Stellaris

Stellaris

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10x Expensive Ships
   
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9 Jul, 2024 @ 5:07am
23 Jan @ 7:01am
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10x Expensive Ships

Description
Overview

Adds 10x alloy costs to Ships, strategic and rare resources have a smaller increase. Options to finetune naval cap, certain hull costs, war exhaustion and max storage will be added soon.
Naval bombarded vanilla cap is 100, this is still reachable quite easy.

Changes
  • Mod menu to choose what you want active
  • Changes can be incremented by 10% stems + or -

If you play with mods
The mod should be compatible with alll mods as it uses a starting tech to increase costs, thus also applying to NSC3 or ACOT ships.Also applies to modded strategic resources from Gigastructural Engineering and ACOT.
I reccomend NSC3 to go with this mod as it lets you futher fintune ship costs, for example making cruisers the best alloy/firepower ships.
Expect to pass the 5k Fleetpower mark by year 40 - 60 depending on how you play, using dedicated forgeworlds is strongly recommended as they scale nice.




Start a new game for the mod to take effect or if you load a save add the reseach via console:
tech_10x_expensive_ships_base
tech_10x_expensive_ships_hull_cost
tech_10x_expensive_ships_navcap
tech_10x_expensive_ships_more_storage
tech_10x_expensive_ships_war_exhaustion

Feel free to write down any bugs you encounter, this was my first mod for a PDX game, so who knows I might have forgotten something

DO NOTE : This makes crisis a lot stronger, I tend to play 10x crisis so I now use x2 Crisis to balance it. If you use this mod and x25 youre in for a wild ride.

This mod is actively being balaced as its used in games with some friends, expect lots of small chages
On hold untill 4.0 gets a little better performance wise.
17 Comments
Adriser  [author] 28 Aug @ 8:30am 
yeah the game gets a lot harder with the mod as some things like FE and crisis get ships spawned in, I just lower the difficutly a little.

Also 4.0 is eh, il probs wait a while untill they get to a stable state before I update again
Artemys Symetra 19 Jun @ 11:03am 
I've already tried to make a mod like this in the past, but I encountered three major problems:
- The AI ​​had trouble adapting
- The problem with adding a modifier from the start of the game, for example +500% cost, is that if a tech/tradition, whatever, gives you -50% cost. This tech will have a lesser impact than in the vanilla game, because instead of halving your ship cost, it will increase it by 450%. (I don't know if I was clear)
- And finally, last but not least: we need to rebalance all the dynamic events linked to the game: revolt, crisis, fallen, etc.

In short, a noble idea, but impossible in my opinion.
Torbaz 23 Jan @ 8:30pm 
thanks for this :steamthumbsup:
Adriser  [author] 2 Jan @ 4:08pm 
Ive looked into it and it will be my next step since now the mod menu is done, (but might have a few bugs left) so unless something else comes up I will slowly start to add ship class balance
Jorgin™ 10 Dec, 2024 @ 8:40am 
I don't know if this is against your idea for the mod, but it would be nice to have the option in configuration to increase the power of each ship, so each ship costs more but also is stronger
Adriser  [author] 16 Nov, 2024 @ 5:50pm 
Either you make dedicated siege Fleets that hardcounter starbases, PD/High hull DMG or you change a few files and make a local edited mod copy:

ship_(hull/armor/shield)_(add/mult) & ship_(hull/armor/shield)_regen_add_(static/perc)

Im in the middle of a semester rn so its gonna be a while before I implement all the ideas/improvments from ppl
Mr_ShadowThourne 12 Oct, 2024 @ 11:07pm 
This mod makes Starbases really f'fing strong, is there anyway to balance this out early game? s
RutraNickers 19 Jul, 2024 @ 6:15pm 
Ah, got it
Adriser  [author] 19 Jul, 2024 @ 1:30pm 
Its how Stellars handels % mods its
[base :5000]
base*( 900%-5%) =44750 not (base * 900%) - 5% = 42750 . TL;DR the tech -5%costs gets subtracted from my +900%
RutraNickers 19 Jul, 2024 @ 5:52am 
Just a noob opinion, but since you added a modifier tech, you aren't changing the vanilla base stat, so vanilla % based tech would work just like in vanilla, no? Since they work using the base value, which was not modified since your tech is just like those techs, but with a negative penalty instead of a positive one.