Stellaris

Stellaris

Naval Capacity Reduced [OUTDATED]
128 Comments
spacemarx Mar 8 @ 4:13pm 
Would be great if someone could update this. It really made mid and late game so much more manageable
Daerevardul Dec 8, 2024 @ 5:37am 
Current version bugs out the shipyard, can't be used anymore with the mod activated
< blank > Aug 5, 2024 @ 5:44pm 
(forgive my english) Just a suggestion, if possible, you could also try to reduce numbers on repetable research for command / capacity limit
Heroicone1 May 27, 2024 @ 9:38am 
@Henry L Castle That's what i figured, i've seen that attempted but never knew why it failed. The only suggestion i would have is to look at the Heavies civic in "Fun traits and civics". The values it gives are decent, it is difficult for an empire regardless of ai or player to field a large doomstack fleet if the ships are expensive (cost and upkeep are higher) and take a long time to make. I am considering looking into to modding to see if i can find a way around this. My sessions are always heavily modded and this is the main issue i deal with, giant fleets that lag end game lol. I feel like admittedly the main causes for lag are the number of ships needed to be rendered, 100 corvettes and 50 destroyers/frigates every 5 out of 10 fleets ai have is worse than the cruisers and battleship numbers overall. I always thought upkeep/cost are the two biggest hurdles to figure out lol.
Henry L Castle  [author] May 27, 2024 @ 3:23am 
@Heroicone1 Actually, this was the original idea but after lots of experimentation I gave up on it because it was causing too many issues. For some reason the icons bellow the fleet power that signify how many ships of each class a fleet has, are tied to the "size" of ships. So if I made a corvette be a size 2 instead of 1, it would appear as if it was a destroyer... I tried to get around this with making custom classes but overall it wasnt worth it...
Heroicone1 May 26, 2024 @ 6:52pm 
Would potentially reducing total fleet command limit (the number of ships in a given armada) be a good work around for upkeep? upkeep gets brute forced by ai usually, but fleet command limit is a lot harder to get around. I admit its not the best solution itself, if ai/player still have high naval capacity they can just ♥♥♥♥ out 30 fleets even though the fleets themselves have low numbers. I hate the doom stacking in this game lol. Wish it was possible to change the values so 1 corvette is 5 and a destroyer is 0.75x. roughly 8, and cruiser is 16 or 18, battleships are where those values jump more. I dont know, i have had in the past used a civic from a mod that reduces ship cap down 50% while nearly doubling almost every value a ship has (armor/shield/hull/dmg) and doubling build/cost twice was really useful. I thought it was a good civic but was op against none heavy civic empire fleets. But the idea behind it is really good.
Клоун May 21, 2024 @ 7:54am 
Understood. Would be great if you could add this in the description, so it not gonna ruin someone game
Henry L Castle  [author] May 17, 2024 @ 4:35am 
Fallens and crisis dont play by the book. If I remember correctly, this mod never affected them. All i can recommend is to either lower the difficulty or use a mode that allows you to customise the difficulty.
Клоун May 17, 2024 @ 1:07am 
I mean, devs defenitely change some difficulty setttings so i have fallens with 600k power on pre-admiral setting and around tens of fleet with 200k power on lategame cryzis)
Клоун May 16, 2024 @ 8:31am 
Looks like it doesnt affect Fallens and Crysis empires so its just unplayable
Henry L Castle  [author] May 12, 2024 @ 8:07am 
Does it crash on loading? When you start a new game? When you try to add it to an existing save?
Henry L Castle  [author] May 12, 2024 @ 7:58am 
hmm weird, its working fine for me so far. Are you running other mods as well ?
BeyondAquilaRift May 10, 2024 @ 11:34pm 
Seems to be crashing out, can't get it to run
BeyondAquilaRift May 9, 2024 @ 9:08am 
Thank you!!!
Henry L Castle  [author] May 9, 2024 @ 8:58am 
You should be able to play now, but it will take more time to tweak the ship costs and upkeep.
Henry L Castle  [author] May 9, 2024 @ 7:55am 
Hey guys, I will fix it asap. I dont know which part of the code they have changed that causes this. I need some time :(
Syvytt X3 May 8, 2024 @ 8:54pm 
Looking at the comments it seems the creator is on hiatus and has been for some time. No matter where i put it in the mod loader it crashes the game into a brick wall, even if its the only mod. Cool concept but would not recommend installing this until it gets some TLC.
Matzlaick May 8, 2024 @ 4:04pm 
crash
BeyondAquilaRift May 8, 2024 @ 3:53pm 
Keeps crashing even as the only mod in use, not sure what the error is. But, it won't lauch
Shepard May 8, 2024 @ 2:13pm 
crash
Alex May 8, 2024 @ 2:12pm 
it crash
Alex May 8, 2024 @ 10:57am 
update pls
Elden Ring 2 when? Feb 21, 2024 @ 8:31pm 
Can you make a mod that simply reduces the max limit from 9999 to something like 100-200
FailSafe Nov 30, 2023 @ 12:06pm 
thats fair enough! thanks man :)
Henry L Castle  [author] Nov 30, 2023 @ 12:05pm 
@FailFailWin Sadly im currently away from my pc and will be for most of the next year (compulsory service). If you could make that submod, it would be awesome. It shouldnt be too much trouble if you throw a modifier on one of the starter techs for example. On the stellaris modding wiki you will find all the info you need. Also if you need some help there is the stellaris modding discord :)
FailSafe Nov 30, 2023 @ 11:57am 
thanks for the update :) Maybe poke the power projection as a submod? then it doesnt risk the main mod's stability but lets people try it like an alpha?

If not, if you know where to poke a modifier for it I'll happily try and put together a submod myself!
Henry L Castle  [author] Nov 30, 2023 @ 11:52am 
@FailFailWin You are most likely correct, its unavoidable unless I also change how ppi is calculated which I would rather not touch for now. I will work on a x5 version once I find some free time.
FailSafe Nov 28, 2023 @ 11:45am 
Just a quick heads up, I think this might be affecting power projection influence generation, I'm straining my naval cap as usual but only getting .6 or so instead of the usual 1.6-2.0 :) otherwise loving the mod!
FailSafe Nov 20, 2023 @ 11:47am 
Loving to see this sort of mod developed! Adding my voice to the chorus for a x5 version, I miss the old days of early stellaris fleets :)
Henry L Castle  [author] Oct 26, 2023 @ 8:55am 
@Thrawn I tend to have around 600 or so when normally i had over 1k. Depends on how much you focus on it as well. About the fleet anchorage building or however its called, I couldnt get it to work so I left it as it is :/
Thrawn Oct 26, 2023 @ 8:50am 
@Henry L Castle I see (though fleet anchors also give flat bonus and it's still +2). Btw, around what numbers naval cap tends to be late game with this mod ?
Henry L Castle  [author] Oct 26, 2023 @ 5:49am 
@Thrawn Yes it is intentional, I havent nerfed or changed anything that gives a % based bonus, only those that add a fixed amount to naval cap.
Thrawn Oct 25, 2023 @ 10:20am 
leader trait "fleet organizer" still gives + 5 % fleet cap (1st lvl) as in vanilla. Also, logistic corps tradition from supremacy gives + 20 %. Is it intentional ?
Henry L Castle  [author] Oct 22, 2023 @ 12:06am 
@spacemarx hope u like it!
spacemarx Oct 21, 2023 @ 2:56pm 
Stumbled across that video by montu, and came straight here.

I'll give it a whirl and see how it goes. Cheers, Henry!
Henry L Castle  [author] Oct 20, 2023 @ 1:50pm 
@Noobinator, I think what the mod is trying to do conflicts with how you play the game... From a point of cost for what you get, the Jugg is kinda broken when you cut everyone's naval cap by half. 100k HP for the price of 3 titans or so
Noobinator Oct 20, 2023 @ 6:57am 
I'd subscribe but you nerfed juggernauts :P. I love building 10 of them with the jump drive cooldown, who needs admirals. I mean 10 strong leaderless ships seem to be better for late game performance, so it seems kinda counter conducive towards your mod goals.
zaramo Oct 18, 2023 @ 3:28am 
Yeah glad it works now. I have and everything looks fine.
Henry L Castle  [author] Oct 18, 2023 @ 3:19am 
@zaramo glad it worked out finally. Have you considered the possibility the contingency might have infected your pc ?XD
zaramo Oct 18, 2023 @ 1:45am 
Okay the weirdest thing, I removed this mod and rolled back the game to 3.9.2 then subscribed to mod again and it worked. I have gone back to game version 3.9.3 and the mod is still working. Not sure what was going on but it seems to be all good now.
Henry L Castle  [author] Oct 17, 2023 @ 3:17pm 
I dont know but probably they aint compatible. Ive never played with mods that add more ships ect
Wheel16 Oct 17, 2023 @ 10:47am 
I should also ask about compatibility with ESC
Wheel16 Oct 17, 2023 @ 10:45am 
Is it compatible with NSC?
Cutiegorgon Oct 17, 2023 @ 10:39am 
This mod conflicts with expanded starbases by Tovius. Experimental version didn't have such issue :(
Henry L Castle  [author] Oct 17, 2023 @ 9:31am 
@Cutiegorgon Because the concept of the experimental version was ported to this version and was implemented in a better way :) . If liked the experimental, i think you will like this one as well
Cutiegorgon Oct 17, 2023 @ 8:35am 
Why did you delete the experimental version of your mod? Just curious
Henry L Castle  [author] Oct 17, 2023 @ 6:30am 
@MrPiromaniak Yes there are going to be compatibility issues with mods that edit the same vanilla files. But so was the other mod. AI works fine now compared to the previous version of the mod, where it couldnt field a navy to save its life in some cases. I also play with some mods and dont have any issues, but I would call my game "heavily modded", thats relative to each player. The mod currently ONLY changes base values.
MrPiromaniak Oct 17, 2023 @ 6:21am 
I just found this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2605655339
And it looks like all that I wanted, BUT
Why corvettes - 4, but Destroyers - 10?? Titan 95???
Is it so hard for people to maintain consistency?)
MrPiromaniak Oct 17, 2023 @ 6:16am 
The problem with your way of doing it is potential compatibility issues, if you are editing all traits, civics, traditions, etc. That makes your mod is no-go for people who play heavily modded games.
Also, wouldn't AI go insane? (Not sure here)
So, in game files there really is no point where you can just change raw base value and everything will compute by itself?
Henry L Castle  [author] Oct 17, 2023 @ 6:09am 
@MrPiromaniak I reworked the mod because it wasnt working as intended. It was a good idea on paper, but not viable when you try to implement it. I still dont know everything that got affected from changing ship size, nor why the devs used the ship size on files that have nothing to do with naval capacity ( like the icons that appear below your fleet power on system view) but it is what it is and I had to either scrap the mod or adapt it. Currently the mod doesnt use any modifiers so all vanilla modifiers work as intended. All it does is more or less halve the navy capacity for all empires as well as double the cost, build speed and maintenance of all ships and their components. And yes, defense platforms are also affected by this. Im sorry you dont like it.