Stellaris

Stellaris

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Compact Armadas (Better performance!)
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4.086 MB
9 月 28 日 下午 12:32
10 月 21 日 上午 8:00
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Compact Armadas (Better performance!)

描述
🌌 Compact Armadas – Fewer Ships, Greater Weight

In vanilla Stellaris, late-game fleets often balloon into tens of thousands of ships. The result: messy battles, lag, and the feeling that ships are just disposable cannon fodder.
This mod changes that fundamentally:

⚔️ Core Concept

Every ship is 10× stronger and 10× more costly – Corvettes, Destroyers, Cruisers & beyond consume far more Naval Capacity but also pack far greater power. (Fauna isnt touched)

Defense platforms are scaled to match – Platforms have been boosted accordingly, so fortified chokepoints remain relevant against fewer but stronger fleets.

Fleets are smaller, but more meaningful – Fleet Command Limit has been raised so a fleet may look smaller in numbers but carries far more strategic weight.

Technologies, Traditions, and Perks affecting fleet cap have been rebalanced (values tripled) to fit into the new system.

Federation fleets & laws also scale accordingly, keeping balance intact in both singleplayer and multiplayer.

🚀 What This Brings

Better performance: Instead of 10,000 tiny ships crawling across the map in the late game, you’ll see ~1,000 powerful units → noticeably less lag in big wars.

Clearer battles: Engagements feel “heavier” and less like a blob of corvettes crashing into each other.

Strategic weight: Losses hurt more. Building ships is a real decision.

Balanced defenses: With platforms scaled up as well, starbases remain valuable anchors in galactic warfare.

Balance mostly preserved: All relevant techs, traditions, and federation laws have been tuned to match the new scale.

New Juggernaut Shipyard Policy: Choose whether to allow your juggernauts to construct new military ships

📊 Compatibility

- Works with all vanilla DLC.

- Not Ironman-compatible (checksum is altered).

- May conflict with mods that overwrite ship_sizes, Defines (NGameplay), Ascension Perks, Federation laws, or system initializers for Marauders/Crises.

- Fully compatible with Amazing space battle via the fix ASB to use with Compact Armadas
Please check the fix’s Workshop page for recommended load order and further details.

- "Should" now be fully compatible with NSC3 via the Compact Armadas x NSC3
Please check that mods Workshop page for recommended load order.

💡 Who Is This For?

Players tired of late-game lag.

Commanders who prefer smaller, more meaningful fleets over endless cannon fodder.

Anyone who wants Stellaris to feel more strategic, with every ship and platforms counting 10× more.

⚖️ Balance Changes

Build caps per naval cap for Titans / Colossi / Juggernauts set to 1k / 1.6k / 1.6k naval capacity (≈5x instead of 10x).

Battleships, titans and juggernauts have more build options.

Eternal Vigilence --> Passive building platforms for free removed (Too op with thse platforms + eats up performance a lot, especially when AI takes that too) ; compensation --> Buffs to the base values of Eternal vigilence. (Still hard worth it with how strong platforms get to)

Riddle Escort nerf: naval cap increased from 20 to 30 (Vanilla = 2) to prevent escort spam only
(Don’t like it? Edit ...\steamapps\workshop\content\common\3576670054\common\ship_sizes\999_C_A_cosmogenesis.txt → change size_multiplier from 30 to 20 for Vanilla x10 balance)

📝 Update Section

➡️ See Changelog for details.

❗ Note

Everything scaled to the new level.
Some events may still spawn fleets that are too large, i fixed many, but you never know.
If you find one:
Report the exact event
I patch it.
Reload before spawn of that fleet.
Play like nothing happened
(If you locate the event file yourself, it speeds up fixing a lot!)

⚙️ Performance

25-year test:
Vanilla → 2224 in ~10 min
Mod → 2225 in ~10 min
Already ~1 year ahead in early game performance.

All languages supported

🧠 Submods and other mods of mine

Submod for Compact Armadas:
- Shiphardening
Thats a small rebalance addon, that grants every shield and armor a little bit of hardening to make the ai actually build hardening (Means, disruptors actually fall off lategame, while still beeing strong earlygame)

My other mod:
Architects of Eden:
Vanilla friendly mod that grants nongestalts and non machines gaia planet classes that can actually compete with machine and hive worlds + the ability to construct an ecumenopolis from the scratch via a long terraforming --> makes World shaper perk actually usefull for once.
330 条留言
thanks for this mod, really good!
rsmithjr2 8 小时以前 
Would the combination of NSC Season 3, Amazing Space Battles, and this mod be able to work? I see both mods are individually functional
Ars Notoria 9 小时以前 
I played as crisis and the Galactic Custodian pushed Galactic Defense Force resolution. That generated a fleet of several milions power. I think there are defines that can control that:

NAVAL_CAPACITY_BASE_GALACTIC_COMMUNITY
SHIP_SIZE_LIMITS_GALACTIC_COMMUNITY
Soilborn 11 小时以前 
I would love, love, love a compat mod for this and Extra Ship Components: Next.

I'm also well aware of just how much a pain in the dick that would be. But a man can dream.
Raidboss_L  [作者] 13 小时以前 
@Bobby do you mean, other mods? As i cant just go there and do a second version of every mod. People are free to create a compatible version to my mod of any mod they wish to use with this.

@Mimi Bobeck but if they gave more anchorage, the ai would again build way more ships and we would be going back to vanilla numbers :b
I m3an you can create a small mod yourself and increase that number. It shouldnt be so hard as you just create a txtfile to change one number of a variable.
Raidboss_L  [作者] 13 小时以前 
@Virsia you can get multiple juggernauts with my mod already. But you need 3200 fleet cap for 2 :D and i even integrated that you can enable and disable juggernauts producing ships via an edict = you are able to use juggernauts only for repairing, if you wish and let your big shipbuilding starbase handle ship building, instat of having reeinforcements beeing build slowly in your juggernaut.

@Leviathan__W as stated to Virsia, titans and juggernauts just have higher caps but you wtill can build multiple ones
Mimi Bobeck 10 月 23 日 下午 12:24 
kinda wish that anchorages gave more than 4 naval cap to counteract the new sizes of especially corvettes in the early game, but this mod is really cool and i'm happy to see that AI ships like the debt collectors using payback are properly managed
Bobby 10 月 23 日 上午 7:51 
I like the idea of this mod and what it aims to achieve. I would really like to keep using it. However I would like to ask that the balance changes to ship mods be extended to all AI.

It seems only the mods we can use have been balanced with increased values. Therefore any AI factions that use their own mods, like crystal fleets or guardians like dimensional horror and psionic entity, are essentially nerfed.

It doesn't feel right for so much of the AI, especially the guardians, to be so weak so I am asking for a change to be extended to all AI ship mods. Otherwise cannon fodder is exactly what every thing is even crisis's.
Leviathan__W 10 月 23 日 上午 1:03 
Oh, I like big fleets, or fleets with large naval capacity. But the CPU doesn't think this way. And your mod can help me and my CPU reach a concensus. And the big ship means titans, colosus and juggernauts, I just found it's easier to type 7 letters than three words:steamhappy:.
Virsia 10 月 22 日 上午 9:25 
I think someone like to build more Titans and having multiple juggernaut, which is good to be around mobile repair base or impromptu shipyard.

Having more than 1 colossus kinda not great since they only used when you want to destroy planet, colossus have no weaponry.