Stellaris

Stellaris

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Dynamic Difficulty : More Modifiers
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16.844 MB
3 Jan, 2019 @ 11:27pm
16 Nov, 2024 @ 5:11am
62 Change Notes ( view )

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Dynamic Difficulty : More Modifiers

In 1 collection by Gratak
Gratak's Mods
8 items
Description
You think that the AI is too slow in research while overwhelming you in allow production in early game? You think that the base influence production is way too low to expand at a decent pace? You think pop growth/assembly speed is too high/low? You think that three rivals are simply not enough for you? You want more starbases or starbase trade protected or collection range should be higher if you play with few planets settings? You think wars still end too fast because of war exhaustion? Or, or, or...

Then this mod is for you!

Compatible Versions
Works for any Stellaris 3.x version, down to 3.1. Legacy version for 2.2 to 3.0 can be found here.

Extension to Dynamic Difficulty - Ultimate Customization or Standalone. Can be installed and uninstalled separately.

Features
1. Allows you to easily add a total of 81 different modifiers (in 30-40 levels each, "-100% to +200%" being the standard range) to player(s) and/or AIs.
2. Can be combined with the modifiers of Dynamic Difficulty - Ultimate Customization or the vanilla difficulty modifiers.
3. Allows locking of the customized difficulty for MP or other reasons. Unlock via sub-mod. Also automatically locks all but host in MP.
4. Can set a difficulty randomness in the options of the mod: At the start of the game (or after one day in a running game) each AI empire rolls a dice. Depending on that roll, its bonuses are decreased up to the maximum given in the options. Bonuses/Maluses can even invert if more than 100% maximum randomness is chosen. If used, I advice to increase the base difficulty a bit, since this will reduce it in total (but might create a monster than devours weaker AI neighbors).

IMPORTANT
Main menu can be opened via (same button as Dynamic Difficulty - Ultimate Customization):
- Mod Menu
- Dynamic Mod Menu 3.0
- Dynamic Mod Menu
- Infinite Stellaris ModMenu
- Country Edict

Performance
- Events only run when closing the menu or on mod initialization.
- Added static modifiers may slow down the game a bit: While I don't touch them in a running game, Stellaris might do some internal checks that take longer if there are more static modifiers.

Compatibility
- Can be added into a running game. You need to wait 1 day in this case before being able to open the menu.
- Can be uninstalled during a game (removing all added modifiers). Simply removing the mod will leave over "?" modifiers (who won't do anything), but there is an "uninstall" option in the Menu.
- Should have basically no conflicts with other mods (yes, compatible with Glavius and Starnet). The only thing I can think of is mods adding completely new empire types like the "Ascended Empire" of Zenith (which is supported). If you know of any other such mod, just tell me and I can easily add it as well.
- Does not overwrite or change a single vanilla game file.
- (Obviously) Not Achievement compatible.

Localization
- "pt","en","fr", "de","pl","ru", "es","simp_chinese" language files given but all mostly English. Most modifier and difficulty names are links to the Vanilla localization and are thus translated automatically.

Remarks
- Modifying tech and tradition cost increase from empire sprawl does work, it just shows incorrectly in the empire sprawl tooltip. It is correctly computed and shown in the tech and tradition cost tooltips
- It is unfortunately impossible to modify the other three items of empire sprawl in a way that can be configured in-game. For some strange reason Paradox implemented those differently. If there is interest, I will release a mini-mod that reduces (or increases) those. I would suggest halving them.
- Alternatively, one could reduce the total empire sprawl penalties and increase tradition and tech cost from empire sprawl. But this would have different effects between megacorps and non-megacorps.
- If there are any other modifiers that you think are missing or that are not doing what you expect, please tell me here or on my channel in the discord server[discord.gg]


Pictures:
Sci-fi stuff[eyeseeblack.deviantart.com] by EyeSeeBlack[eyeseeblack.deviantart.com]
Sci Fi Matte Painting 091917[rich35211.deviantart.com] by rich35211[rich35211.deviantart.com]

If you like this mod, please rate and favorite.


[discord.gg]
Popular Discussions View All (1)
13
19 Jun, 2024 @ 4:20am
Modifier Requests
Gratak
222 Comments
Noire 16 Nov, 2024 @ 1:10pm 
it's working great now, thanks!
Gratak  [author] 16 Nov, 2024 @ 5:14am 
I was told some time ago that my localisation didn't work at all for Chinese and that it somehow stopped them from being able to add one in a separate mod. While there seems to indeed be some people who made a localization for my main mod, there doesn't seem to be any for this one. I've tried enabling it now again. Please check if that helped.
Noire 16 Nov, 2024 @ 4:00am 
Chinese localization is not working atm
Gratak  [author] 5 Jul, 2024 @ 1:37am 
Sorry, but that really isn't something I'm gonna mess with. I haven't played Stellaris for years, my mods are mostly in "maintain mode" and I have never played with that mod, so I have little clue on what would make sense there.
That really sounds like something you should be asking them. Afaik, they do have an elaborate settings menu anyway, so you'd have to convince them to add that setting there.
KeinNiemand 5 Jul, 2024 @ 12:59am 
All I want is a way to adjust the supertensile system in gigas I could just add mega build speed but that's additive and would make other modifiers useless. So a montley supertensile production or supertensile effect would be really nice, also while gigas has a bunch of settings some of them like the diffictuly settings for it's crisis could be more fine grained and have idividual control of all the modifiers.
Gratak  [author] 4 Jul, 2024 @ 11:37am 
That would give lots of errors for players without that mod, so the only way could be an extra mod that does this. Unlikely I'll be doing this unless you show me a popular mod that adds multiple things and would make it worth it.
KeinNiemand 4 Jul, 2024 @ 10:38am 
Are you willing to add modifiers settings specifically for other mods (like a multiplier for a modded resource)?
Gratak  [author] 4 Jul, 2024 @ 9:05am 
As far as I know, no. At least not without an insane amount of work: One would have to check for every possible modifier, including ones from any mod. Not going to do that.
KeinNiemand 4 Jul, 2024 @ 8:24am 
Are multiplicative modifiers (multiplicative to all other existing modifiers for a specific thing) possible?
Gratak  [author] 8 May, 2024 @ 1:11am 
Updated to 3.12 and added planet_decision_enact_speed_mult