Stellaris

Stellaris

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Compact Armadas (Better performance!)
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28. zář. v 12.32
9. říj. v 11.29
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Compact Armadas (Better performance!)

Popis
🌌 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.
Počet komentářů: 275
ellenweorc před 18 hodinami 
Is this compatible with ESC Next?
Sead9601 před 22 hodinami 
Bug report,
as playing progenitor hive, can't build offspring ship, due to No offspring ship capacity.
also Starbases have only 1 fleet power, maybe due to debuff(no offspring)
So this mod increase base damage stats of vanilla components, but not any other, like from ESC?
Handepsilon 12. říj. v 0.24 
@Raidboss_L Not sure why but after merging my mods, the game runs into more rampant desyncs approaching midgame. Dunno if merging was the main issue, but it ran fine after we used the unmerged version
cayenne_spicy 11. říj. v 17.24 
Bug reports:

Probably an easy fix - "Dragonscale Armor (Starbase)" is not showing up as an option for Citadels of any tier. It does correctly exist and apply itself to normal starbases and orbital rings.

Probably a less easy fix - during the Situation "The Seal", no Aberrant Fleets spawned at regular intervals as intended. It had worked correctly in the last campaign I'd done prior to installing the mod and I've made no other changes (and I have no other mods which should affect fleets), so my confidence that it's relevant to your mod is high.
Destiny's Bastard Child 11. říj. v 15.32 
Broke for me when the Grand Herald pulled into service. The name of strike group kept cycling and the ship wouldn't even move. I went back with a save and abandoned that archaeological site, but it'd be cool if this bug was fixed.
(gorb) 11. říj. v 14.02 
My starting corvette will not upgrade, but any ships I build later on do upgrade as expected.
Virsia 11. říj. v 11.42 
hii..... I cant help but noticed that something like crystal armor and amoeba armor doesn't get buffed it's using old value with all armor parts getting buffed crystal armor losing value.
Raidboss_L  [autor] 11. říj. v 9.59 
@Saint Marold YT
here it could aswell be a txt file thats named different, so you would likely have to click open those files and search for SMALL_RED_LASER you can aswell use windows powershell and a command like:
Get-ChildItem -Recurse "...\Steam\steamapps\workshop\content\281990" -Filter *.txt | `
Select-String -Pattern "SMALL_RED_LASER" dont forget to put your exact folder location into the "...\Steam\steamapps\workshop\content\281990". this command will make powershell show you every txt file in that folder (281990 is steams folder for stellaris mods) that has small red laser as an entry, if a mod has that, open the file and see if inside the small red laser entry, theres anywere something written like damage =... if not, its not that mod doing the trouble. if yes, you probably have the mod thats not working with mine
Raidboss_L  [autor] 11. říj. v 9.58 
@Saint Marold YT probably one mod you use overwrites the damage file then too. To help you target which one, theres 2 possiblitys, either you have a mod loaded below mine that overwrites the "weapon_components.csv" file (you find it in modname\common\component_templates)
Or its a mod that, in the same folder modname\common\component_templates , has txt files in there that overwrite the vanilla games weapons (setting their damage in the txt file itself)
the first one shouild be easy to check, go threw every mod files in the \common\component_templates folder and see if they have that file. if yes disable that mod and see if you get the correct damages. if you dont find any mod that has that csv file, you can check if theres a mod that has txt files in \common\component_templates and changes base weapons. (for example overwriting a file like 00_ weapons_energy.txt)