Stellaris

Stellaris

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巨齿鲨c的战争借口拓展
   
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12 月 3 日 下午 9:29
12 月 12 日 下午 7:03
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巨齿鲨c的战争借口拓展

描述
当前版本:V1.0 联合军演
======更新内容======
1.加入了战争借口——联合军演
2.惩罚战争借口若是维持现状,战争发起方会获得“沦为笑柄”debuff,且持续期间无法发动惩罚战争。
3.修复了信仰圣战不可用的问题
======模组介绍======
本模组新增 5 款专属战争借口:
1.惩罚战争
这款战争借口适用于所有常规帝国,无需特定思潮支撑,只要目标非失落帝国即可发起。胜利后,你的帝国将获得长达 10 年的凝聚力与幸福度加成,战败方会大幅提升对你的好感度 —— 但请记住,这只是暂时的。但若你选择以 “维持现状” 结束战争,将沦为全宇宙的笑柄,且在减益持续期间无法再次发起惩罚战争。
2.科技封锁
该战争借口专为抑制竞争对手的科技崛起而生,但极端唯心主义帝国无法使用 —— 极端唯心者坚信神明的恩赐远超世俗科技,绝不会主动以这种方式干预他人发展。以该借口宣战并获胜后,你将获得 10 年全科研速度加成,战败方则会陷入 10 年科技产出惩罚期,彻底失去科技竞争的主动权。
3.解除武装
当某一帝国的舰队规模远超常规、对你的边境构成实质性军事压力时,该战争借口的核心目标并非领土或资源,而是从根本上削弱对方的军事能力。胜利后,目标帝国的海军容量将削减 40%,并承受高达 100% 的维护费惩罚;你则会获得舰队容量加成与大量影响力,彰显区域军事霸主的地位。
4.信仰圣战
唯有拥有唯心或极端唯心思潮的帝国,才可使用 “信仰圣战” 战争借口。当异教帝国亵渎你的神明、拒绝对你的信仰表示基本尊重时,以神明之名发起惩戒便成为必然。该战争借口胜利后,你将获得巨量凝聚力加成!目标帝国会因神罚动摇信仰,甚至可能彻底放弃神明信仰。但神圣的战争不容退缩 —— 若中途停战,你的帝国将因 “神明不满” 承受凝聚力暴跌的惩罚,内部甚至可能爆发信仰动摇危机。
5.联合军演
面对任何即将到来的威胁,我们都需要做好准备!你可以和你的邻国或同属一个联邦的盟友进行联合军演,维持现状后双方将会获得一定的影响力和好感度。更重要的是,对战斗的模拟训练让我们得以更好的应对接下来的战斗,让双方获得海量的舰船经验加成,军用舰船建造花费减免和高额的厌战度获取减免!
后续更新计划
V1.1 科技与信仰
重置 “科技封锁” 与 “信仰圣战” 的机制
19 条留言
Megalodon_C  [作者] 46 分钟以前 
@Kepos -2
On top of that, English isn’t my native language, so my proficiency is pretty limited. Without translation tools, I can’t communicate at all, and I struggle to understand most Stellaris modding tutorials out there. This language barrier has made the development process even more challenging.
So while your ideas are amazing, implementing them will likely take me a considerable amount of time. I really appreciate your creativity and suggestions—they’ve given me a lot to think about!
Megalodon_C  [作者] 46 分钟以前 
@Kepos -1 Your ideas are all incredibly fascinating! However, as someone who’s only been modding for about 10 days, they’re still a bit too ambitious for me right now. In fact, I’ve been trying to implement the "reduced damage for both sides" mechanic for 4 days straight, but I still can’t get it to work—my game has crashed dozens of times already.
Six days ago, I was working on a Valorant-themed leader mod (since I’m a big fan of the FPS game). One of the leaders I designed is Clove, who was supposed to have a trait that corrodes enemy fleets—reducing their armor and hull points. I thought this would be straightforward, but after combing through the base game’s files, I found absolutely no existing mechanics to reference for applying debuffs to enemy fleets. To this day, I still haven’t figured out how to make that work.
Kepos 2 小时以前 
@Megalodon_C - 3
Sorry, can't get off the idea...real fascinating.

How about starting the event by placing a 'neutral' referee ship or armada in that specific system and include it into an order to send your ships within a given timeset? If you could not catch-up you loose influence or fame or whatever. On entry those ships get stalled...similar to that mission, when one of your scientists get lost and the ship is jammed until the other science ship fullfills the rescue mission. Same here, the fleet gets jammed until the other party arrives and the fighting starts or gets released when the time is up without the exercise partner's arrival.
Kepos 3 小时以前 
@Megalodon_C - 2
I think this all could be routed into an event or mission with fixed parameters.

Some question I still think about:
So you declare #5 on one of your allies...how does that inflict other allies if you have them? Neutrality, joining one of the sides, ignoring #5?
See, I think this #5 idea could get a real gamechanger if it is done right, as it may support the most ignored side of playing Stellaris in a defensive way. But it also opens up a lot of possibilities that may crash ones ingame position or in wrong constellation the stability of the game itself.
Kepos 3 小时以前 
@Megalodon_C - 1
Thx for the clarification. Sounds quite promising and I'll test it in my next game. However, I would better like to wait for #5 until you figured out how to fight without losses.
Hm...just wondering: How about marking a specific system to meet with a chosen number of ships or fleets for the 'exercise'. A border system without planets should work for that purpose. On entry into this marked system, the fleets will silently got copied. After the fights and results are presented, so different ship blueprints could be inspected, the fleets are restored from the before done silent copy by event. The event could also restore or alter the relations and bonuses for each participant.
Megalodon_C  [作者] 8 小时以前 
@Kepos
However, the war weariness gain for this casus belli is 100x faster than vanilla. This is a deliberate trade-off to fit the "exercise" theme: destroying just one or two ships will be enough to push the war acceptance to a level where Status Quo is achievable, avoiding prolonged conflict.
As for diplomacy: vanilla Stellaris does reduce opinion with factions you’ve recently fought—that’s hardcoded in the base game. To avoid overwriting core vanilla mechanics (a principle I stick to for my mods), I’ve added a positive opinion gain modifier to offset this default negative penalty.
That said, this is a temporary solution! I’m currently working on adjusting the mechanics so that fleet damage between the two sides is set to 0—this will better simulate a "military exercise" without actual losses. I believe the update will be available soon!
Let me know if you have any other questions—thanks for subscribing!
Megalodon_C  [作者] 8 小时以前 
@Kepos Hi there! This casus belli does lead to actual combat—here’s a detailed breakdown of how it works:
First, ships and installations will be destroyed because this casus belli only allows you to select the "Status Quo" war goal. By default, Status Quo comes with a -70 war acceptance penalty that can’t be changed, meaning you’ll need to capture a certain number of starbases or destroy enemy fleets to reach a peace deal.
Kepos 15 小时以前 
Good ideas. Subbing.
But one thing I'm struggling with is #5 Joint Military Exercise. How does it work? I declare #5 on my ally or positive related neighbor. Do we actually fight and destroy each others ships and installations, or is it ment like an exercise and we see just results while the ships/installations are unharmed? If the other way arround, wouldn't the ally/neighbor then get angry? What happens to trade or free passage? An update toward the specific mechanics would be great. Thx!
Megalodon_C  [作者] 12 月 10 日 下午 5:43 
@Wairui Good point! I'll add that to the description.
Wairui 12 月 10 日 下午 5:15 
That is very good modding practice! Actually I've seen many modders put that exact information you've just wrote, into the description. I wouldn't then had the need to ask. ;-)