Stellaris

Stellaris

Under Siege
307 Comments
Oatmeal Problem  [author] 13 May @ 9:31am 
@AltoidsMaximus I haven't used those, but it looks like those should be compatible. This mod doesn't change ground combat at all. Military Enhancements' new Armaments resource might not be affected by this mod's siege shortages (depends on how they implemented it).
AltoidsMaximus 13 May @ 8:21am 
Is it compatible with "Ground Campaign" and "Military Enhancements" mods?
Random Tank 6 May @ 8:31am 
Awesome, thank you very much!
Oatmeal Problem  [author] 6 May @ 8:29am 
@Random Tank there will be some broken modifiers if you try to use this version on 3.14 (mostly, sieges won't affect pop growth or priest/admin jobs)

You can grab the previous version on github here: https://github.com/oatmealproblem/michael-makes-stellaris-mods/tree/1796e8522edb0075a57aae0fca49042049b7c79e
Click the green "Code" button then "Download ZIP" (and google how to manually install Stellaris mods)
Random Tank 6 May @ 7:31am 
Does this still work on 3.14? If not, is there still a 3.14 version? I forgot to back up.
WRXKiller-GM 5 May @ 1:43pm 
aw Dang that sucks but I have heard that the 4.0 release is very buggy right now and missing a lot of stuff so not too surprised I wouldn't be even more surprised if they did a 4.1 or 4.2 release soon where they just try to patch out a lot of mistakes either that or moder's had in stuff for it to be fixed like they did with the previous version of the game
Oatmeal Problem  [author] 5 May @ 11:28am 
Also no affects on the new trade and logistic mechanics yet. Similarly, I need time to better understand it. Also it doesn't seem very moddable currently :(
Oatmeal Problem  [author] 5 May @ 11:26am 
Updated for 4.0
Note that there's no specific logic for the new Wilderness hive minds yet. They are VERY different, and I don't have a good feel for how they work. Some shortage modifiers might not make a lot of sense for them.
Oatmeal Problem  [author] 5 May @ 11:25am 
@WRXKiller-GM generally I avoid tying into ascension perks etc too specifically like that, and I try to keep everything based on resource production and consumption. This makes Under Siege integrate much more seamlessly with other mods -- I don't know what sorts of crazy perks and civics they'll add, but if they're affecting resources, compatibility is mostly automatic
WRXKiller-GM 28 Apr @ 12:26pm 
Cloning could be made into into something like their surrender limit is lower because the people who want to surrender just get killed off because they're just going to be brought back with the cloning vat after the planet survives.

And mutation can straight up have it so they just adapt to the new situation of less food mutating for survivability and making it harder to actually whittle them down
WRXKiller-GM 28 Apr @ 12:26pm 
With all of this in mind about the trade system it definitely give some interesting ideas you can do with your siege mechanic for example make it so a person has higher limits on their planet or less siege build up but substantially greater trade costs. Essentially representing that the planet is still getting resources but from blockade runners that are definitely not making it all the way.

Currently it's unknown if there will be any major civics that will affect stuff like what you're doing here but I can imagine the ascensions will definitely affect it. For example you can have it so purity doesn't have as much problems since they literally perfected their genetic code and I can imagine that also means perfecting not needing to eat as much and having more energy when you have less.
WRXKiller-GM 28 Apr @ 12:21pm 
For the first question yeah here's how the trade system works now energy relegated to normal resource no longer required for the galactic market and thus having its capacity reduced to the same amount of the other normal resources

trade is now a pooling resource that is consumed for planets that have a deficit of any kind and for when fleets are not docked. Doubling if fleet is in enemy territory. This is supposed to represent truckers and supply ships traveling between the planets to bring them the resources they require.

Original benefits from trade laws still apply but are only given if over trade capacity. Nerfing trade builds but making it so now everyone cares about trade including hive mind empires.
Oatmeal Problem  [author] 28 Apr @ 12:00pm 
I plan on updating for 4.0. My thoughts:
- I didn't play the beta much; I know local shortages require trade now. Does anyone know, do sieges have any effect? (Eladrin mentioned he was thinking about this, when they first introduced the trade rework). If not handled by vanilla:
- Besieged planets shouldn't produce any trade value
- Shortages on besieged planets shouldn't consume any trade
- Shortage effects need to be changed for the new "Wilderness" living planet hiveminds
- Shortage effect changes needed for any other new civics or ascensions?
WRXKiller-GM 28 Apr @ 9:39am 
I will say if you do update this for the new version of the game it will be even more amazing and connected with already existing systems that they're adding primarily with the whole trade and the trade ships needing to get across each other. Very much think some fun stuff can be done with that.
Saint-Roch 24 Feb @ 1:49am 
Ok. All in all, your mod was the cause of a lot of suffering in my last 1000+ years campaign. I loved it.
Hopefully, 4.0 don’t mess it.
Oatmeal Problem  [author] 10 Feb @ 9:05pm 
@Saint-Roch you mean for the upcoming 4.0 update? Too early to say
Saint-Roch 10 Feb @ 11:25am 
Do you plan to update your mod to the new system ?
Fish 30 Jan @ 7:45am 
Reminds me of Starsector, fleet idea too down below me.
Oatmeal Problem  [author] 21 Jan @ 3:45pm 
@lorosexn no, it's not vanilla. Some of the feature might be added to the vanilla game in a future update, but they haven't been yet
lorosexn 21 Jan @ 2:53pm 
Is this vanilla? Im asking because of your comment below mines and because I don't really notice interactions in the game like this.
Oatmeal Problem  [author] 26 Nov, 2024 @ 2:58pm 
Seems like there's a decent chance of this mod becoming largely obsolete in the next year-ish. Quotes from Eladrin (Stellaris game director):

"We’re likely to revamp [trade value] into a proper resource, though I’m also considering ways of also using it to simulate supply lines and local planetary deficits"
"Though if the planet were being bombarded, I'd probably want to experiment with blockade effects."
"Maybe storage depots prevent any negative blockade effects for a while, or cloaking techs."

It'd be awesome to get all that in the vanilla game :)
Valdis 28 Sep, 2024 @ 9:21am 
One of my favourite mods, i had a similar idea in mind, but for fleets. Is there any chance if we could exchange ideas? I added you and i hope you could give me some advice regarding this mod?
[CK] Luiz Feliciano 6 Sep, 2024 @ 2:33am 
Finally, a good use for resource silos! :steamthis:
Oatmeal Problem  [author] 23 Aug, 2024 @ 2:06pm 
If it's your planet, you can see it in the planetary decisions
michaelblobner98 23 Aug, 2024 @ 4:46am 
Is there somewhere to see the resources actually stored on a planet?
FWehning 11 Jul, 2024 @ 6:10am 
@MichaelMakesGames you were correct - works like intended :-D
Red Moff 9 Jul, 2024 @ 12:23am 
This is a must have mod, thanks!
Oatmeal Problem  [author] 6 Jul, 2024 @ 1:04pm 
Mod is updated. You can see the details in the Change Notes. Some highlights:
- Integration with Planetary Diversity (jobs from dome stations are disabled during siege)
- Individualistic machines will now be unhappy during an energy shortage
- Virtual pops get an output penality during an energy shortage
- Support for various modded capitals and resource silos (subscribing to the Merger of Rules is highly recommended!)
Oatmeal Problem  [author] 2 Jul, 2024 @ 10:08am 
@FWehning for Armageddon, that sounds expected. In vanilla, indiscriminate can't kill the last pop; this mod doesn't change bombardment stance at all. STNC might. If you want less damage to pops, maybe you should try discriminate bombardment ;)
FWehning 27 Jun, 2024 @ 6:11am 
Only STNC may have an impact on bombardment (unsure) and I have lately an additional mod "Planetary Shields" (which did not change the observed behavior).

I mostly use the default "indiscriminate" stance and rarely "armageddon"
Oatmeal Problem  [author] 26 Jun, 2024 @ 7:47pm 
@FWehning are you using any mods that change bombardment? And what bombardment stance are you using?
FWehning 26 Jun, 2024 @ 6:58am 
@MichealMakesGames the thing is if I bombard the planet then the rnrmy armies and planet population is always exterminated before surrendering. This results in depopulated and devastated enemy planets - always.
Rocket 1 Jun, 2024 @ 2:32pm 
Thank you
Oatmeal Problem  [author] 31 May, 2024 @ 6:44pm 
@Rocket yep, to the best of my knowledge. I haven't played a full game recently though, just basic testing, but no recent changes should affect this mod
Rocket 31 May, 2024 @ 3:18pm 
Still work?
Oatmeal Problem  [author] 16 May, 2024 @ 9:12am 
@FWehning I haven't tested it myself, but others have reported that the mod works with STNC

"I recently get aware that planets never surrender anymore." I'm not 100% sure what you mean.

A few versions ago, Stellaris added planetary surrender to the base game. At that time, I removed this mod's separate surrender mechanics. This mod can assist the base game surrender mechanics though: local mineral and energy shortages will increase bombardment damage (so you can kill their armies quicker)
FWehning 15 May, 2024 @ 10:04pm 
Is this mod still compatible with STNC? I recently get aware that planets never surrender anymore.
Oatmeal Problem  [author] 7 May, 2024 @ 8:34pm 
Updated for Stellaris 3.12
Oatmeal Problem  [author] 12 Mar, 2024 @ 3:33pm 
@Seek and Find yep, these mechanics affect the AI too, and they will stockpile intelligently based on planet needs. There are also some minor changes to AI war priorities, but those aren't very moddable
Seek and Find 12 Mar, 2024 @ 10:52am 
Does the AI use this, or just a player nerf? I'd be fine with either, just don't see that information in the description.
Oatmeal Problem  [author] 27 Feb, 2024 @ 7:52pm 
Yep. Updated (though all I needed to do was change the supported version number so the launcher doesn't yell at you)
otaviofilipe4 27 Feb, 2024 @ 7:41pm 
Still works?
Oatmeal Problem  [author] 11 Feb, 2024 @ 8:39pm 
@raw666 I see what you're saying now. Defensive bonuses for maintaining a surplus could make sense. Bombardment resistance has a hard-coded maximum, but it would be possible to add events that actively decrease devastation... But I'm not modding or playing Stellaris much currently; mostly just keeping my mods up to date.
raw666 8 Feb, 2024 @ 4:49pm 
Basically, if the world is too fortified and your not going to crack the planet, you will have to invade a fortified planet and suffer heavy casualties to take it or eradicate the population since you can't starve them out or kill them via orbital bombardment.
Which goes with the idea of siege warfare as the invader have to feed a ever growing army against a fortified army to remove the defenders from their fortified locations that is highly resistance to bombardment and force players to care more about their army builds and commanders leading them.

But that maybe asking to much, so maybe skip the second part. Just thought it go well with the idea of improving siege mechanics and would go well with your mod.
raw666 8 Feb, 2024 @ 4:49pm 
I was suggesting a addition to mod was more fortified and sufficient the world is, the harder it is to crack as combined fortification and self sufficient will reduce bombardment damage to a point the planet will not receive damage or it will take years just to devastate the planet enough to even damage buildings and kill soldier pops/regular paps as a way to force people to invade if the planet is too fortified.
Oatmeal Problem  [author] 7 Feb, 2024 @ 8:10am 
@raw666 Local Production is completely compatible. I don't see much point in an direct integration. Their bonuses will already affect each other. For example, a LP mineral increases CG output so you're less likely to have a CG deficit during a siege.

For your 2nd point, I don't quite follow what you're suggesting. Local self-sufficiency on a fortress world with a shield is already a very good combo in the mod (though eventually bombardment can cause enough devastation to cause deficit)
raw666 6 Feb, 2024 @ 11:11pm 
Can I make suggestion, that maybe integration with Local Production (when it gets update or if).

I think it be be a great partner mod to this one.

Another thing is can I suggest that if planets produce said resources combined with a fortress/stronghold and shield generator, the planet gets a bonus to resist bombardment. Making it more difficult and longer to take the planet. And with multiple strongholds, it is possible to make build indestructible as they have the resources to repair them as fast as the enemy destroy them, making it so a ground invasion has to happen to take the planet. Making fortress worlds even deadlier.
Oatmeal Problem  [author] 16 Nov, 2023 @ 2:23pm 
Updated for Stellaris 3.10
Potato fish 19 Oct, 2023 @ 11:40am 
before this i had no reason to have a stockpile of food
Oatmeal Problem  [author] 18 Oct, 2023 @ 8:08pm 
Mod updated with the latest translation from tzverg