Stellaris

Stellaris

142 ratings
Military Enhancements [Events Only]
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8 Apr, 2024 @ 10:48am
29 Sep, 2024 @ 5:36pm
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Military Enhancements [Events Only]

Description
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

This is the EVENT ONLY version of Military Enhancements 2.0. The full version can be found here.

This mod is also save game compatible.

This contains all 32 offensive and 18 defensive events, with minor tweaks to remove references to elements from the full mod. It is *not compatible* with the full mod, so please do not run both together.

It should, however, be compatible with nearly every other mod in existence.
42 Comments
caverman2001 14 Feb @ 9:20am 
hey any updates soon
baygown 25 Nov, 2024 @ 5:48pm 
I second that.. the mod is awesome really add a lot of flavour to a playthough but right now i cant play it in ironman because of that murder whole world rng.. seems a bit off, i totally agree with a -50% pop or something like that but ive seen a 40pop capital getting exterminated
supercid87 22 Nov, 2024 @ 12:13pm 
There are a few events that seem to murder the whole population. If you could add checks that limit damage to the last pop that would be amazing.
Blazingdevil 21 Nov, 2024 @ 1:18am 
will this be updated to 3.14?
singleton30 16 Aug, 2024 @ 10:52am 
i have the same issue as teiya the blue dragon, refugee crisis event happened, i clicked the light damage option, world was decolonized immediately
BaconDoneRight  [author] 22 Jul, 2024 @ 11:51am 
@k0rruptedYouth they should actually not break each other, but this mod isn't made with that one in mind. There might be some weirdness, like sacking a planet and raiding it at the same time, but nothing should be broken.
K0rruptedYouth 22 Jul, 2024 @ 11:42am 
A long shot, but how compatible is this with Planet Raider?
BaconDoneRight  [author] 22 Jul, 2024 @ 10:14am 
Did some bug fixes, most of these issues should be fixed I think.
Teiya, the Blue Dragon 21 Jul, 2024 @ 1:54am 
Yeah, same here - most events that do "light damage to the population" kill way too many pops which usually ends up decolonizing the world instantly
Arielle 20 Jul, 2024 @ 8:22pm 
- found a few bugs

when attacking, an event will pop up in regards to a "refugee crisis". Selecting the option for "more meat shield etc etc" depopulates the entire planet / habitat.

The same thing happens when the hospital event shows up, where a nurse ask for assistance. Selecting "seizeing the hospital" also depopulates the planet / habitat