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Citadel Defense Grid System
   
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20.004 MB
16 dec. 2018 la 20:51
3 febr. 2023 la 1:23
33 notițe privind schimbările ( vizionare )

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Citadel Defense Grid System

Descriere
For Stellaris 3.6.*

This is a personal mod that I have been using since 2.1.*
I decided to upload it so that everyone like me can focus on fully fortifying the borders and allowing me to turtle play my RP game.

-New 3d Model made within 15mins on Maya 2018

C.D.G.H.Q. Module Features:
-Adds 5M hull
-Adds 3M Armor
-Adds 1M Shield
-Adds 4 Shipyard
-Station Hull Regen +1.5%
-Station Armor Regen +1.9%
-Ship Accuracy Add = 25
-Ship Tracking Add = 15
-Ship Weapon Damage = 1500%
-Ship Fire Fate Mult = 1500%
-Ship Weapon Range Mult = 400%
-Ship Shield Regen Add Perc = 3.5%
-starbase trade protection range add = 2
-starbase trade protection add = 10
-ship sensor range add = 4
-ship hyperlane range add = 8
-Ion Cannon Hull add = +15k
-Ion Cannon Build Speed Multiplier = 180%

C.D.G.H.Q. Module Country Features:
-country naval cap add = 1250
-planet stability add = 25

C.D.G.S. - Station Module Features:
-Adds 3.6M hull
-Adds 1.6M Armor
-Adds 900k Shield
-Station Hull Regen +1%
-Station Armor Regen +1.4%
-Ship Accuracy Add = 20
-Ship Tracking Add = 10
-Ship Weapon Damage = 1500%
-Ship Fire Fate Mult = 1300%
-Ship Weapon Range Mult = 450%
-Ship Shield Regen Add Perc = 10.6%
-starbase trade protection range add = 2
-starbase trade protection add = 10
-ship sensor range add = 4
-ship hyperlane range add = 8

Cost:
C.D.G.H.Q. - 7k+/- Energy, 13k+/- Alloys
C.D.G.S.S. -6k+/- Energy, 9k+/- Alloys

Upkeep
C.D.G.H.Q. - None - Produces 100 Energy per month
C.D.G.S.S. - None - Produces 250 Energy per month
(this is a buff, they have powerful reactors so they're self-suffucient in regards to energy)

NOTE:
C.D.G.H.Q. can only be build in Capital System. Cannot be build on starbases that has already a C.D.G.S.S. as well as some other starbase buildings.

Requirements:
-Sapient AI Defense Grid System (Final Tech that you need to be able to build the Defense Grid)

To get Sapient AI Defense Grid System, you need:
-Synchronized Defences Technology (Basic Defense Grid Supercomputer)
-Starbase 5 Technology (The Citadel)
-Administrative AI (it's the Self Aware Logic Tech, hive minds can research this)
-Extended Combat Algorithms (It's the tier 2 combat computer)
-Mass Accelarator 1 (Starting Kinetic XL weapon)
-Energy Lance 1 (Starting Energy XL weapon)

AI Feature:
-Adds an event that instead gives HP to Starport, Star Fortress and Citadel.
-HP added for AI Starport = 20k
-HP added for AI Star Fortress = 360k
-HP added for AI Citadel = 440k

AI will START getting the boost by game start and by decade pulse (for other newly emerged empire).
Yes, the HP are high, but it only does make the AI CItadels/Starport durable, NOT Powerful.

Too OP? use this:
Large AI Fleet Size - Extreme Ed.

In need of some ships?
My Stand-Alone Ship Collection
71 comentarii
Figaround 2 oct. 2023 la 10:54 
Hi, the game had patches 3.9.1 and 3.9.2 (there are changes and new modding options), maybe it's worth updating your mod?
Red-Eyed_Gelynome  [autor] 5 febr. 2023 la 20:18 
If you build the CDGS while you still have a citadel then upgrading it to the next level of starbase from that mod should be fine. The game wont remove any built modules as long as youre not downgrading it. That how I see it.

The only thing that you wont be able to do is if you already upgraded your starbase to max and miss the citadel lvl and built it there as CDGS can only be build if you have Citadel lvl.
francenp98 5 febr. 2023 la 19:45 
Question: If I have a mod that has starbase upgrades past citadel, and I build these, will they go away if I upgrade past the Citadel level/could I build them if a starbase is already past citadel level? Generally referring to if it would work with Starbase extended
adecoy95 14 iul. 2022 la 4:03 
okay thanks
Red-Eyed_Gelynome  [autor] 14 iul. 2022 la 4:02 
Most likely not. You might need to update the "Construct Possibility" on the starbase module and probably gonna need to update the bonus too.

Really no idea, as I dont use that mod.
adecoy95 14 iul. 2022 la 3:48 
do these buildings potentially show up on acot stellarite/phanon starbases?
Red-Eyed_Gelynome  [autor] 21 iun. 2022 la 8:08 
@Everyone: Mod now works with Stellaris 3.4.4 version. I'll update the version number later.
Red-Eyed_Gelynome  [autor] 9 iun. 2022 la 7:33 
@Everyone: HEADS UP, this mod does partially work (Hp/Armor/Shield, and probably the additional dmg boost + firerate does not work)

The only confirmed thing that works are the +1k fleet capacity.

Unfortunately, this is due the an OFFICIAL Stellaris 3.4 bug. It seems they are now aware of it, but update for the main game for it might take a while, as long as its not fix,this almost half of this mod features is broken.

(You can still leave it in your save game, once the devs officially fix it, the bonuses will automatically applied once you load your save game)
Red-Eyed_Gelynome  [autor] 8 iun. 2022 la 23:15 
@Everyone: Just a heads up, it might be a 3.4 bug actually. Ive tested the modules that give 10% hp boost (Gun Battery, Missile Battery and Hangar Bay modules) to both the station and ships and they no longer work, that means its most likely not my mod but the 3.4 update that renders it bugged.
CeLesTiaLWoLF 8 iun. 2022 la 18:19 
ty wait