Stellaris

Stellaris

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Expanded Space Warfare (ships scale fix)
   
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1.836 MB
23 Apr, 2022 @ 9:41am
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Expanded Space Warfare (ships scale fix)

Description
[old version with screenshots: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2798575532]

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 mean 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
-


[discord.gg]
11 Comments
WarpedGod 1 May, 2023 @ 12:23am 
Hope you'll be able to update this mod soon
falhxer  [author] 11 Jun, 2022 @ 4:58am 
Also the situation system, i wonder if it can be applied to ground warfare and trigger events, spawn new armies in case of mass mobilization, etc. Still have no idea how long might it take to update the mod, might only update the fleets and add later the planned features. The new vassal system is so interesting is kinda underwhelming to go back to the previous version. I apoligize for this wall of text, dear readers.
falhxer  [author] 11 Jun, 2022 @ 4:55am 
The planets orbital rings, open a whole new possibility for fortress systems, even by themselves and i will explore this option to leave the creation of purely fortress systems without the need of a fleet to garrison it or at least with minimal fleet assistance. The mercs are interesting too, but i wont touch them. Because a small enclave of mercs couldnt field what an entire empire worth of planets could, so a good balance in number of fleets, decent AI competence and mercs could be done.
falhxer  [author] 11 Jun, 2022 @ 4:51am 
Oh well, thats another whole can of worms to deal with it. At one point I was even almost done when the AI completely broke and stopped functioning so i had to cut it out of the mod.
But I must say, the AI sucks with vanilla fleets, i recently started a pure vanilla overlord game, and im appaled how bad the AI is, it simply cannot manage few fleets. However i might reduce slighty the number of fleets the empires might be able to field. One issue: too few systems and too many fleets. Especially when you play semi tall and have like 15 fleets, in the end even 1000 stars galaxy just feels too small, anyway, playing vanilla again made me scream in pain internally so im starting on the new project.
Hjack9090 10 Jun, 2022 @ 6:53pm 
waiting on that ground combat rework keep it up :steamthumbsup:
falhxer  [author] 9 Jun, 2022 @ 1:54pm 
thanks
Долг 251 рубль 9 Jun, 2022 @ 1:12pm 
I hope you will succeed
Долг 251 рубль 9 Jun, 2022 @ 1:10pm 
I wouldn't bother to find a solution to the problem, but the mod is really good
falhxer  [author] 9 Jun, 2022 @ 7:11am 
The mod is out to date, the new update changed a lot of things, and i will have to rework it from scratch, honestly i have no idea how might it take. It only works with the previous version for now.