Stellaris

Stellaris

Planetary Conquest
43 kommentarer
Blue Jay 14. sep. 2024 kl. 22:11 
I'm not asking for a update, but if you try this mod in the current version it "unsettles" a world, forcing you to resettle it.
Again just a FYI
Daniel  [ophavsmand] 23. dec. 2020 kl. 13:40 
@☦CтратегXp7☦ For the current version of Stellaris, probably, but should still work if anyone is playing version 1.9.
☦StrategXp7☦ 22. dec. 2020 kl. 14:52 
So this mod die? :(
Daniel  [ophavsmand] 22. maj 2019 kl. 14:36 
@aaiXion Just my opinion that the new planet system has mechanics which are not well designed like locked building slots, unemployment, housing, etc.
: : daTion : : 22. maj 2019 kl. 5:29 
thank you for the prompt reply. problems with the 2.2 planetary management systems. what are those ? am not much of a hard core stelaris player
Daniel  [ophavsmand] 21. maj 2019 kl. 16:55 
@aaiXion Unfortunately, I will probably not update this mod in the near future due to the amount of effort converting it to the 2.0 warfare system would take, especially since I am not currently playing Stellaris because of the problems with the 2.2 planetary management systems.
: : daTion : : 21. maj 2019 kl. 14:29 
please update this mod ? are you still alive ? i hope you are well.
Blue North Star 22. dec. 2018 kl. 13:25 
Finally!
Daniel  [ophavsmand] 26. juli 2018 kl. 17:15 
@Entropy I will keep the old version inside the mod package.
Entropy 10. juli 2018 kl. 22:27 
If you do update please keep this version here, with 2.x seperate. thank you.
Spiffing Reynard 28. apr. 2018 kl. 15:38 
updade would be appreciated
Daniel  [ophavsmand] 18. apr. 2018 kl. 11:52 
@Germa Will probably update within a few weeks, but I am still familiarizing myself with the new warfare system.
Germa 18. apr. 2018 kl. 11:01 
possibly to have an update?ty
Daniel  [ophavsmand] 16. feb. 2018 kl. 22:35 
@Ghost! The point of this mod is to avoid having to use the warscore mechanic to take planets. Regardless, warscore is being removed from the game in 6 days.
Ghost! 16. feb. 2018 kl. 14:02 
would it be possible for you to somehow add a little bit of warscore for taking planets?
Mooke 24. jan. 2018 kl. 23:08 
@CommonLogic

A major army outnumbering 5 to 1 or a ship of 20K power against no starbase would convince the general populace otherwise to comply rather than a -50 resource production.

If anything, I would actually get more resources of slavery, no wages and no 3rd party companies to lease new land and resources too. I would probably get sensor links leaked to enemies or something or the occasional sabotage of a building.
Mooke 24. jan. 2018 kl. 23:08 
@CommonLogic Civilians do not happily obey order when under control but under threat over a occupied army, they will comply. It would be nice if there was a production loss or guerrilla mechanics but Stellaris doesn't really have that aside from unrest. The mod author just wants to make a simple mod without too many script or edit changes.

In a small comparison, we can look at the Nazis in WW2, we can "pretend" to force Civilians to build defenses or continue work under occupation, slavery or threat of death. Looking at France for e.g, the French Resistance didn't pose the Germans of threat too badly but they did provide resistance or sabotage. It's very complex for a mod to add rebellion or guerrilla fleets or something but if there was a simple script that increases unrest or threat of rebellion during war time that would be good otherwise in my current opinion.
Saigcai 25. dec. 2017 kl. 12:59 
@CommonLogic yeah it's like he's never played XCOM, even XCOM 2 where the aliens DID successfully conquer us. Throughout the game you manage time while trying to reverse engineer their tech, build resistance, and eventually, stick it to the aliens. So if modern to post-modern tech Earth can beat back an ancient alien empire from their planet, I'm sure FTL capable civs can stand a better chance
Common 24. dec. 2017 kl. 21:42 
I understand that this is merely a mod for a minor problem.

But I have yet to understand how having civilians obey every single order from the enemy as soon as all of the defences are destroyed.
Common 24. dec. 2017 kl. 21:41 
@Daniel,

"they do nothing about the vanilla occupation, even if all armies are withdrawn from the planet." Is more realistic than the population being mind controlled with no resistance.

"Realistically, there may be resistance efforts, but these may not pose a threat to the occupier's general control, and could damage but are unlikely to prevent the occupier's exploitation of local resources and production." Then perhaps you could make an effect where when you choose to conquer a planet all resource production is -50% for 15 years resulting in the "Cede Planet Wargoal" actually having meaning.
Common 24. dec. 2017 kl. 21:41 
@Daniel.

Advanced Military technology, advanced technology for rebels.
Military might find a way to control the civilians through force, but the people still resist, even if they wont fight, they might still refuse to work for them, resulting in lowered production.

And not only that, the military forces need to find the civilians most likey hiding in bunkers to protect themselves from orbital bombing, and they have to take these evacuation centers using their military forces to take control of the civilfolk, meaning it may take more than 1 day to find every single bunker.

Daniel  [ophavsmand] 24. dec. 2017 kl. 16:14 
Fixed issue of empires with restricted war policies not being able retake lost planets in the current war.
Daniel  [ophavsmand] 24. dec. 2017 kl. 10:40 
@CommonLogic Seems more realistic to me. The recently conquered effect results in a very unhappy population, just like the occupied effect. Regarding populations resisting, they do nothing about the vanilla occupation, even if all armies are withdrawn from the planet. Stellaris probably should have better population resistance mechanics, however, addressing that is not the purpose of this mod.

Realistically, there may be resistance efforts, but these may not pose a threat to the occupier's general control, and could damage but are unlikely to prevent the occupier's exploitation of local resources and production. For a real example, look at occupied Europe during WW2. In addition, the advanced military technology in Stellaris means it would be substantially easier to control an occupied population.
Razgriz Actual 24. dec. 2017 kl. 10:13 
@CommonLogic If I am playing as a robot race, This is nice if I am already purging/assimulating their pops for my uses. They are already being subjugated to my doctrine with no hope of fighting back. For that this is the most relistic mod on the workshop right now.
Common 24. dec. 2017 kl. 3:37 
@Concerned guy,

if that was part of the game mechanics, wars will end in less than a ingame year. Since -4 influence a month is too much.

So you're telling everyone that if U.S declares war. U.S falls into anarchy in 1 year?
Common 24. dec. 2017 kl. 3:35 
@Daniel,

I dont find this realitic, sure armies get destroyed. But im not sure people will just allow themselves to be 100% controlled.

The population will fight back, even if your armies dont get damaged. They do fight back.

if you really want to make this realistic, this is how realistic it could be. By making planets get fully taken over when all the armies get destroyed, thats illogical. People rebel. Just because the defenders die does not mean all of the civilians get mind-controlled by the attackers.

If one country takes over another country, it will take more than a year to just actually make the population calm down and follow the orders of the attackers.

Unless, you're making the population irrelevant and useless and basicly be mindless slaves being controlled by the rulers.
Common 24. dec. 2017 kl. 3:32 
@Concerned Guy.

Im quite Concerned, -4 influence each month is too much.

I prefer warscore, influence is your control over your people, if apperantly making wars make you lose control. Thats not really... normal.
Daniel  [ophavsmand] 23. dec. 2017 kl. 17:18 
@Hacinta Currently, if a nation has restricted wars policy the mod conquest effect will not take effect for them, so they would not be able to retake ownership of the planet in the current war. I will work on fixing this.
RubyCat666 23. dec. 2017 kl. 17:09 
What happens if a nation with restricted wars tries to take back their planet from someone who took control during the war? Do they just occupy it but need to cede it next war, or does it go back to them right away if it was theirs originally at the start of the war?
Boxington Washington 22. dec. 2017 kl. 14:38 
FU*K yeah!
Daniel  [ophavsmand] 21. dec. 2017 kl. 17:15 
@Concerned Guy Involving influence in war is an interesting idea, and I believe it will be in the 2.0 update. However, I would prefer it being primarily used to selectively seize ownership of occupied planets.
RED-Life 21. dec. 2017 kl. 10:35 
I always believed wars should end with influence instead of warscore. Like for example, wars would decrease -4 influence each month and after each year the influence cost doubles, and when your influence reach zero, you're forced to negotiations to peace out. You suffer less penalties for a defensive war and if you're losing the influence cost also increases.

If you're the defender during a war decleration, you would gain 500 influence and if you the offender it would cost you 100 influence.

Also warscore now indicates how much negotiation power you have at the end of a war (decreasing with each conquered planet you take forcefully outside of negotiations. Warscore will not go into the negatives with these actions)

You can decline your opponent's forced peace offers but it will reset the influence monthly multipliers and give 100 influence to your opponent, while decreasing your influence by 50.

What do you think of this?
Daniel  [ophavsmand] 19. dec. 2017 kl. 15:22 
@Ixidron Perhaps, but I don't think that would be possible because I can't find out how to check if a planet is a war demand.
Ixidron 19. dec. 2017 kl. 14:23 
It would be cool if those planets would automatically return to the original owner if they are not claimed during the peace treaty.
Daniel  [ophavsmand] 19. dec. 2017 kl. 11:59 
@Permangante Not really. It already includes the threat effect. The difference with this is that the planet and population is available for use and control immediately instead of at the end of the war. This is a more enjoyable and realistic mechanic.
Permanganate 19. dec. 2017 kl. 11:41 
Interesting idea. However, it seems like this should have a collosal diplomatic effect. If everyone is having polite wars with planets being traded in peace treaties, and one nation is running around grabbing everything, I'd think that that nation would be despised by everyone else. It seems more like a Fanatic Purifiers/Determined Exterminators/Devouring Swarm behaviour, not anyone else's.

Perhaps a version of this mod where FP/DE/DS do this to everyone, but other empires don't? (Other empires would need to be able to recapture their planets, though, so I'd suggest making it so that the planets of FP/DE/DS empires are instantly ownable, even by regular empires.)
Ixidron 19. dec. 2017 kl. 5:01 
Finally. I always found stupid that you had to win a war to fully conquer a planet. It made sense for democratic governments and the like, but not for Hive mind/machines or empires, dictatorships, monarchies etc.
Daniel  [ophavsmand] 19. dec. 2017 kl. 0:50 
@The Scout Instantly conquered planets do not affect war score.
Fantasy System 19. dec. 2017 kl. 0:34 
Does it increase war score?
Toad ex Machina 18. dec. 2017 kl. 20:43 
Wanted to play a Warhammer 40k fill Imperium game. Now I can take worlds from Xenos filth without having to waste time crushing them.
Socialist_Bismarck 18. dec. 2017 kl. 17:24 
Thank you so much, this is a great mod!
Daniel  [ophavsmand] 18. dec. 2017 kl. 12:43 
It works with current saves.
Faraday 18. dec. 2017 kl. 8:04 
do i need a new save to make it work?