Stellaris

Stellaris

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No Space Race 2
   
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1 Mar, 2018 @ 5:17pm
7 Apr, 2018 @ 8:42am
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No Space Race 2

Description
This mod has been discontinued.

IMPORTANT: NSR2 should work for vanilla but is designed for the following mod collection: Shio's Stellaris Multiplayer Modpack 2.0 . The Stellaris Multiplayer Modpack 2.0 will be maintained and expanded at times.

No Space Race

With NSR2, I continue the concept of No Space Race (1.9+) for Stellaris 2.0. The idea for NSR began with the reduction of the number of ships and an improvement of the ships. I turn on a few screws with the goal to slow down the initial "Space Race". Although v2.0 takes its own actions, I try a little differently with NSR2. For example, NSR2 recovers old features like unlimited exploration.

The increased ship size, combined with the lower naval capacity, reduces the number of ships and makes ships more rare and valuable. This is supported by the increase in HP and the armor of ships and stations.
Ships are no longer mass-produced. The build time of the ship types was adapted to the construction time of real ship types. Strategic management of resources, fleets and time now plays a bigger role. The loss of ships now hurts significantly. Further small changes do the rest.

The launch gets harder with different features. With NRS2 you start with a primitive space station and have to build an outpost first. The outpost already has a module slot. So you're not completely defenseless when hijacked fleets and pirates smell your weakness. ;)
Two new conventional hyperdrives simulate the first long trips without FTL drives. At the beginning of the game you only start with a research ship. The limited exploration was switched off and you can explore the galaxy again with any kind of ship.
The energy costs of the colony ships have been increased and a colony must be planned right at the beginning. A large swarm of colony ships will be difficult, but it will again be possible to design colony ships, construction ships and transports.
The war exhaustion was adjusted a bit and should compensate for the longer battles.
Other minor changes include higher base costs for untiy or a democratic election cost from 50 to 500.

Features Overview
• Increased ship size (size of the ship class used in naval capacity) for NSC, SCX, ISB & RS
• Add slow 2 STL-drive
• No starbase or outpost from the start
• Higher durability for ships and stations
• Significantly increased build time for ships and stations
• Only science ship from the beginning
• Limited exploration (discovery only by science ship) disabled
• Research, construction ships and transporter are designable
• Outpost costs minerals from 100 to 500 minerals and influance 75 to
• War exhaustion adjusted
• Mining and research stations are more expensive
• Thinner borderlines and hyperlanes
• Higher base costs for untiy. 150 instead of 75
• Naval cap down to 12
• Base pop happiness slightly increased
• Increased start resources (minerals 600, energie credits 200)
• Pirate spawn after 15 years
• Colony pop growth 0.5 to 0.3
• Colony maintenance cost 8.0 to 12.0
• Debris cost 50, despawn at 4600
• Debris research time increased by 3 times
• Democratic election cost from 50 to 500
• Observation stations maximum from 8 to 20
• Section cost from 0 to 50
• Hyperdrive interstellar travel speed increased

Ship sizes changes:
You only want the increased ship size? Look here: Increased Ship Size 2
Corvettes 1 -> 4
Destroyers 2 -> 10
Cruisers 4 -> 16
NSC Strike Cruisers 5 -> 20
RS Support Cruiser 5 -> 20
NSC Battlecruisers 6 -> 24
RS Battlecruisers 6 -> 26
NSC Light Carriers
RS Attack Cruisers 7 -> 26
Battleships 8 -> 32
SCX Carriers 10 -> 44
NSC Carriers 10 -> 46
NSC Dreadnoughts 15 -> 58
RS Dreadnoughts 10 -> 62
SCX Dreadnoughts 16 -> 66
RS Heavy Dreadnoughts 15 -> 80
Titan 16 -> 95
Colossus 32 -> 125
NSC Flagship 75 -> 200
ISB Titan 24 -> 120
ISB Leviathan 36 -> 150
ISB Erebus 80 -> 210
ISB Avatar 108 -> 280
ISB Ragnarok 128 -> 300

Balancing
The balancing is not final. At vanilla it can happen that the research runs empty. If you install mods from the collection (eg AlphaMod 2.0), there should be enough tech.

Compatibility
• New Ship Classes & More
• Realistic Ships
• Improved Ship Battles
• Space Combat Expanded - SCX Core
• Advanced Jump Drives

You don't need compatibility mods between ISB, SCX, NSC and RS.
This is done by NSR2. Using compatibility mods can affect NSR!

Translation
• English
• German

Feedback
Questions, ideas and bug reports are welcome. But please check where your mod conflict is. I don't know your mod list. ;) My mod collection can be seen as a compatibility list.

Supported version: 2.0.2
19 Comments
TKCPrime 1 May, 2018 @ 4:23pm 
Ah I've just realised that Downscaled ships still need compatibility patches. Sorry
TKCPrime 1 May, 2018 @ 4:02pm 
I've installed most of the mods. The research wont run out now. At least it didn't so far. And I'm far beyond the point when it happened before. Now I just have to remove those compatibility mods you've mentioned for NSC and the like and see if I stop getting giant NSC ships.
🆂🅷🅸🅾  [author] 29 Apr, 2018 @ 2:27am 
I only play my mods collection or ST: New Horizons. I haven't noticed any major incompatibilities. But.. since the "only hyperlane patch" I'm not so motivated to play stellaris.

The pirates are difficult... I noticed that too ;) At the last update I moved her spawn backwards. I still have them on my list.
TKCPrime 28 Apr, 2018 @ 4:01pm 
I always start a new game when I install your mod.
TKCPrime 28 Apr, 2018 @ 4:00pm 
Do you actually install all of them? I thought a bunch of those mods are incompatible with each other.
TKCPrime 28 Apr, 2018 @ 3:58pm 
I've never actually installed all the mods in that list but I might give it a shot. Until then I am using the ship only version. Although that one pretty much crippled me at around 2200 'cuz the pirates kept badgering me and I couldn't muster up a fleet strong enough to oppose them. lol
🆂🅷🅸🅾  [author] 26 Apr, 2018 @ 7:19am 
@TKCPrime Basically, I don't understand why you have these problems.
I tested again on vanilla. In the quick test the physics research runs out. Which doesn't necessarily have to happen in a normal run. But I also wrote that the mod isn't ballanced for vanilla. The research doesn't run empty with the modpack.

The reason why this error appears is that i have increased the necessary techs per tier level. It can happen if you don't have enough techs. I reduced the previously unlocked-value during the last updates. That should make it better.
It could be ... that you have to start a new game. I think your gamesave with a lack of research can't be fixed.
To the next update I will test if I still need the tier modification.
TKCPrime 26 Apr, 2018 @ 4:36am 
I usually play with 1.5 to 2 of research multiplier if hat makes any difference.
TKCPrime 26 Apr, 2018 @ 4:36am 
May I ask what is the reason for the soceity research to stop generating options at around 2140. After I've researched some 10 or 12 techs it stops giving me new options. Regardless if I install all those mods in your list or play vanilla.
🆂🅷🅸🅾  [author] 9 Apr, 2018 @ 5:39pm 
@Hellfire I don't have the feeling that all AI far behind. I had game runs... they were very difficult. That can also happen to the AI. There are many factors why the AI might be behind... pirates, space creatures, research anomalies destroying the research ships, etc. Yes the AI has it harder and everyone can't do it. I like this but an advantage for the AI would be an option.

I have to test NSR2 apparently more but the AI weight modifiers for the drives are already increased. Finally, I force the appearance of the drive techs after time. That starts for the hyper drive 1 after 100-120 years. 2227 and 5-10 planets doesn't sound dramatic to me. It's "just" a balancing thing.^^

Pre-FTL species... hmm... yes this could be a problem. I have to test what happens to them.

Thanks for your feedback.