Stellaris

Stellaris

Naval Capacity Rebalanced (4.0 Phoenix Update)
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. :/
Nuclearion 2024 年 3 月 26 日 上午 2:02 
is this mod still in development? October of 2023 was about 5 months ago.
Annarresti 2024 年 3 月 4 日 上午 3:25 
Ok I've played a test game a bit and I absolutely love it. The one problem I'm encountering is the vast majority of the AI empires don't expand at all. I assume they're a bit short circuited by the lack of influence?
Annarresti 2024 年 3 月 3 日 上午 1:40 
Seems great so far
Annarresti 2024 年 2 月 28 日 上午 7:42 
Favouriting so I can use it later when the kinks are worked out. Sounds great!
Renown 2024 年 2 月 3 日 下午 3:04 
agreed with the below posters. Once this gets the kinks worked out it will be one of my default mods as it will also help with lag. Right now though if I want to have any sort of endgame mod like Giga, it won't scale as well. I suppose I could use giga and turn off Katz for now.

(I actually like how normal fauna is harder to beat, for the first time ever I saw a mining drone expansion fleet colonize a new system).
ph34rthe1337 2024 年 1 月 17 日 上午 12:45 
yeah, buffing the individual ship power at an equivalent rate to the nerfs towards naval upkeep and supply will allow semi-perfect scaling towards space fauna, or crisis. allowing for equal power fleets overall but far fewer ships individually. as for the hard cap, it definitely needs done away with, it just makes the ai unable to do anything, the prohibitive upkeep expense and greater difficulty in increasing fleet cap does more than enough to shrink overall total fleet sizes.
Lithobraker 2024 年 1 月 14 日 上午 7:12 
I'd love to use this mod, but the one part I don't understand is how you use it in combination with Gigastructures.
The Katzenartig Imperium, for instance, does not scale in fleet power according to the Crisis Strength setting, so you have to set the crisis to Relaxed Kaiser in order to get a reasonable fleet(and even then, only after you reduce naval capacity usage to 2x vanilla, as Relaxed Kaiser roughly halves the Imperium's fleet power).

A version of this mod that doubles ship stats would be very nice for ensuring that non-scaling enemies, like crises and space fauna, don't just steamroll you. To be honest, I think that'd be a better solution than individually changing the enemies' stats.
Some sort of starting tech that modifies ship strength could help with mod compatibility, too.
TeronMer  [作者] 2024 年 1 月 6 日 下午 2:23 
@Renown - yes, should still work for you. Main thing to bare in mind with it as-is is the increased naval cap usage of ships doesn't 'tick' on ship creation due to the way it's implemented. Been trying to build the scaling directly into ship types for months now to kick that problem but it's rather a tough nut to crack
Renown 2024 年 1 月 5 日 下午 2:22 
Does this still work?

Love the idea of this mod. While vanilla grants you the feel of massive combat, sometimes I want to feel attached to my ships. So I'd like to try this out.
Edifer 2023 年 11 月 16 日 上午 9:45 
Hey, thanks for the mod! YOupe you continue to develop it, the main idea is making the game much better.

Military Readiness Act has some weird scaling (must be 50%+ nav cap).
It says im breaching the law, despite i'm almost at full cap. And it is resolved after I get slightly to the red zone with 110%
TheBlack2007 2023 年 10 月 22 日 上午 3:08 
Something else I have noticed after playing around with this mod for a while is the staggering ship maintenance cost growing really probitively expensive over time. While I'm aware it's supposed to be that way to dissuade large standing fleets having your energy income grow from +50 to -100 from undocking a fleet or your Alloy income coast around +20 despite having your entire capital dedicated to producing them really is too much IMO.

I suggest adding a -7.5% upkeep buff to each of the Fleet Techs. They way you rebalanced them they are already supposed to show the growing ease of operating a starfleet as Tech progresses.
Journeyman Prime 2023 年 10 月 16 日 下午 1:06 
I like Rambos idea. The hard cap on naval cap is just a stealth AI nerf.
Rambosfire 2023 年 10 月 16 日 上午 8:37 
The 2000 cap is a bad mechanic for gameplay. What happens is once you reach the 2000 any infrastructure and planets for naval cap, whether it's megastructures, buildings or starbases, are redundant, and you just produce as much energy to pay for going over. Dyson spheres, prospectorium vassals and energy planets easily pay for going way over 2000 fleet cap. The AI i presume doesn't go too much over, so eventually you'll just outclass tiny 2000 fleet capped AI : / The only good thing the cap does is emphasize the value of federation or galactic community fleets for free upkeep and spare fleetcap fleets. Maybe if you could correlate fleet cap max based on expire size values? Maybe then you can make a hardcap that adjusts proportionally to empire size but still keeps a difficult ratio, or maybe make jobs and anchorages that make fleet cap also increase the max fleet?
Marcharound 2023 年 10 月 15 日 下午 5:25 
5 destroyers I mean
Marcharound 2023 年 10 月 15 日 下午 2:00 
Well I just loaded up the Imperial Fiefdom origin, chose bulwark, was given 10 destroyers, and now I'm at twice my naval cap in 2201. Whoops.
Numéro 116 2023 年 10 月 15 日 上午 4:44 
this is something i wanted for a long time, now ships are way more valuable and we have less. just a constructive criticism, the Naval capacity value of each ship is not very visible, so sometime it gets on absurd level just by contructing one Battleship because i don't know the naval capacity required.
To improve this mod i would simply add a limit of capital/screen/Reconnaissance ship for each fleet to add variation to fleet composition and make sure every ship is used and we don't end up with full Battleship in the mid game.
Savitar 2023 年 10 月 14 日 上午 9:35 
You might want to edit the soldier job as well, to give less naval cap :)
FlixPro 2023 年 10 月 13 日 上午 7:18 
And i just realise... defense platform upkeep is high too.. first i confuse why my energy keep minus and i check the ship upkeep are 418energy.. but when i count my fleet upkeep manually (it only use 130 energy upkeep) .. and yeah the other upkeep come from starbase defense platform (32 defense platform x 9energy upkeep each = 288energy upkeep)
FlixPro 2023 年 10 月 12 日 下午 10:09 
i already try your mod "Naval Capacity Rebalanced" for 3 hours .. i try explain my opinian as best as i can with english :
1. please make actual Ship Size (because early game the ship size for corvette still 1 but in naval capacity use command limit 10 etc that make me overcreate ship) - yeah i know i can research for -100 naval capacity after.. but better use actual ship size.. so when we create ship.. we not overcreate
2. The Ship Upkeep is incredible expensive.. i know u make 5x for price/upkeep/ship size usage please make it balance ..

and for space fauna , Xeno bonuses difficulties,cryis etc i use this mod.. so i can setting how much bonuses they got https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1590362799

i think this space fauna,xeno bonuses,crysis problem is resolve

btw i like your mod idea.. less ship more enjoyable gameplay
TeronMer  [作者] 2023 年 10 月 12 日 下午 5:45 
Thanks for the latest feedback everyone

Re: Space Fauna - Currently looking into it as a high-priority rebalance

Re: Starbases - Might be looking at a small-moderate tweak to their early-game combat strength but likely no greater at this stage.

Re: Crises - With Crisis Strength being a game setting slider I won't be tweaking them at all unless it became absolutely critical for some reason. Best advice would be to dial down the crisis strength slider.
Arcana 2023 年 10 月 12 日 下午 4:39 
Does this mod actually work like in game? I agree that less ships is better, but I feel like from what im reading it doesn't actually balance it with space fauna and starbases. Can anyone confirm or deny if this works in actual play?
TheBlack2007 2023 年 10 月 12 日 下午 3:23 
I think this also needs some rebalancing for early space fauna. With your early fleets consisting of maybe like 10 Corvettes, even a single Space Amoeba could become a hard-barrier to exploration. Let alone a fleet of 10 Mining Drone Ships.
JunoMe 2023 年 10 月 12 日 下午 2:25 
Montu made a video about this! i am uncertain how i feel about this idea for the base game, but definetly a nice to have tier mod, GW!
Sir Rolin 2023 年 10 月 12 日 上午 11:19 
I am worried that this mod doesn't affect the crisises, cause it's going to be 100 times more difficult with there changes.
Being balanced because the change is for all the countries I could see the reasoning, if you're worried about performance, but 10x naval cap on corvettes, but only 5.6x on battleships when battleship spam is already a strong strategy seems wrong to me.
Molten Ring 2023 年 10 月 12 日 上午 8:11 
Very nice mod. I was thinking about making one like that, but just as I hopped into the workshop i found this :). Gonna give it a little try, and come back with feedbacks.
Roggle 2023 年 10 月 11 日 下午 9:23 
Well done bud.
MrPiromaniak 2023 年 10 月 11 日 下午 6:22 
Glory to Montu Plays, XD
Dawid 2023 年 10 月 11 日 下午 2:21 
very nice mod
Marcharound 2023 年 10 月 11 日 上午 11:50 
Maybe naming ships will actually be manageable and worthwhile with this!
Commissar BS 2023 年 10 月 11 日 上午 12:40 
Very exciting features and future possibilities, making individual ships more valuable is a great idea. Max overall naval capacity is questionable, 2000 is fine in a 500-750 star galaxy, but would be a bit of a pinch in a 5k star galaxy. However, anyone who plays with modded galaxy sizes can change that variable themselves, so maybe not an issue.
TeronMer  [作者] 2023 年 10 月 10 日 下午 10:44 
Big fan of the feedback and suggestions, keep it coming!
I want to decrease the likelihood I miss anything going forwards and open up the possibility of wider back-and-forths on things, since the number of comments to scroll through is only going to go up - please check out the Suggestions discussion thread I'm about to put up, feel free to jump on in and make yourself heard!
Traktorion 2023 年 10 月 10 日 上午 1:49 
I really nice idea, I think having fewer, more impactfull ships will greatly improve my RP games and reduce late game lag.
Just one concern, with fewer ships, any given empires naval strength will be lower, are there any efforts to rebalance starbases and neutral enemies (like tiyanki etc)?
It might become too easy to grown impenetrable defenses with several 100k starbases while fleets are much smaller.
And early game wars might become impossible if a single tier 1 starbase outguns a maxed out fleet in the first 5-10 years.
Cheesemongle 2023 年 10 月 9 日 下午 8:55 
anchorages being at +2 makes me think the module should just be converted into a building with a high cost, or disabled entirely
Patbox 2023 年 10 月 9 日 上午 10:11 
Thanks for making this mod, have been looking for a mod that decreases ship spam for a long time now. Some feedback/ ideas:
- Could you perhaps increase ship build cost and decrease ship build speed?
- I would personally prefer it being a bit more extreme, vanilla *4 would be a good endgame value in my view.
- Could you adjust defense platform capacity and starbase hullpoints accordingly?
- And yes, I would prefer Ascension Techs being their standalone.
But in any case, Thanks again for putting in the work!
jerm 2023 年 10 月 8 日 上午 3:07 
thanks been hoping someone would try this for years