Stellaris

Stellaris

697 ratings
Under Siege
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1.403 MB
Mar 28, 2022 @ 7:07pm
May 5 @ 11:14am
39 Change Notes ( view )

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Under Siege

In 2 collections by Oatmeal Problem
Oatmeal Mods
10 items
Under Siege Patches & Translations
3 items
Description
Adds siege warfare to Stellaris!

Have you wondered how that ecumenopolis feeds itself when you control the skies above it? How does that besieged forge world get all its minerals? This is the mod for you!

When a starbase is controlled by a hostile country, planets need to produce their own resources, otherwise they face gradually worsening resource shortages.

Resource Shortages
If energy, minerals, food, and consumer goods aren't produced or stockpiled locally, the planet will suffer gradually worsening penalties. The penalties are dynamic according to empire and species, so for example, a catalytic empire will suffer alloy production penalties during a food shortage, and their non-lithoid pops will be unhappy. Shortages will worsen slower if some of the local needs are met, so building a few farms can help even if not fully self-sufficient.

Critically, Energy and Mineral shortages increase the damage from orbital bombardment, which means those planets will surrender more quickly (or turn into Tomb worlds if facing Armageddon bombardment).

Stockpiles
You can budget some of your resource income to be transferred to local planet stockpiles. During a siege, planets will consume any deficits from their stockpiles, and only face shortages once the stockpile is empty. Planets stockpiles are intelligently prioritized by the following:

  • Population
  • Local needs and production
  • How long the current stockpile would last in a siege
  • And proximity to a war front

If you ever need more control, you can manually transfer to/from the local stockpile.

A planet can only stockpile so much! The maximum is determined by +100/300/500/1000 from planet capital tier (+2000/5000/10000 for higher tier modded capitals supported, using the Merger of Rules is highly recommended), and +500 (+1000 with tech construction templates) per resource silo. Finally, a good use for resource silos! (Modded resource silos from the follow mods are supported, providing 1/10 of their country capacity as local capacity: see supported mods below in the Compatibility section.)

Strategic Implications
  • Specialized planets may be more efficient, but they are fragile to sieges
  • Perhaps specializing planets should be reserved for your well-defended core, and outlying planets should be generalist to slow down enemies
  • Fortress worlds will greatly benefit from a local resource supplies, or a large stockpile
  • Trade planets are vulnerable to sieges because the trade value doesn't count towards any local resource production when under siege

Compatibility
  • For Stellaris 4.0.*
  • NOT achievement compatible
  • Can be added to an existing game
  • Integration with Planetary Diversity (dome stations do not provide jobs/housing during a siege)
  • Integration with Rise of Cosmic Industry
    • Shortages affect Autofab production
    • Pay shipping costs to transfer resources to local stockpiles
    • Planets do not pay shipping costs while under siege
  • Supports modded capital buildings via the Merger of Rules
  • Supports modded resource silos from the following:
    • Additional Vanilla Buildings
    • Stellaris: Evolved
    • Zenith of the Fallen Empires
    • Additional mods were verified to not contain modded resource silos (but let me know if I missed anything):
      • Acquisition of Technology
      • Ancient Cache of Technology
      • Ethics and Civics: Bug Branch
      • Ethos Unique Techs and Buildings
      • Gigastructural Engineering & More
      • Guilli's Planet Modifiers and Features
      • More Events Mod
      • Planetary Diversity + submods
      • Real Space + submods
      • Rise of Cosmic Industry
      • Star Trek: New Civilizations
      • Star Wars: Legacy of the Old Republic
      • Star Wars: New Dawn
      • Technology Ascendent
  • Should be compatible with all other mods
    • Exception: This mod overwrites a few war priority defines, and will have minor conflicts with other mods that do that. StarNet/StarTech is compatible (its changes will take precedence)

Credits
  • Thanks to tzverg for the Russian translation!

Sharing
Feel free to update, pack, patch, translate, fork, or incorporate this mod, no prior permission required. Credit, linking to the original mod, and letting me know is appreciated!

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Popular Discussions View All (3)
23
Jul 12, 2024 @ 2:12pm
l_russian
tzverg
5
Oct 20, 2022 @ 5:15pm
Oversight, Orbital Stations
John Shepherd N7117
1
Jul 25, 2024 @ 5:49am
Storage Districts and Solutions Compatibility
tzverg
305 Comments
Random Tank 13 hours ago 
Awesome, thank you very much!
Oatmeal Problem  [author] 13 hours ago 
@Random Tank there will be some broken modifiers if you try to use this version on 3.14 (mostly, sieges won't affect pop growth or priest/admin jobs)

You can grab the previous version on github here: https://github.com/oatmealproblem/michael-makes-stellaris-mods/tree/1796e8522edb0075a57aae0fca49042049b7c79e
Click the green "Code" button then "Download ZIP" (and google how to manually install Stellaris mods)
Random Tank 14 hours ago 
Does this still work on 3.14? If not, is there still a 3.14 version? I forgot to back up.
WRXKiller-GM May 5 @ 1:43pm 
aw Dang that sucks but I have heard that the 4.0 release is very buggy right now and missing a lot of stuff so not too surprised I wouldn't be even more surprised if they did a 4.1 or 4.2 release soon where they just try to patch out a lot of mistakes either that or moder's had in stuff for it to be fixed like they did with the previous version of the game
Oatmeal Problem  [author] May 5 @ 11:28am 
Also no affects on the new trade and logistic mechanics yet. Similarly, I need time to better understand it. Also it doesn't seem very moddable currently :(
Oatmeal Problem  [author] May 5 @ 11:26am 
Updated for 4.0
Note that there's no specific logic for the new Wilderness hive minds yet. They are VERY different, and I don't have a good feel for how they work. Some shortage modifiers might not make a lot of sense for them.
Oatmeal Problem  [author] May 5 @ 11:25am 
@WRXKiller-GM generally I avoid tying into ascension perks etc too specifically like that, and I try to keep everything based on resource production and consumption. This makes Under Siege integrate much more seamlessly with other mods -- I don't know what sorts of crazy perks and civics they'll add, but if they're affecting resources, compatibility is mostly automatic
WRXKiller-GM Apr 28 @ 12:26pm 
Cloning could be made into into something like their surrender limit is lower because the people who want to surrender just get killed off because they're just going to be brought back with the cloning vat after the planet survives.

And mutation can straight up have it so they just adapt to the new situation of less food mutating for survivability and making it harder to actually whittle them down
WRXKiller-GM Apr 28 @ 12:26pm 
With all of this in mind about the trade system it definitely give some interesting ideas you can do with your siege mechanic for example make it so a person has higher limits on their planet or less siege build up but substantially greater trade costs. Essentially representing that the planet is still getting resources but from blockade runners that are definitely not making it all the way.

Currently it's unknown if there will be any major civics that will affect stuff like what you're doing here but I can imagine the ascensions will definitely affect it. For example you can have it so purity doesn't have as much problems since they literally perfected their genetic code and I can imagine that also means perfecting not needing to eat as much and having more energy when you have less.
WRXKiller-GM Apr 28 @ 12:21pm 
For the first question yeah here's how the trade system works now energy relegated to normal resource no longer required for the galactic market and thus having its capacity reduced to the same amount of the other normal resources

trade is now a pooling resource that is consumed for planets that have a deficit of any kind and for when fleets are not docked. Doubling if fleet is in enemy territory. This is supposed to represent truckers and supply ships traveling between the planets to bring them the resources they require.

Original benefits from trade laws still apply but are only given if over trade capacity. Nerfing trade builds but making it so now everyone cares about trade including hive mind empires.