Stellaris

Stellaris

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No More Exclaves
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6.836 MB
Jan 26, 2022 @ 1:23pm
May 7 @ 9:22am
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No More Exclaves

In 4 collections by MrFunEGUY
[Out of Date] - 3.2 - MrFunEGUY's Stellaris v1.92
219 items
[Out of Date] - 3.6 - MrFunEGUY's Stellaris v1.44
227 items
[Out of Date] - 3.7 - MrFunEGUY's Stellaris v1.25
223 items
[Out of Date] - 3.9 - MrFunEGUY's Stellaris v1.13
231 items
Description
I was tired of seeing single, isolated systems that weren't attached to any part of their home nation. Pre jump drives, this is an untenable situation. How can the starbase get supplies if all connecting hyperlanes are controlled by someone who doesn't let you use them? They would effectively be sieging the system, and eventually your people would die. Then, the person who controlled the neighboring systems can just take the system, claiming that you have no claim to it as you have no people there.

So now, exclaves will last for, at most, 15 years (excluding when at war).





Notes:

- An exclave is defined as any system that is not in a sector and that cannot access any sector capitals.

- If you have a planet in an exclave, it will not be lost. Regardless, just make it a sector like you should anyway.

- Exclaves will be lost within 1-15 years of being isolated.

- Exclaves will not be lost during war. This is to avoid losing systems that are only being blocked from accessing a sector capital due to occupation.

- Exclave status will not be checked for the first 7 years after an outpost is built. This is to give you time to colonize a planet and create a sector.

- Why 15 years? First, it feels more organic this way, as opposed to having them all disappear at the same time. Second, I think starbases would have enough provisions to last a few years. Maybe not 15, but I don't think it's unreasonable. Third, I don't think the event really needs to be run more often than that. This should sufficiently clean up the map over time.





Localisations:

- Japanese Translation, by Dryus. Thank you! This mod should complement his mod, Enclave Adjustment, quite well.

- German translation by Lucanoria. Thank you!





Some Other Mods I've Made/Updated:

- Civil Wars

- Viable Feudalism and Imperialism - Empire Federation

- Useful Heirs

- Species Name to Nation Demonym

- End Truce & Close Borders

- We Require Borders

- Ethics and Civics Alternative - FunEFork

- Galactic Bank - FunEFork

- Intervene: Help Friendly Nations - FunEFork

- Vassals Expanded and Reworked - FunEFork

===

[ko-fi.com]

[www.patreon.com]

===

Support:

For the best support, find me at #mrfuneguys-mods on the Stellaris Modding Den Discord:

[discord.gg]
90 Comments
MrFunEGUY  [author] Mar 30 @ 10:57am 
Updated. No changes made.
Who Am I? Oct 30, 2023 @ 10:27pm 
@MrFunEGUY, right.... Idk why but that flew past me when I was reading the desc dmn. Thnx and sorry for dumb question.
MrFunEGUY  [author] Oct 29, 2023 @ 9:33pm 
Just make it a sector. As it says, sectors do not get taken away.
Who Am I? Oct 29, 2023 @ 7:40pm 
Say a planet exist in one system that is cutoff from the capital will it be able to sustain neighboring system's starbase if yes how many can it support or is it just its own starbase?
MrFunEGUY  [author] Oct 26, 2023 @ 6:43pm 
Yeah that would do it. That will still do it if you don't have a sector capital on the other side of that choke point.
Roxanne Wolf Oct 26, 2023 @ 6:35pm 
Ah yeah, a pirate fleet set up a base at one of the chokepoints. I'll see if it works now.
MrFunEGUY  [author] Oct 26, 2023 @ 6:33pm 
Well, if they have access to the capital, this wouldn't happen. Likely there is some hostile ship blocking a ship from safely getting from the capital to those systems. Regardless, I've just uploaded a more elegant solution that checks the system against every sector capital, which is closer to how I intended the design and is a better implementation.
Roxanne Wolf Oct 26, 2023 @ 6:10pm 
Yeah, they aren't in a sector but they are connected to the capital. For now I'll just disable it.
MrFunEGUY  [author] Oct 26, 2023 @ 6:03pm 
If they are not in a sector, they need to be reachable via a route from your capital. There are some edge cases where this is an issue, and this sounds like one. I'll look into a more elegant solution.
Roxanne Wolf Oct 26, 2023 @ 5:53pm 
Randomly around 10 of my systems, all of which were connected to each other and were not exclaves, disappeared one after another with the message that they were not connected. Not sure why that happened, was fine for the first 80 years of the game.