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Some monsters now can destroy only outposts, some - outposts and starports, some - starholds, and some - any level of starbase.
As example, now drones can destroy any size of starbase, if their expansion fleet will win, but their geo-drones can't destroy anything and only disable.
Amoebas - can't destroy starbases and only disable them. But "big" amoebas and some "big" monsters from other galaxy - can destroy small/medium starbases, and e.t.c.
In the new world generation, this setting affects the strength of the following issues:
1. Khan Horde (х2)
2. Daemonic Incursion (х1)
3. Eaters (х0.65)
4. Gray Tempest/nanite Empire (х3)
5. Bemat Thalassocracy (х0.65)
In the vanilla game, very often horde may come with 150k when each empire have 200-400k and horde die for 1 day :-P
The same with Bemat and Gray Tempest. Bemat can appear with 95k when neighboring empire have 500k. Or gray tempest may come with 500k, when empires already have 1000+k.
New Generation of the World have fixed all these lol situations - completelly.
All these invasions now ALWAYS will be stronger than you (no matter in which year they will appear) and their power will depends only from crisis setting and difficulty setting.
1. Armada of Dewourers are sleeping in the deep space, but your science ships can wake up them.
2. Systems with devourers - always blocks sensors. You won't see them from a safe distance, but they - always see you for 3 systems.
3. The main weapon of the devourers is fear. Science ships (as well as builders and army ships) go crazy in a second, and volunteer to join the Devourer fleet.
Warships are also shackled in fear, and fight very ineffectively against Devourers.
And the more damage the Devourers do to you, the stronger your fear will become, and this fear will be transmitted to all other empires that do business with you.
4. once, every 5-8 years (or, if any scinece ship will wake up them), the devourers choose a random neighbor and fly to him - to satiate their hunger.
If they will meet a small station, they will destroy it.
If they meet a bigger station, then after defeating it, the station staff will be horrified and will start to make ships for the devourers for a while, and then the station will be destroyed.
If the Devourers meet a colony, they will land their fleet on it, and after the victory, the population of the planet will be horrified and will start to produce ships and send their settlements to live along with the Devourers.
5. Devourers can appear either from the start of the game, or after the mid-game on one of the planets with advanced scientific laboratories. Or not show up at all.
6. if the fleet loses to the devourers, then all the ships that made the jump through the ftl will go crazy and take the side of the devourers.
To win vs Eaters in the space battle - almost impossible.
7. the only option to fend off the terror is to defeat them in a ground battle.
When Eaters attack a planet, they drop all of themselves in ground combat. There will be a horde of them (the more ships, and the larger the size of the ships - the more there will be in a land battle).
But their ground weapons are inferior to the weapons of empires.
If some empire will defeats the Death Eaters on the ground, then there will be no one to control their fleet and the Eater fleet will be destroyed.
P.S.: if the player is beginner and he meets the devourers (5% chance, but possible), it is better to give up and start a new game. Since, fighting the devourers is not an easy task.
chance, that you will meet them is very small 10%, but... possible )
1. this empire will not make first contact with you, and it will attack everything it sees
2. this crisis will destroy your stations and then will send builders to your ruins that to build their own stations. And you will not be able to do the same in response (an ordinary empire can only disable the station, if there is no official war)
3. the only way to calm this crisis is to make first contact with it, on your own.
4. Stubborn Militarists will resist the first contact. They will hunt down your ambassadors, kidnap populations, kill diplomats, and otherwise prevent first contact.
And if with an ordinary empire the first contact can be made in 3-4 years... In this case, it will take 20-30 years. And over these decades, they will cause a lot of pain and loss for their neighbors
5. when one of the neighbors can make first contact with them, this crisis will turn into an ordinary empire and will behave as if nothing had happened.
But, when you capture the stations of other empires and occupy their planets, you will be credited with expansionism points)
1. Expansion points remain with the empire the whole game, and all other empires will forever remember the captures and losses of stations / planets.
2. when you capture too much non-peacefully, you will be considered an expansionist. The more you capture - the worse the title of expansionist you will become.
(galaxy size - affects points. a captured system in a galaxy with 200 stars will give you 5 times more points than a system in a galaxy with 1000 stars)
3. when the war starts, the score of the expansion of empires is compared. If the difference is too big + the second empire is weaker (not stronger) the second empire will starts a war of survival (it will shoot more desperately, build ships faster, and there will be solid patriotism in land battles - patriotic armies will intervene in the battle with the possibility of a general appearing).
In addition, the expansionists will be fought against by resolutions.
1. in the ground battle will have the same effect as against the expansionist war of survival.
Primitive patriots will create armies and charge into battle. But the armies of primitives are too weak, and they can still lose.
2. but not too weak like in the vanilla game (30-40% stronger).
3. if the primitives fight off in a ground battle, there is a very high chance that they will learn your weapons and move on to the next era of development.
4. if the primitives go into the space age after defeating the empire on the ground, there is a very big chance that they will immediately want to take revenge - they will become fanatic purifiers, get a boost and will declare war.
1. The horde will come in any case (in the vanilla game - 60% chance that there will be no horde at all)
2. the horde will be stronger in any case (I already wrote about this above)
3. her stations are now more dangerous and can destroy the fleet on their own for 30-40k
4. if the horde captures the colony, then it will not keep it as useless ruins as in the vanilla game
The Horde will build a citadel, hire unique troops. In a couple of years, it will hire elite troops. In a couple more years, it will reach space, and starbase bastion will be built over the planet.
5. horde reinforcements will come not only to the spawn location (rally point), but also to systems where the horde will have planets with strongholds and starbase bastions.
So, you can not let the horde hold the captured colonies for a long time.
so, to destroy marauders before horde, now is difficult job.
2. Marauder Raiding Fleets are now stronger, they get stuck 5 times less often (when they don’t reach the target), and they require tributes many times more, and they rob more impressively (during raiding)
3. if the empire destroys the marauder system, then regardless of the arrival of the horde, the marauders can send their own punishers as revenge.
2. enclave can check and tell you what is stronger (your current fleet or the strength of the target leviathan (their truthfulness will be +-30%)
Ether Drake: when he gets bored, he can now fly to neighboring systems (and even further). if scientific ships disturb its peace, the chance of flying through the systems will increase
Automated Dreadnought: now has 5 security protocols that crash and constantly switch between each other (1 time per 6 months) (maximum repair, all reserve energy into shields, all energy into weapons, evasion protocol and one hidden protocol).
And now the fight with it is very dangerous, because you never know what protocol it will turn on (whether it will turn on maximum shields, when you have laser weapons, or whether he will dodge torpedoes, or whether he will activate maximum fire that to annihilate your ships)
Stellar Devourer: will now do galaxy jumps and consume star energy
if he absorbs a star in a system where there are colonies, a cataclysm will begin on the colonies
in addition, he now has a hunger state and a satiety state (after being consumed a star). And only with a well-fed one can fight for victory, while a hungry stellarite will destroy everything.
Spectral Wraith: received a rewritten route and will get stuck many times less if to compare with the version from the vanilla game.
given that the Wraith has become stronger (150%) and has stopped getting stuck, it will be many times more deadly for the galaxy. Stations now shoot back a few times harder at Wraith that to compensate this.
Tiyanki Matriarch: now feels the pain of her children for several systems.
If someone offends space whales near the matriarch, he will regret it.
In addition, the matriarch will fly like a female after the patriarch if he flies through her system. And all the empires that get in their way will know what the wrath of the double leviathan is. After all, the matriarch is aggressive, and the patriarch will protect his female.
Scavenger Bot: now sees debris 3-4 systems away
if the empire arranges a battle in this radius from the bot, now he can fly in to remove garbage. Also, Scavenger will clear all the stations / fleets that he will meets on the way.
Dimensional Horror: when he gets within range of an empire's sensors, that empire will wake him up. And after some years, he will seep through the matter and move into the system with the colony of this empire.
First, he will arrange a fight with the station and the fleet. After that, he will move close to the colony and stare at it. All the populations of the colony will begin horror and complete unrest, and after some time Dimensional Horror will return to his system.
Horror will regularly visit the last empire that saw him. When the next empire will opens the sensors on his system, it will be the next victim, and so on.
Enigmatic Fortress: rewritten from scratch. now, exploring the fortress you will see a different story (other chances) that a bad or good event will happen.
In addition, the fortress now fights differently than before (platforms are not destroyed but disabled, and when they are disabled, the energy from them is redirected to other platforms and they become more deadly)
And finally, if the drones accidentally fly into the fortress system, it will pull them to itself, rewrite their code and send them back.
And the strongest drone crisis will begin.
1. systems will infect one after another, but there will always be a chance that the infection will fail and the drones will attack each other, trying to destroy the infection.
2. infected systems will receive the technology of the ancient fortress and they will immediately begin to build an expansion to conquer the galaxy.
They will build stations, they will build defensive platforms, they will build invasion fleets and infection fleets. Invasion vs empires, infection vs drones.
3. technologies of the ancient fortress - many times stronger for the technologies of the mining corporation and the invasion fleets will be deadly for empires.
4. But! If there is another leviathan in the galaxy - Ore Grinder (core and main base of the mining corporation)
if the infection fleet flies into his system, the mining corporation will immediately know about the threat and all drone systems will become immune to infection (they will continue to try to infect, but to no avail)
but even that won't be enough, as already infected drones with the technology of the ancient fortress can take over systems on its own and spread subjugation
5. Ore Grinder will try to eliminate this threat and infection
he will build and equip cleanup squads with the most advanced technology and send them into infected systems to destroy a competitor.
6. if Оre Grinder will loses to an infestation drones, every single drone system will submit to the fortress (and the game will be lost, since no empire can fend off such an attack)
7. if the Enigmatic fortress is destroyed by empire, the whole crisis will instantly crumble and the infected drones will lose.
At this moment, created - 35, scripted - 28.
Each of these empires can INDEPENDENTLY appear in your game. And it will have its own events, its own goals, its own scripts.
They will create scripted alliances, start scripted wars, call scripted crisises, and even scripted betrayals.
In addition, all of them will have their own unique development of the empire (someone will go into very deep espionage, someone will go into impenetrable stations, someone will want to open l-gates as quickly as possible, someone will have unique units, someone will develop relic worlds, or slave colonies, etc.).
They all have one thing in common - they will all be very strong, and if you play stellaris well, these will be the strongest opponents for you (from ordinary empires).
1. But here - bots can summon them too. And not only 1 attemp.
2. Their main leader - corrupted knight, can ressurect after lose in the ground battle, and can summon horrors during battle (only for ai).
3. This small crisis always will be stronger than normal empires (i already have talked about this above)
4. if Daemonic Incursion will become too strong, fallen empire can awake that to hit Incursion.
They all became stronger and received additional improvements to their spawn scenario.
Also, Chosen Empire now 100% will break wormhole after mid-game and 100% will start invasion into galaxy.
And, the same as with Daemonic Incursion, if they will become too strong (chosen empire), fallen empire can awake that to punish them 1 time.
They are now more painful when their requests are denied, or when their assignments fail. The chance that you will be punished for this will be many times higher.
And now they give tasks much more often ))
Fallen Empire can now wake up before the year 100 (regardless of your settings) if something bad happens in the galaxy.
Some custom empires can also wake up sleepers twice per game (with other events, fallen empire can wake up 2-4 times for 1 game).
Fallen empires are now much more likely to declare wars of subjugation if they are awakened.
But they do not stay awake for so long and go back to hibernation in a maximum of 15-20 years.
1. Pirate crisis can't take over systems, but it can plunder systems (build a bunch of own stations, attack fleets and spread further)
2. if 30-40% of the empire is occupied by a pirate crisis, the crisis may offer a truce for a couple of years, in exchange for a system.
3. if the empire agrees, the crisis will destroy all its stations in the territory of the empire and give the command to all its fleets to get out. But the truce will eventually end)
4. the period of life of the crisis is 20-30 years. During this time, he will have time to force 2-3 empires to surrender about 10 times. That is, he will take about 10 systems.
5. at the end the crisis will turn into a pirate empire that behaves like a regular empire, but it can use pirate ships and a bunch of pirate advantages.
they will collect nanites from defeated opponents and deliver them to the factory.
As a result, nanite technologies will get stronger and fleets will get bigger.
So, each colony destroyed by nanites will have an effect on the entire galaxy. And better to stop them from the beginning.
AI empires now know how, and build planetary shields, if tempest or other danger - bombs their planets. But this only slows down the process, not stops.
Gray tempest in the vanilla game is weak, but here - it have enough power and can destroy the galaxy (100% of galaxy) like end-game crisis, if player will not stop it. + some custom empires have story line that to summon it.
now this fleet creates a whole bunch of problems where it will be active.
In the New Generation of the World, this system is not only always enabled (but spawn chance is only 16%) but also, privaters got unique mechanics:
they send raiding fleets to custom systems (trade value 5+), if their raiding fleet fails - the anger of the privateers will rise and the next fleets will be stronger.
They also have 3 main fleets, and one of them "Young Blood" can go on a big robbery to prove to the other two fleets that they are not weak.
During "great robbery" they will replenish ships, fight, go back, and then attack again. And each time their victim will be another empire (they will not touch the same one twice)
Here - they are always enabled, and got unique mechanics too.
Nomads will be more successful in begging for planets in ai empires, and their empire will use the unique blueprints of nomad ships. On top of that, they will have special trade deals with AI empires, and more! They will also sell nomad ships not only to players, but also to ai empires.
So, if the ai empire loses the war to you, now it can buy a fleet of nomads to make life difficult for you :-P.
In addition, if the player will destroy wandering enclave traders fleet, now is 50% chance that they will rebuild their fleet soon, and then they will come with revenge. And their rebuilt fleet will be designed not for trade and theft, but for war and murder ;)
If you are a beginner and just learning stellaris - do not enable this mod. This mod is for veterans who know the game well.
Also, the new generation of the world checks the difficulty of the game. If your difficulty is less than the admiral - 90% of the mod will turn itself off. So, mod will be auto-disabled on low difficulty.
But...
If you are an experienced player, then =>
if you DON'T choose ==> Devouring Swarm / Exterminator / fanatical purifiers / fanatical militarist with max ship damage.
(i.e. you are an ordinary empire)
then the recommended settings are:
Or:
Difficulty - Admiral. Scaling Difficulty - Mid game. Mid game - 50. Late game - 100. Crisis strength x4. Difficulty Adjusted AI Modifiers - Off.
Or:
Difficulty - Grand Admiral. Scaling Difficulty - Late game. Mid game - 75. Late game - 125. Crisis strength x10. Difficulty Adjusted AI Modifiers - On.
if you CHOOSE ==> Devouring Swarm / Exterminator / fanatical purifiers / fanatical militarist with max ship damage.
then the recommended settings are:
Or:
Difficulty - Admiral. Scaling Difficulty - Off. Mid game - 50. Late game - 100. Crisis strength x5. Difficulty Adjusted AI Modifiers - Off.
Or:
Difficulty - Grand Admiral. Scaling Difficulty - Mid game. Mid game - 75. Late game - 125. Crisis strength x10. Adjusted AI Modifiers - On.
PS: it won't be more difficult on the Grand Admiral)) Since other options - changes all. Both variants are the same in complexity but different years change events and give variety to the gameplay.
New mechanics - Orbital Defense of Planets
(colonies now shoot back from attacking fleets that bombard them, one time, per 30 days)
1. the number of shots depends on the number of fortresses / strongholds (+2/+4), on the number of settlements, on the difficulty of the game (0/+1/+2), if this planet is capital (+2), and on some military technologies of the planet's controller.
Next technologies gives to planet +1 shot, each:
When 20+ pops on the planet (if not enough pops = no additional shots):
missiles 3
energy torpedoes 1
strike craft 1
When 40+ pops on the planet:
torpedoes 1
kinetic artillery 1
When 70+ pops on the planet:
mass accelerator 1
energy lance 1
arc emitter 1
2. Basic power of shots - 50. But listed above technologies (and technologies about flak cannons and point defense turrets) up this number +25/+30/+35 with each their technology level. So, max. damage can be 650 (when everything is researched in the late game).
3. Some defensive technologies of attacker - decreases damage of planetary defense.
Technologies: armor 3,4,5, shields 3,4,5 decreases planetary damage on 10% each. So, if everything is researched on max, planetary defense damage will be 53% from normal.
4. if attacker is not default empire (as example - crisis), damage of planetary defense will be 50%.
5. Attacking ships can dodge. The smaller the ship, the more likely it is to dodge planetary defenses. The chance of hitting all types of corvettes is only 20%, for destroyers - 40%, cruisers - 60%, all other ships - 80%.
so planetary defense vs small ships is not efficient. 80% of shots - misses.
6. how many shots - hit, can be understood by the number of explosions throughout the fleet. when you see 2 explosions, it means 2 planetary guns - hit. And when the guns miss, you won't see it.
7. destruction on the planet - suppress planetary protection. The number of shots and their strength directly depend on the percentage of devastation. If the devastation is 40%, this means that only 60% of the shots will be fired and their power will be 60% of the original value.
8. all types of planet bombardment now devastate it 20%/30% faster (so there is no disbalance towards the defenders).
Example:
the planet has a planetary shield, 2 strongholds, 1 fortress, and researched technology shield 4.
orbital damage to the planet will be: 0.5 * 0.9 * 0.95 * 0.95 * 0.92 = 37% of normal
When a group of amoebas fly into a system controlled by the player (not AI), a check will be made: year vs amoeba strength. If the check succeeds, amoebas become 30% weaker (this can only happen once per fleet per game)
Fleet will receive -30% debuff in the next situations:
Year 0-5 and fleet power > 2k - 2.5k (2.5k if player is homicidal or fanatic militarist)
Year 5-10 and fleet power > 3k - 3.6k
Year 10-15 and fleet power > 3.5k - 4.2k
Year 15-20 and fleet power > 4k - 4.8k
Year 20-25 and fleet power > 5k - 6k
Year 25-30 and fleet power > 6k - 7.2k
2. planet culture shock now removes if primitive separatists will win.
3. all primitive armies now must be on the ground :-P (not in the orbit). But this need to check.
4. Fixed some small bugs on Eaters EarlyGame Crisis movement.
1. the new generation of the world differently (when compared to the vanilla game) generates initial empires (I forgot to mention this before).
a). The AI Empire can spawn with a vassal or multiple vassals.
b). If origin - common ground, then all 3 allies will be fanatical xenophobes + very difficult check is made to generate paths to the stars. common ground members + hegemon members no longer block each other and there will be room for all of them to grow.
c). empires with common origins spawn 5 times less often, and empires with rare origins spawn 5 times more often. In addition, origins may appear that are prohibited for bots in the vanilla game
d). increased chance that bad empires will appear (barbaric, homicidal, etc.)
e). if an empire has appeared and it is too weak, then it will become an advanced empire
2. for the first 75 years, AI empires will resist more strongly and deal more damage against MSI and Imperial Overlord.
3. during a ground battle, the planets of regular empires will resist more strongly against MSI, chosen empire, daemonic incursion, Imperial Overlord. if these dangers are too strong.
Planetary Defense
1. Attacker (player who bombards planet) now can see through alerts - how many planetary cannons shot his fleet, and how many destroyed).
2. the same is with transport ships. Now people can see how many transport ships was destroyed, during attemp to orbit hostile planet.
Guests from other Galaxy
fixed some wormhole issues during late game (when country not allow guests to enter)
1. If a faction's support is higher than 0.1, and the faction's approval is lower than 0.4, the faction can send a propagandist to one of your planets (what he does, you can read in the game).
2. Added planetary decision - an attempt to arrest the propagandist (with a detailed description of the consequences, in the game).
3. Added mechanics for the propagandist to go underground if the arrest fails.
4. Added propaganda mechanics, on planets with very strong factional unrest, and on planets with propagandists.
5. Propagandists can fly between planets.
6. During the flight, they can be arrested if they have to cross a big starbase.
1. Added planetary raid mechanics against a faction (planetary decision). The description can be read during the game.
there is a chance of a silent arrest, but there is also a chance of a direct armed confrontation with a faction.
2. Planets where a faction controls the majority of the population now turn into faction planets. The Empire continues to control them, but the factions receive different bonuses and power increases.
3. Added the mechanics of the total suppression of the faction, with the partial destruction of the colony and the armed uprising of the population.
4. With a successful suppression, the colony can abandon the faction and become loyal to the empire.
5. Added loyalty check mechanics. Now, governors, generals, consuls, and even local administration on the planet - can help planetary decisions if they are loyal, or vice versa - harm.
If factional unrest spreads throughout the empire, a large-scale civil war could begin, where everyone will make their own choice. The player will also make one of two choices as to which path they will take in this war.
Added random events where factions will ask for different favors, with different consequences for the player.
Now, if a hostile operation is made against you, the player will know about it through an alert. This is especially useful for operations when an enemy empire infects you with a virus or spreads propaganda.
1. faction now gets a light affliction when promoted
2. now you can give one of the factions - elite status (which will make jealous other powerful factions)
3. in addition, if you suppressed a faction, it will be offended for several years after the end of the suppression.
4. Added the mechanics of faction vs faction feud. When one faction reacts painfully to your good attitude towards another
Terrorist mechanic started
Terrorists can now take over starbase and demand a ransom.
In the future, terrorists mechanics will be expanded as today was expanded faction mechanics.
At this moment, 2 situations with 5 solutions have been added. Each solution path can have unique consequences.
PS: in total, I planned 5 situations. Implemented so far 2.