Stellaris

Stellaris

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Compact Armadas (Better performance!)
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4.894 MB
28. sep. kl. 12:32
6. okt. kl. 4:11
18 ændringsbemærkninger ( vis )

Abonner for at downloade
Compact Armadas (Better performance!)

Beskrivelse
🌌 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.
213 kommentarer
smirkyshadow For 3 timer siden 
Empires that use space fauna make too much and bankrupt themself :(
kelstr For 6 timer siden 
Could we get a 5x version as a "lite"?
jmf For 6 timer siden 
Radical Cult event still gives/spawns 3 corvettes on the first stage
Hyphen For 7 timer siden 
Hey it's me again lol
Superstitious Beliefs gives a whole ass cruiser sometimes, huge power swing in the early game, something to look at
Holy Sock For 12 timer siden 
Any idea why all starbases have 1 power with -137% fire rate?
Magmaul For 13 timer siden 
Hi, I've noticed that the Archeoengineers perk got indirectly nerfed due to unchanged bonus to armor and shield components.

For example, the small pulse armor in vanilla adds 170 armor and 75 shields, similar to one tier 3 armor component and one tier 1 shield component, now after taking the perk the pulse armor should have its shield value doubled to a total of 150, because the perk adds additional 75 shield per pulse armor.

With mod enabled the small pulse armor has 1700 armor and 750 shield, as it should have, but the bonus from the perk is still 75, which is only 10% bonus instead of the 100% it should have and the component now falls behind standard armor and shield components. The same also applies to the archeotech shield module, which should receive 60% bonus, but instead gets the flat 75.
Señor Kefka For 13 timer siden 
Also, an AI got a rebellion and the rebellion spawned a fleet of 20k aprox
Señor Kefka For 14 timer siden 
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 For 15 timer siden 
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 For 19 timer siden 
yea, Compact Armadas x NSC3 seems to be restricted access wise