Stellaris

Stellaris

126 个评价
Compact Armadas (Better performance!)
15
4
6
3
3
3
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
4.894 MB
9 月 28 日 下午 12:32
10 月 6 日 上午 4:11
18 项改动说明 ( 查看 )

订阅以下载
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.
206 条留言
Señor Kefka 46 分钟以前 
Trying this mod 1st so not much i can say but i just saw the gardeners ( an event if you refuse to not industrializae wenkwort ) and it spawed a navy of around 182k power, dunno if is intended
Carnivorah 1 小时以前 
Is Chosen having 193k fleet at year 2265 normal? Think something is amiss. They have 4 cruisers, 6 destroyers, 16 frigates and 24 corvettes for a total of 680 fleet power.
Reiklandraider 4 小时以前 
yea, Compact Armadas x NSC3 seems to be restricted access wise
Mostima 6 小时以前 
Ah I see. I was mainly asking since for some reason I can't make Frigates in the ship designer and I wasn't sure if it was that mod.
Raidboss_L  [作者] 6 小时以前 
eeeh i cant push it a second time. i guess somethings wrong with steam. thats unfortunate- got to wait till their system runs again
Raidboss_L  [作者] 6 小时以前 
@Mostima i pushed an update for the nsc3 as explorer ships couldnt be build. Well... That was like 4 hours ago, and if i watch the mods page, it says "This content has not yet been analysed by our automatic content checker. It will remain hidden temporarily until the check is complete and confirms that it does not contain any harmful content (e.g. links to websites that steal information)." lol 4 hours.. I try to push it a second time

@Hyphen thanks. its noted, as soon as i have the time i will adjust that
Mostima 7 小时以前 
What happened to the NSC3 compat mod? I got it the other day but now it's hidden.
Hyphen 7 小时以前 
The rogue cult event that spiritualists can get at the start needs adjusting
Raidboss_L  [作者] 9 小时以前 
i have found half an hour to fast fix those problems:

@Turret Mom @Baron Porkface payback origin and radical cult should be fine now. (Rewards set to cruiser instat of battleships, should feel more balanced that way)

@Calvernock can you check if its still happening? and if yes tell me the exact flet composition? ( like 10 corvetts, 2 destroyers, or what ever) as im not sure if i found the currect entry. i found a 5 destroyer spawn from mindwardens that i trimmed down, but idk if thats what you meaned

@Hyphen I actually dont see a reason to increase anyone naval cap as that would contra productive. GDF should still be able to mantain the same fleetpower level as vanilla

@Dracolich yes their empires should have stronger ships too, but much less of them. The great kahn wont just run you over with x10 fleetpower!

@Blackwolf3910 mean starbases? how are they useless? and platforms should be pretty strong now
Turret Mom 11 小时以前 
So the Radical Cult (https://stellaris.paradoxwikis.com/Radical_Cult) event chain either 1) spawns three corvettes in your home system (you're fucked) or 2) gives you those corvettes and then later on a battleship, which seems awesome but actually destroys your entire economy in the immediate earlygame