Stellaris

Stellaris

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Military Enhancements 2.0 [Invasion Events and More]
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2.851 MB
5 Apr, 2024 @ 4:48pm
17 Jun @ 11:01am
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Military Enhancements 2.0 [Invasion Events and More]

Description
1.3 Update:
Systems retooled for the Stellaris 4.0 update.

AN EVENT ONLY VERSION (COMPATIBLE WITH ALL MODS) CAN BE FOUND HERE.

Mission Statement
This mod seeks to overhaul and improve systems related to Ground Combat while remaining unobtrusive and keeping the spirit of vanilla Stellaris.

At a Glance
60+ new technologies
32 invasion events for attackers
18 invasion events for defenders
11 new buildings
21 new armies
12 new policies
An overhaul of Gene Warriors
The addition of the “Armaments” strategic resource
Complete Hive, Machine, and Corporate Empire compatibility with unique flavor

Smart Combat Events
There are fifty total combat events, 32 for attackers and 18 for defenders. They are highly reactive, changing based on the civics of both empires involved, the buildings present on the planet, and even the planet population. For example, genocidal empires attacking a highly militarist nation may find a flood of militia stalling their efforts. Pacifist empires will help refugees; Devouring Swarms will eat them (yes, really).
- Large number of unique events with various options and effects
- Unique flavor for Gestalt empires wherever appropriate
- Both AI and Players can now sack enemy planets, giving a greater incentive to protect your systems

Armaments
The biggest change to vanilla Stellaris is the addition of the “Armaments” strategic resource–used to purchase units, upkeep units, and construct fortresses. This resource is fully compatible with the AI, which seems to manage its production quite well. Armaments require specialized factories to build them, and the best units can require several full buildings to maintain them. The upkeep of units can be offset through the advancement in the “Logistics” policy tree, which is absolutely necessary for large-scale warfare.
- AI functionality
- Variable soldier upkeep
- Integrated technologies to improve armament production and reduce upkeep as the game progresses

Policies
There are twelve new policies with varying bonuses and roleplay flavor. They are not exclusively stat modifiers; empires whose armies consist of religious zealots will have their own priests produce armaments, while empires of exclusively militiamen will find their farmers and miners contributing to planetary defense.
- Unique “Logistics” policy tree, which requires technology to advance
- Highly advanced policies, such as AI-HUD integration, requires rare technologies
- Exclusive policies for Megacorporations and Gestalt Empires
- Unique policies that add additional features beyond stat changes

Weapon Platform
There is a new “Weapon Platform” system to further enhance your armies. By researching the proper technology and selecting a new policy, you will completely alter the resource upkeep of your arms producers in exchange for massive army strength boosts. Will your forces field railguns or the power of black holes? Will you buy inexpensive laser rifles for your corporate slaves, or will you field only the most elite troopers with the most costly weaponry?
- Production upkeep reacts to Weapon Platform Selection
- Three different categories: ballistics, lasers, or plasma

Technologies, Buildings, and Armies
There is a massive number of new technologies added, many of which are solely dedicated to incremental stat bonuses to your soldiers. Other technologies, however, may unlock new buildings, such as a massive fortress complex or a specialized logistics office. There are over a dozen new standard armies to be recruited with your growing technology, as well as a handful of event exclusive armies
- Gestalt-unique technologies and armies
- Specialized training buildings are necessary to produce the best soldiers
- The number of certain armies are now capped to encourage diversification

Gene Warrior Overhaul
Instead of just training Gene Warriors, you now must construct a special building, which triggers an event chain that allows you to name your own branch of Super Soldiers. This event chain also allows you to select various permanent bonuses, such as a boost to all Clone Armies, the spawning of a special hero unit, or boosts to Biology research.
- Flavor and bonuses
- Name selection for Gene Warriors
- Unique unit names if the Super Soldier Project is called “the Spartan Project”

Compatibility
This mod only overrides a single vanilla file: topbar_other_resource_groups. However, every base game army is altered, as well as several buildings and pop jobs. To ensure proper functionality, I’d recommend placing this mod as low on your load order as possible. Additionally, if you still have issues with compatibility, I'd recommend trying the event only version of this mod which should be compatible with anything.

Compatible mods:
- Casako's Framework (patch here) by Molten Ring
- Gigastructural Engineering (patch here)
- Ground Command (patch here)
- UI Overhaul Dynamic (no patch required)
- Universal Resource Patch (no patch required)

Furthermore, any mods that add additional armies will require a patch to make them cost Armaments.

Translations
Simplified Chinese by 卡尔文迪斯梅特
Russian by tzverg
Popular Discussions View All (4)
6
11 May @ 3:06am
Event Ideas
BaconDoneRight
0
25 Jan @ 2:59pm
Early Unit Quirk
Zenchi.Senkusha
0
9 Nov, 2024 @ 4:18am
Traduction francaise
=FranT= Marechal NEY
351 Comments
DocHolliday 19 Jul @ 8:34pm 
I thought there was an option to re-roll names for the Gene Warrior program no? I only got 4 options and 3 of them were generic and weird like "warhammer" lol, I want them to be called space marines not warhammers... Amazing mod regardless.
asa 14 Jul @ 11:53am 
Please older version for 3.14
Atomandall 9 Jul @ 10:06pm 
Is there a console command for adding the armanents strategic resource?
hydra 9 Jul @ 4:39pm 
Mod clashes with Imperial Legions while using - More Emperor & Custodian Resolutions, and Galactic Unification

Mod also heavily clashes with ACOT / although ACOT has a feature to disable armies and such so maybe still compatible
eaT_sAnd 6 Jul @ 5:35pm 
nvm i fixed my issue i can just hover my mouse over rare resources and it shows up
SgtPeppersSoul 6 Jul @ 5:31pm 
I think with the new systems, gene warriors need an adjustment.

At the moment, their stats are better than assault armies, but their number is capped extremely low, requiring a whole building for every two additional armies. When used, especially with mods that can cause the enemy to have a lot of powerful defence armies, they just aren't worth it and require you to reinforce them with a lot of regular armies (which is an issue because the ground combat system sometimes just tosses them into the reserves).

I'd suggest either raising the cap per building by a fair bit or keeping it as is, but making the armies significantly more powerful
eaT_sAnd 6 Jul @ 5:29pm 
for some reason i cant see my armaments stockpile but the resource still exists and functions
BaconDoneRight  [author] 6 Jul @ 3:29pm 
@Welltonejoke Yeah, that's the issue. Did you download the Russian language pack by Tzverg in the mod dscription?
@Stepandia OOH shit thank you lol, forgot to do that. Will fix it as soon as my ISP restores my internet >:(
Welltonejoke 6 Jul @ 9:59am 
@BaconDoneright Ru, Thats the problem?
Stepanida 5 Jul @ 6:09am 
Dear mod author. Please copy the file "02_conquest_events_me" from this version of the mod to events only. It does not work in EO.