Stellaris

Stellaris

More Army
43 Comments
guardian1368 11 Oct, 2024 @ 6:51pm 
there is a major problem with this mod cause it seems to give a extreme bonus to energy that works on all empires that gives over 200k energy
Skeletor 21 Jun, 2023 @ 5:24am 
Question! would it be possible for say- the ethics like Warrior Society or meritocracy mitigating the debuffs? due to their more positive outlook on the army?
KINO313 4 Nov, 2022 @ 7:07pm 
I can't change policy before the game starts, and when I start a new game the -30 happiness already makes me bank rubbed on every resource at the very beginning; due to low happiness, no worker will go to work, even though there are more positions than workers.
Valtiel_The_First 21 Sep, 2022 @ 8:31am 
any plan for a 3.5 update?
Pingu's Revenge 1 Jan, 2022 @ 11:23am 
The mod unfortunately destroys the workers. They are always unemployed, except for soldiers.
Dat Boi 11 Dec, 2021 @ 10:05pm 
@kyber Voraluna its from Warhammer i think
Kyber Voraluna 6 Dec, 2021 @ 6:21pm 
What is that image from? It looks like some apocalyptic roman empire.
Step Bro 13 Nov, 2021 @ 1:04pm 
Update?
guardian1368 30 Sep, 2021 @ 10:57pm 
it doesnt work now
Retheri 27 Sep, 2021 @ 8:38am 
Update?
Fidel Castro 20 Aug, 2021 @ 4:14am 
I love the mod, but here you have some feedback. I think that AI using mobilization depending on their ethics is cool, but happiness hit can hurt a lot for the militarist AI. It would be nice if AI used voluntary and partial mobilization ( if they are militarist ) but in times of war they could change it to full, partial or voluntary ( for fanatic pacifist ) .
StarLord 5 Jun, 2021 @ 11:26pm 
Hive mind pop assembly is not working whit this mod
Spiritouspath 21 May, 2021 @ 11:19pm 
stellaris mod missing descriptor file appears so please look into that
Taxidermy Minotaur 1 May, 2021 @ 9:11am 
@Ender no it was resolved after i deactivated your mod, i do have other mods active yes but they don't touch the files your mod does, maybe its a bug or something, except it would always turn out the same, just so you know im playing authoritarian extreme militarist slavers
Ender  [author] 1 May, 2021 @ 9:03am 
@warden hi. It's strange that you have revolts on first planet because capital have stability bonus. AI chose policy moblization depend on their ethics. And yep they have big bonus stability to, not only on capital. Mb you use other mods which reduce happiness?
Taxidermy Minotaur 27 Apr, 2021 @ 9:32pm 
just like so many people that commented below me, the happiness isssue is crippling, im getting revolts on my capital before i can even get my first colony down, and since the AI won't change their mobalization policy everyone is getting revolts, seriously tone down the unhappines effect to something workable for both players and AI
hellm100 22 Apr, 2021 @ 1:53am 
Годный мод, политику иногда меняю, в зависимости от военного положения естественно.
Scyobi_Empire 16 Apr, 2021 @ 9:51am 
I only change it when I'm in dire need of armies (like an FE used a gateway right next to a planet), I keep it on Rapid Mobilisation.

Given that my invading army was 4.9k before I had this mod, invading armies is no challenge.

The only thing I dislike is the happiness penalty isn't reduced for being Militarist but overall a good mod.
TortoTheConqueror 16 Apr, 2021 @ 6:52am 
You planning on updating this to 3.0.1.?
hmsggg 16 Apr, 2021 @ 4:20am 
I only change policy at the start of the game and then never use it again and i think infantry amount is fine
Ender  [author] 13 Apr, 2021 @ 10:57am 
@here
Hi lads! New big dlc is coming so I will update this mod. But before that I want to get feedback from you. Just two questions

1) How often you change conscription policy in game?

2) What do you think about balance? Is this enough infantry or too little? Is it hard to take large worlds etc...

Big thanks for answers <З
Kamerad JoStorm 9 Apr, 2021 @ 12:42pm 
Geez, I've never seen so many ground troops in Stellaris. This will make things more challenging and fun
Wrath_of_Janos 4 Feb, 2021 @ 4:34am 
cool
Scyobi_Empire 1 Jan, 2021 @ 11:54am 
Works fine with the Beta (2.8.1) on my end.
Ender  [author] 14 Nov, 2020 @ 1:23pm 
Hope this version work fine :P
[kk_Leg] kRIEGER 12 Nov, 2020 @ 11:42am 
General Kenobi!
Alright then! If you'd need a tester, feel free to ask ;)
Ender  [author] 12 Nov, 2020 @ 11:40am 
[kk_Leg] kRIEGER hello there! The idea is interesting, I will try to do something balanced. But it will still need to be tested.
[kk_Leg] kRIEGER 12 Nov, 2020 @ 11:28am 
Greetings pal!
I had an Idea about your mod; what about making it a law? Making it such, that you can choose, in function of your ethics, 1 Soldier for each 5/10/20/etc. Pops?
Ender  [author] 12 Nov, 2020 @ 10:58am 
@Scyobi_Empire 25 and 33 will add much less ground armies. It has already been suggested to rework the soldier job to give more ground armies and reduce boost to the fleet cap. But I have not yet found a way to do it without changing the lines for the best compability.

In a couple of days I'll put out a new version, see how it works.
Scyobi_Empire 12 Nov, 2020 @ 9:45am 
(Sorry for double post)
Why not 25? Most event's that add jobs per population use 25 or 33.
Scyobi_Empire 12 Nov, 2020 @ 9:44am 
2.8?
Diatomic Element 30 Oct, 2020 @ 11:46am 
If you want, you could have a decision ingame to set it to either 8/10 or 20/30, like several other mods do to.

And increasing the size of base armies if you are militarist/fanatic militarist would be great for balance
BHL.Kriminel 29 Oct, 2020 @ 9:28am 
and especialy if you put your race in fanaticly militarist ?
BHL.Kriminel 29 Oct, 2020 @ 9:27am 
Perhaps you can divide the mod in two ?
-Hard with every 8/10 pop (like i love)
-easy with every 20/30 pop

idk? :cta_emo7:
Ender  [author] 29 Oct, 2020 @ 8:29am 
@ghosterino thanks! I'll think about it. Most likely, it will be necessary to increase both parameters. But considering the number of armies in total

I will be glad if you guys write how you like the new size of armies. Too big that is hard to take, or vice versa small.
ghosterino 29 Oct, 2020 @ 7:59am 
Not sure if adding a soldier job every 10 pops is the solution. Because you can increase the fleet capacity disproportionately with just one Ecumenopolis, without building fortresses. A soldier for every 10 pops is too much, maybe every 25 or 33 is better, or increase the number of armies per soldier / enforcer. :lunar2019deadpanpig:
Ender  [author] 29 Oct, 2020 @ 12:39am 
@MayhemX8 Only fortress add soldier job (+3 per job), but enforser create defence armies too (+2 per job). Free slots for soldiers will open every 10 pop regardless of the fortress or other buildings. Fortresses are already in the game.
Journeyman Prime 28 Oct, 2020 @ 8:28pm 
So do I need to build fortresses or enforcer buildings to create these jobs? Are fortresses still in the game?
Cоsмоиaцт ⭑ 28 Oct, 2020 @ 4:36pm 
+ rep for the proxygreen thumbnail
BHL.Kriminel 26 Oct, 2020 @ 10:00am 
Looks awsome i gonna test it this week !
Ender  [author] 26 Oct, 2020 @ 6:41am 
@Kepos are the defense armies that you can get by building fortress or enforser job. So they are regular. They do not require upkeep, for balance. Otherwise, they will be exactly the same as the assault armies.
Kepos 26 Oct, 2020 @ 5:57am 
Are those soldiers regular army, or simply untrained people defending their homes?
If regular army, how do you balance the cost factor for training, weapons?
If untrained people, they fight in masses, but should be weaker than soldiers.