Stellaris

Stellaris

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Command Ship (Fleet Templates)
   
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17 Oct, 2017 @ 7:34pm
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Command Ship (Fleet Templates)

Description
Description

This mod allows you to specify how many ships of each size you want on a fleet through the design of a Command Ship. By activating a special edict, the mod will use your spaceport locations to start building the necessary ships to fill out your fleet according to the amounts you specified. As long as the edict is active and you have the resources, if any of your fleets has less ships than the amounts set on its Command Ship's design, it'll continue creating ships and sending them to the respective fleet.

The main objective is to remove some of the tedious micro managing of the middle and late game, while trying to alter the balance of vanilla Stellaris as little as possible. Something I've personally found a chore is to constantly keep your fleets "stocked" after battles, having to count ships, go through spaceports, and manage hundreds of little fleets going through half the galaxy to merge with your main fleet. This mod tries to automate this part of the game, with some caveats. The mod does not alter the AI in any way, and I tried to make Command Ships as uninstrusive as possible.

There are several limitations in what Stellaris lets mods do that made it necessary to implement some workarounds to achieve this. Below you'll find a more detailed description of how the mod works, and I highly recommend you read it before using the mod.

The Command Ship

It has no attack, and stays in the back of the fight. You can specify how many ships of each size you want on a fleet by adding special utility components to the Command Ship's design. Each component adds a certain amount of ships, as in 10 Corvettes, 15 Destroyers, 25 Cruisers, etc. Although you can add these components to other ships, they don't give you any benefits at all. Their sole purpose is for the mod to know how many of each ship size you want on each fleet.

Adding the same exact component more than once to the Command Ship's design will have no effect, but you can combine any of them otherwise. In other words, you can add both the 5 Corvettes and 10 Corvettes component for a total of 15 Corvettes, but adding two of the 10 Corvettes component remains as 10. If a fleet has more than one Command Ship (even if they have different designs) the ship amounts will be added together.

Edict: Reinforce Fleets

When this edict is active, the mod will do the following. Make sure you build assembly yards! The mod only assigns ship construction to spaceports that have the respective assembly yards.

1) Every monthly tick, it will count ships on every one of your fleets and determine if they have less than what those fleet's Command Ships specify. It will then try to construct ships as needed.

2) Mods cannot queue ships on spaceports. This mod gets around this limitation by trying to imitate ship construction. It will first see if you have the necessary minerals to build a ship. If so, it will pick a free spaceport (one that isn't already building a ship) of the appropiate level. It will then remove the mineral cost from you, and create a ship on top of the spaceport while locking it. When a ship is locked, you can't do anything with it. The mod will then calculate a ship build time based on your civics and traditions, and set a timer on the locked ship.

3) I could not find a way to merge two fleets. However, I really wanted to automate having to handle the reinforcement fleets and make them reach your fleet. So when the ship's build timer is up, the ship is unlocked and actually destroyed, only to be instantly recreated on your fleet. In essence, it teleport to your fleet. To compensate, ships built by the mod take 50% longer to create than normal. This means even if your main fleet is half way across the galaxy, it'll get reinforced without having hunders of little fleets moving around. This is an advantage over the AI, however I'm trying to find ways to compensate it.

4) I could not find a way to get the country's total ship build time / cost modifiers. I also can't find a way to get the cost of a ship. So instead, the mod uses an estimated base cost and build time, and then looks at your civics / traditions to apply the bonuses itself. Things that give these modifiers outside of traditions and civics are not currently implemented, like agendas and governor traits.

5) Mods cannot create ships using a specific design, they can only use a random desing of a specific ship size. This means that if you have more than one design per ship size, which one is built is randomly chosen.

6) Other mods that add ship sizes are currently unsupported. I'll look into adding mod compatibility after the workings of the mod are set in stone and working well.

Base Ship Costs And Build Times

Cost / Base Build Time After Assembly Yard Bonus

- Corvettes: 150 Minerals / 62 Days
- Destroyers: 300 Minerals / 97 Days
- Cruisers: 600 Minerals / 176 Days
- Battleships: 1200 Minerals / 320 Days

Warning!

I released this mod early in case anyone is interested in testing it. Although I'm testing it myself on all my games now, there might be that one specific circumstance that screws things up. So let me know if you have any suggestions or find any bugs.
Popular Discussions View All (1)
1
18 Oct, 2017 @ 11:00am
Dev alert
RB-99
41 Comments
Maschinenmensch 8 Jul @ 4:30am 
Nice
What's that Shipset?
acv55555 24 Feb, 2018 @ 6:51pm 
Could you update this mod for 2.0 please? Its such a wonderful and useful tool
Kase 13 Feb, 2018 @ 11:46am 
Now I can't play stellaris without this mod, thank you man. I hope you can improve it once 2.0 releases and make it even better :D
Memento Mori 11 Jan, 2018 @ 5:27pm 
v Yes please.
okello 11 Jan, 2018 @ 5:22am 
Please update, would really like to try it.
Kill3rCat [1st FORECON] 12 Nov, 2017 @ 6:07pm 
Sad this mod seems to have died. Hope you manage to get automatic merging without teleportation working, as that's a bit of a deal-breaker for me.
iScheme 8 Nov, 2017 @ 12:42pm 
Is this mod no longer getting updated? Does not work with the latest version of the game for me. =/
Megla 5 Nov, 2017 @ 6:57pm 
OK Everyone who is wondering how to get multiple fleets working. Here is a little workaround.

Basically you can have more than 1 fleet reinforceing with this mod. However, the mod only checks the first fleet for casualties. Meaning that it only builds ships when the first fleet has a couple of them missing.

But once it notices that it needs to build shios, it will reinforce all fleets. So all you need to do is delete 1 corvete from the first fleet (if it is at full capacity), and all the fleets will reinforce 1 round of ships. So you need to do this over and over untill all fleets are reinforced.
iScheme 2 Nov, 2017 @ 5:01pm 
Update this please.
Hirodripto.rl 28 Oct, 2017 @ 4:13am 
Can you make a patch for the BSG shipset, not the deadlock one the other one, since it has 3 sections, it has 3 mercury battlestars inside eachother in a line and its sort of weird :C