Stellaris

Stellaris

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Naval Capacity Reworked Updated
   
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5 月 6 日 下午 4:53
9 月 17 日 上午 9:40
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Naval Capacity Reworked Updated

在 HiddenPrior 的 3 个合集中
4.0 HFAM Official
41 件物品
4.0 Capable Mods
44 件物品
4.3 Hfam Aggressive
128 件物品
描述
A scuffed update of the original mod to 4.0

The mod is by TeronMer, and all credit for creation goes to them. Link to the original mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3047586897

At the request of the the original creator I will take this version down.

I have made a few changes, mostly in increasing the construction costs and construction time of most ships.

Original Mod description:


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.

I don't know all the intricate details of mod load ordering, nor of the specific tweaks and changes that other mods I use (such as Gigastructures, ACOT, ZoFE) involve. NCR should be compatible with all mods that don'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.

NCR's tweaks & changes -
- Defines: Max Naval Capacity set to 2000. Max Command Limit set to 300. Base Naval Capacity set to 50.

- 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 improves the Crew Quarters upkeep reduction to 30%.

- Reworks vanilla's formation Doctrine line of Military Theory techs so that it's 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). Second, by making the T2/3/4 techs require Destroyers/Cruisers/Battleships as prerequisites.

- Introduced fleet "Ascension" techs for each ascension pathway to encourage RP-esque military specialisation. Psionics leverage Precognitive Fleet Coordination, Psionic Shielding Protocols, and Shroud-Manoeuvrability to refine their armada's speed and shielding abilities at the cost of their armour. Gene-splicers can research Organo-Metallic cloning to improve their ship build speed & cost and tank up their hulls & armour-plating but at the cost of speed. Cybernetics & Synthetics are all about efficiency & overclocking, and can choose to trade-off their offensive for their defensive capabilities or vice versa.

- Anchorages only give +2 naval cap instead of +4, and logistics offices now only offer +0.5 naval cap per anchorage rather than 2. Total max naval cap per starbase is down from +30 to +15.
5 条留言
Patron Red 5 月 20 日 上午 1:05 
Fallen Empires and Crises do not play by the rules, and as such will completely override this mod. My understanding is that such a change is outside the scope of the mod, as it is far more complicated to change these factions' fleet generation.
Raven 5 月 19 日 下午 11:29 
Seems to not scale with the khan or fallen empires very well. Khan had over 200k and fallen empires still had normal game fleet power
Spotted 5 月 19 日 下午 4:13 
How well does this work with the end game? Is the endgame crisis scaled down too or will it be a lot harder to beat it?
Commissar BS 5 月 13 日 上午 12:02 
Very cool. Anyone know of a naval cap from population mod that's updated for 4.0?
tzverg 5 月 12 日 上午 8:33 
на самом старте космическая база улетает в варп