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Space Defense Agency
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0.178 MB
Nov 19, 2016 @ 9:15am
Dec 7, 2017 @ 10:11am
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Space Defense Agency

In 1 collection by folk
Folk's Stellaris Mods
33 items
Allow the Space Defense Agency to operate on your space port for improved local subspace defense.
The AI will use all the features of the addon.

It all started when,
  1. I got annoyed at all these random space monsters jumping into my systems, triggering warning popups, and then just moving on
  2. I noticed the AI was extremely picky about constructing military stations, in fact I played a game up to the ED crisis and no AI empires had any stations at all

I thought, "why can't the spaceport have the subspace snare capability?". I had to make it!

The mod is far from complete, or balanced, but the AI does use all features.

Spaceport Module: Military Hangar
Required Spaceport Level: 5
Allows the Space Defense Agency to station fighters and bombers at this Spaceport. These spacecraft are much more powerful than the ones that come with the spaceship-mounted hangars.

They will immediately take foot in your Spaceport with 2 squadrons, one consisting of 12 fighter-style craft, and one squadron of 4 bomber-style crafts.

They engage any hostiles autonomously at a range slightly higher than that of the stations main weapons.

Spaceport Module: Space Defense Agency
Required Spaceport Level: 5
Required Technology: Defense Platform
Installs an office module on the Spaceport that allows their bureaucrats to work in relative safety. They will install a shield module and attempt to operate a small military station just outside the planets gravitational field.
The military station will be operated by the SDA, and thus has a substantially reduced (-80%) upkeep cost. However, you will not have any control over when it is built or upgraded.

If you have enough SDA Office buildings in your empire, the SDA will upgrade the station from Platform, to Station, to Fortress, (and Battle Fortress with NSC and a Governors Mansion) over time automatically. If the station is destroyed, it will start out as a Platform again.

Building: Space Defense Agency HQ
Requires Planetary Administration
Sets up the main offices of the Space Defense Agency. This allows them to operate an empire-wide wormhole network for automated subspace defense. Any time a hostile military fleet enters owned space, an automated defense fleet will be dispatched immediately.
The fleet consists of drone-craft exclusively. It buys you time to react.

A maximum of 3 hostile fleets will be intercepted at a time.
Only one SDA automated drone fleet can be deployed in a star system at a time. Star systems will not be deployed to until 3 months have passed.

The drone squadron deployment fields structural reinforcement will be automatically adjusted by the SDA HQ staff to be able to sustain a few days worth of bombardment by virtually any hostile fleet composition.

The combined hull points of all deployment portals will be the same regardless of how many of them spawn. It scales the hull reinforcement and divides it per portal. So the only benefit to having more than one portal is the added damage from the additional squadrons.

Building: Space Defense Agency Office
Requires Planetary Administration
Sets up a military facility for local SDA operations. This factility has a number of small bonuses for army recruitment and planetary fortification.
Most importantly, you need 2-4 of these buildings for the SDA spaceport operations to construct the relevant levels of military stations!

Having 2 will allow them to upgrade from Platforms to Stations, having 3 will allow Fortresses, and 4 of them will allow the Battle Fortress, if you have NSC.'
The Battle Fortress upgrade also requires 1 planet with a Governors Mansion (NSC building).

Each SDA office building (no matter how many you have) increases the number of automated drone squads deployed by the HQ by 1 per deployment. These additional squadrons are very weak compared to the one deployed by the HQ.

Spaceport Module: Subspace Inhibitor
Required Spaceport Level: 1
The classic, well-known subspace snare aura, fitted on your Spaceport.

Spaceport Module: Subspace Field Modulator (Allied)
A combination of the military station-mounted shield regeneration aura and nanobot cloud, this powerful subspace field will heal up your fleets in no time.
Note that this aura generates zero graphical indicators, like the ship/stations ones do. It's simply annoying with that circle.

Spaceport Module: Subspace Field Modulator (Hostiles)
A combination of the military station-mounted quantum destabilizer and the shield dampener.
Note that this aura generates zero graphical indicators, like the ship/stations ones do. It's simply annoying with that circle.

I don't know how to balance this, or what to do with it. But from what I can tell, this feature is quite unique on the workshop.
Please feel free to give me suggestions, ideas, or any kind of feedback. I see this as a good proof-of-concept and place to start, but it certainly feels lacking. Especially the SDA module, it seems like, for example; it should cost some influence, it might impact happiness/ethic diversion on the planet in some manner, it might need some random events. Perhaps you should only be able to have 1x of them.

Anything can be done, please let me know what you think :-)

The logo is ripped from the US DoD's Missile Defense Agency.
And yes, I know "defense" is a controversial spelling of the word, hehe.

Please check out my other addons!

And many others :-)
Popular Discussions View All (1)
Sep 27, 2017 @ 11:44am
mechanical empire bug.
< >
Musashi Mar 14 @ 1:59pm 
With the pirates now, and the impossibility to build military stations on the entrance points of the hyperlanes, this mod is more needed than ever
Torlo50 Feb 25 @ 12:09pm 
So, you could change the whole thing to work on a different principle (ie. on a spacestation building.) Tbh, you have a lot of mods that would need to be updated, and I'm not sure what your working on anyways.
WWDragon Feb 24 @ 12:11pm 
I wouldn't count on it; 2.0 changes so much that it's not even possible to build modules on the normal spaceport anymore.

Btw thanks for making this mod!

I'm out, cause highways in space stellaris is crap!
kak64 Feb 24 @ 4:34am 
is this mode working on 2.0?
WWDragon Feb 15 @ 9:39pm 
That sounds like a good idea.

The default control structures, when upgraded are already supposed to be able to have their own fleet.
So it shouldn't be that hard to incorporate it into this mod.

That's assuming the mod maker is going to keep supporting it.
Helixien Feb 15 @ 12:08pm 
With 2.0 coming up, do you think you may could add a feature that allows us to build fleets and assign it to the SDA so instead of fighters they will dispatch the assigned fleet?
heilr Dec 20, 2017 @ 5:04am 
awesome mod !!!

WWDragon Dec 15, 2017 @ 12:54pm 
Building the correct module causes the monthly event to spawn the actual building, which then has only the sets on it you've built for your spaceport.
Event fires every month, allowing it to be replaced, if destroyed, monthly.
TheGamingAssassin Dec 14, 2017 @ 5:39pm 
how did you add the subspace snare to the spaceport? i want to add it to some ships like the Mobile Interdictors mod, but for the GE Interdictors in the Star Wars Empire Ships mod
Darrien Dec 7, 2017 @ 10:48am 
The strikecraft are not invincible.