Stellaris

Stellaris

Star Trek: New Civilisations
Mechanics behind refits/new ship designs.
Just curious how the mechanics actually work for offering refit designs and new ship designs.

How exactly are they gated?

For RP purposes I like to keep my active fleets "era consistent" with the actual date, even if my research outpaces it. However, this can lead to never seeing some refit designs.(in my case if Im grinding research hard, this usually hits when I am in the TOS era, I will essentially leap over the TOS movie era, and start seeing like an Ambassador class and such before any TOS movie era refits.

i.e. for example, I'm now basically at the TNG era in date and never got presented with a constitution class movie era refit as a research option (I still havent retired the constitution design yet).

So I am just trying to understand how the "eras" of ship designs are gated so I can avoid accidentally skipping over them with aggressive research.
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Showing 1-8 of 8 comments
redeyedraven 30 Mar, 2023 @ 1:08am 
as technologies are randomized each and every game of Stellaris, it's gonna be very difficult to be era-consistent. Especially with UFP, klingons and romulans it's even more difficult because they have a lot of ships and refits.

Once the base-shipclass is researched and other key-technologies are met, the appropriate refits can appear in research. Nothing more to it.
Wilhelm 30 Mar, 2023 @ 4:52am 
well you retire automatically (or manually) each design -class- after you researched a new design for said -class- 2 years later. refit researchs get enabled after researching the new -class-

-class- = destroyer, cruiser, frigate...

so you probably should only advance in a -class- when the date matches what you want.

or did i get the question wrong?
Last edited by Wilhelm; 30 Mar, 2023 @ 4:53am
Taco De Moist 30 Mar, 2023 @ 8:25am 
Originally posted by Wüstenfuchs:
well you retire automatically (or manually) each design -class- after you researched a new design for said -class- 2 years later. refit researchs get enabled after researching the new -class-

-class- = destroyer, cruiser, frigate...

so you probably should only advance in a -class- when the date matches what you want.

or did i get the question wrong?

My question is related to when a refit/new ship becomes available.

i.e. just as an example. Lets say the constitution class ship design.

What criteria do you have to meet for that specific design to become available as a research option.

The problem I am running into is as my tech outpaces the "era", I never see the refit designs because it seems more and more ship designs get opened up and those appear to be "favored" over refit designs.

i.e. as of right now, I've had the constitution class researched (and not retired) for 100 in game years. In all the time I've NEVER gotten a Constitution refit design presented as a research option, because as of right now all thats showing up is ship designs from TNG to post TNG era.


What I am trying to understand is ultimately what is the gate that keeps certain designs from being presented at all.

i.e. when you start the game as the Earth. A galaxy class ship design isn't going to show up to research. My question is why? What exactly allows a galaxy class starship to be presented as a research option? I assume it's just cumulative tech level that allows a design to be eligible as a research option.

"Advancing in class" as you mentioned doesn't matter. You don't have to research say, a disco era destroyer for a TOS era destroyer to be able to show up as a research option (although, that would theoretically solve the problem if you essentially HAD to research at least one class design from X era, for the next era to be able to show up as an option).
Last edited by Taco De Moist; 30 Mar, 2023 @ 8:36am
Taco De Moist 30 Mar, 2023 @ 8:32am 
Originally posted by redeyedraven:
as technologies are randomized each and every game of Stellaris, it's gonna be very difficult to be era-consistent. Especially with UFP, klingons and romulans it's even more difficult because they have a lot of ships and refits.

Once the base-shipclass is researched and other key-technologies are met, the appropriate refits can appear in research. Nothing more to it.

What I might look into is making a submod that is a riff on one of the institution options.

You can turn OFF refits from being presented as options in the menu (so you will only get new ship designs). I'm curious if you can do the same thing for new ship designs and turn them off, so the only options you will be presented with are refits for current ship designs.

Ultimately, my problem is I get to a point that so many new ship designs become "eligible" to research getting a refit for an outdated ship is rare.
Icemonkey 19 Apr, 2023 @ 12:04pm 
Originally posted by Taco De Moist:
i.e. when you start the game as the Earth. A galaxy class ship design isn't going to show up to research. My question is why? What exactly allows a galaxy class starship to be presented as a research option? I assume it's just cumulative tech level that allows a design to be eligible as a research option.

As far as I understand, in the base game at least, tech progression is gated behind previous techs. For example, the first rank of plasma weapons becomes available as an option only after you have researched more advanced laser tech (I think it's T2 lasers), and the subsequent levels of plasma weapons don't come available until you research the next level of lasers.

Some things can influence which techs drop after they are available, like the traits of the scientist in charge of research. A scientist with the 'Voidcraft' trait will have a higher percentage chance for their research options to be from the Voidcraft-type techs.

As to how this relates exactly to the refit system I can't tell you, other than to suggest that you try avoiding researching any ship class techs for post-TOS designs, while also having a scientist in charge of Engineering research that has the appropriate trait that is the same as the one assigned to refit techs. It's possible that once you enter the next era of ships, the earlier refits are somehow locked out again.

That said, it might be something other than ship class techs that are the gates, in which case the best you can do is always research the lowest tech level option you see and hope it's not the one that screws you out of refits.
walshicus  [developer] 19 Apr, 2023 @ 12:53pm 
So each technology has a "tier" value. In vanilla it goes from 0 to 5, and in the mod it goes from 0 to 12.

Each tier in the mod is intended to represent about 25 years of "canon" time.

The Galaxy class is a tier 8 ship, which means you need to have unlocked tier 8 techs for it to even appear. This needs a certain number of tier 7 techs to be researched, which need a certain number of tier 6 and so on.

There's also some date based weighting, meaning that techs get muuuuuch less likely to appear if their tier is ahead of time.
WOOKIENATOR 21 Apr, 2023 @ 4:36am 
Question: The Miranda-class has a bunch of refits. Probably to reflect its sturdy design. Do the base class and the refits share the same tier or are later/ better refits a higher tier?
Like is the Envoy refit for the Ambassador a higher tier than the Ambassador-class?
walshicus  [developer] 21 Apr, 2023 @ 12:05pm 
In terms of base stats, they remain at the original tier. But each tier also has a different allocation of "points" to be used for weapon slots and utilities, so they benefit from better loadouts.
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