Stellaris

Stellaris

Under Siege
320 Comments
Oatmeal Problem  [author] 17 hours ago 
That's a reasonable change. However, I'm not playing Stellaris much these days and only maintaining this as it is. I'm actually planning to stop updating it after 4.0. The game has changed too much since I last played, I no longer feel I have a good sense of balance for a mod like this.

If anyone is interested in working on this mod, please reach out!
Szybs 14 Jul @ 12:01am 
hi @Oatmeal Problem

Sorry for that, my bad I didn't noticed that you have to destroy enemy spaceport to have this modifier applied :A

But on the other hand I've got a suggestion, would it be possible to have this modifier applied when the planet itself is being bombarded? Because from what I see it now only takes into consideration the spaceport being destroyed. Like to leave it as is but only add another trigger, I;ve noticed that when raiders where bombarding one of my planets but they didn't destroy the space port
Oatmeal Problem  [author] 13 Jul @ 3:32pm 
@Szybs can you share a save file and mod list? Discord might be easier than steam for that; there's an invite link to the Stellaris Modding Den at the bottom of the mod description
Szybs 13 Jul @ 1:48pm 
hi @Oatmeal Problem

I've noticed that after the recent update the under siege modifier for planet has stoppped appearing when planet is under siege :/

The add to stockpile option is still there and working but the modifier for being under siege seems to not be applied to planet that is being bombarded
Oatmeal Problem  [author] 5 Jul @ 2:40pm 
@Vlad_1492 thanks, those should both be fixed now

Until you add to the stockpiles, you might still see some blank (instead of 0) values. This is a display only issue, and should be fixed for new games. Optionally, to fix it for an in progress game, run the console command "event mmgsiege.13"
Vlad_1492 5 Jul @ 1:18am 
The 'Manage Local Stockpile' window seems to have a visual glitch as well. Quantities stored are no longer displayed, though clicking the buttons does seem to move the amount to and from stores.
Oatmeal Problem  [author] 4 Jul @ 12:18pm 
@vofademp @Szybs this is fixed in the latest version

The tooltip was displaying inaccurate info (paradox changed the scope of the text apparently), but under the hood the resource shortage mechanics were still working. The tooltip will now correctly display the resource shortage statuses.

Thanks again for reporting!
Oatmeal Problem  [author] 1 Jul @ 8:58am 
Thanks for reporting, I'll look ito it
Szybs 30 Jun @ 11:02pm 
@vofademp

got the same issue
vofademp 30 Jun @ 8:59am 
Idk if it's just me but whenever I hold an enemy AI planet under siege it always says "not under siege" when i hover above the modifier image on planet view and they seemingly never run out of resources.
soiglotreekavicator 16 Jun @ 10:43am 
If you're using 3.14, the 4.0 version crashes while loading the main menu. Would it be possible to put the link to the Github in the mod (or collection) description?
Oatmeal Problem  [author] 16 Jun @ 7:50am 
@GE0 they should work fine together, no conflicts
GE0 15 Jun @ 6:06pm 
Would this mod conflict with Long Realistic Wars 4.0 ?
Oatmeal Problem  [author] 13 May @ 9:31am 
@AltoidsMaximus I haven't used those, but it looks like those should be compatible. This mod doesn't change ground combat at all. Military Enhancements' new Armaments resource might not be affected by this mod's siege shortages (depends on how they implemented it).
AltoidsMaximus 13 May @ 8:21am 
Is it compatible with "Ground Campaign" and "Military Enhancements" mods?
Random Tank 6 May @ 8:31am 
Awesome, thank you very much!
Oatmeal Problem  [author] 6 May @ 8:29am 
@Random Tank there will be some broken modifiers if you try to use this version on 3.14 (mostly, sieges won't affect pop growth or priest/admin jobs)

You can grab the previous version on github here: https://github.com/oatmealproblem/michael-makes-stellaris-mods/tree/1796e8522edb0075a57aae0fca49042049b7c79e
Click the green "Code" button then "Download ZIP" (and google how to manually install Stellaris mods)
Random Tank 6 May @ 7:31am 
Does this still work on 3.14? If not, is there still a 3.14 version? I forgot to back up.
WRXKiller-GM 5 May @ 1:43pm 
aw Dang that sucks but I have heard that the 4.0 release is very buggy right now and missing a lot of stuff so not too surprised I wouldn't be even more surprised if they did a 4.1 or 4.2 release soon where they just try to patch out a lot of mistakes either that or moder's had in stuff for it to be fixed like they did with the previous version of the game
Oatmeal Problem  [author] 5 May @ 11:28am 
Also no affects on the new trade and logistic mechanics yet. Similarly, I need time to better understand it. Also it doesn't seem very moddable currently :(
Oatmeal Problem  [author] 5 May @ 11:26am 
Updated for 4.0
Note that there's no specific logic for the new Wilderness hive minds yet. They are VERY different, and I don't have a good feel for how they work. Some shortage modifiers might not make a lot of sense for them.
Oatmeal Problem  [author] 5 May @ 11:25am 
@WRXKiller-GM generally I avoid tying into ascension perks etc too specifically like that, and I try to keep everything based on resource production and consumption. This makes Under Siege integrate much more seamlessly with other mods -- I don't know what sorts of crazy perks and civics they'll add, but if they're affecting resources, compatibility is mostly automatic
WRXKiller-GM 28 Apr @ 12:26pm 
Cloning could be made into into something like their surrender limit is lower because the people who want to surrender just get killed off because they're just going to be brought back with the cloning vat after the planet survives.

And mutation can straight up have it so they just adapt to the new situation of less food mutating for survivability and making it harder to actually whittle them down
WRXKiller-GM 28 Apr @ 12:26pm 
With all of this in mind about the trade system it definitely give some interesting ideas you can do with your siege mechanic for example make it so a person has higher limits on their planet or less siege build up but substantially greater trade costs. Essentially representing that the planet is still getting resources but from blockade runners that are definitely not making it all the way.

Currently it's unknown if there will be any major civics that will affect stuff like what you're doing here but I can imagine the ascensions will definitely affect it. For example you can have it so purity doesn't have as much problems since they literally perfected their genetic code and I can imagine that also means perfecting not needing to eat as much and having more energy when you have less.
WRXKiller-GM 28 Apr @ 12:21pm 
For the first question yeah here's how the trade system works now energy relegated to normal resource no longer required for the galactic market and thus having its capacity reduced to the same amount of the other normal resources

trade is now a pooling resource that is consumed for planets that have a deficit of any kind and for when fleets are not docked. Doubling if fleet is in enemy territory. This is supposed to represent truckers and supply ships traveling between the planets to bring them the resources they require.

Original benefits from trade laws still apply but are only given if over trade capacity. Nerfing trade builds but making it so now everyone cares about trade including hive mind empires.
Oatmeal Problem  [author] 28 Apr @ 12:00pm 
I plan on updating for 4.0. My thoughts:
- I didn't play the beta much; I know local shortages require trade now. Does anyone know, do sieges have any effect? (Eladrin mentioned he was thinking about this, when they first introduced the trade rework). If not handled by vanilla:
- Besieged planets shouldn't produce any trade value
- Shortages on besieged planets shouldn't consume any trade
- Shortage effects need to be changed for the new "Wilderness" living planet hiveminds
- Shortage effect changes needed for any other new civics or ascensions?
WRXKiller-GM 28 Apr @ 9:39am 
I will say if you do update this for the new version of the game it will be even more amazing and connected with already existing systems that they're adding primarily with the whole trade and the trade ships needing to get across each other. Very much think some fun stuff can be done with that.
Saint-Roch 24 Feb @ 1:49am 
Ok. All in all, your mod was the cause of a lot of suffering in my last 1000+ years campaign. I loved it.
Hopefully, 4.0 don’t mess it.
Oatmeal Problem  [author] 10 Feb @ 9:05pm 
@Saint-Roch you mean for the upcoming 4.0 update? Too early to say
Saint-Roch 10 Feb @ 11:25am 
Do you plan to update your mod to the new system ?
Sakana 30 Jan @ 7:45am 
Reminds me of Starsector, fleet idea too down below me.
Oatmeal Problem  [author] 21 Jan @ 3:45pm 
@lorosexn no, it's not vanilla. Some of the feature might be added to the vanilla game in a future update, but they haven't been yet
lorosexn 21 Jan @ 2:53pm 
Is this vanilla? Im asking because of your comment below mines and because I don't really notice interactions in the game like this.
Oatmeal Problem  [author] 26 Nov, 2024 @ 2:58pm 
Seems like there's a decent chance of this mod becoming largely obsolete in the next year-ish. Quotes from Eladrin (Stellaris game director):

"We’re likely to revamp [trade value] into a proper resource, though I’m also considering ways of also using it to simulate supply lines and local planetary deficits"
"Though if the planet were being bombarded, I'd probably want to experiment with blockade effects."
"Maybe storage depots prevent any negative blockade effects for a while, or cloaking techs."

It'd be awesome to get all that in the vanilla game :)
Valdis 28 Sep, 2024 @ 9:21am 
One of my favourite mods, i had a similar idea in mind, but for fleets. Is there any chance if we could exchange ideas? I added you and i hope you could give me some advice regarding this mod?
[CK] Luiz Feliciano 6 Sep, 2024 @ 2:33am 
Finally, a good use for resource silos! :steamthis:
Oatmeal Problem  [author] 23 Aug, 2024 @ 2:06pm 
If it's your planet, you can see it in the planetary decisions
michaelblobner98 23 Aug, 2024 @ 4:46am 
Is there somewhere to see the resources actually stored on a planet?
FWehning 11 Jul, 2024 @ 6:10am 
@MichaelMakesGames you were correct - works like intended :-D
Red Moff 9 Jul, 2024 @ 12:23am 
This is a must have mod, thanks!
Oatmeal Problem  [author] 6 Jul, 2024 @ 1:04pm 
Mod is updated. You can see the details in the Change Notes. Some highlights:
- Integration with Planetary Diversity (jobs from dome stations are disabled during siege)
- Individualistic machines will now be unhappy during an energy shortage
- Virtual pops get an output penality during an energy shortage
- Support for various modded capitals and resource silos (subscribing to the Merger of Rules is highly recommended!)
Oatmeal Problem  [author] 2 Jul, 2024 @ 10:08am 
@FWehning for Armageddon, that sounds expected. In vanilla, indiscriminate can't kill the last pop; this mod doesn't change bombardment stance at all. STNC might. If you want less damage to pops, maybe you should try discriminate bombardment ;)
FWehning 27 Jun, 2024 @ 6:11am 
Only STNC may have an impact on bombardment (unsure) and I have lately an additional mod "Planetary Shields" (which did not change the observed behavior).

I mostly use the default "indiscriminate" stance and rarely "armageddon"
Oatmeal Problem  [author] 26 Jun, 2024 @ 7:47pm 
@FWehning are you using any mods that change bombardment? And what bombardment stance are you using?
FWehning 26 Jun, 2024 @ 6:58am 
@MichealMakesGames the thing is if I bombard the planet then the rnrmy armies and planet population is always exterminated before surrendering. This results in depopulated and devastated enemy planets - always.
Rocket 1 Jun, 2024 @ 2:32pm 
Thank you
Oatmeal Problem  [author] 31 May, 2024 @ 6:44pm 
@Rocket yep, to the best of my knowledge. I haven't played a full game recently though, just basic testing, but no recent changes should affect this mod
Rocket 31 May, 2024 @ 3:18pm 
Still work?
Oatmeal Problem  [author] 16 May, 2024 @ 9:12am 
@FWehning I haven't tested it myself, but others have reported that the mod works with STNC

"I recently get aware that planets never surrender anymore." I'm not 100% sure what you mean.

A few versions ago, Stellaris added planetary surrender to the base game. At that time, I removed this mod's separate surrender mechanics. This mod can assist the base game surrender mechanics though: local mineral and energy shortages will increase bombardment damage (so you can kill their armies quicker)
FWehning 15 May, 2024 @ 10:04pm 
Is this mod still compatible with STNC? I recently get aware that planets never surrender anymore.