Stellaris

Stellaris

Not enough ratings
SD's Awakened Empire Tweaks
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
601.000 B
21 Nov, 2016 @ 8:32pm
9 Oct, 2017 @ 1:00pm
10 Change Notes ( view )

Subscribe to download
SD's Awakened Empire Tweaks

In 1 collection by JameJame
SD's Selected Stellaris Solutions
66 items
Description
So I'm sure many of you have noticed that Awakened, no longer Fallen Empires are ABSOLUTELY BRUTAL. I'm 99% sure they ignore fleet cap entirely, so if its says "equivilent" or "inferior" or even "pathetic" it won't mean squat.

(SO! I looked into it, and yeah they BLOW PAST their fleet cap without a care in the world. They surpass it by hundreds and hundreds without breaking a sweat.)

Well that appears to be hard coded... so can't help you there.

"So what can you do, you bloody git?!" you say.

Eh... well a few things.

First, they have resource storage cap of 10 (TEN) times the player max. So they can just... queue and queue and queue ships until the cows come home. I lowered that to 2 times. Still unfair, but hey, I said tweak, not make easy. But they shouldn't be able to pump out nearly unlimited ships now. I'm pretty sure that's where the real pain is coming from.

There is something with their fleet maintenance, they pay almost nothing for their fleets so I tweaked this to be less extreme. They still get them cheap, well, they've been building the same ships for millenia so I guess that's kinda fair in a way. But they don't get nearly the discount anymore. With their high fleet caps (500 stock, but that's pointless since they don't rebuild or expand AFAIK, unless this changed in 1.5) but it ups to 1000 (!) when they Awaken. They get a fleet cap of 600 now. I set the non-awakened to 400, although I don't think this will effect anything.

They USED to get MASSIVE production bonuses from their already awesome factories, but they don't seem to have that in 1.5, at least not that I could find. It used to be in static_modifiers.txt but they aren't mentioned there at all anymore. I don't know if that means they don't get the bonuses, or if they became haradcoded. No idea ;)

I'm hoping these changes, particularly to their fleet maintenance and storage cap make it so their apparently unlimited size fleets will not be instantly replaced again and again.

I'm only one guy, so I can't test all this that well myself so feedback and observation will be important. My guess is that their INITIAL fleets will still be huge as they burn through twice any players energy and mineral cap, but replacements should no longer be almost unlimited.

PS: If you install this on an existing game, it will cut their caps but it can't slice off their extra. So if they are sitting with their 200k energy and 400k mineral reserves (yes, thats the default -- DOUBLE what the default in 1.4 was!!!) the best it can do is prevent them from storing that much up again. It WILL however, reduce their bonuses.

So.. around 1.6 I think, Awakened Empires have their own government types with their own bonuses, I'll look into tweaking these a little bit soon, if I think its necessary. But I do know (well, I am 98% sure) that AE fleets that run out of supplies will deteriorate like normal ships, so the more limited caps should matter.

-- Updated for 1.4.x
-- Updated for 1.5.x
-- They changed the way FE/AFE's work, so.. I sort of .. guessed at things and so on. Their resource cap is still 2x normal instead of 10, and their fleet maintenance reduction isn't quite as generous as before. Their fleet caps are lowered by about 25%. As far as production bonuses go, I don't think they have them anymore, or its moved somewhere else. So this should still give them a good weakening. I think anyway :)
-- Actually broken for 1.5 ;)
-- Fixed, sort of. It has to replace the ENTIRE defines file, so... this mod will conflict with ANYTHING that changes the defines. No way to work around this yet, sorry! But.. it does weaken AFE's ;)
-- Fixed again, and this time it'll work. Its not quite the same as they removed static_modifers.txt bonuses and moved some stuff to more defines. But they'll be super strong, but no longer unlimited strong.
-- Updated for 1.8.x :) Same as the 1.6 version otherwise.
33 Comments
Cytrix, Holder of Pasta 11 Sep, 2017 @ 7:02am 
i kida get that feeling, because i make memes. not the same, but still a pretty good feeling when people enjoy them
JameJame  [author] 11 Sep, 2017 @ 7:01am 
Thanks man :) I'm glad to share my tweaks, and happy that people enjoy them.
Cytrix, Holder of Pasta 11 Sep, 2017 @ 6:58am 
thanks SD :)

loving all your mods, especially the station tweaks one, the fact that defense stations aren't these huge bulking WALLS OF DEATH (like they are in Sins of a Solar Empire: Rebellion) makes me a bit sad. the fact that i CAN build 30 of them in a line, however makes up for that (because you can only build 1 per planet in Sins, without special racial perks)
JameJame  [author] 11 Sep, 2017 @ 6:25am 
I didn't mark it in the description, but it should be working just fine in 1.6, the mod itself set for 1.6. I'll retest everything for 1.8 soon :)
Cytrix, Holder of Pasta 10 Sep, 2017 @ 2:55pm 
this still working in 1.6?
JameJame  [author] 29 Aug, 2017 @ 9:23pm 
Can't wait for sure, but I had an FE near me that had 130k fleets and he wasn't even awakened yet. I'll do more testing once I get one of these guys to wake up.
Seven Flames 28 Aug, 2017 @ 3:35pm 
Not sure but it seems that my AE doesn't produce any ships. They only have 90k fleetpower aver several decades. But I might be wrong since the scourge is knocking on their door.
But still, it strange especially that they have no titan (which should be produced after their awakening)
Summanus 17 Jul, 2017 @ 3:16am 
By the way, as far as I've been able to tell Awakened Empires never increase their fleet cap beyond the initial setting, as its not affected by pops or spaceports. So when they had 1000 fleet cap (which used to be the max for everyone way back when) they remained at 1000 cap the whole game. So in your version, they'll remain at 600 max cap for the entire game - which the player can easily surpass, even in a small galaxy.

Just a heads up, in case you weren't aware.
Summanus 17 Jul, 2017 @ 2:17am 
Thats what I thought, thanks. I think you're definitely along the right lines with this mod. The increase in their fleet maintenance multiplier and reduction in resource storage should definitely help. It was ridiculous that they had half the fleet maintenance cost that we did. Good thinking!

I'm also going to increase their fleet cap to 9999, because it seems a bit unfair that a once galaxy-ruling nation has such a low fleet cap compared to the player. But thats just personal preference and for personal use. To balance that off I'll reduce their "Caches of Ancient Tech" bonuses to 25% instead of 50%.

Your mod has been great inspiration - thanks! ;)
JameJame  [author] 16 Jul, 2017 @ 9:40pm 
My understanding is that it is hardcoded. That said, without their 10x resource max they shouldn't be able to ignore their fleet caps for too long before going bankrupt and having their fleets fall apart..