Stellaris

Stellaris

Elite Militaries
Neverr  [developer] 16 Jul, 2016 @ 9:08pm
Content Patch EM 2.0
With a little bit of inspiration and discussion in the comments and discussions tabs today I've finally laid out my plan for the final big content patch for EM (That's not saying I'll be done adding in content of course, but this should basically double the size of the current mod).

***DISCLAIMER*** THIS PATCH IS A COUPLE WEEKS OUT, The time for inputting your own opinions and affecting what will be released is now!

Content:

- An evolved EM for each and every single EM out there, considered to be dangerous technology (research at your own risk) as it's tech that surpasses the scope of anything the fallen empires played with
- A specialized custom built weapon designed for each EM to compliment their playstyle and lore
- Policy options regarding smaller utility details for your EM, each EM having their own personal policiies.
- Further pushes the boundaries of playstyle for each EM, making each game you play unique and fresh in concept and style.

Evolved EM List:

The Imperial Legion --> The Imperial Sovereignty

- Bigger naval capacity
- Massively reduced construction time of battleships
- Increased fire rate
- Increased weapon damage
- 3 Specialized policies
- 1 Unique weapon - Yamamoto Cannon
- (Concept Feature) Additional destroyer section highly tuned to offensive warfare

The Great Purge --> Galactic Reapers

- Massively increased weapon damage
- Slave mineral/energy output increased massively
- Laser Fire Rate increased
- 3 Specialized policies
- 1 Unique Weapon --> Matter Disintegrator

Freelancers --> The Free Nations

- Slightly Bigger naval capacity
- Massively Reduced ship build cost (Since the military consists of volunteers bringing their own personalized ships)
- Increased ship maintanence cost
- Evasion Buff
- 1 Unique Weapon --> Distant-Fire Sniper Rail
- 3 specialized policies
- Huge happiness bonus
- Increased Ethics Divergence
- Fire Rate increased by... 4000%!!!!! AHAHAHA.. I kid. ):

Rift Walkers --> Rift Masters

- Massive ship cost increase (thinking double what it is now)
- No Ship Upkeep (Daz right, you keep what you build with no catches)
- +50000 Mineral and energy storage (Void/Rift Storage these guys are the masters of space and extradimensional travel yo)
- 1 Unique Weapon --> Void Ripper (Doubles as a power generator, say waaaaaattt)
- 3 specialized policies

The People's Bastion --> Nation of Heroes

- Naval capacity regulated to normal levels
- increased weapon damage
- A Heroes Luck - No FTL Damage
- 1 Unique Weapon --> People's Lance
- 3 Specialized Policies
- Massive happiness bonus

The Grand Alliance - Galactic League

- Double to all positive modifiers
- 1 Unique Weapon - Tri-Lance
- 3 Specialized policies

The Hive - The Collective

- No More reductions on Hull or shields (I'm scared of this race in concept, balance may be in order)
- no more reductions on weapon damage
- 1 Unique Squadron - Strength of the Swarm
- 3 Specialized Policies

The Holy Crusade - Holy Domain

- Ethics divergence -100%
- Evasion buff
- Missile Fire Rate increased
- Corvette build speed reduced significantly
- massive armor multiplier
- Hull nerf
- 1 Unique Weapon - Guided by faith
- 3 Specialized Policies

More on Next Post:
Last edited by Neverr; 16 Jul, 2016 @ 9:26pm
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Showing 1-15 of 26 comments
Neverr  [developer] 16 Jul, 2016 @ 9:08pm 
AI Behavior:

***DISCLAIMER***

THIS SHOULD BE COMPATIBLE WITH OTHER AI MODS

I will only be making AI changes when directly related to EM techs.

All of this is concept still as I haven't done a lot of digging into the limitations of the engine:

Imperial Legion:

Slightly larger preference on battleship construction


The Imperial Sovereignty:

- Very Large preference on battleship (and dreadnaught for you new ships users) construction

The Great Purge:

Focuses on a balanced fleet and lots of ground troops

Galactic Reapers:

Heavy Focus on Tech and military expansion

Freelancers:

Focus on corvettes and other small ships

The Free Nations:

Focuses on a balanced fleet

Rift Walkers:

Heavy focus on tech

Rift Masters:

Focus on building large ships and eco

The People's Bastion:

Heavy focus on defensive stations

Nation of Heroes:

Heavy focus on Defensive stations and a Balanced fleet

The Grand Alliance:

(This is out of my comfort zone, so no promises)
Focus on diplo relations and building alliances

Galactic League:

Focus on building a balanced fleet

The Hive:

Focus on military and expansion

The Collective:

Focus on building massive fleets of large ships

The Holy Crusade:

Focus on corvettes

Holy Domain:

Focus on... corvettes o_o.
Last edited by Neverr; 16 Jul, 2016 @ 9:18pm
Neverr  [developer] 16 Jul, 2016 @ 9:08pm 
7/17/2016 - Progress: 10% Completion - Finished (for the most part) learning about how to alter weapons and their animations. Still a bit weak on the area but I can handle it. The Structure of all the weapons are done, now I just have to go through and recycle stock effects and do a bit of modifying to them.

7/18/2016 Progress: 35% Completion - Finished all the base techs, now I just have to add policies, the rest of the weapons and ai behavior :D
Last edited by Neverr; 17 Jul, 2016 @ 8:40pm
Jiur 16 Jul, 2016 @ 9:37pm 
Im literally in tears with happiness. You sir have outdone yourself this time and im honest to god looking forward to this so much :D
Neverr  [developer] 16 Jul, 2016 @ 9:39pm 
It's not done till it's done, but yeah almost all of this is easily within current realm of capability, Little learning just gotta chug it all in. I'm looking forward to it also!
Jiur 16 Jul, 2016 @ 9:44pm 
What im looking forward to most of all is your changes to how the ai builds ships. Hopefully they will put up more of a fight when this update drops :P
Jiur 16 Jul, 2016 @ 9:49pm 
I have a question. You say these will be labeled as "Dangerous". Will there be any serious downsides ?

Like say for example... a ultra powerful crisis that has specialized fleets with COMBINED EM types ? :O

Edit : Jokes all you need to do is bring back those super OP doom pirates
Last edited by Jiur; 16 Jul, 2016 @ 9:51pm
Jiur 16 Jul, 2016 @ 10:16pm 
I saw 1 "concept feature" for the legion and i thought why not think of some others.
Sorry, im too lazy to use the new names, havent gotten used to them yet, ill just puta + sign in

Great Purge+ - New wargoal which lets you exterminate (purge all life) the population of a planet. Cheaper than ceding. Also gives a flat? negative opinion increase to all empires

Freelancers+- Defensive pacts generate a "small?" amount of influence , minerals and energy.

Riftwalkers+ - Increased ftl range by 75%, sublight speed +50%, jump cooldown -25%

Peoples Bastion+- During war increase all production by a % (think of that wierd war production policy pre 1.2) , and all military stations have 0 maintenance and get a +20% buff to everything

Grand Alliance+ - Increase trust growth , trade willingness and give a flat? positive opinion increase to all empires

The Hive+ - Colony ship build speed + 200% , colony "set up?" time + 100% , border range + 25% new colony influence cost -50%

Holy Crusade+ - Border range +50% , army build speed +200%, reduce the cost of ceding by 50%.
Jiur 16 Jul, 2016 @ 10:33pm 
Also, no love for Space Pirates?

Space Pirates > Deep Space Terror Raiders (idk lol)
-Small buff to everything , hull, evasion, shields, armor ect
-Kinetic weapons get +100% damage and fire speed
-AI focus on destroyers
-Destroyer build cost down, build speed up (smallest ship that allows large weapons)
-Increase border range slightly
-Reduce mining station cost slightly
-Reduce empire wide mineral and energy output
-Ship maintenance increased slightly

3 policies ? not too sure on these ones sorry, im really tired r/n

-Raiding protocols - Small ship build speed up, small ship build cost down, naval capacity up
-Smuggling operations- empire wide boost to minerals and energy credits, ethics divergence up slightly
-Border control- Military stations get a boost to everything, maintenance down

-Unique weapon "Junk Shredder Cannon" uses a large slot. Higher damage than level 3 auto cannon. Slighty faster, slightly lower range, uses more power and gets +30% shield penetration +50% armor penetration.

-Concept Feature
Adds a new "Terrorize" war goal. Randomly destroys buildings and kills a few pops on selected planet. Steals 5% ? of the empires mineral and energy credits per city terrorized.
Also gives a flat? negative opionion increase to all empires

The Eye 16 Jul, 2016 @ 10:36pm 
it's like Christmas in July...couldting the days till I can open that big gift under the tree:steamhappy::steamhappy:
Neverr  [developer] 17 Jul, 2016 @ 1:56am 
Dangerous tech as In the same as jump drives and sentient ai. Neat idea on some of the concepts I'll have to look at them again once things get rolling. Space pirates will be getting their own personal update after this patch. I'm sleepy as poop I might respond in more detail after I wake up
echthesia 27 Jul, 2016 @ 3:19pm 
Two things:

One: Vanilla Stellaris already has a matter disintegrator weapon. You get it from the Unbidden.

Two: Wouldn't the zero ship upkeep for elite rift walkers make naval capacity moot, as the only penalty for exceeding it is increased upkeep?
Neverr  [developer] 27 Jul, 2016 @ 4:40pm 
@hightechwhiz I noticed after naming it that was the case about the weapon! I've been thinking of a rename of course

And to point two, yes. That is indeed the point of no ship upkeep. The point is for an incredibly massive cost stagnation! I'm working on balancing it so that it is indeed extremely hard but exceedingly powerful in the end if pulled off! :D
echthesia 27 Jul, 2016 @ 5:02pm 
So you're saying to balance the practically infinite naval capacity of rift masters you'll make the rift master tech hard, plus make ship construction more expensive?
Neverr  [developer] 27 Jul, 2016 @ 7:45pm 
I was being a bit undescriptive and it lead to a misundersatnding. What I meant was it would be extremely hard to obtain a massive riftwalker fleet DUE to the Massive cost to build even one ship. And this is uncheesable due to the previous riftwalker tech having a massively reduced naval fleet cap and huge upkeep costs. This also means that essentially if left alone Riftwalker can undoubtably become the strongest fleet in teh game, but the time it would take to obtain such a feat would be ridiculously long. It'll take some balancing but it will for sure add some interesting diversity to the endgame play!

And on a side note, I'm just a few days off from releasing the content patch folks, got a bit side tracked recently. Almost done though! In fact I am done, just cleaning up bugs and balancing out issues!
echthesia 27 Jul, 2016 @ 8:56pm 
A massive rift master fleet would be possible if you had nigh-infinite resources, right? Even if you had low income, because the maintenance is zero on rift masters, making naval capacity moot. You'd just need lots of upfront resources and time, am I correct? Would this be cheesable by building a massive fleet and then researching rift walker? Not that this matters so much to me, since I already without your mod have 2 850k fleets (ISB mod) with endgame tech. But still, since I'm using 1000+ naval capacity...
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