Stellaris

Stellaris

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Military Enhancements 2.0 [Invasion Events and More]
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2.849 MB
5 Apr @ 4:48pm
12 May @ 3:09pm
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Military Enhancements 2.0 [Invasion Events and More]

Description
1.2.1 Update:
Bugfixes and localization adjustments for individualist, spiritualist machine empires.


AN EVENT ONLY VERSION (COMPATIBLE WITH ALL MODS) CAN BE FOUND HERE.

Mission Statement
This mod seeks to overhaul and improve systems related to Ground Combat while remaining unobtrusive and keeping the spirit of vanilla Stellaris.

At a Glance
60+ new technologies
32 invasion events for attackers
18 invasion events for defenders
11 new buildings
21 new armies
12 new policies
An overhaul of Gene Warriors
The addition of the “Armaments” strategic resource
Complete Hive, Machine, and Corporate Empire compatibility with unique flavor

Smart Combat Events
There are fifty total combat events, 32 for attackers and 18 for defenders. They are highly reactive, changing based on the civics of both empires involved, the buildings present on the planet, and even the planet population. For example, genocidal empires attacking a highly militarist nation may find a flood of militia stalling their efforts. Pacifist empires will help refugees; Devouring Swarms will eat them (yes, really).
- Large number of unique events with various options and effects
- Unique flavor for Gestalt empires wherever appropriate
- Both AI and Players can now sack enemy planets, giving a greater incentive to protect your systems

Armaments
The biggest change to vanilla Stellaris is the addition of the “Armaments” strategic resource–used to purchase units, upkeep units, and construct fortresses. This resource is fully compatible with the AI, which seems to manage its production quite well. Armaments require specialized factories to build them, and the best units can require several full buildings to maintain them. The upkeep of units can be offset through the advancement in the “Logistics” policy tree, which is absolutely necessary for large-scale warfare.
- AI functionality
- Variable soldier upkeep
- Integrated technologies to improve armament production and reduce upkeep as the game progresses

Policies
There are twelve new policies with varying bonuses and roleplay flavor. They are not exclusively stat modifiers; empires whose armies consist of religious zealots will have their own priests produce armaments, while empires of exclusively militiamen will find their farmers and miners contributing to planetary defense.
- Unique “Logistics” policy tree, which requires technology to advance
- Highly advanced policies, such as AI-HUD integration, requires rare technologies
- Exclusive policies for Megacorporations and Gestalt Empires
- Unique policies that add additional features beyond stat changes

Weapon Platform
There is a new “Weapon Platform” system to further enhance your armies. By researching the proper technology and selecting a new policy, you will completely alter the resource upkeep of your arms producers in exchange for massive army strength boosts. Will your forces field railguns or the power of black holes? Will you buy inexpensive laser rifles for your corporate slaves, or will you field only the most elite troopers with the most costly weaponry?
- Production upkeep reacts to Weapon Platform Selection
- Three different categories: ballistics, lasers, or plasma

Technologies, Buildings, and Armies
There is a massive number of new technologies added, many of which are solely dedicated to incremental stat bonuses to your soldiers. Other technologies, however, may unlock new buildings, such as a massive fortress complex or a specialized logistics office. There are over a dozen new standard armies to be recruited with your growing technology, as well as a handful of event exclusive armies
- Gestalt-unique technologies and armies
- Specialized training buildings are necessary to produce the best soldiers
- The number of certain armies are now capped to encourage diversification

Gene Warrior Overhaul
Instead of just training Gene Warriors, you now must construct a special building, which triggers an event chain that allows you to name your own branch of Super Soldiers. This event chain also allows you to select various permanent bonuses, such as a boost to all Clone Armies, the spawning of a special hero unit, or boosts to Biology research.
- Flavor and bonuses
- Name selection for Gene Warriors
- Unique unit names if the Super Soldier Project is called “the Spartan Project”

Compatibility
This mod only overrides a single vanilla file: topbar_other_resource_groups. However, every base game army is altered, as well as several buildings and pop jobs. To ensure proper functionality, I’d recommend placing this mod as low on your load order as possible. Additionally, if you still have issues with compatibility, I'd recommend trying the event only version of this mod which should be compatible with anything.

Compatible mods:
- Casako's Framework (patch here) by Molten Ring
- Gigastructural Engineering (patch here)
- Ground Command (patch here)
- UI Overhaul Dynamic (no patch required)
- Universal Resource Patch (no patch required)

Furthermore, any mods that add additional armies will require a patch to make them cost Armaments.

Translations
Simplified Chinese by 卡尔文迪斯梅特
Popular Discussions View All (1)
2
12 Apr @ 4:21am
Event Ideas
BaconDoneRight
174 Comments
acki02 13 hours ago 
Would you have any tips for folks who'd want to write a compatibility patch? (in my case specifically for the Evolved mod)
JKingJ 23 hours ago 
Oh my bad. It's not.
I'm so used to playing with Ancient Cache of Technology that I forgot those units weren't base game.
BaconDoneRight  [author] 25 May @ 2:16pm 
@JKingJ … are those Vanilla? I don’t recognize those at all.
JKingJ 25 May @ 8:09am 
@BaconDoneRight
I noticed that land cruisers and battle tanks don't have an armament cost.
is that intentional is that a bug on my end?
Wilsie05 21 May @ 7:41pm 
"Sack and Destroy Planets" We'll need a new Geneva Conventions for this one boys
BaconDoneRight  [author] 20 May @ 8:25am 
@Mandatory Fun I’m not entirely sure what to tell you. Ive made it to year 2350 on a recent campaign and all the AI would both build special armies and arms manufacturers. 😭 Do you have other AI mods installed, or maybe you downloaded the mod mid-save?
@radiox I think eveyone who has the issue has UI top bar overhaul. I’d look to see if there’s a patch between it and Universal resource patch, and if there is, put it below both mods.
@designer225 Are those armies you can train on a planet or are they deployed by the fleet itslef?
Mandatory Fun 19 May @ 3:18pm 
Saw another guy on here had the same issue as me.

AI does not really build armies. I messed around with the console and found that they do not produce armaments at all(aside from one or two exceptions). I checked their researched tech and all have researched armament tech of some level so I’m at a loss of what is causing it as the mods I run in theory shouldn’t cause issues here.

Had the same issue with the 1.0 version of the mod too. If anyone has figured this out I’d appreciate the help
MaecenasBod 19 May @ 2:32pm 
This seems like such a small mod but it really adds a lot of roleplay and flavor. Thank you so much. I'm looking forward to more events in the future!
radiox 19 May @ 10:38am 
Im using ui overhaul top bar dlc if it helps
radiox 19 May @ 10:36am 
i have to go to the market screen to buy or sell thats the only place i can see how much i have