Stellaris

Stellaris

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[3.14.*] Stellaris: Survival Necroid Invasion
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1 Sep, 2022 @ 1:38am
14 Dec, 2024 @ 6:50pm
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[3.14.*] Stellaris: Survival Necroid Invasion

Description
Updated to 3.14.*!

Stellaris Survival: Necroid Invasion is designed to be a Co-op Survival Multiplayer for Stellaris but also plays great in singleplayer!

Technically played publicly the first time at PDXCON2022 in Stockholm, Survival: Necroid Invasion pits up to 12 players against The Lost, Necroid Invaders from outside of the galaxy. The Lost will gradually gain power throughout the game, and send waves of ships to each country in the galaxy, every 5 years after a selectable date.

Why Survival?

One of the biggest barriers to multiplayer is the length of time to play a game of Stellaris. With default settings Survival: Necroid Invasion can be played (on fast) in less than two hours.

How does it work?

The Lost spawn in the center of the galaxy, and have a central system surrounded by 12 black holes. Each black hole has a gateway and a wormhole in it, these wormholes and gateways are spread throughout the galactic rim, and The Lost will (generally) use these to path find their way to players.

Each wormhole system has a starbase, that when destroyed severs the connection to that wormhole and another randomly selected wormhole.

The Lost will spawn up to three fleets per Empire, and these fleets will grow more powerful over time, adding destroyers, cruisers and eventually battleships to their spawns.

Attacking The Lost will cause them to react, generally by spawning a wave and sending it to the location of the destroyed starbase. Some systems are more valuable to them than others, however, attack The Lost's home systems at your peril.

All hope is not lost - however, players will star with an Advanced Start (generally 3 planets and 80 pops), and they will get to choose a non-Crisis Relic at the start of the game. Each Crisis ship killed will yield a small amount of alloys, based on the ship size of the ship destroyed, on top of the player's Salvage policy.

While it is possible to survive Survival: Necroid Invasion, most players will not -- this is by design. If you find regular Survival: Necroid Invasion too easy, there is also a Hardcore mode, changing the galaxy size will allow you to choose Survival Hardcore.

Customization Options

"Mid Game Start" renamed to "Waves Start Year" - controls the date waves will start spawning.
"Late Game Start" renamed to "Waves Intensify Year" - controls the date the waves will become more powerful
"Crisis Strength" renamed to "Wave Strength" - controls the overall strength of the waves of ships. It's recommended to start on .25x and work your way up.
Victory Year - is the end of the game, and whoever has the highest point total at this date wins.

Right now - due to performance concerns - the map size is limited to 400 stars, although more sizes may be added later on.

Changes from Vanilla

Every player will start with an advanced start, that is a homeworld and two other planets (in most cases). The guaranteed habitable planet slider now goes up to 8 (from 2 in vanilla), as well as the addition of the Necroids Crisis. Declared wars, Closing Borders and Declaring Rivalries are disabled in regular-mode Survival. (There are no limitations on PVP in Hardcore mode.)

There have been no other changes to vanilla added by Survival: Necroid Invasion.

Mod Compatibility

Survival: Necroid Invasion may be compatible with many other mods, however due to certain circumstances (especially the advanced starts), origins and mods that add unique buildings may behave strangely.

Overwrites:
  • awakened_fallen_empire country_type
  • can_orbital_bombard game_rule
  • can_declare_war game_rule (Regular mode only)
  • close_borders diplomatic_action (Regular mode only)
  • declare_rivalry diplomatic_action (Regular mode only)
  • /relics/relics.txt
  • is_crisis_faction scripted_trigger
  • /map/setup_scenarios/
    • huge.txt
    • large.txt
    • medium.txt
    • small.txt
    • tiny.txt

Thanks

Thanks to Mordred_Viking for offering a ton of game design feedback and play testing this with me weekly for months.

Additional Play Testing Thanks: DAKI4, Aleeeek, lyra_tcm, Kizzy, MissNebulosity, Sjihttam, Hot Coffee, Tanner, Oneklik, Zzasicker, Lifas for testing Hardcore mode, and dozens and dozens of other people who have play tested this mod and offered feedback over the summer! If I've missed you, I'm deeply sorry. Let me know and I will add you to the list!
84 Comments
DarthTComandoe 12 May @ 6:48am 
does this work anymore?
Speedyquader 2 Mar @ 10:22am 
This mod forces the guaranteed habitable slider to have a minimum of 2, but some origins have habitability issues with the random guaranteed planets, can the minimum be returned to 0?
f0o 13 Dec, 2024 @ 5:40am 
@MrFreake_PDX Thank you so much!
MrFreake_PDX  [author] 12 Dec, 2024 @ 6:03am 
Updated to 3.14!
Core Fear Sand 11 Oct, 2024 @ 8:36am 
Ello, really enjoy the mod, even with having currently to downgrade. was doing some testing with difffrent stuff in the mod since a lot has chanced over the year.

It seems the voidweller origin is a wee bit broken (in a bad way) becuse you dont start with an advanced start, having one habitat with 34 pops.

anyhow, i hope that the mod will be updated in the furture its one of the most unique mods on the workshop.
cyrilthlio 25 Aug, 2024 @ 12:10pm 
Does GIgastructure work with this mod?
Ruthmyr 6 Jul, 2024 @ 8:37am 
one-of-a-kind mod, thank you
It's UwU 24 Jun, 2024 @ 1:24pm 
if i use NSC, does the Lost also use those ships?
if not, would be cool if you could somehow implement it
小柴郡 20 May, 2024 @ 1:25am 
And you, my friend you are the real hero:steamthumbsup:
MrFreake_PDX  [author] 2 Mar, 2024 @ 2:35pm 
@Mythos I just had a rush of blood to my ego ty haha