Stellaris

Stellaris

Phigo Multiplayer rebalance
gobbibomb  [developer] 3 Aug, 2023 @ 12:32pm
The cost of war English (1.5)
1.5 The cost of war

I thank @primate for helping me.
Preface:
This patch will be one of the last "big" ones.
In the future, I think I'll focus on removing things rather than adding more changes.
The goal is to make it resemble the vanilla game as much as possible.

In this patch, significant changes have been made to wars, making them more accessible to everyone and giving small bonuses of "vengeance" to those who defend themselves.
Furthermore, now politics is one of the strongest traditions.
I fixed many bugs from Paradox, and now the mod is more stable than the vanilla game (I already reported some bugs months ago, such as attempts to divide by 0, but Paradox ignored me).

Origini Civiche

Abitanti dello Spazio Vuoto
Removed the possibility for Void Dwellers to create Solar Panels as Modules, as they were too strong.
Reduced the time to upgrade habitats by 50%.
Now you can upgrade habitats 5 times instead of 2.
district_hab_science no longer gives 3 all-around researchers but instead 2 physics, 2 engineering, and 1 society researcher by default.
Void Dwellers have a special policy that allows district_hab_science to have either +1 physics researcher or +1 engineering researcher.
district_hab_cultural now provides 4 housing instead of 3.
Habitat districts reduce structure maintenance by 3%.
Ascension Perk "Voidborne" for Void Dwellers now allows starbase buildings to have one work job for each planet in the system, based on the type of starbase building.
Void Dwellers' special buildings now provide jobs for population every 20 or 50 pops instead of adding jobs directly.
Voidborn civic now gives +10% starbase capacity instead of 50%.
Sindacato Criminale
Now the criminal syndicate can make commercial pacts, but if they do, they cannot establish branch offices (opposite of Megacorporations).
Now clone pops only have the penalty related to empire size, not the entire origin.
Now aquatic pops only have the penalty related to empire size, not the entire origin.

Guerre
Restored the original humiliate effect for all other war goals.
Instead, the "humiliate" wargoal for new empires has the following effects:
  • diplo_weight_mult -0.33
  • ship construction cost +0.35
  • country_unity_produces_mult -0.33
  • country_naval_cap_mult -0.33
Added WarGoal "War Reparation" for those fighting a defensive war.
[img=https://i.imgur.com/ObzpcO7.png][/img]
Every war costs 0.5 Influence per month to maintain.
Wars with the humiliate wargoal no longer have war maintenance cost in Influence.
Wars with the independence wargoal no longer have war maintenance cost in Influence, but only for the one demanding independence.
Completing the entire Supremacy tradition tree reduces war maintenance by -75%.
The Quarantine Edict reduces war maintenance by -10%.
AI has a 7% monthly chance to set "Survive" and a 5% monthly chance to defend a "Survive" empire. Additionally, AI does not join if:
- They are at war with the "Survive" empire.
- They have a truce with the main attacker or defender.
- They have good relations with the attacker.
Removed the "surrender" and "demand surrender" options in "Survive" wars, allowing any faction to leave the war independently.

Total War
AutoWar Nemesi: If two total wars occur, one of which is not against each other, an automatic war will explode. Trust your enemy not to attack you? Or attack them first as soon as they're distracted? Make a white peace but be humiliated? What is the best course of action?
Driven Assimilators now only make autowar against non-Driven Assimilators.

RP (Role-Playing)
Now you cannot declare war on a friend, but you can declare war via the "Force War" edict if you are harming relations and have a valid casus belli.
Decreased empire size from pops from 0.20 to 0.15.
New trade "Weapon Trade" allows you to produce alloys from the trade if you have Criminal Syndicates or completed the Politics tradition.

Vassals
Vassals no longer cost Influence, as it didn't make sense.

Experimental Balancing
Robot Builders for non-machine empires now cost 1 alloy and 2.5 consumer goods instead of 2 alloys.
Buffed the influence_deficit civic. Instead of -20% happiness, it now gives:
  • War Exhaustion +100%
  • Happiness -10%
  • Council Agenda Progress Speed -50%
  • Election Cost +50%

Nerf
Reduced conversion of trade_league_conversion.
Full-Scale Mobilization policy now increases diplomatic relations maintenance by 10%.
Setting "Survive" for 2700 days grants a peaceful attraction to the pop by +25%.
Balanced housing and empire size for Void Dweller ruler pops (-50% housing to -25% empire size) and specialist pops (-25% housing to -10% empire size).
Diplomacy tradition now grants an Influence upkeep reduction of -0.5, and if completed, an additional -0.45. Previously, adopting it immediately granted -1.
Now, Scholatorium is required to subsidize the vassal by 0.10 base resources.
phi_planet_deviant_experiments now grants +50% instead of +75% Unity (Paradox fixed it in 3.8.4 with the Unity from factions).
Voidling trait now grants +10% pop empire size.
Decision "Planet Trading Guilds" changed from +100% to +50%.
Ecumenopolis no longer gives free pop growth speed, as it is now covered by housing.

Buff
Naval Doctrine technologies now grant additional bonuses, such as experience gain, leader capacity, and admiral level bonus.
Slightly improved the Interstellar Dominion ascension perk.
Decreased the required resources that the Lord must give to the vassal (from -0.15/-0.3/-0.45 to -0.1/-0.2/-0.4).
If the Expel Branch decision is won, the criminal syndicate must pay a monthly compensation based on the number of branches closed.
Nebula Refinery now grants 2 miner jobs if you have the Voidborne ascension perk.
The decision "Phi Planet Expropriation" now sets a 10-year cooldown on refounding a branch office.
Ranger Lodge building improved to give 5 Unity per blocker instead of 2.
Rulers (Political, Executive, High

Priest, and Knight Commander) now give +1 Society Research.
Bureaucrats and Priests now give +1 Society Research.
Gestalt empires now have some jobs that grant Society Research.
The Colony types that gave bonus trade value now grant +25% trade value to all.

Neutral
Galactic Community Improvements (Experimental)
The Galactic Community now costs 0.25 Influence and 2 Energy.
Some resolutions now increase or decrease war influence upkeep.
Voidborne ascension perk now allows you to do the other 3 upgrades after the third one.
Rebalanced approval factions.
If you have a Commercial Pact, Non-Aggression Pact, or are in a Federation, you cannot establish criminal branch offices.
You can now establish a branch office on a MegaCorp's planet, but it reduces trade value by -25% due to competition.
MegaCorporations can now buy out branch offices on their planets for 500 Energy and 100 Unity to close them.
Overlords can close criminal branch offices owned by their vassals by paying 100 Unity.
Homicidal empires no longer gain research from superior empires, and inferior empires no longer gain research from homicidal empires.
Changed Economic Policy Mercantile for Inward Perfection and Homicidal.

Other Improvements
Increased the amount of alloys or research from wreckage by 25% and the science from 20 to 30 points per level, making wars more profitable.
The war policy is now set to defensive by default, except for militarists.
Gateway Restoration now costs less.
You can now trade relics.
When you release a vassal with the decision, the starbase is automatically upgraded to the first level, which costs 200 alloys if it's not already a level 1 starbase.
You cannot join a "Survive" war if you have a truce with the war leader.
Maximum influence set to 2048 in honor of Kevin Mitnick.
If your empire sprawl exceeds 24, you'll receive a notification suggesting solutions.
Now AI empires that were played by humans do not send requests to become subjects.
Removed the useless embassy buildings and replaced them with a decision about the capital.

AI
AI empires will not join a "Survive" war if they have neutral or better relations with you or if they have a truce with the war leader.
Created a flag "was_human." If the nation was played by a human, the flag is set to true and is used to prevent the AI from doing bad things (e.g., joining "Survive" wars).
AI empires that were previously played by humans won't make significant changes for 360 months.
Changed Autodestruction Starbase, now has different parameters based on the level.
AI will not establish criminal branch offices on overlord's territory if they are loyal.
Improved the AI's economic plans, now slightly better.

Fixes
Fixed a vanilla bug where a criminal syndicate MegaCorp vassal, defended by an overlord via the "Expel Branch Office" wargoal, did not close any branch office.
origin_imperial_vassal_overlord, origin_imperial_vassal_overlord now have the advanced AI flag; it is not clear why Paradox didn't add it.
Fixed diplomacy economy not triggered during war, wrong code.
Fixed flag "big bad evil guy" even when they were only equivalent in technology or fleet power.
Fixed localization for clones.
Fixed action_demand_subjugation; you could only ask for it if the other didn't have Domination.
Fixed calculation of revolt_fleet_comparison_factor when the rebel fleet is <= 0.
Last edited by gobbibomb; 4 Aug, 2023 @ 1:54am