Stellaris

Stellaris

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Scaling Balance
   
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May 16, 2017 @ 5:18pm
May 20, 2017 @ 9:31am
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Scaling Balance

Description
This mod attempts to subtly rebalance Stellaris to make technologically-advanced ships more usable. In vanilla Stellaris, basic kinetics, missiles, and lasers scale by 100% of their base cost per tier, with about a 20-25% increase in effectiveness. All other weapon types scale by 20-25% of their base cost per tier. This mod rebalances the mineral cost per component of all basic kinetics, missiles, and lasers, as well as power components and thrusters, to be in line with the 20-25% rate of increase per tier that most other components in Stellaris use.

In addition, missile speed is increased by approximately 40% across the board in order to bring them up to par with other weapon types in larger-scale fights (faster missile speed means less overkill).

The end effect of these changes is to make higher-level technology more effective in terms of cost and upkeep, without modifying the actual feel or effectiveness of the components themselves (aside from missiles, which just look and feel way better when they're a bit faster).
7 Comments
Kharel  [author] Dec 29, 2017 @ 11:11am 
This mod won't be updated any further, as the Stellaris devs ended up doing more or less exactly what this mod did. These changes are now essentially in the base game.
TortoTheConqueror Dec 29, 2017 @ 11:09am 
Please update this mod.
James Grimm Jun 15, 2017 @ 11:27am 
Any chance this Mod will take a look at scaling issues with Defensive tech? (Sheilds/Armor mainly)

I don't remember the math off the top of my head but I seem to remember Armor mods scale fairly poorly.
Doc May 29, 2017 @ 2:50pm 
After testing out a bunch of mods trying to achieve more or less the same thing, this is my preferred solution. I'd only suggest a further increase to missile speed and to slightly up the mineral efficiency maybe another 10% or so. You still run into the situation where weapons like Gamma Laser and such are pitiful compared to Tier I Plasma and the like.
Doc May 20, 2017 @ 12:16am 
Great ideas, I'll be testing them out soon.
Kharel  [author] May 17, 2017 @ 1:28pm 
At a different computer at the moment so I can't verify the exact filenames. However, to give you a general idea, it modifies exclusively things in the component_types folder--the csv containing the weapon component stats and costs, utilities.txt containing armor components, utilities_reactors.txt (I think) containing generator components, and utilities_thrusters.txt (I think) containing thruster costs.
Pyrowaifu May 17, 2017 @ 10:20am 
What files does this mod modify?