Stellaris

Stellaris

Planetary Conquest
43 Comments
Blue Jay 14 Sep, 2024 @ 10:11pm 
I'm not asking for a update, but if you try this mod in the current version it "unsettles" a world, forcing you to resettle it.
Again just a FYI
Daniel  [author] 23 Dec, 2020 @ 1:40pm 
@☦CтратегXp7☦ For the current version of Stellaris, probably, but should still work if anyone is playing version 1.9.
☦StrategXp7☦ 22 Dec, 2020 @ 2:52pm 
So this mod die? :(
Daniel  [author] 22 May, 2019 @ 2:36pm 
@aaiXion Just my opinion that the new planet system has mechanics which are not well designed like locked building slots, unemployment, housing, etc.
: : daTion : : 22 May, 2019 @ 5:29am 
thank you for the prompt reply. problems with the 2.2 planetary management systems. what are those ? am not much of a hard core stelaris player
Daniel  [author] 21 May, 2019 @ 4:55pm 
@aaiXion Unfortunately, I will probably not update this mod in the near future due to the amount of effort converting it to the 2.0 warfare system would take, especially since I am not currently playing Stellaris because of the problems with the 2.2 planetary management systems.
: : daTion : : 21 May, 2019 @ 2:29pm 
please update this mod ? are you still alive ? i hope you are well.
Blue North Star 22 Dec, 2018 @ 1:25pm 
Finally!
Daniel  [author] 26 Jul, 2018 @ 5:15pm 
@Entropy I will keep the old version inside the mod package.
Entropy 10 Jul, 2018 @ 10:27pm 
If you do update please keep this version here, with 2.x seperate. thank you.
Spiffing Reynard 28 Apr, 2018 @ 3:38pm 
updade would be appreciated
Daniel  [author] 18 Apr, 2018 @ 11:52am 
@Germa Will probably update within a few weeks, but I am still familiarizing myself with the new warfare system.
Germa 18 Apr, 2018 @ 11:01am 
possibly to have an update?ty
Daniel  [author] 16 Feb, 2018 @ 10:35pm 
@Ghost! The point of this mod is to avoid having to use the warscore mechanic to take planets. Regardless, warscore is being removed from the game in 6 days.
Ghost! 16 Feb, 2018 @ 2:02pm 
would it be possible for you to somehow add a little bit of warscore for taking planets?
Mooke 24 Jan, 2018 @ 11:08pm 
@CommonLogic

A major army outnumbering 5 to 1 or a ship of 20K power against no starbase would convince the general populace otherwise to comply rather than a -50 resource production.

If anything, I would actually get more resources of slavery, no wages and no 3rd party companies to lease new land and resources too. I would probably get sensor links leaked to enemies or something or the occasional sabotage of a building.
Mooke 24 Jan, 2018 @ 11:08pm 
@CommonLogic Civilians do not happily obey order when under control but under threat over a occupied army, they will comply. It would be nice if there was a production loss or guerrilla mechanics but Stellaris doesn't really have that aside from unrest. The mod author just wants to make a simple mod without too many script or edit changes.

In a small comparison, we can look at the Nazis in WW2, we can "pretend" to force Civilians to build defenses or continue work under occupation, slavery or threat of death. Looking at France for e.g, the French Resistance didn't pose the Germans of threat too badly but they did provide resistance or sabotage. It's very complex for a mod to add rebellion or guerrilla fleets or something but if there was a simple script that increases unrest or threat of rebellion during war time that would be good otherwise in my current opinion.
Saigcai 25 Dec, 2017 @ 12:59pm 
@CommonLogic yeah it's like he's never played XCOM, even XCOM 2 where the aliens DID successfully conquer us. Throughout the game you manage time while trying to reverse engineer their tech, build resistance, and eventually, stick it to the aliens. So if modern to post-modern tech Earth can beat back an ancient alien empire from their planet, I'm sure FTL capable civs can stand a better chance
Common 24 Dec, 2017 @ 9:42pm 
I understand that this is merely a mod for a minor problem.

But I have yet to understand how having civilians obey every single order from the enemy as soon as all of the defences are destroyed.
Common 24 Dec, 2017 @ 9:41pm 
@Daniel,

"they do nothing about the vanilla occupation, even if all armies are withdrawn from the planet." Is more realistic than the population being mind controlled with no resistance.

"Realistically, there may be resistance efforts, but these may not pose a threat to the occupier's general control, and could damage but are unlikely to prevent the occupier's exploitation of local resources and production." Then perhaps you could make an effect where when you choose to conquer a planet all resource production is -50% for 15 years resulting in the "Cede Planet Wargoal" actually having meaning.
Common 24 Dec, 2017 @ 9:41pm 
@Daniel.

Advanced Military technology, advanced technology for rebels.
Military might find a way to control the civilians through force, but the people still resist, even if they wont fight, they might still refuse to work for them, resulting in lowered production.

And not only that, the military forces need to find the civilians most likey hiding in bunkers to protect themselves from orbital bombing, and they have to take these evacuation centers using their military forces to take control of the civilfolk, meaning it may take more than 1 day to find every single bunker.

Daniel  [author] 24 Dec, 2017 @ 4:14pm 
Fixed issue of empires with restricted war policies not being able retake lost planets in the current war.
Daniel  [author] 24 Dec, 2017 @ 10:40am 
@CommonLogic Seems more realistic to me. The recently conquered effect results in a very unhappy population, just like the occupied effect. Regarding populations resisting, they do nothing about the vanilla occupation, even if all armies are withdrawn from the planet. Stellaris probably should have better population resistance mechanics, however, addressing that is not the purpose of this mod.

Realistically, there may be resistance efforts, but these may not pose a threat to the occupier's general control, and could damage but are unlikely to prevent the occupier's exploitation of local resources and production. For a real example, look at occupied Europe during WW2. In addition, the advanced military technology in Stellaris means it would be substantially easier to control an occupied population.
Razgriz Actual 24 Dec, 2017 @ 10:13am 
@CommonLogic If I am playing as a robot race, This is nice if I am already purging/assimulating their pops for my uses. They are already being subjugated to my doctrine with no hope of fighting back. For that this is the most relistic mod on the workshop right now.
Common 24 Dec, 2017 @ 3:37am 
@Concerned guy,

if that was part of the game mechanics, wars will end in less than a ingame year. Since -4 influence a month is too much.

So you're telling everyone that if U.S declares war. U.S falls into anarchy in 1 year?
Common 24 Dec, 2017 @ 3:35am 
@Daniel,

I dont find this realitic, sure armies get destroyed. But im not sure people will just allow themselves to be 100% controlled.

The population will fight back, even if your armies dont get damaged. They do fight back.

if you really want to make this realistic, this is how realistic it could be. By making planets get fully taken over when all the armies get destroyed, thats illogical. People rebel. Just because the defenders die does not mean all of the civilians get mind-controlled by the attackers.

If one country takes over another country, it will take more than a year to just actually make the population calm down and follow the orders of the attackers.

Unless, you're making the population irrelevant and useless and basicly be mindless slaves being controlled by the rulers.
Common 24 Dec, 2017 @ 3:32am 
@Concerned Guy.

Im quite Concerned, -4 influence each month is too much.

I prefer warscore, influence is your control over your people, if apperantly making wars make you lose control. Thats not really... normal.
Daniel  [author] 23 Dec, 2017 @ 5:18pm 
@Hacinta Currently, if a nation has restricted wars policy the mod conquest effect will not take effect for them, so they would not be able to retake ownership of the planet in the current war. I will work on fixing this.
RubyCat666 23 Dec, 2017 @ 5:09pm 
What happens if a nation with restricted wars tries to take back their planet from someone who took control during the war? Do they just occupy it but need to cede it next war, or does it go back to them right away if it was theirs originally at the start of the war?
Boxington Washington 22 Dec, 2017 @ 2:38pm 
FU*K yeah!
Daniel  [author] 21 Dec, 2017 @ 5:15pm 
@Concerned Guy Involving influence in war is an interesting idea, and I believe it will be in the 2.0 update. However, I would prefer it being primarily used to selectively seize ownership of occupied planets.
RED-Life 21 Dec, 2017 @ 10:35am 
I always believed wars should end with influence instead of warscore. Like for example, wars would decrease -4 influence each month and after each year the influence cost doubles, and when your influence reach zero, you're forced to negotiations to peace out. You suffer less penalties for a defensive war and if you're losing the influence cost also increases.

If you're the defender during a war decleration, you would gain 500 influence and if you the offender it would cost you 100 influence.

Also warscore now indicates how much negotiation power you have at the end of a war (decreasing with each conquered planet you take forcefully outside of negotiations. Warscore will not go into the negatives with these actions)

You can decline your opponent's forced peace offers but it will reset the influence monthly multipliers and give 100 influence to your opponent, while decreasing your influence by 50.

What do you think of this?
Daniel  [author] 19 Dec, 2017 @ 3:22pm 
@Ixidron Perhaps, but I don't think that would be possible because I can't find out how to check if a planet is a war demand.
Ixidron 19 Dec, 2017 @ 2:23pm 
It would be cool if those planets would automatically return to the original owner if they are not claimed during the peace treaty.
Daniel  [author] 19 Dec, 2017 @ 11:59am 
@Permangante Not really. It already includes the threat effect. The difference with this is that the planet and population is available for use and control immediately instead of at the end of the war. This is a more enjoyable and realistic mechanic.
Permanganate 19 Dec, 2017 @ 11:41am 
Interesting idea. However, it seems like this should have a collosal diplomatic effect. If everyone is having polite wars with planets being traded in peace treaties, and one nation is running around grabbing everything, I'd think that that nation would be despised by everyone else. It seems more like a Fanatic Purifiers/Determined Exterminators/Devouring Swarm behaviour, not anyone else's.

Perhaps a version of this mod where FP/DE/DS do this to everyone, but other empires don't? (Other empires would need to be able to recapture their planets, though, so I'd suggest making it so that the planets of FP/DE/DS empires are instantly ownable, even by regular empires.)
Ixidron 19 Dec, 2017 @ 5:01am 
Finally. I always found stupid that you had to win a war to fully conquer a planet. It made sense for democratic governments and the like, but not for Hive mind/machines or empires, dictatorships, monarchies etc.
Daniel  [author] 19 Dec, 2017 @ 12:50am 
@The Scout Instantly conquered planets do not affect war score.
Fantasy System 19 Dec, 2017 @ 12:34am 
Does it increase war score?
Toad ex Machina 18 Dec, 2017 @ 8:43pm 
Wanted to play a Warhammer 40k fill Imperium game. Now I can take worlds from Xenos filth without having to waste time crushing them.
Socialist_Bismarck 18 Dec, 2017 @ 5:24pm 
Thank you so much, this is a great mod!
Daniel  [author] 18 Dec, 2017 @ 12:43pm 
It works with current saves.
Faraday 18 Dec, 2017 @ 8:04am 
do i need a new save to make it work?