Stellaris

Stellaris

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22 Oct, 2023 @ 5:16pm
7 May, 2024 @ 11:23am
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elk_performance

Description
### updated to 3.12.1 andromeda. please report any issues

---------------

This is a fleet and combat balance rework aiming to reduce the performance impact of the hundreds to thousands of ships that are present during the late game.

Engagements are intended to take longer, be more impactful, and involve less ships.

Expected consequences are increased difficulty of mid- and lategame crises, possibly other fights involving special ship sizes and loadouts.

Balance feedback is appreciated.

### changes

# combat balance
- all military ship classes and components have their cost, upkeep, navy cap usage, and build times tripled (colossus and juggernaut build times are only doubled)
- all military ship classes have twice as much base hull
- all ship components that provide hull, armor or shields provide twice as much
- all military ship classes deal 50-100% additional damage, inverse proportionally scaling with ship size

# ship classes
- juggernauts no longer have shipyard functionality. instead they are able to deploy corvette attack wings and have additional point defense weapon slots, as well as extra utility and auxiliary slots. they can also be grouped into fleets like regular ships.
25 Comments
Venix Firiurx 5 May @ 3:13am 
Here's to hoping for 4.0 update and compat.
Weisswurstwerner 8 Aug, 2024 @ 1:03am 
I don't know if its this mod or the other one I use which causes the issue:

3.12.5:
When the Khan rises he continues to spawn massive fleets in one of his satrapies.
So far he has spawned
8x > 100k
4x 80k
2x 40k

He begins with spawning the 40k fleets, then updating them to 80k, later 100k while he is spawning more 40k fleets.

The other mod I use:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3165737323

thx
Dr. Nolegs 5 Jul, 2024 @ 8:40pm 
Removing the triggered_ship_roles causes some minor script errors for no real gain if an AI personality that would use them exists, you should consider returning those.

You could also consider, for doubling down reasons, adding a build factor to corvettes and frigates, to discourage the AI from building them when they have the tech.
modifier = {
factor = 0.1 #or 0
has_technology = tech_cruisers
}

modifier = {
factor = 0.1
has_technology = tech_battleships
}


You also didn't forward these changes to offspring ships!
e1k3  [author] 30 Apr, 2024 @ 3:58am 
@athena i am using it myself and have no issues at the moment, but i will of course update everything with the coming major patch
Athena 29 Apr, 2024 @ 11:31pm 
Invaluable mod, is there a 3.11 in the works or does it still work?
e1k3  [author] 25 Apr, 2024 @ 4:14am 
glad you guys enjoy it!
Venix Firiurx 25 Apr, 2024 @ 12:34am 
This mod needs more popularity and coverage, not enough people are even aware something so good exists.
Ersatz Coffee Drinker 24 Apr, 2024 @ 3:03pm 
Best mod ever my man! No more corvette blobs!
e1k3  [author] 9 Jan, 2024 @ 11:27am 
@Venix Firiurx glad you enjoy it!
Venix Firiurx 9 Jan, 2024 @ 8:20am 
Great mod, this is how Stellaris should be! :steamhappy: