Are you frustrated that you have a limited supply of Titanic Beasts or Imperial Legions or Azizian Armies? Well fret no more! This mod actively tracks how many many of each type you own and lets you build reinforcements up to the regular cap for each type.
Additionally, this mod now entitles you to number of Titanic Beasts equal to your successful Titanic Life projects times three (instead of three no matter how many times you have completed the project). Have 2 Titanic Life worlds? Now your maximum is 6 instead of 3.
To make things easier, this mod recalculates army counts and the maximum Titanic Beasts for any qualifying countries when you load your savegame - in particular this means it will immediately apply to your existing, single-player games without any hassle. It also recalculates monthly because some things that might alter the amount of armies aren't able to be tracked directly. If recalculation is needed manually, run event limited_army_counter_fix.3
from the console.
The counter-limited army types (Titanic Beasts, Azizian Armies, and Imperial Legions) now allow you to build replacements when killed, up to the original caps: 3 for Azizians, 12 for Imperial Legions, and 3 Titanic Beasts per world with a successful Titanic Life research project).
This mod won't affect any other kinds of armies.
Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.
Overwrites the three built-in counter-limited armies in order to improve their counter usage: titanic_assault_army
, titanic_azizian_assault_army
, and imperial_legion
. The titanic_assault_army
also has its maximum counter scaled by the number of owned planets where the Titanic Life study was successfully completed.
Preempts the event colony_mod.101
(the positive Titanic Life outcome) in order to implement the scaling maximum and event emperor.450
to remove its effects. Counter-limited army decrementing is now handled in limited_army_counter_fix.1
for all three types.
This mod is incompatible with other mods that also replace the same army types or make changes to the same events.
This mod can be safely added to your savegame after the game has started. If removed, your game should generally function normally - Stellaris is usually fairly forgiving and just ignores missing events that were attached to an on_action
. Because this mod uses the same counter variables as the default code, the built-in army limits will be enforced. Always back up your savegame before trying to remove a mod.
Because this mod replaces three army types (titanic_assault_army
, titanic_azizian_assault_army
, and imperial_legion
) and preempts two events (colony_mod.101
and emperor.450
), it is expected to generate five lines in error.log like this:
[15:38:54][game_singleobjectdatabase.h:165]: Object with key: titanic_assault_army already exists, using the one at file: common/armies/10_limited_army_counter_fix_armies_overrides.txt line: 6
[15:38:54][game_singleobjectdatabase.h:165]: Object with key: titanic_azizian_assault_army already exists, using the one at file: common/armies/10_limited_army_counter_fix_armies_overrides.txt line: 45
[15:38:54][game_singleobjectdatabase.h:165]: Object with key: imperial_legion already exists, using the one at file: common/armies/10_limited_army_counter_fix_armies_overrides.txt line: 82
[15:38:59][eventmanager.cpp:368]: an event with id [colony_mod.101] already exists! file: events/colony_events_3.txt line: 234
[15:38:59][eventmanager.cpp:368]: an event with id [emperor.450] already exists! file: events/nemesis_emperor_events.txt line: 2304
When an empire loses a Titanic Life planet (thus lowering their cap) while recruiting Titanic Beasts on another planet and would exceed the new, lower cap, ideally army recruitment would be be cancelled. Armies cannot be dequeued via script, so instead this mod watches when armies are recruited and automatically deletes and refunds armies that would be over the cap. Because of a possible crash, the army deletion occurs one day after the "over cap" army finishes being recruited.
- 1.0.0 Initial version
- 1.0.1 Fix thumbnail
- 2.0.0 Mark as compatible with Stellaris version 3.1 "Lem" - update to use new arithmetic syntax
- 2.1.0 Mark as compatible with Stellaris version 3.2 "Herbert" - no script changes
- 2.2.0 Mark as compatible with Stellaris version 3.3 "Libra" - no script changes
- 3.0.0 Update for Stellaris version 3.4 "Cepheus"
- Use memory optimization feature for effects and triggers
- Update armies with new army properties
- Add army weights so the AI will build Titanic Life and Azizians armies if possible
- 4.0.0 Update for Stellaris version 3.6 "Orion" (and changes from version 3.5 "Fornax") - use new
fromfrom
scope in events tied toon_planet_transfer
- 5.0.0 Remove compatibility global flag, add a compatibility trigger for other mods to check whether this one is active
- 5.1.0 Mark as compatible with Stellaris version 3.7 "Canis Minor" - no script changes
- 5.2.0 Mark as compatible with Stellaris version 3.8 "Gemini" - no script changes
- 5.3.0 Ensure Titanic Assault Army maximum is decremented when a colony is destroyed
Hosted on GitHub
It is best to clone this repository into <Stellaris User's Directory>/Paradox Interactive/Stellaris/mod
, and then make a connection to the mod
folder via a *.mod
file's path
property. That will ensure the game can see the files, and also that CWTools will parse them. Also note that the README.md file exists in the mod
directory but is symbolically linked in the root directory.