Stellaris

Stellaris

716 ratings
Under Siege
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File Size
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1.360 MB
28 Mar, 2022 @ 7:07pm
5 Jul @ 2:35pm
41 Change Notes ( view )

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Under Siege

In 2 collections by Oatmeal Problem
Oatmeal Mods
8 items
Under Siege Patches & Translations
3 items
Description
Adds siege warfare to Stellaris!

Have you wondered how that ecumenopolis feeds itself when you control the skies above it? How does that besieged forge world get all its minerals? This is the mod for you!

When a starbase is controlled by a hostile country, planets need to produce their own resources, otherwise they face gradually worsening resource shortages.

Resource Shortages
If energy, minerals, food, and consumer goods aren't produced or stockpiled locally, the planet will suffer gradually worsening penalties. The penalties are dynamic according to empire and species, so for example, a catalytic empire will suffer alloy production penalties during a food shortage, and their non-lithoid pops will be unhappy. Shortages will worsen slower if some of the local needs are met, so building a few farms can help even if not fully self-sufficient.

Critically, Energy and Mineral shortages increase the damage from orbital bombardment, which means those planets will surrender more quickly (or turn into Tomb worlds if facing Armageddon bombardment).

Stockpiles
You can budget some of your resource income to be transferred to local planet stockpiles. During a siege, planets will consume any deficits from their stockpiles, and only face shortages once the stockpile is empty. Planets stockpiles are intelligently prioritized by the following:

  • Population
  • Local needs and production
  • How long the current stockpile would last in a siege
  • And proximity to a war front

If you ever need more control, you can manually transfer to/from the local stockpile.

A planet can only stockpile so much! The maximum is determined by +100/300/500/1000 from planet capital tier (+2000/5000/10000 for higher tier modded capitals supported, using the Merger of Rules is highly recommended), and +500 (+1000 with tech construction templates) per resource silo. Finally, a good use for resource silos! (Modded resource silos from the follow mods are supported, providing 1/10 of their country capacity as local capacity: see supported mods below in the Compatibility section.)

Strategic Implications
  • Specialized planets may be more efficient, but they are fragile to sieges
  • Perhaps specializing planets should be reserved for your well-defended core, and outlying planets should be generalist to slow down enemies
  • Fortress worlds will greatly benefit from a local resource supplies, or a large stockpile
  • Trade planets are vulnerable to sieges because the trade value doesn't count towards any local resource production when under siege

Compatibility
  • For Stellaris 4.0.*
  • NOT achievement compatible
  • Can be added to an existing game
  • Integration with Planetary Diversity (dome stations do not provide jobs/housing during a siege)
  • Integration with Rise of Cosmic Industry
    • Shortages affect Autofab production
  • Supports modded capital buildings via the Merger of Rules
  • Supports modded resource silos from the following:
    • Additional Vanilla Buildings
    • Stellaris: Evolved
    • Zenith of the Fallen Empires
    • Additional mods were verified to not contain modded resource silos (but let me know if I missed anything):
      • Acquisition of Technology
      • Ancient Cache of Technology
      • Ethics and Civics: Bug Branch
      • Ethos Unique Techs and Buildings
      • Gigastructural Engineering & More
      • Guilli's Planet Modifiers and Features
      • More Events Mod
      • Planetary Diversity + submods
      • Real Space + submods
      • Rise of Cosmic Industry
      • Star Trek: New Civilizations
      • Star Wars: Legacy of the Old Republic
      • Star Wars: New Dawn
      • Technology Ascendent
  • Should be compatible with all other mods
    • Exception: This mod overwrites a few war priority defines, and will have minor conflicts with other mods that do that. StarNet/StarTech is compatible (its changes will take precedence)

Credits
  • Thanks to tzverg for the Russian translation!

Sharing
Feel free to update, pack, patch, translate, fork, or incorporate this mod, no prior permission required. Credit, linking to the original mod, and letting me know is appreciated!

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Popular Discussions View All (3)
23
12 Jul, 2024 @ 2:12pm
l_russian
tzverg
5
20 Oct, 2022 @ 5:15pm
Oversight, Orbital Stations
John Shepherd N7117
1
25 Jul, 2024 @ 5:49am
Storage Districts and Solutions Compatibility
tzverg
320 Comments
Oatmeal Problem  [author] 21 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.