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 ?)
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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