Stellaris

Stellaris

73 ratings
Political Empire Sprawl
 
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Mar 25 @ 1:22pm
Jun 11 @ 11:22am
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Political Empire Sprawl

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Description
Here is whats changed:
- For every 2 sprawl, you now receive -1% governing ethics attraction
- For every 10 sprawl, you now receive 1 crime
- Pops now have a 15% chance (was 2%) twice a year (was once a year) to change their ethics
-> this changes the mean time for a pop to change ethics from 50 years to ~3,5 years.
- Crime jobs added by criminal underworld are increased to 1 job per 10 crime (was 1 job per 33 crime) (same goes for GC variant of this event)

The basic idea is to make empire sprawl more relevant and to give basic systems such as crime and ethics attraction more of a spotlight. One idea is also to limit how big empires can effectively grow while still beeing actionable.

The changes to pop ethic shift frequency allows for a fluent political landscape which will change depending on how you played these last few years.
The increased crime jobs mean that crime can now eat up to 10 jobs per planet if you are careless. In essence -> crime is now an important game mechanic.

If you have suggestions for improvements, feel free to leave a comment.

I suggest using this mod together with "Potent Rebellions" and "Dynamic Political Events".

Mod will no longer be updated, successor mod is linked below
Since I feel the approach of this mod is lacking in what it is trying to achieve i decided to shelf it and iterate on the design of this mod. If you are still interested in the idea of this mod, check out its successor:
Minor Mechanics Overhaul
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42 Comments
MixedMethods Jun 14 @ 5:16am 
This mod works fine with PJ's empire sprawl from my testing, for anyone thinking about using both

https://steamcommunity.com/sharedfiles/filedetails/?id=1649743281
Obstsalat aka Kokosnuss  [author] Jun 12 @ 2:03pm 
I will shelf this mod, since I want to keep it in its current state for people currently using it.
I just uploaded the successor mod where I iterated on this design and tried to eliminate the problems this mod had.

Please feel free to check it out. I would be happy about feedback on it and ideas on how to further improve it.

https://steamcommunity.com/sharedfiles/filedetails/?id=1768304478
MixedMethods Jun 11 @ 3:43pm 
Could lower amenities too, they're really not a concern late game for almost all games imo, I pretty much always use the repugnant trait so I have to think about them
rainy67 Jun 11 @ 11:28am 
To try and convince you, if a big empire is defending, their war exhaustion will still grow a lot slower since they are on the defense in Stellaris. Conquesting large empires will however need to accept a peace when their people/men are unable to justify the loss of life.
Obstsalat aka Kokosnuss  [author] Jun 11 @ 11:25am 
Updated for 2.3.1.

The war exhaustion idea is not bad, but it would be too punishing I fear. It would allow small empires to bully bigger empires around which is weird and dont really fun i guess.
rainy67 Jun 11 @ 6:26am 
Maybe add war exhaustion to Empire Sprawl? Bigger your empire, people aren't gonna be as comfortable with long drawn out wars vs a small nation looking to expand. This even works with machines and hives, as a small hive can allocate its resources easier, while a big hive might struggle.
Timrath Jun 6 @ 6:36am 
Does this still work with 2.3?
Bruorton Jun 4 @ 6:46am 
Honestly, there ought to be *something* that purifiers struggle with as they start to snowball!
Obstsalat aka Kokosnuss  [author] May 27 @ 11:19am 
Im currently thinking of doing a small overhaul mod to address these issues.

I like how this change is making you aware of the sprawl cap and punishes you for ignoring it, but Id like to give wide players tools that would them their playstyle if they are willing to compromise.
Muggins May 26 @ 12:21pm 
Ironically it seems that purifiers suffer the most penalties from this, as they're inevitably going to control a ton of systems and they have no way of creating vassals to slim down their sprawl footprint. This is something of an issue when, say, a new colony already has 40 crime and underworld events firing before the first building is down. Any suggestions?