Stellaris

Stellaris

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Compact Armadas (Better performance!)
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4.288 MB
28 Sep @ 12:32pm
9 Oct @ 11:29am
21 Change Notes ( view )

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Compact Armadas (Better performance!)

Description
🌌 Compact Armadas – Fewer Ships, Greater Weight

In vanilla Stellaris, late-game fleets often balloon into tens of thousands of ships. The result: messy battles, lag, and the feeling that ships are just disposable cannon fodder.
This mod changes that fundamentally:

⚔️ Core Concept

Every ship is 10× stronger and 10× more costly – Corvettes, Destroyers, Cruisers & beyond consume far more Naval Capacity but also pack far greater power. (Fauna isnt touched)

Defense platforms are scaled to match – Platforms have been boosted accordingly, so fortified chokepoints remain relevant against fewer but stronger fleets.

Fleets are smaller, but more meaningful – Fleet Command Limit has been raised so a fleet may look smaller in numbers but carries far more strategic weight.

Technologies, Traditions, and Perks affecting fleet cap have been rebalanced (values tripled) to fit into the new system.

Federation fleets & laws also scale accordingly, keeping balance intact in both singleplayer and multiplayer.

🚀 What This Brings

Better performance: Instead of 10,000 tiny ships crawling across the map in the late game, you’ll see ~1,000 powerful units → noticeably less lag in big wars.

Clearer battles: Engagements feel “heavier” and less like a blob of corvettes crashing into each other.

Strategic weight: Losses hurt more. Building ships is a real decision.

Balanced defenses: With platforms scaled up as well, starbases remain valuable anchors in galactic warfare.

Balance mostly preserved: All relevant techs, traditions, and federation laws have been tuned to match the new scale.

New Juggernaut Shipyard Policy: Choose whether to allow your juggernauts to construct new military ships

📊 Compatibility

- Works with all vanilla DLC.

- Not Ironman-compatible (checksum is altered).

- May conflict with mods that overwrite ship_sizes, Defines (NGameplay), Ascension Perks, Federation laws, or system initializers for Marauders/Crises.

- Fully compatible with Amazing space battle via the fix ASB to use with Compact Armadas
Please check the fix’s Workshop page for recommended load order and further details.

- "Should" now be fully compatible with NSC3 via the Compact Armadas x NSC3
Please check that mods Workshop page for recommended load order.

💡 Who Is This For?

Players tired of late-game lag.

Commanders who prefer smaller, more meaningful fleets over endless cannon fodder.

Anyone who wants Stellaris to feel more strategic, with every ship and platforms counting 10× more.

⚖️ Balance Changes

Build caps per naval cap for Titans / Colossi / Juggernauts set to 1k / 1.6k / 1.6k naval capacity (≈5x instead of 10x).

Battleships, titans and juggernauts have more build options.

Eternal Vigilence --> Passive building platforms for free removed (Too op with thse platforms + eats up performance a lot, especially when AI takes that too) ; compensation --> Buffs to the base values of Eternal vigilence. (Still hard worth it with how strong platforms get to)

Riddle Escort nerf: naval cap increased from 20 to 30 (Vanilla = 2) to prevent escort spam only
(Don’t like it? Edit ...\steamapps\workshop\content\common\3576670054\common\ship_sizes\999_C_A_cosmogenesis.txt → change size_multiplier from 30 to 20 for Vanilla x10 balance)

📝 Update Section

➡️ See Changelog for details.

❗ Note

Everything scaled to the new level.
Some events may still spawn fleets that are too large, i fixed many, but you never know.
If you find one:
Report the exact event
I patch it.
Reload before spawn of that fleet.
Play like nothing happened
(If you locate the event file yourself, it speeds up fixing a lot!)

⚙️ Performance

25-year test:
Vanilla → 2224 in ~10 min
Mod → 2225 in ~10 min
Already ~1 year ahead in early game performance.

All languages supported

🧠 Submods and other mods of mine

Submod for Compact Armadas:
- Shiphardening
Thats a small rebalance addon, that grants every shield and armor a little bit of hardening to make the ai actually build hardening (Means, disruptors actually fall off lategame, while still beeing strong earlygame)

My other mod:
Architects of Eden:
Vanilla friendly mod that grants nongestalts and non machines gaia planet classes that can actually compete with machine and hive worlds + the ability to construct an ecumenopolis from the scratch via a long terraforming --> makes World shaper perk actually usefull for once.
262 Comments
Saint Marold YT 4 hours ago 
Hi.

Strikecraft damage is to high in !!00_strike_craft

It should be something like min 7 max 13, but its min 70 max 170.

Strikecraft deals more damage than all other weapon components combined.
paranoidmelon 7 hours ago 
its probs a conflict with one of the million mods I run. I just found it funny.
Raidboss_L  [author] 11 hours ago 
@Carnivorah my appologies for that, its the same for non bio ships. i have to go once more over every L component and change their potential (...) entrys to not show up anymore. As its annoying but working, i did prioritize fixing bugs and events with the time i have for doing so. once i have more time i will fix that
Carnivorah 11 hours ago 
One thing I forgot to mention is that in Ship Designer all Bioships seem to have a bunch of redundant L components for armor/shields that display default values, have names like BIO_ARMOR_5_SB and cannot be slotted in. I assume these are for Starbases(for which they show up fine), but for Ships all tiers are present at once (so six armors and six shields), which is slightly annoying.
Raidboss_L  [author] 21 hours ago 
@Craghorn about the modifier, it doesnt work like that unforunately. You can have something like that in a inlinescript but that would even take more time to setup as to just change values by 10 (its only usefull to do it via inline script + modifier if the mod itself already only uses a inlinescript for the values of their weapons shields and so on)
Raidboss_L  [author] 21 hours ago 
@Carnivorah thats good to hear! Thanks for telling
Raidboss_L  [author] 21 hours ago 
@Craghorn i think dragonarmor should be working with 10x 🤔 for cloud lightnings i will have to check

For the other mod. As he writes himself, it takes some work, overwriting his variables by 10x is the easy part. Doing a 10x on ech of hid weapon damages, hp armor shielding of bombs/strikecrafts, putting the size damage modifier down by /10 and so on, is something else. (+again star base versions of large slots) the gigastructure mod was actually the next on my list to check compatibility, if i ever find the time for that. Will take a bit more till i can see for some other mods like this one.
The biggest problem for me is, as those are not my mods. I will never know when they add something new and what. So almost impossible to keep the compatibility versions updated
Carnivorah 9 Oct @ 11:39pm 
I can confirm that Cetana is completely fine(if there were any worries), as I've done her on 10x crisis and she didn't seem much different from her usual self.
Craghorn 9 Oct @ 10:13pm 
I mean about fauna weapons and armor, that you can get from them trought tech. Like best dragonscales and cloud lightnings.

ESC Next patch will be great too, ive asked him, but he said its too much x10 on all the things need to be put on.

Can be do with somekind of modifier or just multiply?
damage = { min = 16 * @modifier max = 54 * @modifier }
ship_armor_add = @ESC_ARMOR_s_t6_str_primary_1 * @modifier
?)
Song 9 Oct @ 12:38pm 
This sounds great, will give it a go. Thank you!