Stellaris

Stellaris

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Naval Capacity Rebalanced (4.0 Phoenix Update)
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2023 年 10 月 8 日 上午 12:43
5 月 29 日 上午 6:09
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Naval Capacity Rebalanced (4.0 Phoenix Update)

描述
Naval Capacity Rebalanced is a simple mod that scales down navy sizes across the galaxy in order to make your [Battleships / Titans / Fallen Hyperions / Attack Moons] somewhat more meaningful than they are when they're able to be printed out like sheets of A4 paper. NCR should be compatible with any mod that doesn't change the vanilla line of Military Theory society technologies - for safe measure I put NCR below other overhaul / rework mods in the load order just in case.


Compared to how you play without NCR enabled, you might want to consider:
- Turning Crisis Strength down or pushing Crisis years back a moderate amount
- Turning Hyperlane Density up
- Focusing less on military expansion in the early-game
- A policy of non-interference with previously-unknown stellar wildlife


Want to know about the next update? Upcoming Features
Want to suggest a change or discuss others' suggestions? Community Suggestions


Key tweaks & changes -
- Defines: Max Naval Capacity set to 4000. Max Command Limit set to 300. Base Naval Capacity set to 100.

- New starting tech that increases ship upkeep by 200%; increases Naval Cap usage for all ships by 1; quintuples Naval Cap usage for all ships (meaning a 2200 Corvette eats up 10 Naval Cap); and doubles shipyard build costs.

- Reworks vanilla's Doctrines line of Military Theory techs so that they're no longer the space equivalent of inventing trench warfare before firearms. They no longer grant Naval Cap and instead reduce Naval Cap Usage of ships from a starting ((Vanilla + 1) * 5) all the way down to (Vanilla * 2).

- Anchorages only give +2 naval cap instead of +4, while logistics offices still offer +2 naval cap per anchorage. Total max naval cap per starbase is down from +30 to +24.




4.0 Phoenix update changes

- Corvettes now have a flat +100% damage against space fauna to *slightly* ease space whale related expansion difficulties. (This will be steadily scaled down with tech in a later update)
- Ship power projection doubled.
- Shipyard build cost doubled.
- Max naval capacity increased to 4000
- Base naval capacity increased to 100 (i.e. 10 corvettes)
- Disabled fleet ascension techs
- Reworked Military Theory tech tree: Interstellar Naval Traditions now a T1 tech that is a prerequisite for all other Military Theory techs.
- Reworked Naval Doctrine tech tree: T2 Naval Doctrine now requires T1 Fleet Doctrine; T3 requires T2; etc.
- Adjusted the mainline Military Theory techs to each provide a small reduction in ship upkeep but also exponentially increase the trade and logistics upkeep costs.

Currently in the planning phase:
- Fleet Doctrine rework to introduce "Eras" of interstellar combat. "Interstellar Dogfighting" -> "Formation Fighters" -> (something Cruiser-y, don't have a name yet) -> "Dreadnought Dominance" -> "Carrier Battle Groups".
Interstellar Dogfighting for example will provide large buffs to corvettes and large *debuffs* to other ship types and combat styles. Each tech tier will reverse the benefits of the previous tier and apply it's own set of buffs.
热门讨论 查看全部(3)
14
2024 年 3 月 15 日 上午 2:10
置顶: Community Suggestions
TeronMer
3
5 月 27 日 上午 4:36
置顶: Upcoming Features / Changes & Dev's To-Do List
TeronMer
45 条留言
SpooNNNeedle 11 月 2 日 下午 7:58 
Unfortunately this mod doesn't seem to work with higher difficulties. Grand Admiral AI don't care about the economy changes (maybe because the GA difficulty could be mulitplicative, making your efforts there pretty much moot?).

Another problem is starbases, specifically defense platforms. The upkeep on defense platforms is absurd, 10-30 energy & 5-15 alloy upkeep a piece at midgame. If you come into possession of hostile starbases in a war, especially on those higher difficulties, you will butcher your economy until you can get out of it.

The idea here is very solid and any effort to reduce ship counts deserves praise, but I unfortunately don't think I'll be playing with this mod anymore.
Skypenguin 8 月 7 日 上午 9:50 
The doubled costs really shouldn't apply to science/construction/colony ships
1000-7 ZXC Dead Inside 8 月 7 日 上午 9:13 
worked to bio-ship?
TheBlack2007 6 月 11 日 下午 8:27 
As a suggestion: Maybe increase the ships' base health pool by a certain percentage in order for ships to feel more important overall. Would also help with fleet strength during early game.
Kosmischer_Kauz 6 月 6 日 下午 12:56 
Crusading Cruisers? ^^ if u need a name? ^^
TeronMer  [作者] 5 月 31 日 上午 6:01 
@Last Seraph - Doesn't affect FE's or similar at this stage with the exception of the corvette damage buff vs space fauna. Since it's just me working on it and (as the last couple years have shown) I go in and out of Stellaris phases, I'm focusing on core features and "things that can't otherwise be worked around".

Crises are already natively scaled back with the existing difficulty slider for them so I likely won't touch them much / at all. FE's are in a slightly similar position and can be pseudo-fixed by pushing back the mid-game and end-game start years to allow more time to build up to their capacity.
Last Seraph 5 月 30 日 下午 2:28 
So, how does this affect stuff like Fallen Empires? Do they still have fleets in the hundreds of thousands of fleet power, or are they nerfed down along with the player?
HiddenPrior 5 月 6 日 下午 4:56 
Hi friend! I really appreciate your mod and the implementation of the idea, so for the 4.0 update I have made an update to patch me over until you return. Link is here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3477219893

I will gladly take it down at your request.
HiddenPrior 5 月 6 日 上午 6:22 
Hey, love the idea behind this mod. Any chance it could make a comeback for 4.0?
Der Klumpen 2024 年 9 月 21 日 下午 3:10 
I love the idea. I welcome smaller fleets and it works well with the AI too, as far as I tested. Sadly it does not balance existing mechanics. The mod completely breaks the game when an AI empire rents a fleet from a mercenary enclave: happened to me. I did the same but was hit with -2k energy and -500 alloy while AI. :/ Maybe its a skill issue, but the mod didn't work for me. :/