Поиск по STEAMB

Игры и программы по онлайну, скины по объёму продаж

Ничего не найдено

Попробуйте другое название или переключите категорию.

Меню

Геймплей

Expanded Espionage and Diplomacy

Положительные голоса96%852 голосов игроков
Подписчики33,2 тыс.33 199 в Steam Workshop
Размер файла4,14 МБЗагрузка через Steam
Обновление автора26 июл. 2026 г.Дата обновления материала

Изображение 1 из 4. Материалы автора из Steam Workshop.

Изображение 1 из 4
Установить через Steam

О материале

«Expanded Espionage and Diplomacy» — материал мастерской Stellaris. Моды Stellaris: события, корабли, виды и интерфейс. Совместимость с патчем проверяйте у автора. Для установки откройте оригинал в Steam Workshop, проверьте требования автора и подпишитесь. Совместимость с версией игры редакцией не проверена.

Описание автора

For Stellaris 4.4

This mods adds various features and events centered around diplomacy and espionage. Major features include more varied opinion modifiers, new resolutions and operations, and the ability to form the Galactic Republic.

Feature List

Diplomacy

  • Gestalts can research their own diplomacy techs
  • New Envoy events
  • First contact is Slower
  • AI will try to vassalize and attack weakened players more often
  • Renounce Claims tradable action Both sides remove claims on each other, and cannot make new claims for 10 years. Requires good opinion, a non-aggression pact, and both sides not at war and not subjects

New Opinion Modifiers - More Policy related opinions - Ascension Perk related opinions - Nobody likes a slaving despot - Imperialists dislike each other - Empires won't like you enslaving or purging their citizens - They won't like you nerve stapling their citizens, either

Federations:

  • Trade Leagues are generally available to Non-Xenophobe Pacifists, unless they have certain civics
  • Hegemons are always available to Feudal Societies and Franchising
  • Hegemons are always available to Xenophobes (unless Egalitarian or Pacifist)
  • Martial Alliances are always available to Barbaric Despoilers, Strength of Legion, Warbots, and Determined Exterminators
  • Research Cooperative are available to hive minds with research oriented civics
  • Fleet contributions are effectively uncapped
  • Association Status respects federation invite laws
  • Gestalts can participate in arena combat, selecting a random admiral or general to act as a proxy
  • Less cohesion loss when you add or lose federation members
  • More cohesion loss when you change federation type

Vassals:

  • Changing vassal contract costs less influence, and can be done more often

Galactic Community

  • New Resolutions
    • Can form the Galactic Republic, turning the custodianship into a permanent elected office
    • New Galactic Republic resolutions
    • Law and Order, authoritarian resolution tree
    • Galactic Cooperation, xenophile resolution tree
    • Galactic Healthcare, pop growth resolution tree
    • Can choose a host for the Galactic Senate (similar to founding the galactic market, requires the Federations or Nemesis dlc)
      • The Galactic Empire will always host the Galactic Senate
    • Resolution to protect neutral fleets (enclaves, ext), requires Reverence for Life
    • Resolution to protect space crystals
    • With Expanded Spaceborn active, you can also protect void clouds and mining drones
  • Many changes to vanilla resolutions, see pinned topic for details
  • The Imperial Armada can support more ships than the Galactic Defense Force
  • Can become emperor during the War in Heaven
  • Greater variety in resolution ai weights
    • More ethics and civics taken into account when voting
    • AI less likely to vote for resolutions that will hurt their federation members (unless hegemon)
    • AI is smarter about resolutions that target themselves
  • Cannot use most hostile resolutions against the galactic emperor unless imperial authority is under 100
  • Proposing and passing certain resolutions may upset certain factions
  • Gestalts get slightly more diplomatic weight from pops (to balance out no bonuses from pop happiness)
  • Fleet power gives slightly less diplomatic weight

Primitives:

  • New Primitive Events
  • Primitives advance through early ages more slowly
  • New society events that influence their civics and origins
  • Instead of immediate nuclear annihilation, Primitives will start a hidden cold war situation that you can influence
  • Events surrounding the dead alien 'death god' and the primitives who worship it
  • Primitive Insight techs give a small amount of monthly influence

Espionage:

  • New and Changed Espionage Operations
  • General Changes
    • You will no longer automatically learn the location of an empire's capital after first contact
    • Information from intel spread out more between different levels.
    • New Espionage Focus policy (requires Nemesis)
    • Infiltration from empire sprawl has been significantly increased
    • Most espionage-related opinion modifiers now stack

Subterfuge Traditions: - Adoption, +2 Codebreaking (from +1), infiltration cost of Gather Information and Tap Communications operations are fully refunded - Finisher, +2 Disengagement Chance - Information Security, -25% Emergency FTL Damage Risk, Counterintelligence Operations have no Infiltration Level Cost if concluded smoothly. - Non-Disclosure Agreement, +1 Encryption, increases hostile operation costs by 25% - Double Agents, +2 Envoys (from +1), -2 operational difficulty during Acquire Asset operations - Shadow Recruits, +1 subterfuge and sabotage operation skill - Uncover Secrets Agenda gives -25% Operation Cost and Upkeep when launched

Warfare:

  • Warscore modified to give more weight to planet occupations and superior fleets
  • No-war policy still allows wars against homicidal empires
  • War in Heaven, war exhaustion ticks up much more slowly
  • Devastation also damages defensive army morale (up to -50%)
  • Invading primitives kills off some primitive pops

Tweaks:

  • Information from Intel spread out more between levels
  • First contact doesn't automatically reveal capitals
  • Penal Colony gives +5% technician, miner, and farmer output
  • Thrall Worlds give +5% slave production
  • Autonomous Agents also gives +1 Leader Pool

Compatability

This mod is not compatible with Galactic Community Expanded, as we both modify the resolution category file.

Recommended Mods

Mods that compliment this mod, or which this mod can tie into

Claims Decay - Dynamic Diplomacy https://steamcommunity.com/sharedfiles/filedetails/?id=1355094979

Donations

I have recently launched a patreon page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

Настройки cookies

Вы можете изменить выбор в любой момент. Отказ от аналитики не ограничивает доступ к сайту.

Технологии, провайдеры и сроки хранения