Stellaris

Stellaris

AlphaMod 2.5
Suggested Change to "Protect Yourself" Law Enforcement Policy
EDIT: I thought of a much easier way to tie this to jobs.

In its current iteration, this policy just isn't very attractive compared to the alternatives, for any empire in any situation. I get that this is supposed to be a lampoon of gun culture, but a policy unused is like a joke untold.

My suggested buff is this: Service Providers, Retailers, and Acolytes each produce 1 Defensive Army. This represents hired guns, private arms dealers, and cultist flunkies with chainswords, respectively.

The idea is that it gets you a lot of free firepower, but it's unruly compared to militias or police, so it has no effect on crime and you get extra crime on top (as per the current effects). The state can't use it except to help fend off invasions, when everybody puts aside their rivalries for a moment to focus on those pesky Fanatic Purifiers.

Low pop colonies become slightly less jumpable due to the occasional survivalist compound. Built-up worlds become quagmires, as invaders have to slog through waves of hive gangers.

Inspiration:
https://www.youtube.com/watch?v=KNoyStVjWFE
Last edited by Jin_Cardassian; Jul 14, 2019 @ 2:47am
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Showing 1-14 of 14 comments
AlphaAsh  [developer] Jul 14, 2019 @ 3:32am 
That's a really good idea. There's a technical issue though - provision of defence armies from a pop can't be 'triggered'. A pop either does or doesn't provide defence armies, with no condition other than it has the job that provides the army.

Same with buildings. The work around is that the policy unlocks a new building that provides the armies, which is destroyed if the policy is switched, or a vanilla building produces more enforcer jobs.

Another work around is to increase the attraction of Soldier and Enforcer jobs when the policy option is on. This can cause sudden deficits, however, as miners, for example, decide they should be defending the planet. This could be finessed further with checking for war, and the type of war.
Last edited by AlphaAsh; Jul 14, 2019 @ 3:46am
Jin_Cardassian Jul 14, 2019 @ 4:23am 
Damn. I suppose it's the same for districts as well? You can't have the policy cause Community districts to provide a number of free armies?

The new building idea was a bit more in line with what I was thinking for this. The intention was to provide scaling free security to parallel the scaling crime, without devoting more pops to professions (because they're amateurs) or eating up a lot of building slots (same reason). Is it at all possible to create a 1-per-planet building that provides free armies based on the number of pops? 1 per 5 pops or somesuch?

Otherwise my other suggestion would be to swap that job centre building (I forget the name) to provide armies in addition to labourers and service providers. Where else are you gonna get rent-a-thugs?
Last edited by Jin_Cardassian; Jul 14, 2019 @ 4:24am
AlphaAsh  [developer] Jul 14, 2019 @ 4:27am 
Same limitation on districts too. There's no scaling army provision as such - it's flat, so to scale provision you'd need multiple buildings, each with a fixed provision, which you swap dependent on population.

Any solution is fiddly.
Last edited by AlphaAsh; Jul 14, 2019 @ 4:28am
Jin_Cardassian Jul 14, 2019 @ 4:46am 
I wonder if in that case it would be better to just invent a new job to encapsulate what's needed, and then let the policy provide a scaling number of those jobs per pop. More defensive armies, no crime reduction, no unity (maybe even a unity upkeep to simulate fractious infighting). Perhaps even part of the crime penalty could be rolled into the job, rather the policy itself. I appreciate your considering this and don't want to suggest more work for you, but I imagine a "Warband" job could see other applications.
AlphaAsh  [developer] Jul 14, 2019 @ 4:53am 
There's a worker strata Enforcer I'm introducing soon, the Security Guard, so I'll probably have the policy option do something with that. It produces 1 defence army and does reduce crime somewhat, but the crime modifier CAN be triggered. I'll just have it not reduce crime if you use the policy option.
Last edited by AlphaAsh; Jul 14, 2019 @ 4:54am
Jin_Cardassian Jul 14, 2019 @ 5:08am 
That sounds cool. I look forward to it. Perhaps the policy option could have them produce trade or wealth instead, to simulate the shift in focus from crime reduction to private property protection.
AlphaAsh  [developer] Jul 14, 2019 @ 5:10am 
+1 Amenities and +1 Trade sounds good.
Jin_Cardassian Jul 14, 2019 @ 5:23am 
I just look forward to my legions of cheap robocops.
Jin_Cardassian Jul 21, 2019 @ 6:09am 
Another idea just occurred to me, not sure if it is feasible. Along with Security Guard effects, is it possible for a policy to increase defensive army morale? Initially I was thinking more about increasing combat width (cuz lotsa dakka), but morale could also simulate the surrounded nests of ornery gun nuts holding out forever.
AlphaAsh  [developer] Aug 1, 2019 @ 2:40am 
That might be doable. I'll test that today.
AlphaAsh  [developer] Aug 1, 2019 @ 2:58am 
Changes in test:

Protect Yourself
planet_crime_mult = 0.25
pop_ethic_pacifist_attraction_mult = -0.5
pop_ethic_xenophobe_attraction_mult = 0.1
army_defense_morale_mult = 0.5
job_security_guard_add = 2
Security Guards provide +1 Amenities and +1 Trade Value when at war.
Jin_Cardassian Aug 1, 2019 @ 7:50pm 
Did it work out alright?
AlphaAsh  [developer] Aug 2, 2019 @ 1:37am 
Nothing in the error log jumped out. I'll actually try the policy itself next. Need to set-up a test case for it.
Jin_Cardassian Aug 9, 2019 @ 10:55pm 
Just trying out the changes now. Love it. Thanks for this.
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