Home Discussions Workshop Market Pakistani khawaja sara phone number. Change language. Install Steam. Store Page. Stellaris Store Page. Global Achievements. I see there are a bunch of Dathnak episodes but do I get anything good for doing any or all of them?
Showing 1 - 3 of 3 comments. Xcorps View Profile View Posts. You can end up with 18x Physics research or 6x minerals output. Darrenb View Profile View Posts. Personally I just like the feeling I get when I realize that I've just created either a fascist police state or a communist revolutionary state which will go in endless spirals of revolution.
I guess humans can even export stupidity to the species they meet now. Deadcurze View Profile View Posts. You can help their glorious and benevolent government retain power! Isn't that reward enough in and of itself? Per page: 15 30 Date Posted: 1 May, am. Posts: 3. Discussions Rules and Guidelines. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts.
All rights reserved. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames. View mobile website.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Stellaris Store Page. Global Achievements. Purplemen View Profile View Posts. Been playing on my save for a whille now, and I finally took planets in my first war.
One planet has aliens with the extreme Xenophobic ethos and one planet has no Xenophobic ethos due to ethics divergence, presumably.
Due to my personal Ethos, I can't purge nor enslave the extreme Xenophobes and have no way of getting them to stop rioting. They're destroying their own capital planet and I can barely afford to buy them down, and they're still destroying things. Is there any way I can deal with this? Showing 1 - 11 of 11 comments. I had very similar issues trying after taking three planets from a Xenophobic race. Immediately after capturing them a Repatriarch faction spawned with the intent of flipping the planets back.
Can't purge or enslave them. A few of them migrated back to their home faction very early on, but that soon stopped. The best counter-measure is happiness. Keeping the faction members happy lowers their attraction to the faction you can see this under 'faction support' on the factions page of the empire tab and makes them more likely to become loyalists.
Originally posted by sparker :. Apostolos View Profile View Posts.
Maybe keep a fleet of ships bombarding the planet until no more population is left? I have not tried it myself though. You would have to allow heavy planetary bombardment. I do not know how many ships it takes or if just one sitting there will work or not.This mod significantly expands the Vanilla rebellion mechanics to make them a more significant threat to established empires.
As it is, rebellions pose virtually no threat whatsoever to your empire, as the revolutionaries start with huge disadvantages: They are one planet and have no fleet. Only in exceptional circumstances will they seek to join a larger empire. A successful revolution will also not impact on the likelihood of more planets revolting.
One can therefore safely ignore unrest, or at least treat it as a minor annoyance. This mod changes all that, through several measures:. There is also a smaller chance that other planets with different grievances i. That means that if you conquer an empire and then let two of its planets revolt, they will end up in two different empires. In my mod, these empires will merge. The same is true of slave revolts and if you let rebels from your own species secede unless they are of opposing ethics.
However, in Stellaris, states persist well past their best by dates, as there are no internal consequences to their weakness.[Гайд][Stellaris Apocalypse][Угасшие Империи] - Про Угасшие Империи/Fallen Empire
To correct this, I add modifiers scaled to the direness of the situation that add to unrest levels, reduce happiness especially in oppressed pops and increase ethics divergence if there are any hostile neighbours that have overwhelmingly more powerful fleets than you and you are not at fleet capacity, or if you are resoundingly defeated in war. In terms of balance and gameplay, I hope that this will create a more fluid mid and late game, with rebellions hopefully breaking the stalemate that tends to emerge between the powerful empires, and allowing failed states to fade into obscurity.
I also hope that this will provide challenges for the player, forcing them to administer their empire well or risk it falling apart something that I have made a real possibility. My immediate priorities are: -A rebalance of the role of armies in reducing unrest and quelling revolts — make rebellions still be possible even if all your planets are packed with soldiers as the AI currently does habituallybut not so that they are impossible for you or the AI to prevent.
Done -Expand the slave revolt mechanics — create special civics for successful slave revolts. These will make slaves in neighbouring empires want to revolt and join them. They and the slave-owning empires will hate each other, leading to interesting gameplay. Slave empires will also have special names, if possible.
Done -Add a mechanism that is realistic and used by the AI when appropriate to spread unrest in neighbouring countries. I still look to add the mechanism for spreading unrest and subsidising rebellions in neighbours, and I have some ideas for other features I want to add e. Oh, hopefully 1. Feedback: If you see anything weird, let me know! Also tell me if you think it is too hard or too easy for you or the AIand I can make refinements. Permissions: Usually I would just let other modders use my work.
All the mods on this website are completely free. No hidden charges or limitations will bother you. Simply spend couple minutes of your free time to install these mods and improve your game so you could experience the new excitement.
We can ensure that only highest quality mods Stellaris are being published on our website. We care about our community and we want you to feel happy.DiplomacyEventsGameplay. Install Propaganda and Espionage Mod via Steam. Overview Diplomacy in Stellaris can often become static with only the player or a crisis shaking up the status quo.
Stellaris Event ID List
Propaganda and Espionage attempts to change that by introducing a little bit of intrigue to the galaxy. There now are now two new policies that control your Intelligence and Counter-Intelligence Funding, alongside a new menu accessible from the Contacts tab that opens the Espionage screen. Sabotaging a foreign starbase, drastically reducing its weapon strength. This is a costly and time consuming operation, used to aid in punching through choke-point systems. The AI will also make use of these new options, scheming against each other and the player.
The success chance of any covert operations will depend upon your own Espionage Funding, and your targets Counter Espionage Funding.
Finally there are a few new diplomacy events, such as the AI sometimes requesting help in a war from their neighbours. Note — I dont use any of the playable Fallen Empire mods, so if you have any issues let me know.
Compatible with almost any mod, but UI mods might prevent the new Espionage button from appearing, there is a backup edict to use the menu however. Coming Soon Some way to cause unrest in opposing empires, maybe with events to secretly fund rebels etc. Rate it! Save my name, email, and website in this browser for the next time I comment. Stellaris: Upgradable Strategic Resource Buildings. Editor's Pick.
Stellaris: Extended Traits. Stellaris: Real Pop Ethics Shifting. Stellaris: Planetary Diveristy — Planetary Habitats. Stellaris: District Overhaul. Popular Now. Stellaris: Planetary Diversity — Unique Worlds. Stellaris: No Megastructure Limits. Stellaris: Interplanetary Agriculture. Stellaris: Ecofuturistic Cityscape. Stellaris: Upper Limits V2. Stellaris: Stargate Universe. Stellaris: Auto Planet Build. Stellaris: Cargo Ships and Foreign Trade. Stellaris: Unique Ascension Perks.
Stellaris: More Building Slots This is a sub-reddit for Stellaris. For the full rules, click here. No memes, image macros, reaction pictures, or similar.
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Explanations should be posted as a reddit comment - referencing the title is not enough. All giveaways, surveys, fundraisers, and petitions must be approved by the moderators first. Game-trade threads are not allowed. This includes games and expansions. We may occasionally ban specific topics that have flooded the subreddit. For information on topics that are temporarily banned, please view our rules page.
Content that breaks the spirit of these rules may be removed at moderator discretion. To avoid spoiling the game for others, please adhere to the following guidelines:. If you put "[spoilers]" before the thread title, you are free to discuss spoilers in the comments. In threads not marked by [spoilers], please use the following formatting to hide spoilers in your comments:. Mail the mods. Dathnak are terrible astronomers. I'm playing a pretty new game and I discover the Dathnak anomaly - gas giant sentients who want a lift from their current, dying homeworld to a new gas giant.
I agree to move them to a new gas giant they picked out, which is in a system I haven't explored yet. I complete the special project to move them, and then start surveying the system. I find an anomaly on the very same gas giant where I moved them. Aaaaaaand, I get the anomaly that turns a gas giant into a barren world. Have fun with that. I've done that before in another game, the only reason I help the Dathnak is because they eventually give you back a bunch of research points.
I'm kind of curious if the quest chain will continue as before, even with the Dathnak capital being sort of To be fair, given that they don't have any technology at all other than the transmitter that was gifted to them, it's not surprising that they wouldn't have gotten it right. Frankly, I suspect that when they say "We want to go to that planet over there!
Maybe you'll get a "turns out the gas people are actually rock people and biologists are embarrassed" event too Yeah, until Asimov comes out I'm not interested in playing challenging, or "real" games, so I'm trying out a lot of mods.
No links to pirated materials, pirated game mods, or key resellers. General discussion of piracy or leaked content is allowed. Explain what you want people to look at when you post an image, including mods that may be responsible. Explanations should be posted as a reddit comment - referencing the title is not enough.
All giveaways, surveys, fundraisers, and petitions must be approved by the moderators first.
Star Wars Rebel Ships For for Stellaris
Game-trade threads are not allowed. This includes games and expansions. We may occasionally ban specific topics that have flooded the subreddit. For information on topics that are temporarily banned, please view our rules page. Content that breaks the spirit of these rules may be removed at moderator discretion. To avoid spoiling the game for others, please adhere to the following guidelines:. If you put "[spoilers]" before the thread title, you are free to discuss spoilers in the comments.
In threads not marked by [spoilers], please use the following formatting to hide spoilers in your comments:. Mail the mods. Modding Unofficial Patch for Stellaris 2. This mod should be loaded at the top of your load order so other things can overwrite it. Many of these were first developed or found by Risa in their unofficial patch to 2.
I have rewritten them where appropriate, removed ones fixed or made irrelevant, and fixed the occasional fix. Some of the changes between 2. I haven't carried over 'balance' adjustments, with a few exceptions - mostly where they benefit the AI where it makes sense. Giving the AI access to Liquid Metal and letting them research space critters being the main ones. I am working on a separate patch expansion mod for more drastic changes to the game.
This is presented as a 'vanilla as the Stellaris team intended' patch for the most part. This should be compatible with nearly everything as long as this is at the top of your load order.
Most changes are independent of each other and those that are not should work at least as well as in vanilla if one part gets overwritten. This mod should have a slight positive impact in performance as some rather nasty events were rewritten and I bring in some gateway logic from my Bypass Adjustments modwhich prevents a lot of things from pathing through them.
Feel free to forward changes from this mod into your own. Credit is appreciated and Risa requires it - half of these fixes are Risa's. Beware checking in the immediate scope in a game start event. Delay a day.The key to winning in Stellaris is resource management. The time you are spending micromanaging unwanted planets could be better spent elsewhere.
You can stop daydreaming about building a Death Star in Stellaris. That may mean negotiating with other empires or finding a new home for your planetary settlers.
When it feels like you have too many planets to manage, then the best solution is to bring that number back down to a manageable level. In some cases, too many planets can also have negative effects on your gameplay. This could cause you to go over your maximum administrative capacity. This, in turn, can seriously wreck your economy. The final reason is pretty straightforward: the planets may simply not offer much in the way of tactical or strategic value.
Outside of using mods or console commands more on this laterthe easiest way to get rid of a planet is nice and simple. All you have to do is give it away! If you can find another empire that has a protective attitude towards your own empire, you can give them the planet as a gift.
Some players occasionally feel remorse after they give a planet away. They focus on all of the potential that the planet had. In reality, though, you wanted to get rid of that planet for a reason.
Now instead of fretting about what you could have done with an unwanted planet, you can focus on your core empire. Now, this method is a little more complex than it first seems. Because of that, you should choose the target planet very carefully.
Aside from gifting the planet to another empire, resettling is one of the more peaceful strategies for getting rid of a planet. There are many misconceptions about purging a planet in Stellaris. To clear up some of the confusion, we wrote a comprehensive guide on the subject. Done right, though, and purging is one of the most efficient methods of getting rid of a planet by getting rid of its colonists.
Beware some of the drawbacks to this approach. For example, you can only purge by species and not by planet. If you have a diverse population with many different species, purging can take time. Another method is to displace the population.
Displacement is a separate purge type and may be the only available option for some empires. With displacement, the species should be removed from the planet within 10 months. If you can neither purge nor displace the population, there is one more sneaky trick you can try.
By making the habitability very low such as by removing housingyou can eventually force a population to move away from the planet on their own. When you first start playing Stellaris, you might think creating vassals is just a creative way to expand your empire.
However, you can also do this to get rid of unwanted planets. By turning a planet into a vassal state, it effectively separates from your empire. While you can later pay influence to integrate them back into the empire, they will otherwise stay separate from you.