Stellaris

Stellaris

~ StarNet Friendship Patch
184 Comments
sommio 22 May, 2024 @ 12:05am 
Does it apply to the new version?
OldEnt  [author] 25 Oct, 2022 @ 2:42pm 
StarNet Friendship Patch preview build for 3.6 open beta is available on Github [github.com].
OldEnt  [author] 24 Oct, 2022 @ 5:53pm 
Permanent 3.5.3 copy is available on GitHub [github.com].
OldEnt  [author] 11 Oct, 2022 @ 6:18am 
Yes, it is.
Nihilist Penguin 11 Oct, 2022 @ 3:07am 
Is the mod save-compatible? AI was little bit harsh on us in our latest game :)
OldEnt  [author] 23 Sep, 2022 @ 3:47am 
- Updated to 3.5.
OldEnt  [author] 30 Aug, 2022 @ 3:05pm 
- DIPLO_ACTION_FAVOR_AI_ACCEPTANCE_VALUE, MIN_GIFT_SIZE and MAX_GIFT_SIZE to vanilla.
OldEnt  [author] 27 Aug, 2022 @ 9:32pm 
Right, I have put all values in this patch back to vanilla (thanks Irony), but obviously there is still some relevant stuff this patch is not reverting. I will run a sweep at the nearest convenience. Thanks.
crazytoaster 27 Aug, 2022 @ 8:31pm 
Thanks for the quick update.
What about the favor fix?
Also, take a look at MIN_GIFT_SIZE and MAX_GIFT_SIZE, as those are changed by Startech, but not reverted in this patch.
OldEnt  [author] 27 Aug, 2022 @ 4:42pm 
- Fixed envoy defines back to vanilla (ENVOY_IMPROVE_RELATION_BASE, ENVOY_HARM_RELATION_BASE and ENVOY_RELATION_EFFECT_DECAY).
OldEnt  [author] 27 Aug, 2022 @ 7:42am 
crazytoasrer: Most if not all overwrites here should match vanilla values. Thank you for bringing this to my attention, I'll have a look.
crazytoaster 27 Aug, 2022 @ 12:13am 
Also, did you intend to set the ENVOY_ defines back to vanilla values? The ones in this patch don't match vanilla.
crazytoaster 27 Aug, 2022 @ 12:08am 
Found a bug:
DIPLO_ACTION_FAVOR_AI_ACCEPTANCE_VALUE = 1 in Startech (don't know about Starnet), 5 in vanilla.
This patch doesn't reset it back to 5, so favors don't work as intended.
OldEnt  [author] 1 Jul, 2022 @ 4:44pm 
Updated to 3.4 ( source [github.com]. This fixes some minor issues which weren't really game breaking. Cleaned up the code.
Odin 28 May, 2022 @ 11:37am 
This patch to my knowledge still works fine in 3.4.X

I tested it in both a fresh save and an in progress save.
ranma100 9 Mar, 2022 @ 4:44pm 
Looks like it works fine with 3.3
Šĥįṽắ ૐ 5 Mar, 2022 @ 3:52pm 
update?
Vyllis 20 Feb, 2022 @ 4:25am 
If i understand, Friendship + Startech make AI late more a challenge but wont reduce the (after 40 years) wars more than Friendship alone?
salvor  [author] 26 Nov, 2021 @ 3:23am 
Don't think so, should work even without the update.
Viant 26 Nov, 2021 @ 1:25am 
Update needed for 3.2?
maxp 22 Nov, 2021 @ 5:56am 
Thank you.Does this work for 2.8.1?
Heretic 27 Oct, 2021 @ 11:22pm 
I really wish there was a middle ground between this and the main mod. My only issue with the main mod is I think it goes TOO far and makes envoys and ethics seem pretty much pointless as far as diplomacy goes.

Sure, realpolitk is a thing, but sharing values (ethics) and diplomatic efforts should still count for part of the decision making process.
Turk 17 Sep, 2021 @ 2:10pm 
Is this save game compatible?
SBlack 14 Sep, 2021 @ 3:14pm 
It would be nice to have a normal diplomatic relations under ordinary circumstances, but have improved behavior against the crisis
salvor  [author] 14 Sep, 2021 @ 12:40pm 
I think it will, haven't checked it yet though.
Temaius 14 Sep, 2021 @ 11:59am 
Does this work for 3.1?
Platonov 29 Aug, 2021 @ 11:59am 
and don't work well with star wars i tried. (AI don't build warship)
salvor  [author] 9 Aug, 2021 @ 8:11am 
Note that sometimes the behaviour will depend on other mods. so if there are some mods that intentionally or unintentionally make AI more aggressive then this mod may change that.
salvor  [author] 8 Aug, 2021 @ 10:46pm 
@ChickyWicky

I don't think it's useful for original stated purpose (aggressiveness level of the base starnet is much lower now. It's practically impossible to get the war declared until 2220+, unless you use some other mods that change that behaviour).

This mod will still change the game though.

First, it will decrease cooperation levels, so you will see less federations and less "banding together" against the crisis or a snowballed empire.

Second, it's useful if you want to abuse the AIs (i.e. by extracting money them for favours and then killing them to remove the downside). Starnet removes some ways to exploit them, this mod reverts all the diplomacy changes back.

Third, it makes AIs prefer vassals instead tributaries. Be very careful, as a result becoming a subject might end up being a game over.
Sardorim 30 Jun, 2021 @ 2:13pm 
This works with StarTech, as per the creator.
slctd_chrctr 27 Jun, 2021 @ 10:45am 
Hey, total noob here, is my load order right ?

StarNet
Friendship Patch
Mixed Fleet
salvor  [author] 7 Jun, 2021 @ 2:16am 
@Temaius

Yes, the load order is:

Startech
Friendship
NSC2
This patch
Temaius 6 Jun, 2021 @ 11:29pm 
Does this work with Startech + NSC2? If so, whats the load order?
🌙𝓛𝓾𝓷𝓮🌙 4 Jun, 2021 @ 5:15pm 
is this capable of working in a save game, or does it require a new save?
salvor  [author] 31 May, 2021 @ 11:57am 
@Rage007

Yes, it works.
Rage000 31 May, 2021 @ 10:02am 
Question for you, does this mod work with StarTech AI? Thank you
salvor  [author] 23 May, 2021 @ 3:03am 
So in case that tech-oriented mod is interesting for someone, I've published it sp.zhabite.com/sharedfiles/filedetails/?id=2494712590 .

It will make AI more tech-focused and make them strictly peaceful in the early years. No wars will be initiated before 2240. In fact usually no wars will be initiated before 2250, but sometimes genocidals can cause conflict earlier.
Hobo Humpin Slobo 22 May, 2021 @ 2:29am 
:) Good, and I would be the last one to stop someone from being ambitious


But at around 2300 all my games are basically decided ^^ so:

1) please keep and update this mod (if just for future compatibility)
2) I personally don't "care" about "balance in all things"
salvor  [author] 22 May, 2021 @ 2:23am 
@Ensign Ricky

I've already did something similar and that's how starnet's current priorities are decided.

Most empires will be around optimal ratio (optimal as in, "this ratio made them stronger around 2300") and then depending on ethics they will move in one or the other direction.
Hobo Humpin Slobo 22 May, 2021 @ 2:12am 
Premise: we don't expect all empires to be equally valid (able to survive).


How about we introduce a factor named mil_focus between 0 and 1.

And every "flavour" of empire ethics and type doesn't get a fixed value, but a random one with a given average and standard deviation for this type.


1) You could just leave this mechanic be to induce variety; if some types don't survive: tweak the deviation, not the average/fixed
2) Run simulations and find the sweet spots (and get back to us when Stellaris 3 will have launched ^^ )
Hobo Humpin Slobo 22 May, 2021 @ 2:05am 
I understand, but respectfully, I think you are trying to achieve too much.

You want to actually balance a situation in which A might be affected by C at some point with A having not enough info on C when B will influence A's situation with unclear outcome.

This seems impossible on the theoretical and practical face of it.


But I have an idea ...
salvor  [author] 22 May, 2021 @ 1:58am 
@Ensign Ricky

The answer is "Yes, but it's expensive and if they do that and never attack humans, a human that didn't have to defend himself will be too ahead for them to catch up".

This is the problem, either they don't defend themselves (and die to militarist) or they do (and get outscaled by the human who didn't need to bother with any of that "defend yourself" problems).
Hobo Humpin Slobo 22 May, 2021 @ 1:48am 
(So maybe you are trying to solve an unsolvable problem in the context of Stellaris: can the roleplaying pacifistic AI surive against the militaristic AI with teeth ... and if the answer is: no ... I am fine with it ;) )
Hobo Humpin Slobo 22 May, 2021 @ 1:40am 
Long story short: I don't mind if some pacifist AIs will fall to militaristic ones - even early - if they/others would/could eventually stop them from snowballing. But that's a general Stellaris problem IMO.

Just stating that strategically I ALWAYS feel forced to go full militaristic (production and teching) with just Starnet, no matter the ethics of my direct neighbors ... and I don't like this perceived shoe-horning.
Hobo Humpin Slobo 22 May, 2021 @ 1:40am 
I am unable (in the context of Stellaris) to contribute to the how; even as an avid player I still don't even know all dependencies of techs.

Ideal case to me, which is even much more difficult with the new "new contact" protocol - and probably impossible: analyze the situation you are in (as AI), then plan and act accordingly: are you surrounded by militarists and a player: prepare for war ... otherwise: do your thing ... all on a sliding scale.


Other part evolves around teching: can you survive as a pacifist with comparable production but more civic-oriented techs chosen? What could you compensate for at all with reasonably placed defensive structures?
salvor  [author] 22 May, 2021 @ 1:06am 
On the other side if I fully prevent materialists from declaring war, now someone builds a fleet, whole galaxy builds a fleet to defend from that someone. Human doesn't build any and because he doesn't need to spend any resources (noone is attacking him) ends up having higher tech in 30 years and the game feels bad because of no resistance.

Having unified response fixes that problem, diversification will still happen post-2240, but everybody will have the baseline research to not fall too much from a human.
salvor  [author] 22 May, 2021 @ 1:06am 
It's not possible to have different defensive pact acceptances for different ethics, it's always a constant.

The current problem is that militarists will build a large fleet, and materialists are building a smaller one to defend. But once there is a human who build almost none, materialist who built one for defensive purposes may fight a human who will feel as if everyone is equally aggressive, it isn't usually apparent that the fleet that killed him was built for defensive purposes against an empire on the other side.

Hobo Humpin Slobo 22 May, 2021 @ 12:51am 
I do.
I enjoy different "personalities".

The "planning for a truce" I don't find appealing, at least not individually.
My hope when using both mods is to not being able to steamroll "friendly" neighbors as easily.

If possible: maybe increase the desire to form defensive pacts or feds for the pacifists.
salvor  [author] 21 May, 2021 @ 11:36am 
Are there any people here who like to play friendship patch version of starnet?

I have a question, I suddenly realised that maybe it's a better idea to have a dedicated standalone technological fork of starnet (it's not that complicated to make and maintain, I hope).

What if there was a version that intentionally planned around a 40year truce? Meaning that they would never ever attack each other (or a player for that matter) before 2240, but as a result try to assume there is no war coming, don't spend anything on military, try to expand and tech up for some time.

This would be closer to how (I think) people who use friendship patch enjoy playing and maybe it will be more fun version for them.

What's your opinion on this?
salvor  [author] 21 May, 2021 @ 11:35am 
@Alucard

It should.