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Jormarn

Iorrmharrn
58 Badges
Jan 13, 2013
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Novel War Goals - completely new wargoals [ENG/GER]


This mod adds several new war goal types to Stellaris to give you (and the AI) more options for your offensive diplomacy. It is compatible with all other mods as it only adds new files. The AI tends to use these wargoals as well, although I am still ironing out some details there.
Right now 25 wargoals are added to the game, although most of them will only be visible to specific ethics with the right policies.

I also implemented a "sphere of influence" type of vassal, which will be most useful if you want to force border access in the late game.


------------> Steam Workshop Link here <-------------------


-----------------------Added Wargoals:----------------------------------------------------


1) Enslave population
Up to ten populations from the target planet are enslaved and brought to designated planets in the attacking empire. Requires occupation.

2) Rescue population
The reverse of Enslavement. All populations belonging to your species are rescued from an enemy planet and make it back into your empire.

3) Raze planet
All buildings will be destroyed. Some people might die. It's not nice. Requires occupation.
(available with limited/heavy bombardment poliicies)

4) Demilitarize planet
All war-relevant buildings on the planet will be destroyed. Although this option is still nicer than raze, it is still a major setback for the defeated.
(Available with light bombardment policies)

5) Nuke planet
The planet will be nuked from key positions in lower orbit and turned into a toxic tomb world. Not a nice thing at all.
Only available for fanatic militarists with full bombardment policy. Needs planetary occupation.

6) Force into sphere of influence
Forces the defeated into your sphere of influence for 10 years. This should drop them from all alliances and federations and stop them from rejoining.
Technically they are now a subject of yours, allthough they do not join wars and can still do limited diplomacy and all those things.
Conveniently this also gives you access to their territory and sensors.
The galactic ambitions technology is necessary to use this wargoal.

7) Humiliate country
The defeated country is humiliated (similar to the AI fallen empire wargoal), loses 250 influence and gets the debuff.
Conveniently you gain these 250 influence. Added as a way to gain influence by war.

8) Raid mineral stockpiles
Very simple. Up to 5000 minerals of what is left from their stockpile after the war are transferred to you.

9) Raid energy stockpiles
Works like mineral raids

10) Install democratic government
The ruler of the enemy country is deposed (= killed ...) and a new indirect democracy is formed. Free elections are held shortly after.

11) Expel population / Resettle population
All inhabitants of a planet will be expelled, so that someone else might colonize it. This is the evil option. Expel population does not care if they have a place to flee to and needs the purge policy for obvious reasons.

Resettle population will on the other hand only resettle pops if it can find a planet in friendly (+allied) territory that can take these pops and is thus open to all policies.

12)-20) Policy Limitations
These are wargoals that change a policy of the enemy. They are locked to specific ethics:
Xenophile -> Limit Purging
Xenophobe -> Limit Migration / Limit Native Enlightenment
Individualist -> Limit Slavery
Collectivist -> -
Pacifist -> Limit War Economy / Limit Bombardment
Militarist -> -
Spiritualist -> Limit AI (also available to all in robot crisis)
Materialist -> AI rights (also available to all in robot crisis)

21) Force free thoughts
Increases enemy ethics divergence for a short time
[Made by FitzOmega]

22) Hack Technology Stream
Hacks enemy tech stream to gain tech bonus. Needs "assist research" technology to be used. Cheaper for materialists.
[Made by FitzOmega]

23) Supremacy
This is a late-game wargoal for militarists. It can be used to annex an entire empire in one swoop. Using this wargoal is limited to a tier3 technology that has to be researched first.
Using it will also make "you" the end-game crisis from the point of view of the other empires.

24) The Xenoplague
This is a late-game wargoal for xenophobes. It can be used wipe out the population of a full empire. Using this wargoal is limited to a tier3 technology that has to be researched first.
Using it will also make "you" the end-game crisis from the point of view of the other empires, especially xenophile fallen empires.

25) Cede Froniter Outpost
I reactivated this wargoal with some changes that hopefully fix the issues that previously occured.

-----------------------------------------INFO-----------------------------------------------------
Contributor: FitzOmega
Supported Game Version: 1.1.x
Mod Version: 0.85
Steam ID: 687477152
Languages: English / German
Compability: compatible with all other mods as only new files are created. So the mod is even compatible with the other war goal mods (Although I think all their content has been subsumed by now)
Performance: Until 1.1.x there is an overwrite issue with the on_actions file, the mod will use mtth events. This will lead to a minuscule performance hit.
-----------------------------------------------------------------------------------------------------

----------------------------------------Known Bugs:---------------------------------------------

There will sometimes be an error notification that some wargoal fromfromfrom in nuke is incorrect. I have no idea why this error is shown and it does not seem to have any gameplay effects

----------------------------------------Future Plans: --------------------------------------------

- Conversion campaigns for spritualists and atheist campaigns for materialists
- Steal Robots
- Get enforce peace to work (if YOU have any idea how "declare_white_peace_with" works, please contact me)
- Steal actual technologies
- Steal rare technology (<- too overpowered ?)
 

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looks great, i love playing a slaving empire so just running in, taking some people and leaving is what i dreamed of when I first heard about slaves in game.
 
Hey, I made an update to this mod, you can now raid minerals and energy and depose tyrants.

Furthermore I implemented the closest thing to "forced border access" I could manage. From midgame on you can force other empires into your sphere of influence for ten years. This gives you border and sensor access and stops them from joining alliances.
 
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thank you jormarn. now i can raid like the asshole i always knew i was! :p

White man came across the sea
He brought us pain and misery
He killed our tribes killed our creed
He took our game for his own need

We fought him hard we fought him well
Out on the plains we gave him hell
But many came too much for Cree
Oh will we ever be set free?

Riding through dust clouds and barren wastes
Galloping hard on the plains
Chasing the redskins back to their holes
Fighting them at their own game
Murder for freedom the stab in the back
Women and children are cowards attack

Run to the hills, run for your lives!
Run to the hills, run for your lives!

Soldier blue in the barren wastes
Hunting and killing their game
Raping the women and wasting the men
The only good Indians are tame
Selling them whiskey and taking their gold
Enslaving the young and destroying the old

Run to the hills, run for your lives!

i'd say name the song but it's pretty obvious:cool:
 
Hey your mod is awesome. To help you make it even better I've decided to script some of your looped effect. Rescue, Kidnap, Steal are repetitive so I externalized it in scripted_effects. Tested it and it still works the same way. The only benefit right now is that it will be easier to change or use the code in other war demand or effect. (also way less check for the energy/mineral steal and ethic :) )
 

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I've been slowly working on a mod that adds a dismantle fortifications wargoal that can either disband all enemy military fortifications or all orbital military fortifications and spaceports, depending on balance.

The current idea is to make an event fire for the attacker post-war that gives them an option to do the baseline wargoal (dismantle orbital military fortifications), or enact more agressive disarmerment (ie dismantling spaceports above a certain level, dismantling all spaceports, dismatling wormhole stations near your borders, etc.). Obviously the more aggressive plans of disarmerment have vastly more threat gain than the baseline, its even possible that the losing party might risk returning to war to win a nicer peace deal.

Its all in very early stages and I'm a rubbish coder, but would you be interested in incorporating it?

Yeah sure :)


Hey your mod is awesome. To help you make it even better I've decided to script some of your looped effect. Rescue, Kidnap, Steal are repetitive so I externalized it in scripted_effects. Tested it and it still works the same way. The only benefit right now is that it will be easier to change or use the code in other war demand or effect. (also way less check for the energy/mineral steal and ethic :) )

Wow. I have some blurred memories about the dev diary introducing scripted triggers, but never thought about using them. Thanks you very much for taking your time to implement that, I will incorporate these as soon as I can. That makes everything much clearer.




P.S: Something else: I scimmed the effects list again earlier today and I think it should not be a big deal to make an "enforce peace" wargoal. However I am very unsure about balancing it. What do you think should be necessary conditions that allow the usage of this wargoal ?
 
I don't know why / how you would wage war to enforce peace between two other empires.. It's more a negotiating thing right?

Or it could be "Assist this side on the war" where it would be like if you joined the war after the declaration, your goal could be the same as them.

Edit : Nevermind I think you were talking about forced surrender by the enemy? I guess you could have a choice to say "Not so soon" starting a new war with new wargoal at a big cost of influence point and malus in happiness / empire relation.

Killing the enemy leader could be "fun" as well. I know that a Fallen Empire did it to me once.
 
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Ok not like "enforce peace", more like "force to stop offensive war". I could cost 100 warscore and this way you could intervene without too much +threat if your aggressive neighbor attacks your nicer neighbor
 
----------------------------------------Known Bugs:---------------------------------------------

I think there is something odd going on with how the localization handles country names. I will investigate that further.
I also have see this problem in my game and been trying to fix it. I seen a lot of country with this as there names:
""

Its good to see I am not the only one seeing this. May I add this mod to my mod as well?
 
Tried to do a "Not accept surrender" but the respect of truce seems to be hardcoded. Both the declare_war script and the war_on_player command in game does not seem to force break truce. So I'm in a dead end I think.. Will try something else now.
 
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That's a shame, would have been interesting to see the possibilities in that direction.

I also have see this problem in my game and been trying to fix it. I seen a lot of country with this as there names:
""

Its good to see I am not the only one seeing this. May I add this mod to my mod as well?

On one hand I think it would be better to have the mod separate to make the updates smoother, but on the other hand you probably want to make modifications to the war goal cost anyway. So use the mod :), but please mark the contribution and have an eye open for updates and bugfixes.


-------------------

In other news: I have updated the mod with the expel population wargoal (which is pretty evil) and have probably put myself on all the list with my German localization ...
I also updated all wargoals with appropriate opinion modifiers. Turns out people can be really angry if you nuke one of their home worlds. I wanted to have the enforce_peace wargoal working as well, but I have some issues with the "declare_white_peace_with" effect.




P.S: before I forget: about the "kill leader" thing. That should not be a problem, but it doesn't really have any gameplay implications right now if an enemy leader dies. You can't even see it. Although it would be a fun RP wargoal for "honorbound warriors" to challenge an enemy's leader to a duel...