Stellaris

Stellaris

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Dynamic Difficulty - Ultimate Customization
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5.911 MB
13 Dec, 2018 @ 11:06pm
8 Aug @ 9:13pm
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Dynamic Difficulty - Ultimate Customization

In 1 collection by Gratak
Gratak's Mods
8 items
Description
Ever had the problem that early game was way to hard and either you die early, or the game becomes boring very soon afterwards? Or do you think the game is too hard/easy in general and the player would deserve some bonuses/penalties? Or do you want stronger Fallen Empires. Or you want to reduce resource overflow in late game? The crisis or Great Khan is a lackluster or ruining your game? Or, or, or...

Then this mod is for you!

Compatible Versions
Works for any Stellaris 4.x version, mostly down to 3.1 (difficulties will be shifted for 3.1 to 3.4, select one easier than you want in galaxy setup). Legacy version for 2.2 to 3.0 can be found here. Legacy version for 2.1 can be found here.
Extensions
More Modifier Extension/Standalone: If you think that some modifier is missing in the difficulty setting, try this mod and I'm pretty sure you'll find it there. It's a bit simpler and without scaling for performance reasons (it really has a lot of modifiers)

Hemothep's Dynamic Difficulty can be used on top of this mod (and the More Modifier extension). It automatically applies bonuses to the AI if the player grows too strong. These bonuses are in addition to any other difficulty buffs that are otherwise applied, whether from my mod(s) or vanilla.

Features
1. Choosing any of the Vanilla pre-defined difficulties in mid-game. Mod can even be installed mid-game.
2. "Scaling" difficulty can be combined with other predefined difficulties (added on top).
3. Is fully customizeable. You can change 10 different types of bonuses in 7 empire categories (AI, Player, FE+AE, Leviathans, Crisis, Marauders, Other) to a precision of 1% (10% for player) and in a huge range: -127% to + 1023% for AI, -100% to 200% for player and -75% to 1,309,440% (yeah, that's crazy) for crisis.
4. Allows locking of the customized difficulty for MP (Troll prevention) or other reasons. Unlock via sub-mod.
5. Moved "Diplomatic Influence Upkeep reduction" from a bonus every AI gets to scale with difficulty and be customizeable.
6. 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).

Scaling
In contrast to vanilla, scaling is independent of the difficulty you select. If you select a difficulty, that one is always instantly applied. Scaling gives a yearly increase on top. You can fine tune it in the customization. By default, there is a 1% step every four years.

IMPORTANT
Main menu can be opened via:
- Mod Menu
- Dynamic Mod Menu 3.0
- Dynamic Mod Menu
- Infinite Stellaris ModMenu
- Country Edict

Performance
If you should have problems with lags at the start of each year, you can activate a delay mode in the options that let's the country updates of modifiers have a random delay, spreading the computations over half a Stellaris year.

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 (resetting to difficulty set when starting the game). Simply removing the mod will leave over "?" modifiers (who won't do anything), but there is an "uninstall" option in the Menu. Should you afterwards want to install the mod again in the same save-game, this will only work via console: "event custom_difficulty.20".
- Should have very few conflicts with other mods (yes, compatible with Glavius and Starnet. Also no problem with multi-crisis mods). Only overwrites vanilla difficulty settings.
- If a mod adds new country types (like a new crisis) they would fall in the "Other" category, unless one of the country flags in "Compatibility options for other Modders" is set (using the console or by the mod adding the country type)
- New races and predefined empires will always be "AI" without a problem (checking for "default" country).
- (Obviously) Not Achievement compatible.

Compatibility options for other Modders
If you added a non default empire type and want to make my mod apply the correct bonuses to your mod, please apply the according country flag from the following list:
- custom_difficulty_ai_flag
- custom_difficulty_fe_ae_flag
- custom_difficulty_leviathan_flag
- custom_difficulty_player_flag
- custom_difficulty_crisis_flag
- custom_difficulty_marauder_flag
- custom_difficulty_no_bonuses_flag
Hope the list of mostly self-explanatory. The last item means that this country never gets any bonuses from my mod and should be used if you want to balance your country yourself (done by Gigastructures for example)


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

Options
- Choose between simple and custom (default) mode. Simple mode only changes modifiers in three categories. Thus much less modifiers are needed which improves the performance even more. Switching between the two works without losing any previously done settings. Switching to simple will use the value of the first bonus (Minerals, Research, Weapon damage) as group bonus. When changing the group, values for all entries are still changed while in simple mod.
- Player Vassal Bonuses: Choose between giving them the same bonus as the player (default) or the AI bonuses.
- Delay Mode: Changed Modifier changes are either applied whenever closing the menu and at the start of each year (default) or 1-181 afterwards.


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.


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Popular Discussions View All (2)
11
2 Nov, 2021 @ 5:25am
Not sure if the crisis difficulty settings are applying correctly
Question
890 Comments
Gratak  [author] 2 Sep @ 3:14am 
Thanks. These modifiers should all be in the extension mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1613880809
Duchess UwU 2 Sep @ 12:55am 
Great mod, absolutely love it.

Is is possible to add settings for things such as pop growth & assembly, research speed & researcher output, to me those seems like the only missing settings.
Gratak  [author] 23 Aug @ 9:44pm 
Negative scaling is already possible. But I will not add scaling for the player.

The way I do it with AI spams the modifier list as I split the modifiers into powers of two to exponentially reduce the number of modifiers I need. So adding scaling to the player (which is a very niche application) would mean that for all people I'd either have to spam the list or have insane amount of different modifiers defined.
SP-Calamitas 23 Aug @ 10:47am 
would it be possible to add a reverse scaling functionality to player bonuses? so every 4 years the bonuses go down? maybe a mid-game/late-game auto setting too, so that the player's bonuses go down whilst the AI bonuses go up?
Gratak  [author] 16 Aug @ 10:52am 
There is very little that should overwrite anything of my mods as all my variables and files have my mod name in them and won't be overwritten by other mods unless someones does it on purpose. Pretty much the only thing that could be overwritten by accident is if some mod changes the vanilla modifiers in a way that takes precedence over my removal of them.

That wouldn't be fixed by changing the mod order. In that case the stuff that is set by whatever other mod would do that would be applied in addition to my mods bonuses. As such you should start with double civilian bonuses though.

Other than that, I have no idea what could be happening in your case. I cannot reproduce any issues you are describing. If I switch between Civilian and Grand Admiral all bonuses are correctly removed/applied.
Dustreaper 16 Aug @ 6:12am 
They stay umm if i put the mod at the bottom of my mod list nothing should overwrite it right? The ai difficulty keeps going away set it to grand admiral and sometimes it will just be blank so i think that is ensign?
Gratak  [author] 15 Aug @ 10:38pm 
Do they actually stay for longer? It may take a month for them to disappear. Also in theory, the mod allows for both bonuses for AI and player at the same time. You can get a detailed look of what is currently active in the difficulty customization.

I cannot test myself this weekend. Please give me some feedback if you still feel something is not working as intended.
Dustreaper 15 Aug @ 8:35am 
So uhh i need to understand something. I have started playing on civilian should probably do ensign for no bonus. Then 20 years in set it to grand admiral i cannot survive early game.. But now i set it to that and still see difficulty modifiers on resource/stability etc. Which should be from civilian right? Stability bonus is 18.6
Gratak  [author] 8 Aug @ 9:15pm 
You are right. Thanks a lot for the careful testing of this.

It seems some patch inverted the order in which static modifiers are overwritten and thus the game was now overwriting my empty vanilla difficulty rather than the intended other way round.

Just uploaded a new mod version that now doubly overwrites from my side in both direction so it should work with any Stellaris version.
Brickster22 8 Aug @ 1:56pm 
When I use observe to view the AI it shows that on the tooltip, and the job numbers correspond with 200% job efficiency, so it's not just visual. I'm on the 4.22 beta fyi