Stellaris

Stellaris

783 ratings
Expanded Espionage and Diplomacy
7
7
2
8
4
2
3
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.240 MB
Aug 13, 2021 @ 3:04pm
Oct 14 @ 11:22pm
170 Change Notes ( view )

Subscribe to download
Expanded Espionage and Diplomacy

In 1 collection by Tovius
Expanded Mod Collection
53 items
Description
For Stellaris 4.1

This mods adds various features and events centered around diplomacy and espionage. Major features include more varied opinion modifiers, new resolutions and operations, and the ability to form the Galactic Republic.

Feature List

Diplomacy
- Gestalts can research their own diplomacy techs, gains envoy from building instead of tech
- New Envoy events
- First contact is Slower
- AI will try to vassalize and attack weakened players more often

New Opinion Modifiers
- More Policy related opinions
- Ascension Perk related opinions
- Nobody likes a slaving despot
- Imperialists dislike each other
- Empires won't like you enslaving or purging their citizens
- They won't like you nerve stapling their citizens, either

Federations:
- Trade Leagues are generally available to Non-Xenophobe Pacifists, unless they have certain civics
- Hegemons are always available to Feudal Societies and Franchising
- Hegemons are always available to Xenophobes (unless Egalitarian or Pacifist)
- Martial Alliances are always available to Barbaric Despoilers, Strength of Legion, Warbots, and Determined Exterminators
- Research Cooperative are available to hive minds with research oriented civics
- Fleet contributions are effectively uncapped
- Association Status respects federation invite laws
- Gestalts can participate in arena combat, selecting a random admiral or general to act as a proxy
- Less cohesion loss when you add or lose federation members
- More cohesion loss when you change federation type

Vassals:
- Changing vassal contract costs less influence, and can be done more often

Galactic Community
- New Resolutions
- Can form the Galactic Republic, turning the custodianship into a permanent elected office
- New Galactic Republic resolutions
- Law and Order, authoritarian resolution tree
- Galactic Cooperation, xenophile resolution tree
- Galactic Healthcare, pop growth resolution tree
- Can choose a host for the Galactic Senate (similar to founding the galactic market, requires the Federations or Nemesis dlc)
- The Galactic Empire will always host the Galactic Senate
- Resolution to protect neutral fleets (enclaves, ext), requires Reverence for Life
- Resolution to protect space crystals
- With Expanded Spaceborn active, you can also protect void clouds and mining drones
- Many changes to vanilla resolutions, see pinned topic for details
- The Imperial Armada can support more ships than the Galactic Defense Force
- Can become emperor during the War in Heaven
- Greater variety in resolution ai weights
- More ethics and civics taken into account when voting
- AI less likely to vote for resolutions that will hurt their federation members (unless hegemon)
- AI is smarter about resolutions that target themselves
- Cannot use most hostile resolutions against the galactic emperor unless imperial authority is under 100
- Proposing and passing certain resolutions may upset certain factions
- Gestalts get slightly more diplomatic weight from pops (to balance out no bonuses from pop happiness)
- Fleet power gives slightly less diplomatic weight

Primitives:
- New Primitive Events
- Primitives advance through early ages more slowly
- New society events that influence their civics and origins
- Instead of immediate nuclear annihilation, Primitives will start a hidden cold war situation that you can influence
- Events surrounding the dead alien 'death god' and the primitives who worship it
- Primitive Insight techs give a small amount of monthly influence

Espionage:
- New and Changed Espionage Operations
- General Changes
- You will no longer automatically learn the location of an empire's capital after first contact
- Information from intel spread out more between different levels.
- New Espionage Focus policy (requires Nemesis)
- Infiltration from empire sprawl has been significantly increased
- Most espionage-related opinion modifiers now stack

Subterfuge Traditions:
- Adoption, +2 Codebreaking (from +1), infiltration cost of Gather Information and Tap Communications operations are fully refunded
- Finisher, +2 Cloaking (from +1) and +2 Disengagement Chance
- Information Security, -25% Emergency FTL Damage Risk, Counterintelligence Operations have no Infiltration Level Cost if concluded smoothly.
- Non-Disclosure Agreement, +1 Encryption, increases hostile operation costs by 25%
- Double Agents, +2 Envoys (from +1), -2 operational difficulty during Acquire Asset operations
- Shadow Recruits, +1 subterfuge and sabotage operation skill
- Uncover Secrets Agenda gives -25% Operation Cost and Upkeep when launched

Warfare:
- Warscore modified to give more weight to planet occupations and superior fleets
- War in Heaven, war exhaustion ticks up much more slowly
- Devastation also damages defensive army morale (up to -50%)
- Invading primitives kills off up to 6 primitive pops

Tweaks:
- Information from Intel spread out more between levels
- First contact doesn't automatically reveal capitals
- Penal Colony gives +5% technician, miner, and farmer output
- Thrall Worlds give +5% slave production
- Autonomous Agents also gives +1 Leader Pool

Compatability
This mod is not compatible with Galactic Community Expanded, as we both modify the resolution category file.


Recommended Mods
Mods that compliment this mod, or which this mod can tie into

Claims Decay - Dynamic Diplomacy
https://steamcommunity.com/sharedfiles/filedetails/?id=1355094979


Donations
[www.patreon.com]
I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.
Popular Discussions View All (7)
282
May 27 @ 9:19pm
PINNED: Bug Reports
Tovius
65
Sep 17 @ 2:57pm
PINNED: Suggestions.
Tovius
4
Nov 12, 2022 @ 6:17pm
PINNED: Resolutions
Tovius
1,012 Comments
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.
andrewmutsc 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!