Stellaris

Stellaris

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Dynamic Borders 1.9
   
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Mar 5, 2017 @ 2:03pm
Feb 17, 2018 @ 3:01pm
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Dynamic Borders 1.9

Description
Borders are defined by your military's position and move with your fleets.

"He who can destroy a thing, controls a thing." -Paul MuaDib

This mod lowers base border range from planets and frontier outposts to 30% of vanilla ( so they claim 9% of the area), and adds border range from ship and station sensor modules equal to 10% of sensor range. The cost and influence cost and maintenance of outpost stations is proportionately reduced, so that the AI can better use stations to cover the fact that it doesn't understand the dynamic ship borders.

The intent is to make control of space reflect actual military presence and force the breakup of doomstacks by making small distributed fleets an actual threat to your control of territory. Anyone can come into your space and build, unless they respect your closed borders or you have the fleet power to stop them during wartime.

I made this as a proof of concept, it will play differently, I can't say whether it plays better. No clue how AI will cope with the changes or if I've created some horrible imbalance with wars. My hope is that this mod inspires someone to take this idea and run with it.

Andon taght me how to make this compatible with almost anything. There may be some balance issues with mods that add sensor modules.


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181 Comments
Pode  [author] Mar 3, 2018 @ 11:00am 
So I've solved the first of many hurdles in porting this idea to 2.0 You guys may be interested in testing out my latest mod, Disputed Systems . Let me know if it works as intended.
Pode  [author] Feb 17, 2018 @ 3:02pm 
Ported to 1.9 without update
deffy Dec 5, 2017 @ 9:32pm 
Only thing that I don't like about this mod is that it has weird/negative interactions with allies (e.g. anything adding civilian ships). Makes it almost impossible to do stuff when those ships are floating around and causing system contesting..
[Andon] Oct 29, 2017 @ 10:00pm 
Yeah, it looks like the 1.9 changes are about 70% of what this mod does.
Pode  [author] Oct 26, 2017 @ 6:37pm 
1.9 dev diary indicates that this mod may well be overpowered by the changes made in the next patch that will put a single starbase around the star in control of an entire system. However, there was anote about systems with now base reverting to control of a colony in that system, probably because pops will still extrude border a little. I may be able to adapt that. But this mod has moved to the bottom of my mod priority list. Not because I'm giving up, but because it's almost certain that whatever I work out will have to be rebuilt from the ground up.
Pode  [author] Oct 13, 2017 @ 7:56pm 
Yeah, will probly get to trying it before then.
[Andon] Oct 13, 2017 @ 7:20pm 
That's a long time to wait. I'm also not 100% certain there IS a mining-specific or research-specific component.

Realistically, though, it's probably worth tossing together a rough test and see if it even works or if it breaks on unclaimed stations.
Pode  [author] Oct 13, 2017 @ 3:23am 
Yeah, it's probably more compatible to mod the mining component than the ship. Good point about unclaimed one tho. Nothing's ever easy. I may just sit on this until next patch with its border system changes and revisit the mod then.
[Andon] Oct 12, 2017 @ 9:22pm 
Resource stations don't have sensors to begin with, so you'd have to overwrite the entire ship to add a module. At that point, you should probably make a resource station special extruder for them though.

I do wonder how this would affect unclaimed resource stations. There's a handful of events/anomalies that create them, which may cause problems.
Pode  [author] Oct 12, 2017 @ 8:27am 
I did mess with the NAI defines so that it assumes borders extend the correct distance and some similar things. Fundamentally I don't know how to get it to think about sending a fleet somewhere in order to claim space. If I can get resource station to extrude a little border, that will help the AI immensely.