Stellaris

Stellaris

Dynamic Crisis Strength
25 Comments
Big John 18 Sep @ 4:57pm 
Also just wanted to say that this and the vassal mod are sweet :steamthumbsup:
Big John 18 Sep @ 4:49pm 
I think that besides fleet power the mod should take into account your economic diplo weight aswell, since the mod could calculate the strength of the crisis around, lets say 1mil fleet power, disregarding the fact that the military industrial complex can consistently pump out that number without breaking a sweat.
n3ur0s 16 Sep @ 11:59am 
In regard to the technical details of dividing the average galactic fleet power by an arbitrary value, I think it might make more sense to use a variable divisor based on another galactic weighted average; that way players can intentionally dictate the crisis to be either a pushover or dominator, perhaps even based on considerations other than raw fleet power.
Ornlu 15 Sep @ 10:20am 
Thanks for the answer! I will try it out!
Kano  [author] 15 Sep @ 2:58am 
The mod doesn't use any of the 4.0 features, so it should work fine in 3.14 as far as I can see. Just try it out, spawn a crisis with "effect event crisis.1000" and see if you can influence it's strength in the settings menu.

I am working on including mid game crisis, so great kahn, void worms, gray goo, maybe formless. It feels weird to buff the formless based on the entire galaxy strength when only one empire can defend against them. Dunno why they are counted as a mid game crisis in the first place.
zola 14 Sep @ 5:24pm 
I have the same question
Ornlu 14 Sep @ 1:50am 
Sorry if this is a stupid question, but would this mod work retroactively for 3.14?
warriorandtoaster 13 Sep @ 1:48am 
Is making it so the Khan gets affected by this a planned update?
Welp 12 Sep @ 1:32pm 
thank you for the info, i appreciate the indepth response on it!
Kano  [author] 12 Sep @ 10:32am 
| how does it work when the players strength vastly overwhelms the other 4 top empires?

Well the mod would still consider the top five empires and spawn a crisis to your weighted average fleet power. Since you are the strongest, your fleet power would be factored in much higher than that of the other empires and since you are the only strong force, you would pretty much have to fight of the crisis alone. I changed the weighted average in todays update to 2x, 1x, 0.5x, 0.3x, 0.2x from the old 1x, 0.8x, 0.6x, 0.4x, 0.2x, as the impact of the strongest empire seemed too low.

As an example: If you have you have 1 million fleet power and your allies are worthless, you would get:
(1 million * 2 + 0 * 1 + 0 * 0.5 + 0 * 0.3 + 0 * 0.2) / 4) / 180,000 = 2.8x crisis strength

Compared to all top five empires owning 200,000 fleet power (still 1 million total):
(200k * 2 + 200k * 1 + 200k * 0.5 + 200k * 0.3 + 200k * 0.2) / 4) / 180,000 = 1.1x crisis strength
Welp 12 Sep @ 2:27am 
how does it work when the players strength vastly overwhelms the other 4 top empires?
Kano  [author] 10 Sep @ 2:49pm 
The mod does not override any vanilla files, so there should be no issues with load order.

The 1000x vanilla crisis from ACOT might be problematic, as my mod cancels out any existing modifiers on the crisis. You can disable this functionality in the mod settings tho, then it would just be 1000x + the dynamic calculated buff.

Modded crises are not supported atm, they won't be affected at all.

If you set vanilla crisis to 25 (the normal setting at game setup), then the crisis will be at least level 25. It might be stronger if the mod calculates something above 25. You don't need to change anything in the mod settings for this.

If you select all crisis and 25x, the first one will be 25 or higher, the second 50 or higher, the third 100 or higher, etc.
Figaround 10 Sep @ 12:45pm 
Load order, compatibility with other mods? Crises from mods will not be affected in any way?
From the previous correspondence here: if I set the vanilla crisis value to 25, then in the mod in its settings I need to specify 25?
And I selected "all crises", and in vanilla each crisis is 2 times stronger than the previous one, here without changes from the mod?
億KiotheCloud四 10 Sep @ 10:12am 
Alrighto thx for the clarification.
Kano  [author] 10 Sep @ 9:12am 
The vanilla crisis lvl you set is used as a minimum in the mod. So if you set it to 5x, it will be a 5x crisis or above. If you set 1x, it will be 1x or above. It has no effect on the calculation itself, just on wether the result is apllied or not.
億KiotheCloud四 10 Sep @ 8:44am 
So what would be the recommended crisis lvl be on the slider for this to work as intended I like to play around x5 all crisis should i lower it down to x1?
stardestroyer 10 Sep @ 12:45am 
it's what this game needs instead of let the player decide crisis strength
no one seems to understand how stupid is this setting
do you see something like tis in eldenring?
SirChristian288 9 Sep @ 7:14pm 
This seems promising. How it usually goes in vanilla for me is that the crisis either curb stomps me or I curb stomp the crisis. Maybe this will help alleviate that a little.
Surwich 9 Sep @ 4:36pm 
Is this something that would account for mods like ACOT? Things like 1000x vanilla crisis?
greatswizard 9 Sep @ 4:21am 
hell yeah.
Ekinox 8 Sep @ 4:40pm 
Okay, thank you for letting me know
Kano  [author] 8 Sep @ 4:38pm 
No, it does not work with modded crisis at this time.
Ekinox 8 Sep @ 4:36pm 
Saw this mod on reddit, will try it out today, just a question, is it compatible with modded crisis?, lets say, the ones from Gigas.
akeean 8 Sep @ 11:58am 
This immediately needs to go on someone's desk at Paradox to use as blueprint to rework the entire crisis slider, so the slider just multiplies whatever the dynamic adjustment is set to at crisis date.