Stellaris

Stellaris

Expanded Espionage and Diplomacy
1,017 Comments
[DG] Z Type Knight Nov 5 @ 5:32pm 
I think we do need a cap on fed fleets. While it is noble to uncap it, the reality is that all of the federation ships pool into a single fleet, resulting in an absurd beatstick of a fleet. It also is a performance killer. However, I don't mind INCREASING the cap from vanilla. Just not REMOVING the cap.
Aid7en Nov 1 @ 1:30am 
Are you considering suggestions to expand the mod's functionality?
I suggest adding a ban on certain weapons to the galactic community's solutions.
For example, a ban on laser weapons, a ban on missile weapons, and so on. Either the entire group of weapons or specific types can be used.
The idea is simple: in the modern world, there are prohibited types of weapons: chemical warfare agents, mines with plastic shrapnel, biological weapons, blinding lasers, dirty bombs, and so on.
Why don't we add the ability to ban guns to the game? If desired, it can even be used for strategic purposes.
Tovius  [author] Oct 31 @ 1:15pm 
Yes, Nemesis is required for most of the new operations
07Gasimli Oct 31 @ 12:26pm 
is owning nemesis required for this? I have this mod activated but none of these espionage operations show up
EthericalSage Oct 28 @ 7:51pm 
Have you thought of adding diplomacy with fallen empires?
DaViper Oct 17 @ 1:45pm 
@Tovius Good to know. That makes the troubleshooting & fix simple.
That info also needs to go in your compatibility statement in the description, especially as you instantly recognized an issue with it.

For now, CCO/Whispering State are working aces and I'll perhaps try this again in a different campaign down the line.
Jehbus Oct 17 @ 11:21am 
I do have the Expanded Mods Base updated and in the mod loader, didn't have to disable it either. What's odd is this mod worked fine on the day of the 15th, but yesterday I guess decided it didn't want to work.
Tovius  [author] Oct 17 @ 10:03am 
Chris' Covert Operations definitely conflicts.
DaViper Oct 17 @ 6:21am 
Similar issues as several others. (mods ARE updated as of this post). When this and the submod are active, the game crashes on load.
Disabling these two and the game loads fine.
The ONLY things I think might be a 'conflict' would be Chris' Covert Operations and Whispering State (espionage focused ethic). Changing the load order doesn't change the outcome. (submod high).
Choosing between this and CCO isn't an option as that mod has been bulletproof to date.
Turned off EE&D and the full 89 mod playset loads and works fine.
Tovius  [author] Oct 16 @ 11:10pm 
Do you have the required sub mod? If yes, make sure it is up to date (I just updated it today)
Jehbus Oct 16 @ 10:24pm 
Either mod conflict or the mod itself, this mod has been crashing my game. Went through and disabled some mods and found this one to be the culprit.
Isauros Oct 13 @ 8:54am 
this mod or its base mod is deleting the social welfare living standard, it doesn't appear in the options. Might just be a bug. i only used this and its base mod. if i had to bet, i say its this mod that is the problem.
Tovius  [author] Oct 11 @ 10:31am 
I think it might be? I'll look into it after I'm done patching my other mods.
WizardMan Oct 11 @ 10:20am 
is this mod(or its prerequisite base mod) incompatible with planetary diversity? Whenever i enable this mod, my cavern homeworld(modded planet via PD) spawns with zero mining dists, 2 generator dists and 2 farming dists. Cavern worlds are supposed to be lithoid specialty mining planets. I disabled PD and everything seemed to work fine, but id like to use them together if possible.
FinesseAndStyle Oct 10 @ 9:03am 
Thank you for update!
garyriley1982 Oct 10 @ 4:53am 
ok, did it a few more times and now its done it.
garyriley1982 Oct 10 @ 4:26am 
still showing 4.0.X for me, deleted mod, closed steam, and redownloaded
Tovius  [author] Oct 9 @ 9:39pm 
Try re-download the mod
WizardMan Oct 9 @ 5:01pm 
paradox launcher says mod still outdated for 4.0
Stern Oct 9 @ 6:16am 
Hello, me and Emmanuel DH have translated your mod, we have put the translation on a French community translation mod!
The mod is here. https://steamcommunity.com/sharedfiles/filedetails/?id=3513691177
Tovius  [author] Oct 8 @ 10:24pm 
Updated for 4.1. Please let me know if I missed anything.
Tovius  [author] Oct 7 @ 12:44am 
I'm currently working on it. Hopefully it will come out soon.
Emmanuel DH Oct 6 @ 12:43pm 
any news from the update ? literraly waiting for this mod to play stellaris
Saint-Roch Oct 2 @ 5:55am 
Your mod is one my fav and it’s really cool from you to keep it updated along the development of the Game.
The1ManClan Sep 29 @ 3:14pm 
Do you have a version of this that will work with version 3.14 of the game?
Defrost40kSMAH Sep 29 @ 12:02am 
Hello autor. Could you please do a limited english copypaste localisation in folders of nonenglish languages? Its fine to see english amid any native. Its not fine when you see system prompt instead of text :)
Emmanuel DH Sep 25 @ 6:44pm 
That's alright, take your time !
Tovius  [author] Sep 25 @ 4:02pm 
Of course its planned, but these things take time. Don't expect anything for at least 2 weeks.
Emmanuel DH Sep 25 @ 3:34pm 
any update planned ?
Tovius  [author] Sep 25 @ 7:06am 
No
Dark Sep 25 @ 3:07am 
Is it working for 4.1?
Hereward Sep 22 @ 9:13am 
Hi, I made a patch between Expanded Espionage and Diplomacy & Chris’ Covert Operations.

https://steamcommunity.com/sharedfiles/filedetails/?id=3571310683
Tovius  [author] Sep 18 @ 1:52pm 
Basically you get access to similar resolutions as the galactic empire, but a new Chancellor (Custodian) is randomly selected at the end of each turn (usually from the top ranking members, but you can influence your options with the campaign edict)

It is basically for roleplay, for egalitarians to have the benefits of a custodian without one empire becoming the defacto dictator.
Remulus Sep 18 @ 12:21pm 
Hello! Can I ask for a small breakdown of the Republic stuff?
Large_Gremlin Sep 14 @ 12:03pm 
Aw man...
Tovius  [author] Sep 14 @ 9:05am 
It does not.
Large_Gremlin Sep 14 @ 1:31am 
Does this mod still work on 3.14?
Shinden Sep 11 @ 6:00pm 
Does this work with 'Chris' Covert Operations' ?
Tovius  [author] Aug 25 @ 6:10pm 
They should use a larger roster of operations than in vanilla
forerunner398 Aug 25 @ 5:25pm 
Does AI perform espionage with this mod? I know in vanilla its not so much the case.
Tovius  [author] Aug 24 @ 6:36pm 
Mod updated to 4.0.22
This update contains a few experimental tradable actions to renounce claims and ask someone to join your defensive wars. Please let me know if they are not working correctly or are too easy to exploit.
Cardolam Aug 23 @ 7:02am 
Is this compatible with 4.0.22?
Ramos.C Aug 17 @ 12:51am 
Good day, Can you share a legacy version of the mod for 3.14? Thank you
FinesseAndStyle Aug 12 @ 4:01pm 
Hi could you please add cloaking research option for the criminal heritage civic? Spyware directives machine civic does this and it feels appropriate for the crime civic too
Tovius  [author] Aug 6 @ 9:54pm 
Download the required sub mod
The Skeleton Aug 6 @ 7:08pm 
It seems that the option to build the galactic market is missing when i have this mod enabled
Strategist Bu Shia Jun 27 @ 7:07pm 
I'm subscribed to it, but did not have it in the mod playlist. I give it a try, sorry for the bother.
Tovius  [author] Jun 27 @ 3:26pm 
Do you have the required sub mod?
Strategist Bu Shia Jun 27 @ 12:11pm 
Hey I noticed that your mod is somehow preventing either Galactic Focus tab in GC from appearing at all or somehow causing the found the Galactic Market resolution from being available.
Watchman Jun 27 @ 5:15am 
While it might be a lot to ask... Is the mod compatible with New Galactic System? If not, can a patch be made, maybe even for reward of sorts?