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MVG Logical War Exhaustion
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0.001 MB
Dec 8, 2018 @ 3:38pm
Dec 24, 2018 @ 4:05am
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MVG Logical War Exhaustion

MisadventuresVG is proud to present... The Logical War Exhaustion Mod

*DISCLAIMER: This mod is a personal mod that I have used since version 2.0 to correct parts of the game I felt didn't playout the way it should. This mod is in no way balanced so please use with that in mind.*

This mod has been developed to decrease the overall excess war exhaustion the empires experience from combat unit loss. Currently the war exhaustion is heavily weighted toward the empire that has caused the most damage to units rather than what they have set out to achieve.

With this mod, the war exhaustion calculation has been rebalanced to give much more emphasis to occupation of planets, starbases and systems and far less emphasis on combat unit loss. After all an empire only cares that they are gaining and hold space not how they are getting it.

This mod has been developed to be small, simple able to sit ideally along side other similar mods without interference or patches being required.

Enjoy and if you have any issue please post me a "constructive" comment and I'll look into it.

Current mod support for 2.2.*

MVG Master Mod List: - Unlimited Rivalry - Unlimited Travel - Limited Truce - Logical War Exhaustion - Logical Population Growth - Logical Vassalization - Patrol Ship - Unlimited Vassal - Extended Army
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Jhaelen1 Mar 25 @ 6:36pm 
@ MisadventuresVG

Defenders don't seem to receive any war exhaustion from losing armies. While I agree it should be much higher for attackers than defenders, they should still recieve some.
Ancient Gatekeeper Jan 4 @ 1:37pm 
Interesting concept. Going to try it out in my modpack. Hopefully this helps make my games more enjoyable because when I’m smacking the AI down and demanding their surrender they just want to keep fighting until I end up fighting for 50+ years.
MisadventuresVG  [author] Dec 24, 2018 @ 4:23am 
I have fully reviewed this mod and decided to make a number of small changes.
Now occupation is balanced between the demands of the player and the AI. The AI will now be more accepting when it is clear they are getting smacked down hard. Systems, Planets, Starbases and Population all count more towards occupation and increase the WE accordingly.

The main difference now is the emphasis on the diplomatic acceptance value. Now with the new changes the AI will be realistic that they are losing and be more welcoming to accepting of surrender.

I also felt points made on the behalf of players on the defensive side of war were valid. To help players who are attempting to defend against attacks, destroying AI fleets and troops will now count 2.5 and 1.25 times more accordingly, it will still take a long time to wear the attacker out entirely. To really defend yourself, you will need to get active and attack and occupy territory of the enemy to make them realise you aren't a soft target.
MisadventuresVG  [author] Dec 14, 2018 @ 10:02am 
I have a feeling that old multiplier for planetary occupation is gone, it was present in the early 2.0 version of Stellaris but was later removed. You get a score from occurring planets but you can't scale it i.e. make it worth more, instead you have to scale the ship scoring down to give planetary occupation the greater importance, hence why the mod draws combat out if not occupation occurs.

I'll double check the files and get back to you.
Hexagoros Dec 14, 2018 @ 9:18am 
Maybe just up the exhaustion penalty for planetary occupation? That was my big problem with the current exhaustion mechanic - that taking/losing planets didn't really matter.
Endugu Dec 10, 2018 @ 11:06am 
I dont think the base dame is more realistic. It generelly needs more emphasis on archieving your wargoals. I just dont think reducing war exhaustion by shiploses or ticking attrition is a good idea. For a weaker defender, reducing the enemies military should be the main wargoal, not trying to take planets he can never hold.

As for how much, that could still be tweaked - would be nice to modify that by gov and ethics. To my knowledge, the base calculation for war exhaustion though unit loss is actually quite ingenious. Would be a shame to let it go to waste. Something like (Lost naval capacity/Total naval capacity), so you can even mitigate it by building up on capacity you have no intention of using.
Force2reckon Dec 9, 2018 @ 2:31pm 
I was about to say, Endugu's thing is correct in a psychological perspective, however nowhere in war, or even the AI (who will attack even when on the defense) does it prevent the defender from attacking the enemies lands, and if they don't than at least this way when I lose half my fleet and wipe their fleets, take their planet and destroy a station I don't end up with one fucking percent less than them. In fact, historically, once a defense has the upperhand it's important to move into enemy lands. Until you start inflicting damage on their resources and families at home soldiers and empires will fight far better and, frankly, not nearly as many people back home will care.
Force2reckon Dec 9, 2018 @ 2:31pm 
It definitely *could* be more nuanced, but the amount of change and work that would be required would take a *lot* of time. However if you think the base game is more "accurate" you clearly haven't had to deal with completely dominating a smaller empire yet but then being forced into a white peace because of the bullshit systems they have in place. probably a good 20% of my wars or so are fought against minor empires to incorporate them because vassalage is still dumb, but because I tend to play swarm games, focusing on improving fleet construction speed and large numbers of ships instead of big ones, I often still lose several ships no matter what. But when I have 15 planets and I lose the equivalent of like.... a cities worth of people for my military vessels and that's it? Why does my empire, regardless of who I am, have as much war weariness as someone who's lost the same amount in terms of ships, but also several planets and military command centers?
Megumin Dec 9, 2018 @ 1:10pm 
MisadventuresVG what you said: "However that relies of empires actively engaging in war rather than just turtling up and trying to bat away till there is no more enemies."

I Agree with that a lot. The game just promotes just following enemy ships and killing them. I like your general idea for this mod.
Thumbs up
MisadventuresVG  [author] Dec 9, 2018 @ 1:04pm 
Thinking about the impact of WE for the defender, it occurs to me that the reduce for ship losses might be too little, the idea behind the mod is to allow attacks the freedom to truly express their intent on the defender without running out of time to quickly.

However the defender isn't given any help to wear down their enemy. That being said the current mod does allow for successful use of counter attacks and counter conquest as a means to retard the attackers advance, adding to their WE. However that relies of empires actively engaging in war rather than just turtling up and trying to bat away till there is no more enemies.

I'm going to have another look into this.