Stellaris

Stellaris

Star Trek: New Civilisations
FrankyH75 21 Jan, 2024 @ 1:06am
Rework of Crew costs needed
Hi! I am playing this Star Trek mod for the first time and a notice the limitation through the crew resource. I actually like it but I don´t think it is balanced well. Defence platform should not be 200 but 25 or 50 and scouts and frigates should be 50, Destroyer 100 and Cruiser may stay at 200. Considering firepower, slots and hull the crew system does not scale well. I ended up building only cruisers because of the cap and cost through crew compared to lower ship classes. Naval building should also lower crew costs. Please explain the thoughts behind the costs.
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redeyedraven 21 Jan, 2024 @ 4:21pm 
It's a balancing-mechanic. Crew-cost is per ship-category, not per individual shiptype. If you would want to line it up more with the in-universe "specs" that are wildly inconsistent depending on source and timeframe within the Trek-timeline, it just becomes unfeasible for the mod.
walshicus  [developer] 22 Jan, 2024 @ 6:58am 
I think we need to do a better job of explaining the recruitment policy too, since that has a big impact.

Generally our own play testing has crew start off being very important, but by the end-game is much easier to come across.


It's a fair point about defence platforms. We may revisit their costs!
jstrong 30 Jan, 2024 @ 1:57am 
I think it can be a little bit tricky with the randomness of the technologies that come up. Essentially by the time you can get the holo training on starbases the crew problem is solved.
KayinDreemurr 1 Feb, 2024 @ 6:19pm 
I've never found crew costs to be a problem for a long time.

Build at least one fortress on every planet and even with recruitment at professional service, my crew production is on a good foot pretty early on and requires going royally crazy to be running into major issues.
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