Stellaris

Stellaris

War Diplomacy Rebalance
30 Comments
Gbrille 10 May, 2021 @ 5:45am 
No idea if the issues said bellow are still there of if this work in 3.0
Quanto 23 Apr, 2020 @ 8:18pm 
Could you find a way to create a condition for automatic peace if the primary belligerent of either side is unable to field a fleet for longer than a year?
BoogieMan 25 Mar, 2020 @ 10:38am 
Hmm, wars are taking forever to complete, any time more than one empires attacks the same target and up splits the captured territory, wars just sit there stagnating with nothing happening for many, many years. This is happening for both the AI and me. I sat with an empire completely conquered for over 20 years because some other empire captured about 30% of the same empire I was targeting, even though I had most or even all planets, including the capital.

In the end I had to enable yesmen to get them to capitulate.
Sumrex  [author] 19 Mar, 2020 @ 11:42am 
Updated this to 2.6, and yes it will also work in 2.6.1
With the new update comes a decent upset to the impact of war on the galaxy. I have changed a few things accordingly, but I'm trying to stay away from massive changes.
Changes from this update:
-Increased war exhaustion to 2%, wars in this update should be a tad faster and with the usual case that you are fighting with or against federations, a higher war exhaustion rate is needed so that pure numbers doesn't beat out strength.
-Truces are back to vanilla 10 years. This is because of the new militaristic federations. I noticed the AI tends to consider a federation a get-out-of-dying-free card and will drag its members into lots of wars. They will do this even if their economy is suffering and they can barely keep up with the war.
-Increased max border friction a bit. This is because its so easy to just send an envoy now if you really care that much about their opinion.
-Starbases are worth their default occupation value again
Ahsoka Tano 18 Mar, 2020 @ 11:28pm 
great to hear, this fixes a lot of STUPID artificial bonuses to the vanilla AI, and I hate so called fake challenges, instead of making a cheat happy AI with unrealistic artificial bonuses, why not just make the thing not stupid, this mod at least evens the playing field, and I love it for that. The critique is towards PDX
Sumrex  [author] 18 Mar, 2020 @ 11:16pm 
I will certainly be updating this to 2.6 as soon as I have played through a few games and reviewed any balance changes to the new update. This mod is one of the ones that is definitely in my mind as I play.
Ahsoka Tano 18 Mar, 2020 @ 10:25pm 
any chance of an update to 2.6?
hubertkenobi 4 Feb, 2020 @ 4:52pm 
Compatible with 2.5.1? It's saying it requires 2.2.2
Mouse 11 Dec, 2019 @ 7:15am 
@Sumrex I'm glad you're back. Glad I could be of help, I'll pass the mantle back over to you.
Sumrex  [author] 11 Dec, 2019 @ 1:28am 
Finally got around to updating this mod for 2.5
I changed some of the effects to reflect the rebalance made by Absorbing Woodpecker, many thanks for making that an option! Certain things I left alone, but other changes I do agree with.
Force Desparity, the most rage-inducing effect since war exhaustion, has been nerfed in this mod update. Now they should not receive any buff at all, where previously they could act with up to 200% power, which is madness.
Enjoy!
Mouse 28 Jun, 2019 @ 6:49pm 
Lego_Teh_Eggo 7 Feb, 2019 @ 12:39pm 
Was fun for a while, but I eventually realized the war exhaustion was kinda important. Maybe have it increase over time as a multiplier of the current exhaustion. So if nothing has happened yet, exhaustion doesn't go up. That way wars will all eventually end, and the more damage they do the faster its over.
Scruffles 30 Jan, 2019 @ 1:08am 
I had an AI that I couldn't subjugate due to the AI was at a perpetual war with another AI from across the galaxy because the war exhaustion never increased.
Lego_Teh_Eggo 20 Jan, 2019 @ 12:52pm 
@Herr Von Kraft, can confirm that it works fine with GAI
Kraft 4 Jan, 2019 @ 9:45pm 
@Sumrex alright, i ought to test anyway.
Sumrex  [author] 4 Jan, 2019 @ 8:45pm 
@Herr Von Kraft, I think the glavius AI mod should work with this, since it just tweaks values and doesn't really add anything
Kraft 4 Jan, 2019 @ 3:24pm 
@Sumrex I like the changes, just wish AI was less stupid xD
Sumrex  [author] 4 Jan, 2019 @ 1:32pm 
@Herr Von Kraft, It definitely works with saved games, however I have not checked for NSC. I see no reason why it would conflict, though
Kraft 2 Jan, 2019 @ 3:02pm 
Forgot to ask if it works with saved games as well.
Kraft 2 Jan, 2019 @ 3:02pm 
it works with NSC, yes?
nicebagdad 24 Dec, 2018 @ 12:56am 
thank you! And great mod!
Sumrex  [author] 23 Dec, 2018 @ 1:05pm 
@nicebagdad It should be, yes
nicebagdad 23 Dec, 2018 @ 12:52pm 
is this compatible with 2.2.2?
nynikai 9 Dec, 2018 @ 11:51am 
Happiness does seem to be very impactful now, causing riots, or worse if ignored. It might work out that debuffing it is sufficient, but debuffing production of commercial goods and other things provide further options. I guess the point should be to allow you to fight a war past 100% if you can afford to... for a while (in order to achieve an objective let's say), but ultimately be crippled by your bloodthirst :D
Sumrex  [author] 9 Dec, 2018 @ 11:15am 
In my ideal scenario, empire happiness debuffs that increase over time after 100%. Maybe extra happiness debuffs for declining peace also
Endugu 9 Dec, 2018 @ 10:59am 
Maybe have the cost of declining peace be your war exhaustion?
nynikai 9 Dec, 2018 @ 10:00am 
negatives past 100% sounds good, perhaps stacking each time you decline peace
Sumrex  [author] 9 Dec, 2018 @ 9:06am 
I plan on adding additional negatives to continuing a war past 100% exhaustion. It does not make sense to be able to force other empires to capitulate simply due to time, war score still exists and is used to win wars but nothing is forced. I do not plan to allow forcing status quo.
Declining peace is something I may yet change, though. If you believe it should not be debuffed I can easily change that.
Endugu 9 Dec, 2018 @ 5:11am 
If the force status quo is gone and cost for declining peace is sharply reduced, how do you fight a defensive war?
Geno Killer 9 Dec, 2018 @ 1:36am 
Interesting, but how will this effect Pacifist empires?