Stellaris

Stellaris

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Dynamic Difficulty : More Modifiers
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16.838 MB
3 Jan, 2019 @ 11:27pm
22 May @ 4:04am
64 Change Notes ( view )

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Dynamic Difficulty : More Modifiers

In 1 collection by Gratak
Gratak's Mods
8 items
Description
You think that the AI is too slow in research while overwhelming you in allow production in early game? You think that the base influence production is way too low to expand at a decent pace? You think pop growth/assembly speed is too high/low? You think that three rivals are simply not enough for you? You want more starbases or starbase trade protected or collection range should be higher if you play with few planets settings? You think wars still end too fast because of war exhaustion? Or, or, or...

Then this mod is for you!

Compatible Versions
Works for any Stellaris 4.x version, down to 3.1. Legacy version for 2.2 to 3.0 can be found here.

Extension to Dynamic Difficulty - Ultimate Customization or Standalone. Can be installed and uninstalled separately.

Features
1. Allows you to easily add a total of 81 different modifiers (in 30-40 levels each, "-100% to +200%" being the standard range) to player(s) and/or AIs.
2. Can be combined with the modifiers of Dynamic Difficulty - Ultimate Customization or the vanilla difficulty modifiers.
3. Allows locking of the customized difficulty for MP or other reasons. Unlock via sub-mod. Also automatically locks all but host in MP.
4. 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).

IMPORTANT
Main menu can be opened via (same button as Dynamic Difficulty - Ultimate Customization):
- Mod Menu
- Dynamic Mod Menu 3.0
- Dynamic Mod Menu
- Infinite Stellaris ModMenu
- Country Edict

Performance
- Events only run when closing the menu or on mod initialization.
- Added static modifiers may slow down the game a bit: While I don't touch them in a running game, Stellaris might do some internal checks that take longer if there are more static modifiers.

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 (removing all added modifiers). Simply removing the mod will leave over "?" modifiers (who won't do anything), but there is an "uninstall" option in the Menu.
- Should have basically no conflicts with other mods (yes, compatible with Glavius and Starnet). The only thing I can think of is mods adding completely new empire types like the "Ascended Empire" of Zenith (which is supported). If you know of any other such mod, just tell me and I can easily add it as well.
- Does not overwrite or change a single vanilla game file.
- (Obviously) Not Achievement compatible.

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

Remarks
- Modifying tech and tradition cost increase from empire sprawl does work, it just shows incorrectly in the empire sprawl tooltip. It is correctly computed and shown in the tech and tradition cost tooltips
- It is unfortunately impossible to modify the other three items of empire sprawl in a way that can be configured in-game. For some strange reason Paradox implemented those differently. If there is interest, I will release a mini-mod that reduces (or increases) those. I would suggest halving them.
- Alternatively, one could reduce the total empire sprawl penalties and increase tradition and tech cost from empire sprawl. But this would have different effects between megacorps and non-megacorps.
- If there are any other modifiers that you think are missing or that are not doing what you expect, please tell me here or on my channel in the discord server[discord.gg]


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.


[discord.gg]
Popular Discussions View All (1)
13
19 Jun, 2024 @ 4:20am
Modifier Requests
Gratak
243 Comments
Bluetail 13 hours ago 
Please? I'd be grateful if you did.
Gratak  [author] 28 May @ 10:33pm 
Nope. They are not applied to space creatures. That is actually on purpose. Might need to add a setting to allow for that, but can't promise when that would happen.
Bluetail 28 May @ 4:47pm 
Could you check to see if the modifers for sublight speed and FTL speed are applied to *all* Ai, not just empire ai? For example biological space creatures of all types ?

I saw them going faster than me when I set everything to a more realistic approach on FTL and sublight speed.
Megakles 22 May @ 7:40am 
i just verified folder game and it work sry for taking your time
Gratak  [author] 22 May @ 6:41am 
With regard to the modifiers themselves:
The energy one certainly works. It just takes a month to update the UI and I found no place in the energy values that show you the +%, so it is kinda hard to spot.

I'm less sure about the new pop one. But that may be because I have no idea how the new pop system even works. But if it doesn't that is a vanilla bug since I'm using a modifiers that is also used in vanilla.
Gratak  [author] 22 May @ 6:41am 
How have you checked that it is working? I haven't played 4.0 myself but from what I have seen while testing, it is pretty hard to see the modifiers in action. But for me they are correctly applied. There should be "Difficulty:***" modifiers shown in the empire overview (the flag in the top right).

Should that not be the case, try if it works on a new game. If that fixes your issues and you want to also get it to work in your running game, try resetting and/or "uninstalling" the mod in the options of my mod menu. That should force it to reinitialize and possibly fix your issues.
Megakles 22 May @ 6:11am 
I tried this mod in singleplayer and didn`t work for me. I tried pop growth speed bc i think its to damn slow now... and after that changed monthly energy output (to check if its working), but it didnt affected anything.
Gratak  [author] 22 May @ 4:07am 
Removed the no longer existing modifiers. Trying to add replacement, but especially on the trade front they seem to have simply removed a lot. Please tell me if I am missing something there.

Also added the two excavation modifiers. And ship build speed. Version number also updated.
Caellach 20 May @ 11:22pm 
maybe some archaeology stuff so you can excavate archaeology stuff faster
Gratak  [author] 12 May @ 1:57am 
Thanks for the info. Will have a look once I find the time. Open for replacement modifiers in case anyone knows any.