Stellaris

Stellaris

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JP - Ground Combat
   
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23 Apr, 2017 @ 2:22am
29 Dec, 2017 @ 4:04am
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JP - Ground Combat

In 1 collection by Jacque Pott
JP - Stellaris Mods
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Description
Replaces ground combat and armies with a simple siege system. Shortly after a planet's fortifications are reduced to 0 the planet will capitulate. There can also be a Siegebreak event to help speed up the bombardment. These are seperated by your nation's ethics or a generic set.

Armies and the bonuses affecting them are replaced with bonuses to planet fortifications and ships to enhance the emphasis on naval combat, and unrest reduction to replace that part of the army's function.

Manpower is also abstracted out into country modifiers that help or hurt your country depending on how much you have in the reserves. It can be spent during Siegebreaks or to avoid the effects of rebels or other event-related invasions like with the angered titanic life.

Planetary fortifications and amount of extra fortification per pop have been increased to keep the planet capturing process take about the same amount of time as the bombard -> invasion does in the base game, though Siegebreaks can speed this up if you're willing to take risks or pay for costly operations.

CHANGELOG:
29/12: Updated for 1.9.1.
16/5: Updated for 1.6.1.
13/5: Added Hive Mind Siegebreak events.
9/5: Updated to 1.6. Added Siegebreak events for remaining Ethos except Hive Mind.
4/5: Added more manpower events. Added militarist/pacifist Siegebreak events. Bugfixes regarding invading primitives and effects of synth defense matrix spaceport module.
30/4: Added manpower and xenophile/-phobe & generic Siegebreak events. Fixed planets being auto-capped by events.
23/4: First release.
9 Comments
Jacque Pott  [author] 22 Sep, 2017 @ 11:33pm 
I've fallen out of playing Stellaris for the moment so I'm out-of-the-loop regarding what changed in the meantime. I'll look into updating when I get the chance though - life has been kind of hectic recently.
Yog-Sothoth 22 Sep, 2017 @ 8:04pm 
Any plans to update this to 1.8? Or any suggestions for an alternative? Ground combat still blows.
Jacque Pott  [author] 5 May, 2017 @ 11:55pm 
Thanks Guildencrantz, just updated to fix those. I had known about the infinite siege bug before, but I thought it was fixed already; sorry about that.
Eschatron 9000 5 May, 2017 @ 12:51pm 
Also, I just saw an AI nuke its ally's capital planet into a tomb world while trying to reclaim it from my control. I'm pretty sure that's not supposed to happen...
Eschatron 9000 5 May, 2017 @ 12:23pm 
I think siegerbeaks are bugged. If I bring the fortifications down quickly or succeed, it's fine. But once I fail a siegebreak event, the planet never surrenders, my ships just drift in orbit indefinitely.
Jacque Pott  [author] 3 May, 2017 @ 9:53am 
Bob Blue: Manpower is handled through country modifiers. If you don't have one you're at neutral manpower. It can scale from -8 to +8.

Caustic Soda: Thanks for the bug report, I'll have that fixed in the next version.
Caustic Soda 3 May, 2017 @ 1:14am 
Thank you for aking this mod, it should make warfare much less of a chore in the future. However, I've found a bug: This mod doesn't seem to work with primitives. I get an event to invade their planet, then it becomes occupied. But ownership does not change to my state, and since primitives can't negotiate, I apparently just occupy the planet indefinitely.
Bob Blue 1 May, 2017 @ 1:52pm 
Hi, thanks for this! A couple things:

1. I'm getting the siegebreak events the same day that I win the siege, however, so I think something isn't working properly there. It results in an auto-failure of siegebreak attempts if I try to do anything in them too.

2. Is there somewhere we can look up manpower reserves? I'm not seeing anything obvious.
fuchikent 29 Apr, 2017 @ 7:35am 
I was looking for this feature!
Thank you