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.
热门讨论 查看全部(1)
1
11 月 12 日 上午 11:07
Events, triggers not affected by compact Armadas:
John Shepherd N7117
395 条留言
Miller 5 小时以前 
If you could get this mod to put a cap on the Astral Fleet max size that would be amazing addition to this great mod idea. Those Astral Fleets get utterly out of control late game and I'm not finding a great mod that deals with it elegantly.
ゴースト 13 小时以前 
@Catapultam Habeo:

That is working as intended. From the "Balance Changes" section:
"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)"
Catapultam Habeo 11 月 19 日 上午 11:40 
Eternal Vigilience AP entry is missing

```
on_enabled = {
custom_tooltip = ap_eternal_vigilance_tt
hidden_effect = {
country_event = {
id = country.2050
days = 180
}
}
}
```
Catapultam Habeo 11 月 19 日 上午 10:59 
The policy from Eternal Vigiliance ascension perk no longer works with this mod.
amigo-robin 11 月 18 日 下午 12:48 
the text for 1 to 4 of the organic ship weapons that cause the confusion debuff have their number multiplied by 10. This would mean that the very first one has 300% chance to confuse, fairly certain that doesnt happen and that its just an issue with the text.
AlphaFenrir401 11 月 17 日 上午 10:06 
hey I notice Behemoth got hit in balance changes and looking at it's armor you reduced the class armor from 1,000,000 to 100,000 and despite behemoth armor getting a buff (97680 -> 976800) the then -50% armor makes it weaker then vanilla because vanilla is at 1,097,680 while with your mod it's at 538,400 (class 3 behemoth) unless you intended for that
albatrossbunny 11 月 15 日 下午 3:27 
update: the bonuses are being correctly applied for the archeo engineer perk. the tool tip is wrong, which is way less urgent lol
albatrossbunny 11 月 15 日 下午 1:14 
great mod. small fix: the bonuses from the archeo engineer perk aren't scaled.
FuriousGreg 11 月 15 日 上午 9:42 
Error: When building Battleships the ship designer is listing multiples of the same shields and armor as well as lower tech version even though the option to show outdated tech is selected. Just for Battleships, so far, I haven't built a Titan yet.
Dustreaper 11 月 14 日 下午 4:53 
Yea early game is rough i can barely do anything.