Stellaris
262 oy
Compact Armadas (Better performance!)
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24 Değişiklik Notu ( görüntüle )

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Compact Armadas (Better performance!)

Açıklama
🌌 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.
Popüler Tartışmalar Tümünü Görüntüle (1)
1
12 Kas @ 11:07
Events, triggers not affected by compact Armadas:
John Shepherd N7117
421 Yorum
Zau 6 Ara @ 10:07 
Compatible with Gigass???
66% trustworthy 6 Ara @ 7:07 
@Aktonian he would need to add the weapons from the mod by hand... idk if he wants to do allat
Aktonian 6 Ara @ 6:56 
Hi, I love the mod, but I’m using some Star Wars weapons and they don’t seem to be scaled the same as the vanilla ones. Is there a way to fix or change this?
Aktonian 5 Ara @ 16:18 
this is the mod ive been looking to have for so long thanks for the mod man
spiritwhale 5 Ara @ 12:46 
I love the concept but there are three problems
1. upgrade has bug. sometimes upgrading fleet stops.
2. biological fleet did not apply by the mod. so it's OP
3. AI do not build fleet. They do something else rather than keeping stack of metal to build fleet
HUTIN PUILO 4 Ara @ 9:42 
Any plans to update?
Zagreus 2 Ara @ 19:34 
hey does this mess with the AI's ability to build fleets? I'm consistently more powerful than them, even without me focusing on military; without this mod fleet powers a lot more equal
Handepsilon 2 Ara @ 16:50 
@Rastro when I looked into the files, the build time seems to be extended, yes, but not by 10x. Rather it's only 2x
66% trustworthy 2 Ara @ 11:33 
@Darkwing exactly, which IMO is actually quite cool as in most games the biological enemies just have huge numbers but are most of the quite squishy.
Rastro 2 Ara @ 10:58 
Does this also make ships take 10x longer to BUILD? Ship production is still important, but also megashipyard being more vital with this. imo the shorter build times would make megashipyard insanely powerful *cackles*