Stellaris

Stellaris

Primitive Players 2.0
 This topic has been pinned, so it's probably important
Pode  [developer] Mar 22, 2018 @ 1:02pm
Independent nation tile blocker system
They make a land grab every 10 years on average. Diplomatically asking someone not to invade someone else usually doesn't work. Sometimes it does though.

Going to war over a tile blocker spawns 1 post-atomic army (or assault army if you have that tech) per hostile tile blocker, plus 1 rebel army that represent the people living in the tile blocker you're fighting over. So worst case 6 armies max if you clear the first, 8 if you fight them over their first land grab.

90 days later on average they get reinforcements from each TB, 1/3 post atomic (even if you have assault army tech), 1/3rd rebel, 1/3rd no army. So that 8 they started with should get an average of 5 more, of lower quality.

You get the option of calling up you own reinforcements, if you can afford them. You get a 50/50 chance of an army from each of your pops, either post-atomic or rebel as you choose. So an average of at least 5 instant armies, as long as you can afford to equip them. Your worst case reinforcements are equal in number and can be superior in quality to their best case reinforcements, as long as you save up enough beforehand to fund your war.

Or you can bust out a nuke and insta kill 5 of their armies. They will most likely kill 5 of yours right back, with almost as good odds that they kill one of your builtup tiles instead. there's a chance they roll over and take it, and there's a chance it goes all out and 1/4 of your pops end up in peace on a tomb world with no one left to fight them/you anymore and plenty of food. Build a couple fallout shelters and you'll get the habitability back.

If the option text doesn't make sense, the mouseover tooltips may help a bit. Not that much, but a bit.

I'll welcome serious feedback about adjusting the timing of reinforcements, how many armies should come from friendly and enemy tiles on average, the power of nukes, and the odds of the various nuke responses.
Last edited by Pode; Mar 27, 2018 @ 11:17am
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Showing 1-7 of 7 comments
Comrade Corwin Apr 16, 2018 @ 9:41pm 
I love this so far. I was thinking that maybe this could be more intense. Like you start off with only one tile at first with a self-sufficient building like an "Ambitious Nation" that precedes the Planetary Administration and the rest be "Independant Nation" tiles. Uniting a planet before encountering a space-faring species would be a grueling task and should take time while you research FTL capabilities. I know what I suggest is a balancing nightmare, but I can't shake the idea.
Pode  [developer] Apr 17, 2018 @ 3:27am 
So far you're the only person to ask for it to be harder lol. Feel free to take my code and run with it. I'm going to try to get a new version out before BattleTech claims me on the 24th. One where each ethic fights you separately, so only a third as many reinforcements. I also want to expand the diplomatic route a bit so you got allied nations blockers that help you. Once I get that in place, I'd gladly welcome you making a 1 pop challenge version.
DeadALose Sep 11, 2018 @ 1:51am 
I do back Comrade Corwin, that the system could be harder. But is it really worth it? I mean even with 5 tileblockers they screw your production, and clearing 15-19 tiles would take ages. Also with one tile you would need to produce unity, minerals, energy - just to clear the blockers. The base research of 5 is a lifesaver, allowing not to bump science on your one tile as well.

But imho tileblockers should not be the entire planet. Maybe leave 5 tiles for the player. Afterall only a superior nation would dominate others. And it is highly unlikely that Uganda would unite planet earth and lead us into space.

Next topic:
I came here to ask if it works as intended. I decided to start a war, once hostile nation wanted to create a tileblocker. I did win the war, but the war itself created 2 extra tileblockers and ruined 4 buildings. That does not sound worth it. I get the ruined buildings thing, but extra tileblockers lacks logical explanation. I win the war, but more nations siege my ground?
Pode  [developer] Sep 13, 2018 @ 7:19am 
It created new hostile nations TBs? There should be a chance of new crater / battlefield / nuked city type TBs, but new hostile nations is definitely not intended.

That said, as out of date as the mod is, it's somewhat surprising it works at all, and there's no guarantee it worked right even under 2.0.
DeadALose Sep 14, 2018 @ 1:27pm 
Sorry, I was a noob with this mod, while I was writting my first comment. Now, after several tries I can confirm that mods works like intended at least in the vast majority of cases.

The blockers were for real just battlefield debris. With one single exception (which may have been caused by the amount of mods I am using). There has been an event of hostile nation expanding, and i declared war on them (punish their insolence). This created 1 extra blocker tile + 2 blockers which should be debris, but where hostile nations.

But this was an exception. A single weird stuff from like 30-40 invasions i had until now.
Sumo Dog Jun 19, 2019 @ 7:32pm 
maybe make it start in an earlier era, like the renaissance? and have new hostile nations appear as time goes on?
Pode  [developer] Jun 19, 2019 @ 8:44pm 
I think the new tile less pop system will let me expand to a wide variety of starting ages, but I simply haven't dug into it yet.
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