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Ethos Armies
   
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10 Jun, 2016 @ 2:35am
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Ethos Armies

Description
A mod to create more depth, flavor, and diversity in terms of armies and ground combat.

ETHOS ARMIES (formerly ARMIES ACCORDING TO ETHOS)
https://forum.paradoxplaza.com/forum/index.php?threads/mod-ethos-armies.945469/


Current Version: 0.92 (as of JUNE 10)
Current Progress: Big update with lots of armies and new features added. I consider this mod pre-beta. This version is not considered complete or balanced but it should be playable, and enjoyable!


UPDATED IN 0.92:
* Lots of new divisions and armies (see features)
* Layered unlock of divisions and armies using both events and technology. The first unlock occurs after an empire's first defensive or offensive planetary invasion, and requires a player decision.
* Two new Society (Military Theory) technologies.
* Renamed "Brigades" to "Divisions".
* Gene Warriors remain the best army according to base stats. However, they are only available to Fallen Empires.
* Continued tweaking of Defines, et al.


OVERALL FEATURES:
* 2 new non-restricted archetype armies: Mechanized Assault Group, Airborne Assault Group
* 50 new Ethos restricted divisions and armies
-Players will have access to 7-8 divisions or armies; AI should use 6-7 different armies
-Except Pacifists, each pair of ethos has an associated division. After an empire's first planetary invasion (defensive or offensive), the player will choose the Ethical focus of their ground forces.
-Fanatic ethos unlock (via technology) improved Armies based solely on that ethos.
* Vanilla armies re-envisioned (WIP).
* Planetary Warfare rebalanced.
-"Planetary Fortifications" is now "Command & Control"
-C&C damage reduction between ~30% and ~9%
* More involved planetary invasions (WIP). Instead of more health and more armies, I will be implementing ethos-driven occupation strategies using events. An event based method creates more depth without having to rely on the AI.


ARMIES:
* Two New Archetype Armies: Mechanized Assault Group, Airborne Assault Group
* Division: 50% boost to archetype army stats; 25% reduction to health and morale
* Fanatic Armies: 75% boost to archetype army stats
* Fanatic Elite Armies: 150% boost to archetype army stats

ETHOS DESIGN INSPIRATIONS:
* Militarist - Somewhat generic militarist. Bonus stats vary.
* Materialist - More mechanized divisions (ie Mech Warrior). High damage output.
* Spiritualist - A religious interpretation of Spiritualist (blame years of W40k). High morale.
* Individualist - More airborne and mech divisions (ie special forces). High morale damage (if bugs are ever fixed).
* Collectivist - More infantry divisions (ie Red Army). High health.
* Xenophobe - Varied division composition, purge and death squads. Good damage, good morale.
* Xenophile - Varied division composition, somewhat ones with nature (ie monstrous cavalry). Good damage, good health.



KNOWN ISSUES:
* The definable values for morale and morale damage are all screwed up. Basically, morale_damage is not an independent value (nor is it even functional in the code). Rather, morale damage is based upon regular damage and, apparently, modified by morale itself. Considering there are so few stat variables, this makes creating functionally unique units quite difficult, and it also makes game balance hard to establish. For now, I am leaving these values untouched according to my original design approach in the hopes that Paradox fixes the morale bugs.
* New non-vanilla armies are generically named. Changing this requires an entry for every individual army in every individual namelist. That's not something I'm going to do, but I'll work on a template that may be helpful.


COMPATIBILITY
Replaced/Overwritten Files:
00_armies.txt
00_country_types.txt (See Note 1 below)

Partially Modified Files:
00_defines.lua (as ethosarmies_00_defines.lua)
l_english.yml (as ethosarmies_l_english.yml)


Future Updates and Features:
* Imaginative and flavorful unit descriptions.
* Occupation strategies (ie events) according to ethos.
* Incorporating my Strategy Attachments mod.
* Incorporating my Battlebarge Transport mod.
* More armies! Have any suggestions? With the structure in place, adding armies is now just plug-and-play.
* More flavorful (yet still species neutral) army titles! Have any suggestions?
* Icons! Anyone gfx inclined? Or have links to icon resources?
* Balance, Balance, Balance


Possible Features:
* Planet modifiers (ie terrain bonuses)?
* Can armies require strategic resources?
* Can Insurgencies (ie Garrisons) be linked to happiness levels?
* Can average damage be displyed everywhere?
* Non-English Localization?
* Army stats window after combat resolution?


NOTE 1:
In order to get the AI to utilize the new armies, I must replace the 00_country_types file. This causes a conflict with mods that also want new ships utilized by the AI. I plan to develop a version of Ethos Armies that includes a compatibility patch with the more popular new ship mods.


My Other Mods:
Ripple Ping: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=689794111
(WIP)Strategy Attachments: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=693811197
18 Comments
whenwrašk 7 Feb, 2022 @ 1:06am 
i can't really blame mod author for ditching this mod. cool idea but until the devs actually start giving a shit about ground combat it's not worth the effort.
Kepos 23 Sep, 2018 @ 1:32am 
Do you still work on this mod or is it on halt?
SpartanXZero 4 Dec, 2017 @ 6:57pm 
This sounds promising. An I too hope they fix ground combat as well.
Armakoir  [author] 16 Apr, 2017 @ 2:04am 
No update in the forseeable future. At some point I'll return and see if they've fixed ground combat and, if so, I'll work on an update.
SeedBox 13 Apr, 2017 @ 5:27pm 
This ever going to be updated?
TortoTheConqueror 14 Jan, 2017 @ 6:37pm 
Or If It Works Please Let Me Know Because It Says Outdated When I Select It.
TortoTheConqueror 14 Jan, 2017 @ 6:36pm 
Update?
Δ 9 Aug, 2016 @ 12:40pm 
Can you name/rename armies with this mod, currently in the vanilla game all you can do is rename the transport that embarks them, but the name is soon lost after landing.
Armakoir  [author] 25 Jun, 2016 @ 10:50pm 
Ty @Morkai, will look into it. @Pille, that event is totally not working like I want it to, trying to fix it but will probably remove it for the time being.
ThatEvilOne 23 Jun, 2016 @ 12:33pm 
Currently causing crashes in the 1.2 beta build.