Stellaris

Stellaris

Real Borders
46 Comments
azterior 26 Apr, 2019 @ 10:15am 
Ah, thanks for the reply! It really is a shame but I appreciate you keeping it up for those who do.
MasterOfGrey  [author] 25 Apr, 2019 @ 9:27pm 
This mod is no longer compatible with the game architecture post 2.0. It exists purely for those who wish to play on legacy versions.
azterior 25 Apr, 2019 @ 6:12pm 
this mod looks great and is probably my ideal border mod, any plans to update it (I'm guessing not lol)
malthric 30 Mar, 2019 @ 6:11pm 
update it please
kinngrimm 24 Mar, 2019 @ 11:38am 
What i dont get in a space game, that you can not cross into space from someone else at all. Sure there should be certain repurcusions for tdoing so, but even when you look at the 5th Element with a physical border in space, it was only their good manners which held them back till they got the green light.
St least my freakin science ships should be able to survey, i wouldn't mind them being shot down in the process. Don't need a casus belli because of that, but maybe a good twist to start a border war.
MasterOfGrey  [author] 13 Mar, 2018 @ 3:16am 
There are a few issues with the proposal there - the new setup in 2.0 precludes the possibility of tying any expansion to population because each station exerts control over precisely 1 system and the displayed borders are merely a map of the midway points between it and adjoining systems.

I've thought about investigating whether an upgraded base could be used to to control adjacent systems, thus negating the need to have a base in literally every system, but that's the closest that's likely to be achieved and I haven't yet checked out its feasibility.

It could be setup so that the cost of building them is reduced - which would likely cause more empires to be strung out towards high value systems and produce more dynamic and less blob-like empire shapes, but the restriction to hyperlanes doesn't allow for the disconnected systems so much. (Unless, there are many, many, many wormholes and you can make wormhole exploration tech a starting/super early tech.)
tsconfig.json 13 Mar, 2018 @ 2:41am 
(continue)

The 2.0's border system is too "heavy" compared with RealBorder, that the initial border-radius is way too large with relatively high cost outposts (starbase)

I am thinking if RealBorder can achieve a "dynamic" border range like 1.9, that an upgradable outpost (starbase) still provides a very small initial radius but it can grow with the planet population (if the system has) and outpost level?

And keep the old (1.9)'s outpost (which cannot be upgraded to starbase) with a very low cost for a quick grab of stars, but its border range will remain at the minimum?

Thank you!
tsconfig.json 13 Mar, 2018 @ 2:41am 
Hi MasterOfGrey, Thanks for the reply!

I can provide some personal preferences to RealBorder.

The RealBorder can provide a sense of "development" and "expansion", at an initially low cost, that an empire has to start with very cheap outposts to claim stars under a very small initial radius of border (just like the first picture of the workshop page). And around like 30~50 years later, surrounding stars are mostly claimed by different empires, mixed with each other of different colours.
MasterOfGrey  [author] 12 Mar, 2018 @ 11:20pm 
Hi MacEnow, I view 2.0 as having made this obsolete and so had no intention of updating.

However, if you can explain what changes you would make to 2.0 similar to this mod then I might look at making a new version.
tsconfig.json 10 Mar, 2018 @ 5:23am 
I persoanlly used this mod for a quite a longtime before 2.0 and still preferred 1.9 + Real Borders than 2.0's new border system. It would be great if Real Borders could be updated and compitable with 2.0
MasterOfGrey  [author] 28 Jan, 2018 @ 1:24pm 
I suspect that is the result of a clash with another mod that may be tweaking border strengths, this is the first report of it.
Gaylord Zapikowski, Pirate Lord 28 Jan, 2018 @ 8:15am 
I have an odd issue, it worked for one game, then after that the Frontier Outposts reverted to their normal border ranges making them ludicrously op, has this been encountered before is this a new one?
Master Chief 22 Jan, 2018 @ 5:01pm 
That answered it. Thanks. Too bad about not being able to attack neutral empires outposts. It would have made an intersting dynamic to your mod. Colonization would have taken on characteristics of European coloniation of the Americas and Africa.
MasterOfGrey  [author] 21 Jan, 2018 @ 1:34pm 
I'm not entirely sure what you mean by neutral outposts. If you mean empires you are not at war with, then yes, that is a default feature of Stellaris. If you mean like the stations with the traders etc, then that is dependent on your government ethics.
Master Chief 21 Jan, 2018 @ 5:21am 
Loving this mod. Finaly, more realistic concept of borders! However, I noticed that I cannot attack neutral outposts. Is that intended?
MasterOfGrey  [author] 12 Jan, 2018 @ 4:48pm 
There were no changes from 1.8 to 1.9 that should cause problems, this should continue to work for 1.9.x but it will be obsoleted with the Cherryh update.
Aerondight 6 Jan, 2018 @ 2:20pm 
does this work for 1.9.1
Master Chief 29 Dec, 2017 @ 5:20am 
Playing with this mod for awhile now and love it!! I believe you went the right route with making outposts more disposable. This mod helps the exploration and colonization part of Stellaris make sense. The game now more closely resembles the situation European colonial outposts faced during the mad rush to colonize the Americas.
MasterOfGrey  [author] 1 Oct, 2017 @ 4:16am 
As far as I know - yes, I updated the mod file so it shouldn't present any errors. Please let me know if you encounter any unusual behaviour though.
CaelReader 30 Sep, 2017 @ 3:29pm 
Does this work with the latest patch?
MasterOfGrey  [author] 17 Jun, 2017 @ 12:57am 
They've elected to make frontier outposts tougher, more expensive, and the target of war goals. I elected to make mine more disposable. You don't ask for a frontier outpost, you destroy it and build your own. Otherwise they're very similar (other than that I made mine first).
DepressoExpresso1 14 Jun, 2017 @ 10:54pm 
What's the main difference between Real Borders and Improved Border systems? are they the same mods?
DoggieStyla 10 Jun, 2017 @ 5:24pm 
@ MasterOfGrey.....maybe a version between your actual mod and the vanilla stats....
- Reduces the base border range for colonies and frontier outposts to 5 (compared to 15 and 20 before)....a range of 10 for example:)
MasterOfGrey  [author] 10 Jun, 2017 @ 5:15am 
@DoggieStyla - Could you explain the problem a bit more? I'm not sure I understand what you're saying.
DoggieStyla 9 Jun, 2017 @ 4:50pm 
can you make a light version of this?....like your mod...its only a bit to hard to reach the Stars in time and the AI is struggling to:(
Liseq 7 Jun, 2017 @ 1:47pm 
After little thinging - increasing cost of influence related to frontier outpost distance could be some kind of fix. It would force the AI and the player to consolidate little more I believe.
Liseq 7 Jun, 2017 @ 1:45pm 
Tested that in two games... and I have mixed feeling. As much as the idea is nice, it ends up with very weakned AI as AI cannot gather resources from so many solar systems as before. It builds frontier outposts but not enough.

The second problem is border gore. Aesthetic is one thing, AI is unable to consolidate their empire what weaken them even further. I believe that your idea is a right step but without tweaking the AI, it doesn't work as intented.
MasterOfGrey  [author] 6 Jun, 2017 @ 2:35pm 
I'm afraid I know of no way to encourage things to join up, I guess you'll just occasionally have geographically bounded sectors.

I might be able to boost the capital range though - I'll put that on the list!
Reiver 6 Jun, 2017 @ 3:48am 
I'm loving this, but I admit, I'm struggling to get the things to properly join up at times - is there a way to not increase the border size per se, but make them more inclined to 'join up'? Sectors can be pretty painful for governance when you can't get things to line up in quite the right way for want of a star in the right spot...

Also, just as a passing thought - it could be pretty cool if ones Capital still enjoyed a big fat border, to help kick off the early game a little, and to emphasise its 'centrality' to any empire.... Just a thought. :)
MasterOfGrey  [author] 5 Jun, 2017 @ 1:46pm 
The capacity to spam them in every system you own is intentional - having a frontier outpost in every system you 'own' that have no inhabited worlds is the *intended effect*. Blocking off a swath of space with a handful is certainly an effective strategy against hyperlanes, but really doesn't have the same effect vs warp and wormhole empires - which is why the recommendation is there.
Ben Swolo 5 Jun, 2017 @ 8:03am 
The frontier outposts feel a bit OP, once you have a few of them with their borders touching each other their effect starts stacking and the border size snowballs, you can take an entire swath of space with just one or two. The ultra low cost of the outpost also means you can spam them in every system you have. dont get me wrong i like the mod, i just feel the frontier outpost needs tweaking
Uthred 2 Jun, 2017 @ 6:51am 
great work
GoblinEngineer 29 May, 2017 @ 7:21pm 
This is actually a really great playtest concept for what Wiz has been talking about doing for Stellaris, and I'm really glad someone made this mod, I'm downloading this immediately and will be using this in my next game
MasterOfGrey  [author] 29 May, 2017 @ 12:54pm 
That's good to hear! I'm very keen to hear feedback on using it with hyperlae games because I don't really play hyperlanes.
MasterOfGrey  [author] 27 May, 2017 @ 2:30pm 
I rather expect that Frontier Outposts will largely have a fairly short life expectancy in most wars, I will keep in mind the cede outpost wargoal though when I've done some more playtesting and assessed the need for tweaks or updates.
drakon8 27 May, 2017 @ 11:33am 
an another gamer :)
Jammat31 27 May, 2017 @ 10:26am 
is it possible to add ceding of frontier outposts to this mod since i have seen it in other mods
MasterOfGrey  [author] 27 May, 2017 @ 8:25am 
No relation to the Dynamic Borders mod; other than that I saw it, felt it didn't work, and so took my own route.
Topnotches 27 May, 2017 @ 7:29am 
himwhoscallediam 27 May, 2017 @ 5:49am 
Tested in a 1500 star galaxy with 25 ai plus 4 fallen, and the AI went a bit crazy especially if you give them star charts (I do not usually but for science!). I certainly suggest this mod on lower star counts if you are ocd about border shapes, and yes never trade star charts. Otherwise great mod works beautifully and is a good fix to pdx figure a solution to the map of blobs.
MasterOfGrey  [author] 26 May, 2017 @ 3:34am 
Yes the distance minimums and resource weightings that the AI considers for frontier outpost construction were all modified.
Drakkenrush 25 May, 2017 @ 6:51pm 
This looks pretty interesting. Does the AI know to build more frontier outposts to secure more territory and resources?
Opr8er 24 May, 2017 @ 4:31am 
Thank you for the mod!
Mai 24 May, 2017 @ 2:58am 
Amazing!
MasterOfGrey  [author] 23 May, 2017 @ 5:41pm 
Thank you! :)
Tide Pod Chan 23 May, 2017 @ 3:56pm 
This is a very interesting mod!