Stellaris

Stellaris

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Expanded Space Warfare
   
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1.836 MB
23 Apr, 2022 @ 7:36am
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Expanded Space Warfare

Description
USE THIS VERSION INSTEAD, it fixes the ship scaling issue https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2798635473

INTRODUCTION
What is the maingoal of this mod?
It is simple, it tries to shift from the tactical aspect of stellaris to the strategical one.
Meaning?
Meaning simply you won't won wars anymore by the power of your fleet alone but you will need so much more in order to subdue a multiplanetary galactic empire.

So what this mod actually does?

FLEETS
To begin with it reduces the cost/upkeep of ships by 10 times, meaning you can deploy and have at your disposition so many more fleets.

But doesn't this affect the overall game balance?

Of course it does, so for this reason i buffed the npc accordingly, even simple amoebas are much, much stronger to deal it, leviathans make you feel truly motes of dust. The Great Khan is actually dangerous and the crises have been buffed so even x1 difficulty crises can still be challenging.

In order to be able to field so many fleets i changed how naval cap works. You now get more naval cap and naval command limit from tech/tradition/ascension perk

(As you can see in the mod screenshots, but take in consideration i play with 2.8 stellaris pop growth mechanics and x5 habitable planets so im able to field oven more fleets than a more regular vanilla playstyle with x1 words and more contained pop growth mechanics)

STARBASES
More fleets means a stronger offensive power, the already weak vanilla starbases will become even weaker?

I have tought about this and i have buffed them accordingly, i have also buffed considerably the defense platforms to be both cheaper and have more health, meaning they can survive much longer, are actually WORTH building, even on outposts in case the AI/players tries to sneak a quick small fleet to capture some undefended systems. However i still decided to leave them be destroyed, because i need some alloys sink, i saw that over periods of time there is a tendency to be an overabbundance of alloys and in vanilla you do not have this luxury having alloys just lying around, however differently from vanilla, cheaper fleets and cheaper defense platforms means you can legit build a very solid chain of fortifications that not only slows the enemy with great losses but also, with the right conditions, perks, tech, etc simply become too fortified for them to breach thru.

MOBILITY
More fleets also means there is great concentration of power in a tight spot, a sort of Schwerpunkt (center of gravity). In order to alleviate this problem i tought of introducing some limitations to speed in particularly.
I halved the speed of all entities in game, except FE that are a bit faster, after all they are FE, not a joke, also they are buffed to and very scary now, woooooh (scary noises).
Also i have reduced hyperlane travel speed by 10 times. this means, fleets are much harder to reinforce if a disvantageus situation and overextension deep in enemy territory can be and will be a real problem if not managed carefully.
Some goes for a much stronger AI invading you, it does not certain doom, a well conducted war can lead to victory even against a much superior foe, unless in vanilla stellaris that is more focused on the single tactical fleet engagement that can decided everything instead of multiple engagements even for the fate of a single system. with your attacks and enemy succesful counter attacks that can sometimes bring wars to a stalemate.

(which I advise to avoid at all costs, they are be for economy and especially empires with stronger economy can simply bleed you dry thru sheer force of continous assausts until your defences are nothing but a memory of the past)

Gateways are really, really useful now, a proper infrastructure can really change the tides of war.

LAW OF WAR
Last but not least, uncertainity of war, if something can go wrong it will go wrong, i took inspiration from the dice roll mod, and i added my own version of modifiers that will affect fleets upon engagement however they have been reduced to 15% to be less unbalanced and only half the time the original mod proposes, because war is not always mechanical and a mathematically certainity that the strong will always crush the weak or your blitz plan will work flawlessly and you will be able to destroy your enemies quick enough.

This also goes beyond the individual or the grand galactic warfare in itself, wars are fought with reseources, and by making fleets much more cheaper and the respective defenses, war is much more dynamic, fought more with resources and less focused on individual fleets only.

War exhaustion has also been reworked, you will not be peaced out at all, like ever, but war exhaustion will take its toll on your empire with negative penalties, now is up to you if you want to continue the war or stop. Also destroyed ships now generate much less WE, for the reason that you have now hundreds if not thousands, so it would build up incredibly fast.

There are still few changes, but i will not discuss them here because of the already long description. I will think a way to quickly display them.

COMPATIBILITY ISSUES
This mod changes quite a lot of vanilla aspects and at the moment is not compatible with other ships mods, some tech mods, just to be on the safe side, use mainly cosmetic mods, rest is not compatible and will break either the mod or the other mod. However if you still want to proceed load this mod as last in loading order.
Due to changes in economy is not compatible with mods that change AI behaviour, most of them.


TO DO LIST:
- Add ground warfare expansion (years long invasion, multidecades long invasion in case of heavy fortified planets and
give armies the possibility to destroy enemy ships sieging them, make the colossus great again)
- Add manpower system to every military aspect, meaning wars can bleed you dry
- Add public outrage system, in case of heavy defeats or endless slaughter of armies on a specific can result in
negative opinion in the home planets
- Improve AI, so it can become even more challenging
- Add more casus belli
- Add cyberwarfare (like sabotaging the entire energeting infrastructure of a planet or even empire, etc)
- Improve ships scaling and distancing for better quality of life
-


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2 Comments
falhxer  [author] 23 Apr, 2022 @ 9:43am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2798635473 Use this version instead, for some reason i had ship scaling not working properly so now i fixed it in this version, steam doesnt allow me to update this version.