Stellaris

Stellaris

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Fallen Empire Awakening Tweaks
   
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Jul 1, 2018 @ 6:11pm
Apr 28, 2021 @ 11:24am
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Fallen Empire Awakening Tweaks

In 2 collections by TechSY730
Multiplayer Mod List
40 items
Mod List [2.7]
62 items
Description
Some tweaks to make Fallen Empire Awakening conditions to make it more likely to occur.
Because it was silly that you could roll over Fallen Empires and the others wouldn't care at all just because some date on the calendar hasn't been met yet.

Likely breaks things in 3.1 and up. There have been many changes to Fallen Empires in vanilla that need to integrated.

This mod will obviously conflict with any other mod that changes Fallen Empire awakening conditions.
This means Zenith of the Fallen Empires is not currently compatible
Furthermore, you may encounter odd behavior with any other mod that adds new playable country types.

The options screen can be found under Edicts under the "Fallen Empire Awakening Tweaks Options" edict.
There are two options:
1. You can configure (to a limited degree of options) the chance of War in Heaven occurring. Your choices are always (the mod default), maybe (~60% chance, vanilla chance), and never.
2. You can disable/enable absolute fleet power checks. The "are you strong enough" logic assumes a vanilla'ish progression of fleet power for both normal empires and fallen empires, via hard-coded fleet power thresholds. You can disable this if your setup does change fleet powers significantly (some mods are auto-detected, see below)
3. You can configure whether multiple Wars in Heaven are allowed to trigger at once (off by default). This is a BETA feature. I have not fully tested whether all the events work properly with 3 or more rivals going on. Also, the event for you to decide to join one empire or another only gives you an option to join one empire or another (you can say to stay independent and then manually sign up for any other AE you want to be the subject of)

Savegame compatible as long as no Fallen Empires have awakened yet.

Also checkout my other mod Fallen Empire Job/Purge Fixes, which overhauls how Fallen and Awakened empires manage species rights and jobs to help them better manage their economy.

NOTE TO MOD AUTHORS that seek compatibility:
This mod changes the semantics of the country_flag "sleepers_awake_first_sleeper". Previously it implied that the country with the flag had a rival chosen if another country had the "sleepers_awake_ancient_rival". This is no longer the case with this mod. The first empire to awaken might not choose a rival, but a later empire awakened may.
To reliably tell if a rival was chosen, use the new "sleepers_awake_rival_chosen" flag.
If this proves to break too many other mods, I will revert "sleepers_awake_first_sleeper" to its original semantics and make a new set of flags representing waking order.

The current tweaks are:

* Multiple Fallen Empires can now awaken if their conditions are met. However, if another Fallen Empire has awakened then their mean time to awakening is slightly less than doubled

* Fallen empires will now awaken anytime if an empire is getting strong enough to contest them, though this threshold starts quite high and lowers as the game progresses
- Base mean time to trigger after conditions met: 50 years -> 25 years (this goes through a large variety of multipliers though)
- Will always trigger if any Fallen Empire is losing planets to a default empire (must be fully owned, not just occupied), regardless of time
- See pinned thread for more details about conditions

* If any of the following mods are enabled, then raw fleet power checks will be disabled and the mod will only use relative power comparisons (as these mods will buff the strength of fallen empire massively)
- Ancient Caches of Technology
- Gigastructural Engineering
- Zenith of Fallen Empires

* Similar triggers exist for federations getting too strong, but the thresholds are much higher.
However, the thresholds will go down if any of:
- The federation has federation fleets enabled
- There is at least one member with significant strength
- In a multiplayer game (since human players can coordinate their attacks, unlike the AI)

* Furthermore, similar thresholds apply for defensive pacts, though due to limitations of the engine it can only look at each pair instead of a "web" of pacts as a whole. The thresholds are carefully chosen that you will never be punished for keeping a defensive pact a defensive pact instead of "upgrading" to a federation.
Similar for federations, both players in the pact being human will "spook" the FE's at a lower threshold (with the same reasoning).

* If the War in Heaven resolves between two Awakened Empires by "Status Quo", then both of those awakened empires will give up on fighting the unaligned league as well (those wars are canceled if they are still active).

* Awakened Empires now bank up to 2 free reinforcements if they are falling behind (like lost the initial battles of a War in Heaven and it snowballed to losing all of their fleet). They will redeem them if they are falling behind in a war. One reinforcement just for awakening. A second one if War in Heaven is in progress. They only get up to 2, and after that they will prevail or fall on their own merits. Also, there is a several year delay between reinforcements.
The logic used is pretty much the same as the logic used to reinforce a still Fallen Empire at war.

* Guardians of the galaxy now prefers the Xenophile FE/AE as the guardian if it wasn't part of the War in Heaven and isn't currently at war with another FE/AE. (This is not assured though)
* Guardians of the galaxy now prefers an FE/AE that isn't at war with another FE/AE (This is not assured though)
* If the designated Guardian of the Galaxy is embroiled in a War in Heaven, it will wait for that to finish before advertising it is picking up guardianship role. If it dies because of the War in Heaven, there is not going to be a second selection, deal with the crisis yourself.

* Made it so that Fanatic Purifiers, Determined Exterminators, and Devouring Swarms have a small-ish chance of joining the non-aligned league, if they are feeling weak. However, they are more willing to leave and will probably leave earlier. (they still can't be the leader). War in Heaven is scary enough that even the Overmind is willing to tolerate working with their prey temporarily.
Even if they don't join, they will no longer attempt to sit out the whole War in Heaven if they opt not to join the unaligned league. Instead, they will wait for the war to develop some, then take advantage of the chaos to pick off weakened targets.

* The AEs will "extra hate" the leader of the unaligned league (this part is added by this mod)

* FE's and AE's special capital buildings are now considered "fully upgraded" capitals (which means they can upgrade their alloy foundries and similar)

War in Heaven:
Chance of a war in heaven occurring: 60% -> 100% (configurable)

Overwrites files:
events/fallen_empire_awakening_events.txt
events/war_in_heaven_events.txt
common/scripted_triggers/01_scripted_triggers_buildings.txt

Overwrites some entries in the files:
common/scripted_effects/00_scripted_effects.txt
common/war_goals/02_event_war_goals.txt

Known Issues:
If multiple War in Heaven's are occurring, it is possible for the event trigger to get its "wires crossed" and start marking things meant for one war to the other as well (this is why this option is in BETA)

TODO:
Sit down and go through the tedious task of adapting the logic to handle a 3-way war in heaven.
Make them more willing to wake up if the crisis is happening
If they awaken while crisis is happening, don't kick off a war in heaven until the crisis is done
If you frag a FE world, in addition to the FE awakening near instantly, they should declare war on the one who fragged their planet.
Popular Discussions View All (1)
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Apr 30, 2020 @ 9:50am
PINNED: More Details
TechSY730
75 Comments
TechSY730  [author] Sep 25, 2022 @ 8:08am 
@Alpha007

Probably not a short time.

Since there have been a lot of Fallen Empire changes in Vanilla since I last tested this (circa 3.0) that I would need to merge in.

Speaking of which, I should probably add a disclaimer that this will likely break things in 3.1 and up
Kashy Sep 18, 2022 @ 1:38am 
This mod is just awesome, will you upgrade in a short time?
Thank you already.
TechSY730  [author] Feb 17, 2022 @ 5:45am 
Yeah, the awakening values probably need tweaking as of 3.1 and up.
And I am aware of cases where the power comparison check can overflow and mess up relative power computation (like the FEs thinking they are much weaker then human empires while they are still stupidly strong).

Not really sure how I can fix either of those in the current engine (and also, this mod is way behind on updates)
Bald Jan 23, 2022 @ 5:40am 
Hello I am experiencing complications with this mod.
It is happening that the fallen empires rise very soon, even if there is no one who can threaten them (in the last game they rose after 26 years of play, imagine the entire galaxy united in a federation with their corvettes xDDD)
And I also have the option that they do not check the relative power activated (in case the values are misconfigured and corrupt and it still happens) yesterday in a multi they rose in the year 85 and the most powerful player has 200,000 fleet when they have 1 million
17blue17 Oct 2, 2021 @ 2:30pm 
Please update. The recent patches changed some scopes etc like every_playable_country instead of every_country and they changed a few other items. I tried to update a copy for myself but something is not working. So I would appreciate if you would do an update. Thanks.
Ragnarok Aug 14, 2021 @ 5:58am 
I've only had serious trouble with it when a War in Heaven kicked off and I wasn''t properly prepared. Usually you can crush the FE directly as it goes after all the weaker powers surrounding it (the player is likely to be the only one with assets comparable to theirs), but with a WiH it becomes absurdly overwhelming as both of them gang up on you.
TechSY730  [author] Aug 12, 2021 @ 6:20am 
Oh, LUL. Um, not really sure what to do about that then. Sounds like a pretty fundamental engine issue.

I can add an option to just disable early awakening entirely, only the rest of the mod applies.

(I wonder when Paradox will realize that you can just make your integer type a larger sized datatype, even if you are doing fixed point arithmetic with it)
Ragnarok Aug 11, 2021 @ 4:51pm 
No, you misunderstand.

Due to how powerful attack moons are, their fleet power rolls over at around ~650k due to Stellaris's integer limit, becoming a value of 1. This causes them to be counted as having lower comparative fleet power than they actually do, which in turn makes it so their reinforcements are typically very overwhelming rather than equalizing the playing field.
TechSY730  [author] Aug 11, 2021 @ 6:48am 
I thought I had gigstructural was on the auto detect list to only use comparitive fleetpower checks. I'll have to check that.

Unless Gigstructural makes the FEs have a gigantic power boost post awakening that doesn't show up at all pre-awakening, in which case the current logic can't account for these types of mods
Ragnarok Aug 10, 2021 @ 1:16pm 
Works fine in 3.0. Only issue is that with Gigastructural Engineering the strength of, say, an Attack Moon actually rolls over, so the FE awakens early enough that you don't actually have the strength to fight them.