(Hi! It’s Arithmetician again!)
(This AAR documents my current campaign in Stellaris. It’s based on an idea that I had in my head for a while - to play in a galaxy where almost all nations are hostile to me. Then, I saw on YouTube, the “Hostile Galaxy Challenge” independently proposed by another user. While I am sticking to my own version of the challenge, rather than strictly following theirs, I set any AI empires to spawn as Fanatic Purifiers, Determined Exterminators, Driven Assimilators, Devouring Swarms, Terravores, Barbaric Despoilers, or Subversive Cults. After the fact, I think I messed up slightly in the settings upon generating my galaxy, as there ultimately emerged a few nations that didn’t conform to those settings, though I think most of them can be accounted for as Primitives that achieved FTL technology, with perhaps only one major nation that didn’t fit with the personality types above. Either way, it is still an EXTREMELY hostile galaxy.)
(To make it even more hostile, most AIs are set to Advanced Starts, and Aggressiveness is High, with the difficulty being Grand Admiral. Crisis Strength is set to 25X and ALL THREE vanilla crises e.g. Unbidden, Contingency, and Prethoryn are set to appear if the game goes on for long enough. No Katzen, Aeternum, or Blokkats from Gigastructures though... those are specifically disabled).
(This game is significantly modded, including but not limited to Warhammer 40K ship mods for the Imperium and Chaos, Real Space, Gulli’s Planet Modifiers, Expanded Stellaris Traditions, Dynamic Political Events, Technology Repeated, Gigastructural Engineering, and “Wild Space” to represent areas of space that can’t be claimed by any empire due to raging Warp Storms. At the cost of performance, which I am already starting to notice, the pop growth scaling penalty has been removed, to allow for a representation of the extremely populated Imperial Hive Worlds from 40K (Hive as in “Hive of Humanity”, not as in “Hive Mind”). This also means the AI will have more pops and powerful economies as well, on top of the general AI improvements made in 3.2, which I am also noticing very much throughout this play through. Gigastructures also was included because it generally fits in with the utter insanity that is Warhammer 40K.)
(Despite the fact that this game is not ironman compatible, I will be refraining from using any cheats via console commands, except if needed to correct the occasional minor bug that I encounter, and only insomuch as necessary to produce the proper intended behavior. So, for example, that means I have not previewed the galaxy with the “observe” command, and thus have no idea where my enemies are at the start. That, paired with the abundant nebulas added from “Wild Space”, will add to an air of mystery and threat in the galaxy).
(While I did a bit of research into 40K’s lore before starting this campaign, I am far from an expert on it myself. That is one of the reasons that I had the campaign start in the 43rd millennium, and had the Old Imperium of Man collapse. It both justifies the standard one-planet Stellaris start, and it allows me far more narrative freedom to play the Imperium Reformatus, without being overly constrained by the canon Imperium. And really, developing an empire, researching technology, and all of those routine activities in Stellaris are very much things that the canon Imperium of Man doesn’t really do BECAUSE it’s stagnant.)
(I hope you will all enjoy reading!)
(This AAR documents my current campaign in Stellaris. It’s based on an idea that I had in my head for a while - to play in a galaxy where almost all nations are hostile to me. Then, I saw on YouTube, the “Hostile Galaxy Challenge” independently proposed by another user. While I am sticking to my own version of the challenge, rather than strictly following theirs, I set any AI empires to spawn as Fanatic Purifiers, Determined Exterminators, Driven Assimilators, Devouring Swarms, Terravores, Barbaric Despoilers, or Subversive Cults. After the fact, I think I messed up slightly in the settings upon generating my galaxy, as there ultimately emerged a few nations that didn’t conform to those settings, though I think most of them can be accounted for as Primitives that achieved FTL technology, with perhaps only one major nation that didn’t fit with the personality types above. Either way, it is still an EXTREMELY hostile galaxy.)
(To make it even more hostile, most AIs are set to Advanced Starts, and Aggressiveness is High, with the difficulty being Grand Admiral. Crisis Strength is set to 25X and ALL THREE vanilla crises e.g. Unbidden, Contingency, and Prethoryn are set to appear if the game goes on for long enough. No Katzen, Aeternum, or Blokkats from Gigastructures though... those are specifically disabled).
(This game is significantly modded, including but not limited to Warhammer 40K ship mods for the Imperium and Chaos, Real Space, Gulli’s Planet Modifiers, Expanded Stellaris Traditions, Dynamic Political Events, Technology Repeated, Gigastructural Engineering, and “Wild Space” to represent areas of space that can’t be claimed by any empire due to raging Warp Storms. At the cost of performance, which I am already starting to notice, the pop growth scaling penalty has been removed, to allow for a representation of the extremely populated Imperial Hive Worlds from 40K (Hive as in “Hive of Humanity”, not as in “Hive Mind”). This also means the AI will have more pops and powerful economies as well, on top of the general AI improvements made in 3.2, which I am also noticing very much throughout this play through. Gigastructures also was included because it generally fits in with the utter insanity that is Warhammer 40K.)
(Despite the fact that this game is not ironman compatible, I will be refraining from using any cheats via console commands, except if needed to correct the occasional minor bug that I encounter, and only insomuch as necessary to produce the proper intended behavior. So, for example, that means I have not previewed the galaxy with the “observe” command, and thus have no idea where my enemies are at the start. That, paired with the abundant nebulas added from “Wild Space”, will add to an air of mystery and threat in the galaxy).
(While I did a bit of research into 40K’s lore before starting this campaign, I am far from an expert on it myself. That is one of the reasons that I had the campaign start in the 43rd millennium, and had the Old Imperium of Man collapse. It both justifies the standard one-planet Stellaris start, and it allows me far more narrative freedom to play the Imperium Reformatus, without being overly constrained by the canon Imperium. And really, developing an empire, researching technology, and all of those routine activities in Stellaris are very much things that the canon Imperium of Man doesn’t really do BECAUSE it’s stagnant.)
(I hope you will all enjoy reading!)
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