Orbital Bombardment Adjustments

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Author: [Boo] Everfar

Last revision: 15 Mar, 2023 at 08:12 UTC

File size: 74.75 KB

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Description:

Compatible with Stellaris 3.7.x

[ ] = Modder Commentary

Adjusts/buffs bombardment stances into something that makes planetary shield generators more than just decoration.

You can brush up on how bombardment works on the wiki[stellaris.paradoxwikis.com].

Bombardment (Vanilla):
Stance PlanetDmg ArmyDmg ArmyPlanetDmgRatio Kill/AbductChance MinPopsToKill/Abduct
Sel 50% 100% 2 25% 21
Ind 100% 150% 1.5 50% 11
Arm 150% 200% 1.33 100% 0
Jav 20% 150% 7.5 150% 0
Rai 100% 50% 0.5 100% 2

Bombardment (OBA):
Stance PlanetDmg ArmyDmg ArmyPlanetDmgRatio Kill/AbductChance MinPopsToKill/Abduct
Sel 50% 300% 6 25% 21
Ind 200% 450% 2.5 75% 0
Arm 600% 600% 1 150% 0
Jav 40% 800% 20 200% 0
Rai 100% 50% 0.5 125% 2

[
– Selective has its niche as having the highest army to planet damage ratio available to most empires, but has the weakest damage aside from raiding.
– Indiscriminate fills the mid point between selective and armageddon. 1.5x higher army damage than selective at first, but with even greater side effects (or side benefits, depending on goal). The extra devastation allows it get past the half army damage penalty faster than selective.
– Armageddon. The only stance with equal planet and army damage. In practice it has the highest damage of any stance in every way. The very high planet damage allows it very quickly get past the half army damage when <25% devastation, and into >75% devastation for double army damage, beating out even javorian pox for both army and pop destruction.
– Javorian Pox has two roles. With <25% devastation it’s a much more powerful version of selective, as pops cannot be killed. Past that, it becomes around as deadly as indiscriminate. Pop kill chance scaling with current devastation prevents it from taking the crown in that regard. I have little fear of this stance overshadowing the others, as only one empire can have it.
– Raiding was mostly fine. The reduced pop kill/abduct cooldown helps it some.
]

Cooldown days between killing/abducting pops from bombardment reduced from 10 to 0.
[Not as drastic as it sounds. Chance to kill/abduct is still multiplied by 0.3 and prevented at all while below 25% devastation]

Compatibility information for this mod can be found in its thread below.