Stellaris

Stellaris

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At War: Planetary Defense Fleets (3.9.*)
   
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Jun 4, 2021 @ 12:57am
Sep 17, 2023 @ 10:42am
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At War: Planetary Defense Fleets (3.9.*)

In 1 collection by Ambit
At War Continued
7 items
Description
This mod is a continuation of the original, created by The Dadinator, and now updated and maintained following his expression to discontinue support.

Other languages
Im currently only updating english Localisation.
I can be reached in the discord when someone does a translation or uploads a mod with a translation.

Description:
==========================================
Do you wish important planets could have their own defense fleet? Want to recreate the launch trailer for the Apocalypse DLC? This mod introduces the Planetary Defense Force base and the system-limited Patrol Craft ship sizes. Patrol Craft fleets can launch from their base with either hostile fleets entering the system or hostile fleets entering the planet orbit.

Features
Planetary Defense Force Base
  • The Planetary Defense Force Base building is a starting building / technology.
  • The base can be built on any habitable planet or structure like ringworlds and habitats.
  • Only one base per planet or structure.
  • At the start, the base employs two Planetary Defense Shipwrights (or Planetary Defense Shipbuilding Drones). Their upkeep is 3 alloys each which goes directly into local base storage for constructing ships, and 1 energy which is used for actual upkeep.
  • Bases hold up to the 100% alloy cost to build the current fleet capacity. Excess alloys will go back to the empire.
  • There is a planetary decision on planets with the base, called Planetary Defense Force, to open the PDF UI to see all relevant information on fleet size, alloy storage, set fleet stance and to transfer resources to / from the base.
  • Fleet size is determined by population. It starts at 2 pops, then every 4 pops Fleet Size is increased up to a max of 430 Fleet size. Fleets are limited to Patrol Craft, see below.
Patrol Craft
  • At the start of the game you get the Patrol Craft I ship size, available in the Ship Designer
    You must design your Patrol Craft ships. There are several templates available.
  • Patrol Craft ships have no FTL drive and are only built on the base. There is no option to build at a starbase shipyard.
  • Patrol Craft I cost 75 alloys to build
  • Patrol Craft construction is simulated at the base and takes 60 days per ship. Two speed techs are available and reduces build time by 15 days each later in the game.
  • Patrol Craft do not touch the empire fleet capacity but have a relatively high upkeep when deployed.
  • Patrol Craft II is a research option after cruisers have been researched and have a much improved hit point / section layout than the original Patrol Craft I. After researching, you will not be able to make Patrol Craft I designs anymore and the base will only deploy Patrol Craft II ships. Make sure you create new designs for Patrol Craft II at this point.
  • Patrol Craft II cost 150 alloys to start and have 2 hull upgrades which will boost the cost by 50 alloys and add 200 hull points.
  • Patrol Craft II also gives the base two more jobs (bringing the monthly alloy storage gain up to 8 / Patrol Craft Hull Points 4 bringing the Monthly alloy storage gain up to 16)
Fleet Behavior
  • Patrol Craft fleets can automatically launch with either hostile fleets entering the system or hostile fleets entering the planet orbit, depending on the fleet stance.
  • Colossus ships are fair game with either fleet stance. Both fleet stances will deploy when a hostile colossus enters the system.
  • Both the base owner and the hostile force owner will get an alert notification about the pending deployment of the fleet.
  • When deployed, the makeup of the fleet will be a random distribution of created ship designs.
    You can also manually launch the fleet from the UI created from the planetary decision
  • Patrol Craft fleets “land” on their home world when they enter orbit. Disbanding the fleet should also work to return the number of craft back to the planet.
  • Each base can only support one fleet deployed at a time.

Compatibility
Compatible with Stellaris v3.9.*
As with any mod that affects game play, NOT achievement compatible.

Bugs, Feedback and Suggestions
You can post your Feedback and Suggestions here in the comments.
Bugs can be posted in the Discord channel for the mod[discord.gg]
I take all constructive feedback and suggestions seriously.

DISCLAIMER
This workshop item cannot be redistributed without explicit permission.
This item is not authorized for posting on Steam, except under the Steam accounts named Ambit
Popular Discussions View All (1)
1
Sep 25, 2023 @ 12:18am
PINNED: Better Modding Compatible?
Ambit
48 Comments
焱淼 Apr 2 @ 9:32am 
@KampfTomate007
Yes, a special Zero-point-energy Reactor.
Only 28 units of alloy are needed to build a reactor that produces 620 units of energy.
I like to use it on small to medium sized ships to save me resources.
KampfTomate007 Jan 4 @ 9:06am 
Can confirm, don't know since when, but the other when i looked into modifying my corvettes i noticed the special reactor popping up in the selection, and not only for corvettes, but also for frigates, destroyers, and cruisers (didn't unlock the rest yet).

It's weird because it is basically a regular zeropoint reactor (T5) but instead of giving 220 energy it gives 620 for corvettes and frigates.

For destroyers it's 620 instead of 430 while also costing 50% as much
And cruisers get 620 instead of 800 while costing 25% as much, so for anything smaller than a cruiser it's a straight power and cost efficiency upgrade.

Keep in mind that both versions are available in the selection.
Algebraist Dec 28, 2023 @ 11:40am 
The patrol craft zero point reactor (giving 620 power instead of the normal 430) is appearing in all the non-patrol craft ship designs.
jowe01 Dec 24, 2023 @ 11:10pm 
Does anybody know if this mod and its sisters are compatible with 3.10 ?
spartan1096 Dec 5, 2023 @ 12:23am 
I think maybe these PDF ships should called Monitor
Lekelokobs Nov 5, 2023 @ 3:06pm 
@Ambit

I may have found a bug. I researched patrol crafts II and made a new model for them and deleted the default one, but basically every month the default one reappears and all the PDF bases build the inferior patrol craft II instead of the better version I designed.
Itsa me, MarDIO Aug 4, 2023 @ 8:21pm 
I know in the past (like back when it was still run by The Dadinator) they could build the planetary cannons, which lead me to stop using it for a while, but I haven't seen the ai build either the cannons or these bases in a while.
Keegan Ghost Jul 18, 2023 @ 1:31am 
Can AI run this as well? troublesome if they can
Itsa me, MarDIO Jul 4, 2023 @ 2:13pm 
@Azona Haven't used this particular feature myself but the second from last bullet point under Planetary Defense Force Base says you can transfer resources manually if I'm reading it right.

Though I wouldn't argue against adding the option to increase the alloy "upkeep" as well.

This mod is also a good fit for an integration with Under Siege now that I'm thinking about it, allowing under siege forge worlds to still build ships as long as the mineral supply holds out.
Azona Jul 1, 2023 @ 6:46am 
I love these mods used them for long time. can we have an option to increase alloy transfered to the planets with this building. at moment in end game and alloy given to planets is kinda low to rebuil the fleet for planet which could be speed up a lot if we could increase monthly donation. I know you can do it manual but thats a lot of work if you got lots of planets