Stellaris

Stellaris

Attack & Defense Overhaul
SmokeMage  [developer] 11 Aug, 2018 @ 3:17am
Detailed Descriptions
It looks end users don't like those too detailed nonsense, so I ported them here.

Space Warfare Rebalance
Since version 2.0 space battles in Stellaris have changed a lot. It was supposed to solve the infamous "Doomstack" problem, and the problem was solved —— with a lot of side effects.

One significant problem is: at game start, space battles usually last for about 70 days, but at the time when the Space Khan meant to die, what's the typical lasting time of space battles? 7 days. It's awful, especially when you travel 700 days to enter this battle. But why? Because at game start you have tier 1 hull, tier 1 armor and tier 1 shield against tier 1 weapon. But after 150 years, defensive side usually only have tier 3 hull, tier 4 armor (oh god, where is my neutronium ore?) and tier 5 shield, and what about the attack side? Tier 9 weapons. At late game, you usually bring out your "weapon of choice": the Focused Arc Emitter to attack your enemy (but your enemy will do the same), make space battles "Tier 9 weapons (with a lot of modifiers) against tier 3 hulls" game, thus --- end very quickly. It's quite strange for me that Paradox designers give empowered large weapons tier 6 / tier 7 stats, then extra large weapons tier 8 / tier 9 stats, make crisis weapons (standard tier 6 weapons) a laugh compare to tachyon lance and focused arc emitters.

The other problem is we seldom use destroyers and cruisers since Stellaris 2.0. Yes, you have more hull and armor; yes, you have 3 slots for PD. But so what? Missiles are not as bad as them in early Stellaris, but they can only reach tier 5 stats. Cruisers have good hull and utility slots, but still easy prey against arc emitters. We usually only use battleships (to attack) and corvettes (to defend), why? Because at late game we have so much tracking that even destroyer's evasion is almost meaningless. I don't know why each tier of sensor offer 5 tracking but thrusters on military ships other than corvettes only have 4/3/2/1 evasion. Things like tier 3 computers have 40 tracking / 20 accuracy are almost as annoying as tier 0 platform computer has +20 tracking but tier 1 only has +5, and... the swarm strikers freeze in time. Yes, swarm computers can offer up to 20 evasion, but that's a 80+20, and evasion was capped at 90. I think Paradox has a real trouble dealing with tracking / evasion system, so I fixed it with my own method.


However, thrusters are not really bad, especially compare to FTL drives. They operate better than drives even outside space battles, save you a lot of time. So why you research hyper drives? Jump drives don't need you have tier 3 hyper drive first, isn't it? When FTL method changed at version 2.0, FTL drives need to change as well, to regain their importance at travel, but even after months, hyper drives still beaten by thrusters at every turn.

So, the first step of this mod is to reintroduce some layers of balance between attack and defense, and some other things related to them.

General
  • Evasion capped at 120% (Theoretically, done by make all units get a -30 tracking / -30 evasion debuff)
  • Strike Craft regenerate same amount no matter inside/outside battle
  • Shield regenerate 1% outside of battle
  • Easier for ships/armies to rank up to elite
  • Fallen Empire and Crisis ships now have their hull equivalent to tier 6 hull tech (with a little bonus)
  • Base hyperlane FTL speed reduced (10 yr/d to 3 yr/d)
  • Repeatable military techs improved a bit (because economy techs can snowball, military techs should be stronger, this principle already represented in 2.0 normal techs), while weapon speed techs deleted (except for missiles, which removed damage techs, to fight against PDs)
Ship Changes
  • Corvettes : 300 hull, 60 evasion
  • Destoryers: 700 hull, 50 evasion, +25% tracking (not +25, with -30 tracking debuff may have negative effect on large weapons)
  • Cruisers : 1650 hull, 45 evasion, -10% upkeep (cheaper but don't have extra hull and utility slots any more)
  • Battleships : 3800 hull, 40 evasion
  • Titans: 10000 hull, 35 evasion
Weapon Changes
  • All weapons have base accuracy around 80
  • Weapon range increased by about 25%
  • Small weapons has ~60 tracking, make them have ~80% to hit chance against corvettes
  • Medium weapons has ~30 tracking, make them have ~60% to hit chance against destoryers, has 80/60 times DPS compare to small weapons
  • Large weapons has ~10 tracking, make them have ~45% to hit chance against cruisers, has 80/45 times DPS compare to small weapons
  • Extra large weapons has ~0 tracking, make them have ~40% to hit chance against battleships, has 80/40 times DPS compare to small weapons
  • Titan weapon has -5 tracking, and is the only normal tier 6 weapon, with a 10% buff
  • Empowered large weapon (kinetic artillery and proton launcher) are now considered as half of a extra large weapon, with stats tier 4/ tier 5, with a 10% buff
  • Extra large weapons are tier 5/ tier 5.5 weapons, with a 5% buff
  • Point-Defenses and Flak are tier 2/tier 3.5/ tier 5 weapon, with about 20% penalty
  • Swarmer Missiles, Missiles and Torpedoes are 2*small weapons/ medium weapons/ 0.5 large weapons, with missiles specified bonus
  • Crisis weapons are tier 6 weapons, while swarm strikes have tier 7 DPS (while other stats stay at tier 6)
  • Strike crafts have longer range and cooldown, survival abilities improved, but DPS almost untouched
Utility Changes
  • Tier 1 hull techs of each ship size are now offer 20% base hull for all military ships, and require pervious level tech to reserach. Tier 1 titan hull offer tier 6 hull, give a ~149% total base hull. Tier 2 hull techs give 30% hull modifier for corresponding ship sizes
  • Armor and Shield start at 75 health (tier 1 / small), and increase a lot each tier. The formula is: tier 1 weapon should destroy tier 1 hull/armor/shield with same size in 80 days, each tier this time increase by 5%, to make sure at any stage of game space battles of same military power last for about 75 days. Example: tier 6 armor/shield give 565/1410/3520 health points.
  • Crystal armors are tier 3.5/ tier 5.5 armor, while dark matter deflectors tier 5.75 shield
  • FTL drives are the only component type increase base speed (others all increase ship speed instead). They increase base speed and interstellar speed by (0/25%/50%/75%/100%), and reduce windup time by (0/25%/44%/58%/60%)
  • Thrusters always increase 5 evasion and 20% speed each tier
  • Afterburners reduce ship hull a bit
  • Reactors improved a little (30% to 31% increase each tier), and reactor booster improved a lot (20/50/100 to 30/120/360)
  • Other small changes

Deepspace and Planteary Defense Stations

Before Stellaris 2.0, there were three types of deep space defense structures: defense platform, defense station, and fortress. But the latter two were lost. Why? I will give you a very extreme example: the citadel once in the famous NSC mod. It has about 300K military power, which means: if the enemy send less than 300K power fleets, it get nothing. At the same, this citadel is no good against a 600K power fleet. So, large single units have a 1/0 problem in Stellaris, because repair don't cost us. In order to cost defender something even if it win, bigger stations were wiped out. If you can build fortress, you won't build defense stations; if you can build defense stations, you won't build defense platforms --- if they are in the same system. So I introduced a new way to take defense station and fortress back.

Defense stations can build on moons and asteroids, while fortress can build on planets, where all other space stations cannot build on (no deposit, no primitive, or already colonized). They can build through megastructure menu if you have the right tech, with a price 400energy/400minerals and 800energy/800minerals.

Before I discuss their stats, there is another problem. One famous AI mod "Glavius's Compatible AI mod" has a setting, to make AI don't build defense platforms unless it has nothing better to do. That's because current defense platforms are too weak, usually weaker than destroyers which cost less. In games rely on elastic defenses, like StarCraft, static defenses usually weaker than combat units, because they don't need food. But Stellaris is not a game for micro control, we should give static defenses more credit. So we should buff starbases and defense platforms, and make defense stations and fortresses in line with them. Here is my formula:

Defense System
  • Use megastructure menu to build defense stations and fortresses
  • Starbases and defense platforms now have +100% hull, +75% attack speed and +50% weapon range. They act as main DPS dealers
  • Defense stations and fortresses have +300% hull(48000/96000 base hull after modifier), +100% armor/shield and +20% weapon range. They are used to delay enemy fleets, have -75% energy upkeep, but have a extra 1/2 minerals upkeep
  • Techs will improve hull of defense platforms and small starbases a lot, but such buff won't apply to bigger defensive structures
  • Starbases now have a extra natural aura, which improve friendly fleets' speed by 20%~80%, reduce FTL cooldown by 20%~40%, while reduce hostile fleets' speed by 20%~80%, and increase their upkeep by 150%
  • Starbase resource buildings and defense buildings improved a bit
  • Starbase modules provide -5% orbital upkeep each, while crew quarter's effectiveness reduce from 25% to 20%
  • Mining stations and research stations get a little firepower after early game, to provide a little trouble to both attack and defense side

Rise Your Space Levies

Then we have another problem: static defenses are too strong, we cannot have enough to beat them until late game. How to solve it? Just think about it: when you defending your throne against your brother-and-son in Middle Age, you both more or less rely on your levies. But in Space Age, your pops only stand still, waiting enemy to throw bombs on them. Since they can move from planet to planet, they must have ships, why don't they modify them and take up the fight? So I introduced a new mechanism: militia ships.

When you are at war, you can use a planet edict to rise up local fleet. You can have lot of fleets during a war, and the extra fleets only cost energy, so expect large energy loss during wars. At the same time, you will encounter much more enemy fleets, instead of fighting few same fleets over and over, until their hull can’t afford another disengage FTL. More space battles, longer space battles. I think that means better game experience, am I right?

Local Fleet System
  • Rise militia ships when you at war using planet edict, they will automatically disband when war ended
  • Doing so with economic impact
  • Local fleets have 1% energy upkeep, and about half as powerful compare to standard ones
  • Get militia ships one tier weaker than standard military ships, with size ratio 1 or 1:2 or 1:2:3 or 1:2:3:4 according to your techs
  • Number of ships per fleet is about number of pops on the planet plus (years passed)/5
  • Gather raiding fleet at peace time when you can use raiding stance


Keep Your Empire in Balance

But there still has a serious problem in current version of Stellaris. I take crisis events as an example: at first, they will appear after 100 years, then 150 years, then 200 years… Now you will not able to see them until 250 years has passed (by default). Why? Because the game is becoming slower and slower. Those don’t want to play Stellaris 2.0 said: “Paradox want to slow down the game, but doesn’t offer enough new mechanisms to fill the gaps”. Sometimes I felt I was playing a game which is not Stellaris, but something like <Planets: Skyline>, or <SimSolarsystem>. At the early stage of the game, I was busy building robots and planet buildings. At mid-game, I was busy building megastructures. At late-game, I was busy creating vassals, giving them money, waiting them construct think tanks, and absorb back. Because you really have to find something to do during the long long waiting for our extragalactic visitors.

So I introduced a new (currently very experimental) mechanism: “Pressure System” to you, giving you some trouble to deal with along the game process. Let’s say, a king in middle age would be so boring if he doesn’t have to deal with peasant revolts and religious uprisings. But for sky lords, even a country will usually only face 0 revolt and 0~1 uprising during whole gameplay, pity. From current unrest mechanisms, spread revolts across the galaxy would be difficult. But I’m doing my best to make it balanced and interesting, and eager to hear your suggestions.

At last, because I’m not a native English speaker and was suffering a bad cold recent days, I only made a very simple English localization. If you think you can improve it, be my guest. I also open for any other suggestions you can offer.

New Experimental "Pressure" System
  • A parameter to determine state of a country
  • Get negative effects when pressure go too high or too low
  • Default safe range is -500 to +500, 150 per stage. Get -10 to -60 (1 planet till 51 planets) each year when at peace, 0 to +100 each year when at war (according to war exhaustion, defender get half). -80 from building each main unity building and half when conquer planet with such building. +10 for each normal tech researched and +150 for dangerous tech
  • Main attacker +300 when lost, -300 when won. Main defender get 300 towards 0 when won/lost, get 100 on status quo
  • At level 5 high pressure penalty, you can't rise local fleets. At level 1 low pressure penalty, may automatically rise local fleets as pirate to raid rival and unfriendly, which get much worse at level 5
Ethic Bonuses
  • Egalitarian: When already at negative pressure, all negative effects reduced to 70%/40%
  • Authoritarian: When already at positive pressure, all positive effects reduced to 70%/40%
  • Xenophile: -33%/50% likely to spawn pirates at low pressure, pirate attacks cause -25%/50% opinion impacts
  • Xenophobe: When raised local fleets, "out of supply" modifier get -50%/100% unrest effects
  • Pacifist: Safe range at -1000/1500 to +500
  • Militarist: Safe range at -500 to +1000/1500
  • Spiritualist: When already at negative pressure, unity buildings impact (do nothing)/(change to positive)
  • Materialist: When already at positive pressure, technological process impact (do nothing)/(change to negative)
  • Gestalt Consciousness: Safe range at -1000 to +1000, all yearly passive impacts reduced to 40%, special weaker debuff