Stellaris

Stellaris

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Crisis Manager - End-Game Edition (3.12.¢)
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File Size
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7.286 MB
26 Jul, 2021 @ 4:45pm
8 Jun @ 4:27pm
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Crisis Manager - End-Game Edition (3.12.¢)

In 2 collections by FirePrince
FirePrince's ADT Recommendations 3.0+
53 items
FirerPrince Stellaris
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Description
Prolog:
This is a continuation of the outstanding Crisis Manager - End-Game Edition by NaK1119. The unofficial Crisis Managers are an ongoing, open-source project[github.com]. Note that given the complexity of this mod, not all features have been fully tested in the latest versions. If you come across any bugs, please report them either in the comments below or on GitHub. If you'd like to contribute, or help with bugfixing, code maintenance, or localization/translation, please don't hesitate to PM me or leave a comment!
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⚹ Detailed Description ⚹
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Summary

This mod provides in-game tools for customizing the three main end-game crisis events, as well as the "End of the Cycle" pseudo-crisis. Among other things, it provides options to make these crises more powerful or weaker, to make them happen sooner or happen later, to allow multiple crises to happen in a single game (in series or simultaneously), and so on. This mod has companion mods, the Mid-Game Edition and Sleeper Edition. These mods are kept separate for now for comparability reasons, but may be merged in the future. If you're looking for even more challenge, consider adding the (standalone) Total War Pack to your game as well - this makes crises expand far faster than normal, and compensates somewhat for their stupid AI (which, sadly, can't be modded). This mod includes many default configuration templates, but allows users to customize each setting to their taste as well. The mod works in multiplayer (any player can access the configuration menus, though try not to do so at the same time!), but is not Achievement-friendly.
Requirements
The menu can be accessed in-game through your choice of Mod Menu, Dynamic Mod Menu, or the Infinite Core Framework. If not, you can run it using the console command: 'event CrisisManagerMenu.100'
Features (explicitly)

Players can access the following options via an in-game menu:
  • Configurations for multiple crisis, and the probability of each occurring.
  • Options for force starting/stopping each crisis.
  • Configurations for the crisis start date and the speed of their opening events.
  • Settings to control the power, quantity, and speed of crisis ships and armies, as well as their aggression with each other.
  • Configurations for the appearance of secondary crisis factions, as well as their strength.
  • Configurations related to the End of the Cycle mini-crisis (including an option to force it to happen)
  • Configurations for crisis side events (Prethoryn Queen, Terror of Contingency, Guardian Awakening, etc.)
  • More things…
Several preset templates for all of the above settings are included. Additionally, user-designed template presets can be built as custom mods/addons; instructions for doing so can be found in the mods directory.
⚹ Included Vanilla Fixes

There are actually some related vanilla fixes included: • Portal spawn switch between different extradimensionals[forum.paradoxplaza.com] (already included in the old version) • All related from Ariphaos Unofficial Patch (e.g. AI system spawn…) • Fix crisis faction taking over planet controlled by another crisis faction – by OldEnt (ACE) • Also small performance code improvements (e.g. using every_playable_country instead of every_country or every_owned_fleet instead of every_owned_ship)
Localization / Languages

  • English 🇺🇸 (may need some improvements)
  • Русский 🇷🇺 Аргокон Эстейл
  • 已添加中文翻译 🇨🇳 Lunar Traveller
  • Deutsch 🇩🇪 FirePrince
  • partial Español 🇪🇸 Darh
  • Japanese – NaK1119 🇯🇵 Rio_Mizuhoshi via addon
If you would like to help with editing or UI cleanup, or translate Crisis Manager into your language, please let me know in the comments or a DM!
Installation / Uninstallation

This mod should only be (un)installed for games that have not had any end-game crisis triggered yet.
Compatibility

  • Probably not compatible with mods modifying end-game crises, but e.g. ACE is compatible.
  • Probably not compatible with mods modifying something about the Guardians of the Galaxy events (Fallen Empires).
  • Compatible with ZoFE.
If there are any compatibility issues you are especially interested in, leave a comment.
To-Do / Planned

• Performance: reduce wastage of unnecessary new variables/triggers (steadily in progress)
• Previous version Crisis Manager - End-Game Edition [Unofficial] - Legacy (2.7) adopted by TehFishey.
If you enjoy this mod, please rate it positively and favorite it so others can find it more easily.
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187 Comments
Lightcaster 21 Sep @ 8:33am 
If I use this before the Synthetic Queen options get added will she still spawn if I pick the 'all crises' option?
FirePrince  [author] 13 Aug @ 6:51am 
@Histidine no, maybe in the future.
Histidine 12 Aug @ 8:13am 
Does this mod control/modify the strength multiplier for sequential/simultaneous crises?

In my current game, my first crisis (extradimensionals) had ~+100% bonus to damage and health (for comparison, at this point I had +95% shields and +25% hull).
The second (Prethoryn) had ~360% +damage and health, which my fleets could still handle.
The third crisis (Contingency) had ~1440% bonuses. Needless to say they're walking all over the galaxy, even the FEs and Cybrex are useless.

Playing on ensign (but with StarNet AI) and with crisis multiplier set to 1x.

(Also wondering if it was the crisis managers that made the Khan respawn as 4 fleets, or is spamming my individualist machine empire with the first two Contingency infiltration events even after I completed both the organic project and the machine project to stop infiltrations...)
arc361 4 Jul @ 9:16pm 
So for the Synthetic queen, would this still spawn with this mod on or no? If I set the game settings to have crisis = all then once the game I set this mod to have crisis = multiple. Will Synthetic queen spawn?
Goblin Conscript 25 Jun @ 12:59am 
Would be awesome if we got some tools for the nemesis and cosmogenesis crises too if possible :)
FirePrince  [author] 9 Jun @ 9:16pm 
@Synthetic Queen: not yet
bagabaga 9 Jun @ 8:23pm 
Ive got a question. Is this mod able to config the Synthetic Queen stuff?
dan1001 9 Jun @ 11:49am 
Thank you very much appreciate your work 👍🏻
FirePrince  [author] 8 Jun @ 4:31pm 
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dan1001 27 May @ 11:46am 
Does anyone know any alternatives to replace this mod if it doesn't get updated