Stellaris

Stellaris

Better Raiding
67 Comments
Tovius  [author] 12 Jul @ 2:06pm 
Fixed.
Nikal 12 Jul @ 7:31am 
Same as the other one, raiding.1 is trying to execute on a pop scope.
Russ555 16 Jun @ 4:55am 
This mod fixes the current bug in 4.20 that prevents the abduction of pre ftl pops. Do you know the names of the files you edited so i can try and figure out the exact change that fixed it? I really don't want the extra changes from the mod, just the bug fix.
Darkz0r 11 May @ 11:55am 
Would be AMAZING if this was possible, quoting another comment "Could you make it also change how the raiding bombardment stance works? Every defensive army protects 3 pops now and, uh... That's kinda bs, especially in the early game."

I just started a raiding playthrough and it sucks so bad now!!
SYHs 9 Apr @ 8:36am 
Does it do anything outside the resource like increase the chance to abduct?
Tora 23 Dec, 2024 @ 1:25pm 
Could you make it also change how the raiding bombardment stance works? Every defensive army protects 3 pops now and, uh... That's kinda bs, especially in the early game.
Tovius  [author] 9 Nov, 2024 @ 8:30pm 
Download the required sub mod.
webasta 9 Nov, 2024 @ 1:31pm 
With this mod active, my Barbaric Despoiler civ can not declare a Despoilation War.
Tovius  [author] 13 May, 2024 @ 10:31pm 
It generates resources.
harozuken 13 May, 2024 @ 10:09pm 
out of curiosity, does this generate resources or does it take it from the opposing factions coffers?
Tovius  [author] 11 Apr, 2024 @ 2:33pm 
Please download the required sub mod.
Who Am I? 19 Nov, 2023 @ 5:35pm 
@Tovius, oh ok, thank you for this mod oh great author
Tovius  [author] 19 Nov, 2023 @ 7:07am 
It is a simple enough mod that it should be
Who Am I? 19 Nov, 2023 @ 4:13am 
Oh great author is this save comp because my robots need fleshy pets :)
Tovius  [author] 26 Sep, 2023 @ 3:35pm 
Anything that effects the bombardment itself will need to be done through Expanded Pops for cross-mod compatibility reasons.
HiddenPrior 15 Sep, 2023 @ 8:47am 
Was just checking out this mod, and completely agree with the balance suggestion. Imo, raiding is already super strong since it can let you get more pops. Nevertheless, I like the idea behind this mod and it would be cool if you balanced it by allowing raiding to get a bunch of resources and a few pops quickly, but then the rest of the pops on the planet was protected, forcing you to raid many planets and presumably have multiple wars to get the full potential benefit of raiding.
Kencko 14 Sep, 2023 @ 3:15pm 
Second doctornulls suggestion
doctornull 13 Sep, 2023 @ 8:33am 
My suggestion for balance would be that raiding very quickly gets you a few pops, then puts a timed modifier on the planet where you can't get more pops until you defeat the armies. The number you can get should increase with population and decrease with defenses (Fortress, Shield, etc.).

That would reward "raiding" tactics (hitting many colonies) instead of deep-mining 90% of pops from one planet, which seems weird for "raiding".
Tovius  [author] 12 Sep, 2023 @ 10:43pm 
It doesn't modify the bombardment itself. I suppose if you're taking less pops you will also get less resources. I will look into balancing it further in a few weeks when I finish updating all my mods.
doctornull 12 Sep, 2023 @ 7:12pm 
How does this mod interact with the new raiding bombardment mechanics? (E.g. protected pops by armies)
IllegibleScream 1 Aug, 2023 @ 10:11am 
My favorite single player civ is a megacorp that prints habitable structures and then forcibly relocates the galaxy into them.

This looks nice.
Tovius  [author] 25 Jun, 2023 @ 9:37pm 
I have uploaded new requirements. Please look and the side bar and download the new required mods.
Tovius  [author] 20 Jun, 2023 @ 8:55pm 
Well, Scripted Trigger Undercoat was an interesting experiment, but due to the outstanding bugs and slow response time of the mod author, it simply isn't viable for my mods to continue to rely upon it. Over the next few weeks I will be making a much stripped back version for use with my mods. I will try to make it compatible with STU, in case it ever gets its act together in the future.

In the meantime, I would recommend using the version of STU available on my patreon. If you have never downloaded a Stellaris mod manually before, I would suggest you google how to do that.
Tovius  [author] 16 Jun, 2023 @ 8:03pm 
The temp version of STU is on my patreon. Sorry I didn't make it clear in my original post.
Tovius  [author] 16 Jun, 2023 @ 7:50pm 
Scripted Trigger Undercoat is still not updated, but I uploaded a temp version you can use until it gets an official update (don't use both the temp fix and the official mod, or you will run into problems).
Tovius  [author] 25 May, 2023 @ 7:16pm 
New update now also modifies the Pirate Raid war goal.
Tovius  [author] 14 May, 2023 @ 8:57am 
Updated for 3.8. Now requires Scripted Trigger Undercoat
Tovius  [author] 4 May, 2023 @ 10:21am 
In this case, it would allow other modders to create new civics that use the the same mechanics as Barbaric Despoilers, without requiring any additional work on my end.
WHR | TMaekler 4 May, 2023 @ 5:48am 
I see more and more mods using the Scripted Trigger Undercoat. What help does this mod provide?
Tovius  [author] 28 Apr, 2023 @ 2:22pm 
@Gazzan
If you have the primitives have the purged species right, then usually they will be killed rather than abducted (same as in vanilla)
Tovius  [author] 28 Apr, 2023 @ 2:21pm 
Just a heads up: when I next update my mod (probably after the 3.8 comp patch), it will require Scripted Trigger Undercoat, so I would recommend downloading it now. Place it on the top of your load order (but below any other patches)
Gazzan 28 Mar, 2023 @ 4:48am 
So this gives resources instead of Pops? I just abducted a planet of primitives with the Nihilistic acquisition perk and the species isn't showing up on my list of pops.
Tovius  [author] 14 Mar, 2023 @ 12:15pm 
@RedTheKnown
This is a very simple mod, so it usually doesn't break with updates (although I still need to check every time to be sure).
Tovius  [author] 14 Mar, 2023 @ 12:13pm 
No change needed to update for 3.7. Happy raiding!
RedTheKnown 14 Feb, 2023 @ 12:47pm 
does this mod still work for the current version of stellaris?
Orionox 14 Oct, 2022 @ 2:00am 
compatible with "planet raider.""
Tovius  [author] 20 Sep, 2022 @ 1:33pm 
Luckily I didn't have to do anything to update this mod. Happy plundering!
Tovius  [author] 12 May, 2022 @ 10:07am 
Updated for 3.4
Plunder war goals once again take claims, as removing them didn't have the effect that I had hoped it would.
Meta Vakama 29 Apr, 2022 @ 11:46pm 
Love the mod, and it works great for the most part - but the AI still has reduced surrender acceptance due to "demanding unoccupied systems/planets", even though I don't get ANY territory if they surrender.

Couldn't figure out how to fix it, so I just opened up the mod and re-enabled territory gains from victory. (If they're gonna complain about it either way, might as well actually get the territory, yeah?)

If no one else has this problem, then maybe it's a mod conflict...

Also, if you don't mind me asking, why'd you set cede_claims to "no" instead of "occupied_only"? (Not complaining or requesting a change, just curious...)
Tovius  [author] 23 Feb, 2022 @ 7:06am 
Updated for 3.3

I also changed how getting resources from raiding works to be something less convoluted.
Ailith 5 Feb, 2022 @ 11:36pm 
thanks for the mod, please keep updating it :)
Tovius  [author] 23 Nov, 2021 @ 6:36pm 
This should still work with 3.2. Please let me know if you encounter any bugs.
Tovius  [author] 15 Sep, 2021 @ 8:15am 
Mod updated for 3.1
AuStistic 3 Jun, 2021 @ 8:56pm 
espcilly when im playing as rouge servator, need to swipe all of the pop's, and them pamper them.
doctornull 16 Apr, 2021 @ 3:25pm 
Nice. With the pop growth changes, it seems that Raiding is going to be a more popular game-long staffing tactic.
Tovius  [author] 16 Apr, 2021 @ 11:07am 
Mod updated for 3.0. Fortunately the patch didn't break anything, I just needed to add in the new imperial capital buildings.
Tovius  [author] 30 Oct, 2020 @ 11:39pm 
This mod should still be compatible with 2.8
Tovius  [author] 30 Sep, 2020 @ 12:47pm 
I don't think it does.
xtremchiller 29 Sep, 2020 @ 11:24am 
Does this still double the abduction rate?
Tovius  [author] 13 May, 2020 @ 3:26pm 
Mod Updated