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InfinityArts

Corporal
28 Badges
May 16, 2016
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Simple mod which aims to add more empire control options in case you haven't had enough macromanagement this season. This is not an overhaul, it simply adds more options to the game, and I hope it'll be compatible with everything.

Steam Workshop Clicky

The premise of the mod is to create situational edicts to be used for short periods at a time. Edicts that are very good at one thing but detrimental in the long run if left on too long. There are 15 so far, split into three different categories. All are only usable by players (play with your friends, do eet).

Version 2 added policies in the form of philosophies, which allow an empire to specialize into specific paths. These policies are usually broader in terms of changes, and require commitment and foresight to truly blossom in value.

Feedback will be rewarded with cookies.

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Examples
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Offensive Protocol: everyone's second-favorite go-to edict when they need more dakka, grants large offensive boosts for equally taxing resource drain. Basically, when you want to pay one fleet to do the work of 2, or 3.5231.

Cloak and Dagger Doctrine: an edict that gives you influence in return for taking away some diplomacy options, the backroom version of backroom dealings.

Fortress Doctrine: can't out-deathball your enemy? Worry not, fam. Tie them down with zerk'd up stations and hit their backlines where it hurts.

More details in the details section.

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Versions
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V 2.0: 1.0.3
  • Specialized Crafts updated to include Frigate build speed, make sure to have the latest Advanced Fleet Operations version
  • Barrage buffed from -60% weapon damage to -40% weapon damage
  • Philosophies!
  • New philosophy: Empire
    • Expansionist, as before, nerfed a little due to removal of influence cost
    • Isolationist, as before, nerfed a little due to removal of influence cost
  • New philosophy: Warfare, aka Stellaris rock-paper-scissors
    • Ascension: energy-weapons favored, beats Steel & Stone, unlocked at Gamma Lasers (lasers 5)
    • Steel & Stone: kinetic-weapons favored, beats Transience, unlocked at Gauss Cannons (mass drivers 5)
    • Transience: explosive-weapons favored, beats Ascension, unlocked at Marauder Missiles (missiles 5)
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Full Details
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Bonuses are in green, penalties in red, recent changes in orange.


Protocols
: Protocols are very taxing edicts meant to be in use for 3-6 months at a time, for the duration of a decent-sized battle, pretty much. They're basically the "oh ****, PLAN B!" button. They're no substitute for sound preparation, but they'll turn a situation on their own if it comes down to it. Excellent outplay potential.
  • Offensive
    • +33% weapon damage, +25% ship combat speed, +10% accuracy.
    • +150% ship upkeep.
    • Costs 10 Influence. Requires Specialized Combat Computers.
  • Defensive
    • +33% armor and shield HP, +10 evasion.
    • +150% ship upkeep.
    • Costs 10 Influence. Requires Specialized Combat Computers.
  • Barrage
    • +100% kinetic, energy, and explosive weapon fire rate (sorry, PDs), +30% accuracy.
    • -100% ship evasion mult, -66% ship combat speed mult, -40% weapon damage.
    • Costs 10 Influence. Requires Advanced Combat Computers.
  • Rapid Response
    • +50% jump drive range, -50% jump charge and cooldown, +150% warp speed, +50% sublight speed, +150% sensor range.
    • +50% ship upkeep.
    • Costs 6 Influence. Requires Ion Thrusters.
  • Destructive Testing
    • +50% research speed.
    • -33% energy and mineral production.
    • Costs 3 Influence. Requires Administrative AI.
Doctrines: Doctrines are less costly edicts that can be used for several years at a time. They focus on enhancing what I've noticed are "phases" in intergalactic development. Good for those that plan ahead.
  • Premeditation
    • -25% ship and army build costs, +10% mineral and energy production.
    • -20% food production and -25% research speed.
    • Costs 1 Influence, useful for constructing war assets for an imminent/escalating war.
  • Specialized Crafts
    • +25% interceptor and fleet carrier build speeds.
    • -10% standard ship build speeds, +5% all military ship build costs.
    • Costs 75 Influence, requires Advanced Fleet Operations. Mod will still work without it, edict will just be useless.
    • Planetary edict.
  • Fortress
    • +100% station damage and hull points, -75% station maintenance, +10% hull regeneration.
    • -10% border size, -15% energy and mineral production.
    • Costs 2 Influence. Requires Deep Space Stations.
  • Cloak and Dagger
    • +4 Influence gain.
    • -2 max embassies and rivalries, +50% alliance influence cost.
    • Costs 3 Influence. Requires Xeno Diplomacy.
  • Stockpile
    • +25% mineral and energy production, +10000 mineral storage, +5000 energy storage, +10% war happiness.
    • +10% pop growth time, +30% ethics divergence, -20% happiness.
    • Costs 1 Influence.
Philosophies: Policies, fam! Mutually exclusive options represent different approaches to various "issues". Like normal policies, they cannot be changed for 10 years after setting.
  • Empire
    • Expansionist
      • +15% border size, -15% frontier outpost cost, -10% pop growth time, +30% rivalry influence gain.
      • -20% energy and mineral production.
      • Unlocked through Galactic Administration tech.
    • Isolationist
      • +2 core sector planet cap, -20% mining and research outpost costs, +5% food, energy, mineral production, +5% research speed.
      • -10% border size, +50% xenophobia, -2 influence gain, -50% rivalry influence gain.
      • Unlocked through Galactic Administration tech.
  • Warfare: Need feedback on rocks-paper-scissorsness of these three.
    • Ascension: Counters Steel & Stone
      • +25% energy production, +25% armor penetration, +50% shield HP, +20% shield HP regeneration, +50% energy weapon damage.
      • -15% minerals production, -15% ship hull points, -25% ship armor, -15% kinetic and explosive weapon damage and fire rate, -25% point-defense fire rate.
      • Unlocked on researching Gamma Lasers (lasers 5)
    • Steel & Stone: Counters Transience
      • +25% mineral production, +20% armor and ship hull points, +30% battleship and cruiser construction speed, -10% battleship and cruiser build costs, +25% kinetic weapon damage, +25% kinetic and point-defense fire rate.
      • -15% energy production, , -33% ship shields, -15% ship shield regen, -15% energy and explosive weapon damage and fire rate.
      • Unlocked on researching Gauss Cannons (mass drivers 5)
    • Transience: Counters Ascension
      • -20% construction time and build costs (of buildings), +25% ship combat speed and shield penetration, +15% corvette and destroyer construction speed, -15% corvette and destroyer construction costs, +75% explosive weapon fire rate.
      • -8% energy and mineral production, -30% energy and kinetic weapon damage.
      • Unlocked on researching Marauder Missiles (missiles 5)

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To-do List
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Next update: Move Fortress, Stockpile, and Premeditation into own philosophy category. Add Unshackled AI-like protocol.

Future: Add event/research project to allow immediate policy shift at large influence (possibly mineral and energy instead/as well). AI weights (*shudders*). Opinion modifiers (*screams internally*).
 
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Reactions:
I like the idea, not sure about the balance for some of them, but will have to try it out. Empire seems a bit... eh... the biggest bonus is the +2 core sector, but I can already have +2 planets by simply taking the -20% energy and -20% influence (likely less than 2 influence) and then you got +20% borders, +20% food and cheaper outposts for -20% mineral and -25% happiness on aliens which seems pretty poor.
 
Do note that it is an at-will border expansion. It's very useful to push your borders against another empire to claim critical systems (then relax the edict once you've gotten an outpost down). The cheaper outposts add up in the long run, and I would have made it an alien opinion modifier instead of alien happiness, but I don't think I can do that without digging into the diplomacy system, and that's outside the scope of this mod. If you're still unsatisfied with it after playing for a while, let me know, I haven't gotten the chance to playtest extensively yet.

Here is your red-faced cookie: :mad: <--- There it is.

V 1.1 is up, new edicts, 1.0.3beta compatible.
 
As said, haven't tried it and it was mostly me raising a question mark on the balance of it. Really I'd kinda like it split into two, one core sector planets, the other border expansion. Also not sure about the alien happiness thing, why would the Jogwolla, loyal subjects and members of my empire for more than 100 years be pissed off that our empire is expanding, perhaps have the happiness be tied to people of opposing ethos, as I feel that is more appropriate for dissenters.