Not enough ratings
Learn to Love the Bomb 2.0
File Size
0.012 MB
Jun 13 @ 11:08am
Aug 27 @ 11:41am
29 Change Notes ( view )

Subscribe to download
Learn to Love the Bomb 2.0

Learn to Love the Bomb - Now for Stellaris 2.0+

This mod is a complete ultra lethality bombardment rebalance. Effects are as follows:

- Diplomatic Maluses for killing pops with bombardment have been significantly nerfed, and maluses that are created decay much faster. Note it is still very possible to buidl up enough malus to lose friends and alienate aliens but the effect will be broken treaties and etc in the moment followed by rapid forgiveness within a short span of time.

- ALL Bombardment is now more deadly and this escalates massively per level.

- SELECTIVE now has a higher chance to kill pops and can kill down to a smaller minimum number, but has reduced chance of creating blockers. It has a very high 3:1 army:planet damage ratio. CANNOT wipe a planet.

- INDISCRIMINATE now has a dangerously higher chance to kill pops and create blockers. Pops WILL be killed and blockers WILL be created. Twice as deadly as Selective to armies but FOUR times as deadly to planet. 3:2 ratio of army:planet damage. CAN wipe a planet.

- ARMAGEDDON now makes you the destroyer of worlds that you always wanted to be. Its basically the exterminatus or base delta zero. Pops drop like flies and blockers will fall like raindrops. You have been warned. 10x planet damage and 3.3x the army damage of Selective, 1:1 ratio. Guarenteed pop killing. Guarenteed blocker placing. And you can Tomb the place upon completion. Obviously, CAN and WILL wipe planets.

- RAIDING now has MUCH greater chance to kill pops. Otherwise largely unchanged.

- BOMBARDMENT OPINION MODIFIERS have been massively NERFED. You will still not be well liked for glassing worlds but now at least its recoverable. Malus decay will occur at a rate of 1 per MONTH instead of year. 1 point for killing 1 pop if all other things are equal. Pacifists of all stripes will be significantly less pleased with you. Enough bombing at once can malus you to a point of suffering upfront diplomatic consequences but within a few years of peace your genocidal ways will be forgiven and forgotten.


- *NEW* Habitats bombed to oblivion will now be utterly destroyed and removed from the game. Bomb them to space dust!

That is all. Drop the Bomb!
< >
alex_dt83 Sep 28 @ 1:13pm 
Please update to 213 )
The New Meta™ Sep 15 @ 5:21pm 
Ah, okay. Gotcha.
282xvl  [author] Sep 15 @ 3:43pm 
The New Meta™ - Habitat destruction is triggered to execute upon death of last pop by bombardment. I just booted up the game and ran some tests, it worked fine 3/3 times. That said, I have a theory. If the last pop was "otherwise" removed the destroy hab trigger would not have fired. So perhaps the last pop moved away/was relocated or was purged or maybe it was a robot under construction and was cancelled. In any of these cases there is no code present to trigger hab removal/destruction.

Go forth and bomb some more habs sir, and please let me know if it happens again.
TurtleShroom Aug 16 @ 12:11pm 
I am a huge Trump fan, and I must say, you chose an epic picture.
The New Meta™ Aug 14 @ 12:00pm 
I just bombed a habitat to 100% tile blocked and nothing really happened.
The New Meta™ Aug 14 @ 11:54am 
Do habitats only blow up if all tiles become tile blockers?
Some Red Reynard Aug 3 @ 1:48pm 
Dude, I respec you for this, loving the Habitat update also
282xvl  [author] Aug 3 @ 12:46pm 
Cut out the shield generator changes - was getting duplicate building reports. May attempt to restore it later.
282xvl  [author] Jul 28 @ 10:59am 
The New Meta™ - Yes, there is significant war exhaustion. Go forth and bomb. In your warscore you should see a devastating entry for the destroyed planet. It can flip a war outcome under the right circumstances. For example in an early border war when both empires are small, if you punch through their defenses and bomb a colony to glass, it will shock them enough to maybe accept status quo even if you're somewhat smaller and weaker in economy and would probbably lose a protracted war. Kind of a cool effect actually, that I had in one of my games.
282xvl  [author] Jul 28 @ 10:50am 
Shadowküken - The building file included in this EXCLUSIVELY tinkers with the shield generator. It should remain compatible with anything else that does not. And if another mod does conflict the outcome should not be game breaking - either mine or theirs will be overridden.

For example if another mod that was made somewhat sloppy by means of copy-paste full-replace of the entire buildings file was used with mine, there would be duplicate entries present for shield generator and the results would be unpredictable...

That said, again it should not be game breaking just maybe shields will be invulnerable again or worst case maybe duplicate building entries, one of each type. Hope that helps.