and so on (every 70 pops).
  • A higher Power Level boosts new fleet power and unlocks better ship types and designs: basic Raiders at PL1, tier 1 upgrades at PL2, Frigates at PL3, tier 2 upgrades and Cruisers at PL6, Galleons at PL7.
  • Outlaws gain +1 monthly research point per controlled system. Every 2000 points raises Power Level by 1.
  • If a regular empire already has an outlaw “offspring,” it may reinforce that outlaw country with a fresh fleet instead of creating new outlaws (possibly boosting its Power Level if the parent has enough pops).

More than space critters, less than a crisis

Outlaws don’t aim to eradicate the galaxy. They won’t bombard planets or enter empire capital systems, but will apply a crime modifier to planets of the same “type” (machine, hive, or individualist) and downgrade/kill all FTL inhibitors. If they grow so strong that their total fleet power significantly surpasses the top playable empire, they become “overextended,” halting their research, new ships, and expansion - though they can still get reinforcements and Power Level increases from their parent.

Arm Privateers rework

The vanilla Arm Privateers espionage operation is reworked to use new features from this mod. Should a suitable location be found, a fresh outlaw country will spawn instead of the usual privateers upon operation completion (the target's 10–12.5 year outlaw cooldown will begin anew). Operation cooldown is raised from 3 to 8 years to compensate for increased severity of its outcome.

Languages and compatibility

This mod reuses as many vanilla features as possible - so it’s compatible with all languages and leaves standard piracy intact. It only overrides a handful of vanilla pirate events and designs, keeping its footprint small and likely compatible with most other mods. Have fun with your new lawless threats!
57 Comments
Nider001  [author] 4 hours ago 
The currently supported version of the mod can now be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3525488212
Markey 12 Jul @ 9:40am 
Hell yes
Nider001  [author] 12 Jul @ 9:09am 
Just a heads up, I am currently working on a spiritual successor to this mod for the newest game version. It is going to significantly differ from this one as the pirates will no longer expand from their home system, opting to covertly infiltrate nearby empires instead to spawn fleets and steal resources. In addition, Criminal Heritage and Letters of Marque empires will have an option to maintain neutrality with the pirates they spawn.

The mod is still WIP, but I am aiming to release it in the next few days.
ZacharyBuilder 1 Jul @ 7:46pm 
currently works for me in 4.0 with no empty pop ups so that's good.
Bluetail 15 Jun @ 6:54pm 
Ill assume this will be updated within a year then given what was said below, or two years. Thats okay modding is a hobby not a profession.
Markey 18 May @ 8:20am 
@Nider001 Ik sorry I meant if anyone had tried it on 4.0 yet
Nider001  [author] 18 May @ 8:07am 
@Markey, the supported version is written in both the mod's name and description.
Markey 18 May @ 5:48am 
Just confirming that this mod no longer works on 4.0 ?
Update soon hopefully?
Nider001  [author] 6 May @ 12:33pm 
@Zeizei Pumpum, I am taking a break from stellaris in favor of other games currently, but may come back to it in the future