Minor Mechanics Overhaul

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Author: Obstsalat aka Kokosnuss

Last revision: 31 Jul, 2019 at 15:07 UTC (1)

File size: 2.05 KB

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Description:
What is the goal of this mod?

This is basically v2 of a mod called "Political Empire Sprawl" i made some months ago which tried to make empire sprawl and crime more relevant. While i liked the basic idea, i found the approach used to be lacking. To keep the old mod intact for people to use, i decided to make a new mod.

The basic idea of this mod is to give minor mechanics in stellaris a more meaningfull role. I am talking about empire size, empire sprawl, crime and leaders.
I want to make crime something you have to manage and leaders a tool worth using. I want empires to have a natural barrier in how big they can grow. If they want to overcome that barrier, preparations and restructuring should be necessary (e.g. mega structures, ecumenopoli, ring worlds, ensuring high level rulers, abandoning smaller worlds).
Since I am a fan of keeping a vanilla feeling I dont want to add new technologies/buildings/edicts/traits.

What does this mod do?

It basically has 5 effects.
The first one makes edicts and leaders more costly the bigger your empire is.
The second one changes how empire sprawl is calculated. Systems now have less an impact but sectors are now harsher.
The third one punishes you for going over the empire sprawl cap. It will reduce your stability globally, which means you will eventually be forced to optimise your empire (use ring worlds, ecomenopoli and mega structures instead of normal planets) if you want to grow larger or risk running into revolts.
The fourth one reworks crime. It basically grows now faster depending on the amounts of pops you have and yields harsher penalties (up to 10 crime pops per planet).
The fifth one reworks leaders to give them more of an impact. Every leader has now substantial effects which will grow with the level of the leader. Leaders are now a key element in dealing with problems and can give you huge benefits.

There are some other minor changes. For the full list, see the changelog below.

Changelog:

– Reworked empire sprawl:
— Reduced empire sprawl from system by 50% (2 to 1)
— Increased empire sprawl from districs by 100% (1 to 2)
— Added penalties for empire sprawl (previously none)(everyone per empire sprawl):
—- +0.5% campaign cost
—- +0.5% rare edict cost
—- +1.5% leader upkeep cost
—- +1.5% leader recruitment cost
—- -0.25% governing ethics attraction
— Reworked penalties for exceeding empire sprawl cap (everyone per sprawl over cap):
—- -0.1 stability
—- +0.25% tech cost penalty
—- +0.25% tradition cost penalty

– Reworked leaders:
— General:
—- Reduces crime by 8 per leader level (stationed planet) (flat reduction)
—- +10% army damage per leader level (leading army)
— Governors:
—- Reduces crime by 5% per leader level (multiplier)
—- Adds +1% stability per leader level
— Ruler:
—- Reduces empire sprawl penalty by 5% per leader level
—- Increases governing ethics attraction by +7.5% per leader level
—- Increases edict length by +10% per leader level
— Admiral:
—- Increases ship fire rate by +3% per leader level
—- Increases shield hitpoints by +3% per leader level
—- Increases armor hitpoints by +3% per leader level

– Other changes:
— Crime per Pop increased by 50% (2 to 3)
— Criminal Underworld events rebalanced:
—- No longer adds crime (was 15)
—- Adds a crime job for every 10 crime (was every 33)
— Pops are changing ethos and factions more fluently (if paradox will fix ethics attraction any time..)
— Doubled the benefits of research agreements and commercial pacts
— Piracy will grow faster
— Doubled the collateral chance and damage of fighting armies

I highly recommend to use the mods "Dynamic Political Events" and "Potent Rebellions" along this one.
Please feel free to leave a comment with suggestions, problems or ideas. I highly appreciate constructive feedback.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.