Stellaris

Stellaris

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4.0 Cross Mod Compatible Fleet Size Reduction
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21 Jul, 2024 @ 3:11pm
31 May @ 8:50am
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4.0 Cross Mod Compatible Fleet Size Reduction

Description
UPDATED TO 4.0 (finally)

Late game fleet sizes are a major contributor to lag, and this mod aims to address that in the bluntest way possible to keep the effects compatible across all sorts of mods. This is in contrast to some of the mods tackling this that came before, they tried a more refined approach by directly changing the values of ships, techs, buildings, and jobs. Great for vanilla, but it falls short when larger mods enter the mix.

At game start, every empire is given a modifier that reduces their Naval Capacity by 50% and increases their Ship Upkeep and Ship Build Cost by 100%. There are checks in place for empire formations and rebellions mid game to give them this modifier as well. And to make it extra safe, there is a check that fires every decade to catch any stragglers. This only affects normal player and AI empires as far as I am aware.

This mod should be compatible with virtually everything, forever, barring a complete game overhaul by Paradox.

Let me know of any bugs or concerns in the comments below.

Update: Halved Fleet Command Limit after playtesting, I found playing without it made it more difficult than intended to fill up fleets because of the ship cost increase. It also probably screwed with balancing around leader limits.

Update 2: Fleet Command Limit bugged out the fleet manager and spawned infinite empty fleets, toning it down to 25% should make it safe from now on. Let me know in the comments if there is any more issues.
Also added support for nerfs for scripted AI fleets like the Khan and FEs.
You can add those nerfs by using the mod here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3310741307
(be warned, stellaris does not like this very much)

Update 3: Slimmed down the effects to just Naval Cap and ship costs/upkeep. Fleet command limit was causing bugs and the scripted ai nerf kept on messing with the AI. Also AI should now be okay with colonizing planets now.
26 Comments
Freakshow  [author] 31 May @ 8:53am 
Updated, finally. Enjoy your slightly less laggy games. :)
Scout 26 Apr @ 4:28am 
Can you remove the double cost debuff for AI colony ships? I *think* the extra cost means that they often just never expand. Had a couple games where the AI didn't even colonise their guaranteed habitables by late game
Fawkess 5 Apr @ 5:07am 
Ran into an issue using this mod alongside Zenith of Fallen Empires 4.0, game version 3.14.
On my save I became an ascended empire and everything worked fine, until I reloaded the save game and I noticed my fleet power was suddenly slashed to 1/4 of what it was prior.

I did a little bit of rooting around, disabling and enabling mods to pinpoint the culprit and it came down to this mod. Turns out it appears to treat the modded ascended empires as if they were a scripted AI empire like a FE or Khan, and automatically gives the ascended empire nation the tech that nerfs their fleet power.

It also seems to have borked the entire save, reverting to a save before becoming an ascended empire still has the tech. I also tested it on an AI ascended empire in the same save game and found they had the tech that nerfs fleet power as well so it wasn't a fluke.

Hope you can find a fix for this!
Freakshow  [author] 28 Aug, 2024 @ 5:48pm 
Scripted fleets usually ignore fleet cap, but I will look into it
Projectile Vomit 28 Aug, 2024 @ 7:53am 
I noticed that every raid from a marauder empire is abandoned right after it started now.
Could it be that the delayed reduction in fleet capacity, after the fleet gets created, causes this?
They are suffering losses and abandon the raid.
Freakshow  [author] 21 Aug, 2024 @ 6:38am 
Should work fine still. Maybe making this a tech might fix that, but I see no reason to change atm if it isn't causing any harm.
Projectile Vomit 19 Aug, 2024 @ 7:20am 
Hi, thanks for the update. No more fleet size zero fleets :)

Now newly created fleets have a higher fleet capacity for a while.
For example, I have two existing fleets with 135 fleet capacity (so this seems to be the desired value)
If I now click on the “Create new” button in the fleet management, a new fleet with a fleet capacity of 202 is created.
After a while, a check is apparently carried out and the new fleets capacity is then reduced to 135.
This results in fleets with a higher fleet capacity than they should have. 190/135 i.e.

Does this work as intended?
Freakshow  [author] 16 Aug, 2024 @ 3:49pm 
updated
Freakshow  [author] 16 Aug, 2024 @ 11:53am 
So I have learned halving fleet command limit is too much for the fleet manager to compensate for, because at some point in its calculations the fleet command limit dips below 0. To remedy this the fleet command limit will be -25% instead of -50%
Freakshow  [author] 16 Aug, 2024 @ 10:57am 
recreated the issue, yeaahhhh thats a problem. I'll make this a tech researched at game start rather than a modifier, might make it play nicer with the game