Stellaris

Stellaris

Stellaris 2.0 / New Generation of the World (english only)
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0.01 KD  [developer] 28 Jun, 2023 @ 8:29am
Full list of changes by the mod
English is not my native language, so all this was translated by my mind + the help of a translator))
if English is your native language, and you are not too lazy that to help, you can write to me PM and we will fix it all together :-P

And now.. What "New generation of the World" do:

Pirates
(you can forget helpless pirates and get ready for pirate mayhem)

if the empire does not destroy the pirates from the beginning, they will develop very quickly

1. pirates will eventually build up to 3-4 stations per system (4 types of stations). And these pirate stations can be deadly for unskilled players.
2. after some time, the pirates will build wandering fleets that can capture neighboring systems and start the same construction there too.
3. if the pirates get too strong - they can offer capitulation and humiliation for the empire (in exchange for their leaving).
4. or they will not offer surrender, but will turn into a pirate crisis, which will be even worse than the coming of the horde. But I will write about crises separately.
5. the strength of pirate fleets and stations always depends on the strength of their prey. The stronger the victim, the more dangerous each fleet and each pirate station will be.

new gameplay mechanics - Rebel camps
Now, if you capture/occupy planets, there will be a check on how happy the population lived on the planet before you arrived. Or you doing purge? Or you is slaver? and e.t.c.

If a rebel camp does appear (the corresponding icon will appear on the planet), it will start preparation for the uprising and will interfere with your control of the planet (will lower stability and resource extraction).

1. the empire can strangle and destroy the rebel camp if it keeps a lot of armies on the planet and in every possible way raises the stability of the planet
2. if the suppression of the camp will fails, the rebels will strike. The strength of the uprising will depend on: how long the rebels have been preparing (the longer, the stronger they will be), how much population there is on the planet, how bad the occupier is in politics, etc. (the strength of the rebellion will be affected by about 15 checks)
3. if the uprising loses, then the occupation will most likely be able to destroy the camp, or the rebels will survive and begin to gather forces for a new uprising (all this is affected by stability, the number of armies of occupation and how bad the empire of the occupiers).

new gameplay mechanics - Faction Conspiracies
(factions dissatisfied with your rule will now plot against you. In addition, other empires can help them - through new spy operations)

1. You will see this through new icons that will display the power of the conspiracy on every colony where they appeared.
2. if the сonspiracies against you will become too strong - they will start to affect the entire empire, and you will see new empire modifiers.
3. Faction Conspiracies affects - theft of resources on the planet, the growth of crime, the growth of piracy in the empire, the chance of terrorism on the planet, the chance of rebellion
4. empires can fight with conspiracies in the following ways - by increasing the happiness of the population, and by increasing encryption (if plots are due to spying operations). Or .. just deal with the consequences (reduce crime and piracy).

Ancient Mining Drones
(in the new generation, it is an ancient mining corporation that has unlimited money and that thinks only about its own interests, completely ignoring the interests of empires).

1. they will build geo-exploration and study neighboring systems for minerals.
2. after which, the construction of expansion fleets will begin and the corporation will try to take away systems with these fleets.
3. in captured systems, drones will study planets for minerals, and where they find them, they will build mining fleets and stations.
4. if the neighbors will resist and do not give up the systems, the drone corporation will begin to allocate more resources and the next attack fleets will be more and more dangerous.
5. if the empire clears too many systems of drones (captured systems are also treated by drones as their own)

then the ancient corporation can send a demilitarization squad to this empire (which will try to destroy all your large stations, and then fly back)

new gameplay mechanics - spy operations with risk of death for the envoy
(dangerous to the owner, since your spy operation may fail and your spy may be caught, tortured and killed. If that will happens, you will lose your envoy and you will have fewer diplomats for a couple of years. + political consequences. )

but... if you succeed - these spy operations give just the strongest effects

1. Spy operation - to spread confusion and discord on the planets. You can start or strengthen faction conspiracies on 1-3 planets of the target empire.
This operation can be run repeatedly and enhance the previous effects.

2. Spy operation - arm the separatists. This operation can be launched after 2-3 successful discontent operations.
This is a very dangerous (you can lose a spy) operation. But if you succeed, the separatists on the planet will be armed, and the uprising will be spectacular.

3. Spy operation - spread the virus of insanity. Works great against gestalt consciousness. And this operation can be repeated to enhance the effect of the virus, which will engulf the entire empire.
But.. after your first success - gestalt consciousness will strengthen the protection, and each new attempt to spread the virus will be more dangerous for you, by a complete failure.

Stronger AI Empires
1. AI empires are now very actively building small, medium and even large defensive platforms + ion cannons, near their stations. It depends on the resources and the size of the station. The larger the starbase / orbital ring, then the more dangerous platforms they will build near.
And not infrequently they can fight off your top fleet - only with one station. BUt.. only rich empires )) not resource bums.

2. if the enemy is nearby or neighboring systems are under occupation - AI empires will now be very active in building ground defenses. They will destroy other buildings and will build strongholds / fortresses.

If everything is too bad, then they will place the second, and then the third stronghold. And capturing planets, now is a difficult task.

3. In case you didn't know, every empire has a personality (like Evangelizing Zealots, Honorbound Warriors, Peaceful Traders etc.)
In the new generation of the world, all empire personalities will become tougher over time (after year 50 and after year 100). Aggressiveness, Bravery, Military spending all this will grow with time and you will feel this ;)

4. resource shortage or surplus? AI empires will very quickly start trading or rebuilding districts.
The most important point here is: AI empires are now very active in buying alloys.

5. stellaris is over 5 years old, but AI empires still do not improve their fleets and only build new ships without improving old ones (and the player doesn't even notice that he's winning against his neighbors, not because he's strong, but because AI empire uses level 1 technologies in fleets when they've already learned level 4)
This has been fixed too. AI empires now - always upgrade old ships as they research new combat technologies. This dramatically increases the difficulty of wars with AI empires. Since they are now - always improve their fleets.

6. improved AI preparation and checks for the construction of mega-structures. As a result, AI empires start building/rebuilding dangerous mega structures 50+ years earlier than in vanilla.

7. now, ai empires are very active in all espionage ops, including new ones (in vanilla game ai have used only 3 from 10 ops)

8. enlighted primitives and separatists, after rebeletion - now, not a helpless empire with 1 system, but now they can arrange a beating to their neighbors.

9. if the empire is blocked by neigbours and cannot build new stations... Blocked empires now increase their espionage activity several times against their neighbors and significantly strengthen their fleets.

10. if a player or empire is too strong or hostile - AI empires will now very actively begin to take resolutions against the threat (in the vanilla game, empires looked only at themselves (80% of situations) when deciding whether to vote or not. Now, in addition to themselves, empires are looking to see if the resolution will benefit or harm their opponents).
in addition, they will choose The Custodian and then the Emperor much faster.

P.S.: I don't remember what else I added to AI empires, for 3 years of modding)) I wrote only 10 points that immediately came to mind.

Space Amoeba
(are now perceived as real space monsters that interfere with the first 30-40 years)

1. space amoebas now reproduce by fission. Once every 3-5 years, 1-2 small amoebas are born, then again, then again, then they grow up and in the final, a new group of amoebas separates from the amoeba group.

2. When a new group of amoebas separates from the amoeba group, rolls random whom they will be. Now are three species of amoebas:

Amoeba Hunters: have the largest aggression radius (125), they very rarely give birth to amoebas, and they attack space whales and empires that they meet along the way.

Lazy Amoebas: have the smallest aggression radius (75), they give birth to amoebas very often, and they very rarely move between systems. This species is the most dangerous (since it most often gives birth to other amoebas).

Amoeba borderless: have an average aggression radius (100), give birth to amoebas on average, and they can ignore bordering control, when traveling between systems.

3. if wandering amoebas will fly to the player at the beginning of the game, there will be a lot of problems. So, a lifecycle constraint has been introduced. The more amoebas neutralize the stations, the weaker they will become, up to complete weakening and death.

4. amoebas and space whales now have a self-preservation instinct. The more the empire destroys their groups, the stronger will resist the next ones.

new gameplay mechanics - Guests from another Galaxy
(wormholes are now very unstable and creatures from other galaxies can seep through them)

1. once every 5 years, random guests will pass through a random wormhole in the galaxy. Wormholes, which are often used, are more unstable, and someone can get out through them.

2. 15 kinds of guests )) it can be Patriarch (new leviathan with unique mechanics), it can be amoeba swarm (7 groups) with collective consciousness, it can be merchants, with very unique mechanics of stealing, running away, strengthening themselves, and then returning to their galaxy, buying a new fleet and coming back as an armada. And 12 other kinds of guests (i'm bored to write all them here).

3. most guests will not like your galaxy and when they will finish their scripted activities, they will leave it. But there will be those who want to stay in your galaxy forever.
Last edited by 0.01 KD; 28 Jun, 2023 @ 8:44am
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0.01 KD  [developer] 28 Jun, 2023 @ 8:30am 
new gameplay mechanics - starbase destructions
Now, if monster is too Big or has "Boss" mark - it can destroy completelly, your starbase.

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.

new gameplay mechanics - power scaling
(at the beginning of the game, each player sets the game setting - the power of the crisis)

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.

new gameplay mechanics - Early Game Crisises
(early game crisis can happens during years 5-50)

First One - Eaters

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.

Second One - Stubborn Militarists
(one of the strongest empires decided - why make the first contact at all? If everyone can be crushed and destroyed without trying to figure out what they are saying there)

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.

new gameplay mechanics - Expansion Score
(when you build stations and establish colonies - everything is fine
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.

new gameplay mechanics - Primitives are not meat
if an aggressive empire decides to bomb or take over a primitive planet, then the primitive civilization:

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.
0.01 KD  [developer] 28 Jun, 2023 @ 8:30am 
Horde Improving
(list of changes, which I remembered)

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.

Dormant Marauders Improving
1. their power is bigger now + they have fire boost vs space monsters (if some crystals or drones will decide to capture their system) + their power is grow with time now.

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.

Awakened Leviathans
1. all leviathans are now stronger, and their power will grow over time (for example, in the vanilla game 40k, in the new generation 200k)
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.

New Crisis - Drone Crisis
(if the ancient fortress reprograms the drone squad, the infected drones will fly to the nearest drone system and try to crack the code)

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.

35 custom Empires with own Story
when you start a new game and select an empire, you will notice that the standard empires have all disappeared and instead you will see my custom empires.

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).

Daemonic Incursion
(in the vanilla game - it is fun, and only for players)

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.
0.01 KD  [developer] 28 Jun, 2023 @ 8:30am 
Other Event Empires
United Nations of Earth, Awoken, Subterranean Empire, Namaria, Ketling, Prikki, Chosen Empire

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.

Fallens Empires
Now stronger and their power grows with 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.

Pirate Crisis
if pirates will decide to destroy you (instead to demand) they can turn into a crisis and start an invasion of the entire galaxy.

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.

Gray Tempest
After he disintegrates the enemy fleet to nanites, and many times more - if he turns the planet into nanites
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.

Bemat Thalassocracy
Got a unique movement mechanic + a unique wrecking mechanic

now this fleet creates a whole bunch of problems where it will be active.

Privateer Conglomerate
In the vanilla game, this system is always disabled when players have DLC.

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)

Nomads
In the vanilla game, they - always disabled, if players have DLC.

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.

Enclaves
Enclave stations are no longer junk and most of them, now can protect themself from space monsters, raiders, etc.(now they can win vs 50k fleet, and their power will grow slowly with time)

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 ;)

Recommended game settings, with active new generation of the world:

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.
Last edited by 0.01 KD; 28 Jun, 2023 @ 9:49am
0.01 KD  [developer] 9 Jul, 2023 @ 10:26am 
Update 09 July 2023 (list of changes)

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).

fortresses / strongholds and planetary shield changes
when the planetary controller will learns shields 4 and then shields 5, the planetary shield will become 10% more efficient with each of these technologies. And fortresses / strongholds will additionally protect the planet from devastation by 8/5% each.

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

Amoeba changes
(this change was made specifically for newbies who find them very indestructible)

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

Fixes
1. Added missed design of Toxic God.

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.

Other changes which I forgot to mention earlier

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.
Last edited by 0.01 KD; 9 Jul, 2023 @ 11:33am
0.01 KD  [developer] 2 Aug, 2023 @ 5:31am 
Update 02 August 2023 (list of changes)

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)

Added BIG DLC to Faction Conspiracies
(now, a list of mechanics that I added)

Propagandists

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.

Fighting Factions on the Planets

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.

Civil War

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.

Faction Requests

Added random events where factions will ask for different favors, with different consequences for the player.

More alert icons

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.

Faction management changed

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.

Added situations for gestalt consciousness

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.
Last edited by 0.01 KD; 2 Aug, 2023 @ 5:45am
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