Stellaris

Stellaris

Diplomacy and espionage
78 Comments
alankraskow 13 Jul @ 9:09pm 
Hey @The Wandering Modder, I made some custom building icons for your mod just for personal use, but I’d be happy to share them if you're ever interested. Feel free to send a friend request if you'd like to check them out. :)
xKilroyx 9 Jul @ 6:46am 
Ah okay thnx. Yeah went ahead and got it while on sale wth lol.
The Wandering Modder  [author] 9 Jul @ 2:17am 
No dlc requirements but you do need the espionage system so might require nemesis if its not unlocked by default?
xKilroyx 9 Jul @ 12:23am 
Does this require any DLC to be fully utilized?
The Wandering Modder  [author] 30 Jun @ 8:40pm 
Yes I forgot to update the version but it should be safe
Vortek Gamer 30 Jun @ 8:37pm 
just want to check, this mod is safe to use now for 4.0? the launcher is saying that it is made for 3.14
alankraskow 11 Jun @ 4:35pm 
@The Wandering Modder Hey man, I noticed that skullduggery_propaganda_center does not give any effects upon being build. I don't see custom tooltip in the files that could be broken, so my assumption would be that it's because the multipliers.
alankraskow 2 Jun @ 7:03am 
@The Wandering Modder I totally understand. I have few other projects as well, so doing it on my own is rather too big of a commitment. At least for now.
The Wandering Modder  [author] 1 Jun @ 8:54pm 
I have few current projects so you can help expand the mod if you want one.
alankraskow 1 Jun @ 8:50pm 
@The Wandering Modder why? The espionage is so neglected by PDX, that I'm not surprised this one is popular. Especially that only alternative is Expanded Espionage and Diplomacy, which makes too many changes to be compatible with Galcom mods.
The Wandering Modder  [author] 1 Jun @ 8:43pm 
Honestly this mod is one of my more popular mods but I never liked it personally.
alankraskow 1 Jun @ 8:35pm 
@The Wandering Modder good to hear you working on this. Any plans to expand it more? I could help a bit if you want.
The Wandering Modder  [author] 1 Jun @ 7:12pm 
Will work on this mod now. Expect update within 24 hours
EchoCT 1 Jun @ 11:01am 
I am sure you are aware, but I traced the null event I was getting to Skullduggery_evt.7 for what it's worth. Thanks for any help/updates when you have time.
The Wandering Modder  [author] 10 May @ 9:01am 
Obviously 4.0 broke all mods
Perambulante in tenebr 10 May @ 7:22am 
null event
Perambulante in tenebr 10 May @ 7:22am 
event bug all time
The Wandering Modder  [author] 6 May @ 11:46am 
Yes but 4.0 is barely not crashing for me rn
Zeizei Pumpum 6 May @ 10:23am 
so u have plans for a 4.0 update?
WRXKiller-GM 11 Apr @ 2:45am 
aw why is that is there something else like another mod that is more prioritized over this right now?
The Wandering Modder  [author] 11 Apr @ 12:55am 
Probably but it's low priority
WRXKiller-GM 11 Apr @ 12:53am 
So is this mod going to get a major update rework with its buildings and other parts when 4.0 releases?
Permy134 25 Mar @ 7:48pm 
hijack big fleets doesnt seem to work. it just canclels it after a while with no prompts. hijack small fleets works fine tho
UndeadGamePlayer 13 Jan @ 5:33pm 
Thank you for this again btw
Hivelord 1 Jan @ 1:40am 
@The wandering modder can you make the riot espionage operation able to target a specific planet,
The Wandering Modder  [author] 28 Dec, 2024 @ 1:57pm 
Safe
QuadCarnage 28 Dec, 2024 @ 1:30pm 
Safe to use on 3.14 or needs update?

Your mod looks awesome BTW, cant wait to try.
The Wandering Modder  [author] 11 Dec, 2024 @ 1:17am 
Operations are difficult and take a long time to launch. If terrorist attacks do nothing most likely they have cloak detection in that system because it's a physical ship that begins the op.
D3MONIC_Company 11 Dec, 2024 @ 1:13am 
Always fail the terrorist attacks is there something I'm doing wrong or is it that hard?
Ruthmyr 5 Dec, 2024 @ 12:33am 
tried hijacking a fleet and it didn't work, am I supposed to only have this mod enabled in my presets?
Subset_ 26 Nov, 2024 @ 9:25am 
Is it compatible with existing saves?
Anton Rabe 24 Nov, 2024 @ 2:50am 
I love the probe ship, is so nice.
I like the operation with the Riot on the planet, but is it possible to add an operation like the planet will rise up and the Rebellious State is created? I just like the idea of playing as a Spy State that is closed off from everyone and secretly causes riots across the galaxy.
The Wandering Modder  [author] 23 Nov, 2024 @ 1:34pm 
It's just a better science ship with no limit other than the civic. The buffs and debuffs don't stack though.
MightyShark 23 Nov, 2024 @ 1:30pm 
Looks like a good mod ! How does the "Probe" ship work ? Does it need a scientist on board ? How many can one empire build ?
The Wandering Modder  [author] 22 Nov, 2024 @ 4:30pm 
immigration center and propaganda center have been changed to 1 per empire and had their stats nerfed.
The Wandering Modder  [author] 22 Nov, 2024 @ 4:26pm 
I always put triggered because I never know when I'll need to add conditions. As for the immigration center it should have been 1 per empire. That's a mistake I'm surprised Noone reported till now.
Dal 22 Nov, 2024 @ 4:07pm 
The special Skullduggery buildings that can be built multiple times are WILDLY overpowered (Immigration/Propaganda Center) because they apply country-wide and not planet-wide, allowing stacks like +2000% pop growth for every planet in the empire. The 15% bonus multiplying for each migration pact is also strong in general.
"triggered_country_modifier = {
potential = { ... }
..."
should be
"planet_modifier = {
..."
because the trigger is just "always = yes" the triggered part is unnecessary; this also applies to the other triggered modifiers with the same condition.
UndeadGamePlayer 21 Nov, 2024 @ 11:39am 
Or make a doc and list it on here somewhere.
UndeadGamePlayer 21 Nov, 2024 @ 11:39am 
I like this so far. When you get the chance could you add onto the building more description or list what mechanic modifiers they have? I'm not entirely sure what each building exactly gives me. ( I also have a lot of extra buildings from mods so I have to pick and choose for what planets with limited space.)
Anton Rabe 19 Nov, 2024 @ 1:35pm 
Thanks you! Is just what i was looking for! Your new operations is just soooo mmmm
Tasty! Thansks you!
UndeadGamePlayer 14 Nov, 2024 @ 4:59pm 
thank you
The Wandering Modder  [author] 14 Nov, 2024 @ 2:34pm 
Yes
UndeadGamePlayer 14 Nov, 2024 @ 12:18pm 
Can I add this partway through a playthrough?
The Wandering Modder  [author] 13 Nov, 2024 @ 2:30am 
should not need one. I don't update mods just to fix the warning icon in the launcher that means nothing.
Rogueone 12 Nov, 2024 @ 11:10am 
Update?
Lexi 1 Nov, 2024 @ 4:07pm 
Just did it a few times against some rivals. It increases the ethic shift chance by 50% and decreases government ethics attraction by -50%.

Great mod. If it is possible to make them specifically attracted towards my ethics when i use that operation, it would be very nice. :steamthumbsup:
Lexi 1 Nov, 2024 @ 2:44pm 
Does spread propaganda convert their pops to my ethics? that's kinda what i want to be able to do.
FlorestNerd 24 Oct, 2024 @ 9:40am 
hey, could you do a simple list of whats new?
Overlord 20 Oct, 2024 @ 8:03am 
Instigating civil war would be fun though if its possible, just made it separate fun mod or make it really hard to pull off with the risk of if found out the enemy get a great casus belli and immediately prepare for war or something. most play single player so don't mind about the balance IMHO
The Wandering Modder  [author] 19 Oct, 2024 @ 1:18pm 
I don't want one operation to cripple an empire. Civil wars are too OP