Stellaris

Stellaris

Combat Balancing - Game Balance Improvements
 This topic has been pinned, so it's probably important
Doomwarrior  [developer] 27 Jun, 2017 @ 9:56am
Feedback on the Mod
I am looking forward to making this thing into the best possible combat balance mod as close to vanilla as possible.

There are a few things on the TODO List:
  • Test MORE!
  • Naval Capacity needs to be adjusted, ships are cheaper now. We should have less Capacity therefore.
  • Wide vs Tall issue in Combat Eco. Since Tech now plays a major role, it should be worthwile playing tall. However Fleet Capacity should be way more dependend on Tech not on Pop. How can a farmer help the fleet to produce more ships again? ;)
  • Upgrades need to be adressed. The Ships are cheaper, upgrading should be more expensive but the right balance needs to be found. Ship Bodies however might become more expensive to make upgrading even more viable.
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Showing 1-15 of 31 comments
CrazyDoc_SW 28 Jun, 2017 @ 10:02am 
I always thought of Fleet Capacity as the ability to support the fleet. Keeping the ships maintained, communications between command and the fleet, that sort of thing. As for that farmer, how else are you going to feed the crew?
Doomwarrior  [developer] 28 Jun, 2017 @ 10:08am 
My critic with the "people" based fleet capacity bonus singularly rewards wide empires. Tall, tech oriented empires suffer. However it is usually technology that actually gives way bigger bonus than the headcount. Best example is the difference in headcount and efficiency in farming. Just compare medieval headcount vs efficiency and modern times headcount vs efficiency...

They had WAY more people in farming in medieval times, yet they suffered countless hunger periods. Today we dont with way way less people. Thats the influence of technology i miss so much in that point.

Therefore i will probably make habitat and spaceport level fleet cap bonus higher and headcount bonus lower.
mightynintendo 28 Jun, 2017 @ 7:35pm 
Yes, again I find @Doomwarrior to make compelling arguments. At some point in most sci-fi, ships end up basically running themselves. In The Culture, they go so far as to exist in higher dimensions, can manipulate spacetime, and run avatars of themselves (that blend in with the local higher intelligence species) on planets, all while escorting a post-scarcity anarcho-materialistic society around the Galaxy, fighting wars, etc. And all that can be run with 0 population.
Summanus 29 Jun, 2017 @ 2:21am 
Hey man. I finished the changes I was working on, where damage and price scale more appropriately (than vanilla) with tiers. If you're interested I can find a way to send you the files? (never done that before on Steam though).

You might find it useful, or you might not. Up to you ;D
Last edited by Summanus; 29 Jun, 2017 @ 2:21am
tvalok 29 Jun, 2017 @ 2:43am 
Originally posted by Doomwarrior:
How can a farmer help the fleet to produce more ships again? ;)
Feed the Crew?
Doomwarrior  [developer] 29 Jun, 2017 @ 4:18am 
@tvalok still, medieval headcount was higher than high tech farming but still the hightech farms produce more so...with future tech i would assume this trend to continue dont you think? So essentially you wont need many guys if any at all to produce food. Even in stellaris that trend is represented in better farms. So essentially the amount of farms needed per population goes down too
Doomwarrior  [developer] 29 Jun, 2017 @ 4:55am 
Originally posted by tvalok:
Originally posted by Doomwarrior:
How can a farmer help the fleet to produce more ships again? ;)
Feed the Crew?
Dont missunderstand me i will NOT disable Headcount Fleetcap completely. Ill try to find a new balance thats all.
Cytrix Drakani 29 Jun, 2017 @ 12:10pm 
so i'm geussing this won't work with TFW's ship parts and Advanced Weapons 1.6

i can link both mods if you'd like to see them, they're a good addition, keeps weapon research fun during late game
Doomwarrior  [developer] 29 Jun, 2017 @ 1:07pm 
i cannot say, if you like just compare the files that are in the mods if they are identical to a degree, there might be issues. However since those sound like additional content, they usually build their own filestructure. So the only issue they might suffer from is paradox economy. (Prices and energy consumption etc being in vanilla style making them potentially inefficent)
You could make ships cost pop equal to, or more than, their supply cost. With investing in certain techs, buildings, or modules that reduce that cost.

- Pops are better spent on battleships than corvettes. However; eggs in one basket.
- It adds another dimension to food and full planets.
- It makes fast breeders and slow breeders more exacerbated features as traits.

-A tall empire has a smaller fleet cap but usually better tech and tradition. They don't have as many pops to draw on to build ships, but their ships should have a tech edge and researching things like AI, Genetics or Psionics should help reduce those pop costs.

-A wide empire has a much larger fleet cap but usually lags behind with tech and tradition. They have many pops to draw from so theirs is a numbers game. Hive Minds shine here.

Question to the forum: Does anyone else think it's weird that you can have your entire Armada wiped out and your empire doesn't care? But wait! A comet is sighted!
Doomwarrior  [developer] 30 Jun, 2017 @ 2:22pm 
LOL, yeah that comet sighted thing though :D

Nice ideas, maybe sth for the future, but i am not a huge fan of manpower in spacebattle and scifi any way. And where does hivemind and synths come into play with this? Now Landing Troops might to a degree be a totally different story. But i will consider it. Lets see where this goes. :) For now i need to get the basics done...which is a LOT of playtesting and tiny nuances.
Well I imagined that AI as a repeatable tech would allow for streamlining ships such that you would need fewer pops to man them. The ultimate culmination of which is synthetics, then ships don't cost pop because they are living. Similar for hivemind and genetics. I was waiting for Chapek to form a better opinion. Psionics would also have its own repeatable fleet capacity tree.

If you're going to rule out manpower then perhaps simply increasing fleet capacity by means of repeatable tech is the solution. My way has flavour but it's obtuse. If you're not following synthetic, genetic, psionic, or using the galactic force projection ascension perk, you're sol on fleet capacity.
Doomwarrior  [developer] 30 Jun, 2017 @ 3:13pm 
As i said not ruling out anything. But currently my mind is occupied with getting the basics out the door, and there are still hundreds of variants waiting for test :D
Alunara 1 Jul, 2017 @ 7:16am 
The headcount for the fleet capacity is anyway mostly useless - what makes wide empires so strong is that they are able to build a spaceport on 100 of planets each offering ~20 fleet cap.
Doomwarrior  [developer] 1 Jul, 2017 @ 7:49am 
Dont undererstimate 0.25 Capacity per Head in a 100 Planet empire with 16 People on planets in average thats a potential of 1600 Heads or 400 Fleet Capacity + bonus from whatever you research. With Grand Fleet +35% alone and some basci +10% research you gain early on you are at +600 and more with this.

LVL 6 Spaceport gives you 15 in vanilla, that would be 1500 Naval Capacity + Bonus it would bearound 2250, so give or take 40% of your fleet capacity comes from headcount.

So in order to improve the situation for smaller Empires you need to increase the Value of a Spaceport but more importantly the one of Habitats for example. Which Tall Empires get fast, Wide ones not so much. I am planning on making fleet cap for those 5 times higher... and high level spaceport even higher...since tall gets those faster resulting in a higher fleet cap during the development phase of the game.
Last edited by Doomwarrior; 1 Jul, 2017 @ 7:52am
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