Stellaris

Stellaris

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Compact Armadas (Better performance!)
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4.086 MB
Sep 28 @ 12:32pm
Oct 21 @ 8:00am
24 Change Notes ( view )

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Compact Armadas (Better performance!)

Description
🌌 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.
Popular Discussions View All (1)
1
Nov 12 @ 11:07am
Events, triggers not affected by compact Armadas:
John Shepherd N7117
404 Comments
Snafoo 4 hours ago 
Upgrade ships seems to be broken, click the upgrade button on fleet, fleet moves to station and looks like it starts upgrading, but it is just stuck at 0%. Never actually starts the upgrade.
spiritwhale 21 hours ago 
living weapone balance is disaster.... I cant win
spiritwhale Nov 30 @ 4:27am 
you are the best. I was looking for this mod for an hour
66% trustworthy Nov 26 @ 11:17am 
is it normal that the starter fleet has 6k energy
Dog Nov 26 @ 12:20am 
Please adjust the New living weapons modules to be inline with your new balance
silphael Nov 25 @ 2:41pm 
Anyway this mod could also push back the 9999 cap on naval cap ? With the other mods I'm playing I'm still hitting it before 2300 and even if my econ can handle way more than that it feels weird.
Catapultam Habeo Nov 24 @ 9:17pm 
Oh, that is a bit obnoxious. Micromanaging platforms is annoying, which is a big part of the reason to grab that perk.
Dr. Sinclair Nov 24 @ 2:10pm 
... Broken how?
The description already shows what changes are done to it and it's also explained 2 comemnts below yours.
Lava Nov 24 @ 1:30pm 
Eternal Vigilance is broken by this mod
Miller Nov 23 @ 8:51am 
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.