Stellaris

Stellaris

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Dynamic Difficulty - Ultimate Customization
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5.910 MB
13 Dec, 2018 @ 11:06pm
25 Jun @ 12:58am
52 Change Notes ( view )

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Dynamic Difficulty - Ultimate Customization

In 1 collection by Gratak
Gratak's Mods
8 items
Description
Ever had the problem that early game was way to hard and either you die early, or the game becomes boring very soon afterwards? Or do you think the game is too hard/easy in general and the player would deserve some bonuses/penalties? Or do you want stronger Fallen Empires. Or you want to reduce resource overflow in late game? The crisis or Great Khan is a lackluster or ruining your game? Or, or, or...

Then this mod is for you!

Compatible Versions
Works for any Stellaris 4.x version, mostly down to 3.1 (difficulties will be shifted for 3.1 to 3.4, select one easier than you want in galaxy setup). Legacy version for 2.2 to 3.0 can be found here. Legacy version for 2.1 can be found here.
Extensions
More Modifier Extension/Standalone: If you think that some modifier is missing in the difficulty setting, try this mod and I'm pretty sure you'll find it there. It's a bit simpler and without scaling for performance reasons (it really has a lot of modifiers)

Hemothep's Dynamic Difficulty can be used on top of this mod (and the More Modifier extension). It automatically applies bonuses to the AI if the player grows too strong. These bonuses are in addition to any other difficulty buffs that are otherwise applied, whether from my mod(s) or vanilla.

Features
1. Choosing any of the Vanilla pre-defined difficulties in mid-game. Mod can even be installed mid-game.
2. "Scaling" difficulty can be combined with other predefined difficulties (added on top).
3. Is fully customizeable. You can change 10 different types of bonuses in 7 empire categories (AI, Player, FE+AE, Leviathans, Crisis, Marauders, Other) to a precision of 1% (10% for player) and in a huge range: -127% to + 1023% for AI, -100% to 200% for player and -75% to 1,309,440% (yeah, that's crazy) for crisis.
4. Allows locking of the customized difficulty for MP (Troll prevention) or other reasons. Unlock via sub-mod.
5. Moved "Diplomatic Influence Upkeep reduction" from a bonus every AI gets to scale with difficulty and be customizeable.
6. Can set a difficulty randomness in the options of the mod: At the start of the game (or after one day in a running game) each AI empire rolls a dice. Depending on that roll, its bonuses are decreased up to the maximum given in the options. Bonuses/Maluses can even invert if more than 100% maximum randomness is chosen. If used, I advice to increase the base difficulty a bit, since this will reduce it in total (but might create a monster than devours weaker AI neighbors).

Scaling
In contrast to vanilla, scaling is independent of the difficulty you select. If you select a difficulty, that one is always instantly applied. Scaling gives a yearly increase on top. You can fine tune it in the customization. By default, there is a 1% step every four years.

IMPORTANT
Main menu can be opened via:
- Mod Menu
- Dynamic Mod Menu 3.0
- Dynamic Mod Menu
- Infinite Stellaris ModMenu
- Country Edict

Performance
If you should have problems with lags at the start of each year, you can activate a delay mode in the options that let's the country updates of modifiers have a random delay, spreading the computations over half a Stellaris year.

Compatibility
- Can be added into a running game. You need to wait 1 day in this case before being able to open the menu.
- Can be uninstalled during a game (resetting to difficulty set when starting the game). Simply removing the mod will leave over "?" modifiers (who won't do anything), but there is an "uninstall" option in the Menu. Should you afterwards want to install the mod again in the same save-game, this will only work via console: "event custom_difficulty.20".
- Should have very few conflicts with other mods (yes, compatible with Glavius and Starnet. Also no problem with multi-crisis mods). Only overwrites vanilla difficulty settings.
- If a mod adds new country types (like a new crisis) they would fall in the "Other" category, unless one of the country flags in "Compatibility options for other Modders" is set (using the console or by the mod adding the country type)
- New races and predefined empires will always be "AI" without a problem (checking for "default" country).
- (Obviously) Not Achievement compatible.

Compatibility options for other Modders
If you added a non default empire type and want to make my mod apply the correct bonuses to your mod, please apply the according country flag from the following list:
- custom_difficulty_ai_flag
- custom_difficulty_fe_ae_flag
- custom_difficulty_leviathan_flag
- custom_difficulty_player_flag
- custom_difficulty_crisis_flag
- custom_difficulty_marauder_flag
- custom_difficulty_no_bonuses_flag
Hope the list of mostly self-explanatory. The last item means that this country never gets any bonuses from my mod and should be used if you want to balance your country yourself (done by Gigastructures for example)


Localization
- "pt","en","fr", "de","pl","ru", "es" language files given but all mostly English. Most modifier and difficulty names are links to the Vanilla localization.

Options
- Choose between simple and custom (default) mode. Simple mode only changes modifiers in three categories. Thus much less modifiers are needed which improves the performance even more. Switching between the two works without losing any previously done settings. Switching to simple will use the value of the first bonus (Minerals, Research, Weapon damage) as group bonus. When changing the group, values for all entries are still changed while in simple mod.
- Player Vassal Bonuses: Choose between giving them the same bonus as the player (default) or the AI bonuses.
- Delay Mode: Changed Modifier changes are either applied whenever closing the menu and at the start of each year (default) or 1-181 afterwards.


Pictures:
Sci-fi stuff[eyeseeblack.deviantart.com] by EyeSeeBlack[eyeseeblack.deviantart.com]
Sci Fi Matte Painting 091917[rich35211.deviantart.com] by rich35211[rich35211.deviantart.com]

If you like this mod, please rate and favorite.


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Popular Discussions View All (2)
11
2 Nov, 2021 @ 5:25am
Not sure if the crisis difficulty settings are applying correctly
Question
878 Comments
Gratak  [author] 1 Jul @ 9:03am 
1 is the highest increase (1 every year). As this is already four times the highest possible vanilla scaling, I decided that should be enough (especially considering that you'll very likely already start with a higher base difficulty).
holden 1 Jul @ 9:00am 
Ok I am so confused because the modifiers that increase are worded so weirdly, would setting it to 1 be the highest increase or would setting it higher make it scale more every single year.
Gratak  [author] 25 Jun @ 3:08am 
Thanks
Aphyxia 25 Jun @ 2:23am 
Very cool, thanks. I'll keep my eyes open for anyone too weak.
Gratak  [author] 25 Jun @ 1:01am 
Both issues should now be fixed.

The reduced difficulty modifier affects grave_guardian, formless_event_aberrant_country, gate_builders. If any was incorrectly reduced, please tell me as I do have not played the game beyond testing for years and will not notice!

The difficulty event window is now split into two parts and should fit the screen (at least until they add even more modifiers).
Gratak  [author] 24 Jun @ 12:45pm 
Thanks. Very weird that they have this factor 10 in their files... Uninstalling without removing the mod would just disable all modifiers, both from mod and from vanilla. But if they stayed like this when you disabled the mod then for some reason that factor is not applied in vanilla... Will see how I can fix this. I read this by script and I wonder now if there are others where that number is simply wrong in the game files...
Aphyxia 24 Jun @ 11:39am 
I didn't have a save but I replicated the situation. There were 10 ships, about 49k each. Then I tried "uninstalling" the difficulty mod via options and sure enough, they dropped to 4,9k each. 10 times less. That is about the fleet power I'd expect them to be. Same thing happened when I removed the mod.
Gratak  [author] 24 Jun @ 10:28am 
They are defined as "scaled_difficulty_bonuses = 10.0 # scales to setting" in vanilla. I just take that number for my mod as well. I do not think it would be different without my mod. Except of course that "Grand admiral+scaling" in my mod means a higher difficulty than possible in the game. But that should be only slightly higher than vanilla strength. Can you test loading that save without my mod and checking how strong they are then?

I am aware of the issues with event size since the last update where they added quite a few modifiers. Still trying to figure out how to fix this in a good way. I wish they added an optional scrollbar in the events....
Aphyxia 24 Jun @ 10:18am 
I opened the Lone Object astral rift in 2260 and failed. As a result I got about 400k fleet power worth of rocks devastating my empire. This is with the default Grand Admiral difficulty + scaling. Looking at Stellaris code the rocks are defined as a grave_guardian country which, looking at the code of Dynamic Difficulty, seem to receive a 10 times scaling modifier. Can this be the cause and is there a reason for it being that high?

Also, the AI Bonuses window is too tall to fit inside my 1440p monitor screen with 1.0x UI scaling.
Gratak  [author] 24 Jun @ 7:00am 
Hmm. I cannot reproduce any empire wide negative modifier. I can reproduce that if you reduce "all" in the player category I get a warning that those resources overflow since the storage capacity is exceeding.

If that is what you were doing, I strongly recommend not to do that. By now there are so many modifiers in the vanilla difficulty that the "change all" has a bit lost its purpose and I might remove it in the future. And you should certainly not reduce all on the player as that will give you quite a few nasty things. Either increase the bonuses for AI, reduce category wise or even modifier specific.