Stellaris

Stellaris

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Migratory Fleet
   
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2.468 MB
28 Jun, 2021 @ 3:00pm
27 Jan, 2023 @ 4:05pm
22 Change Notes ( view )

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Migratory Fleet

Description
A new origin where you can play as a civilisation that refuses to settle down. Explore the galaxy, exploit the systems you find and expand your fleet.

Features:
Only manage one system and planet representing your fleet
Designate any of your fleets as Vanguard and have civilian fleet follow it to any system
Gain increased resource income depending on system resources, be careful they run out
Slowly lose your fleet as enemy boards each vessel to enslave your people or just blow the ship up

Guide:
If you want to move your fleet anywhere you will need to place any fleet you own into orbit of your capital, can be military or research vessel. Then in Planet decision you will see "Designate as Vanguard". After choosing the option you will see the fleet is now renamed. Now every time it enters a new system your capital will fallow it. You can remove the designation and assign it to another fleet is same manner.
Be careful entering new systems as your income greatly depends on system resources. Leaving initial star system may leave you in the red.
To expend the fleet you will need to build addition vessels that will give you more districts and eventually more building slots. However to use decision there must be a habitable planet in fleets currently occupied system.
Housing, farming, bureaucracy and enforcers are managed through decision. Choose develop fleet infrastructure and you'll be prompted to chose which one. It takes about a month to outfit ship sections, so don't worry if you don't see change right away.
If enemy ever wins ground battle on your capital, you will loose one of the vessels in your ship, buildings and possibly some pops. If your Vanguard is destroyed and enemy is occupying your system you can choose to preform emergency jump that will take you to a random system in the galaxy.
Outposts: Choosing system star, you will see a decision to designate system as outpost. When used, on next jump you will retain control of the system. You can undo it at any time. It will remove the starbase right away.

New Mechanic:
Pops, districts and some developments will halve after pops reach 100. They will from then work as there were two of them. Was done to reduce late game lag and freeze during jump of fleets with higher populations. It can be turned off and on in edicts.

Known Issues:
Sector deleted on jump.


To do:
Something with mega-engineering.
Balance.
Tutorial.

Compatibility:
Overwrites tech_colonization_1, ship_sizes - constructor.
Modded buildings and districts won't be recognised.
Popular Discussions View All (3)
12
10 Oct, 2022 @ 2:22pm
Mod Feedback
Yholl
3
8 Jul, 2021 @ 2:24pm
Feedback, questions and requests.
Nils
3
5 Jul, 2021 @ 7:31pm
Pop doubling not working as intended?
Nils
110 Comments
Sunflower 15 Oct, 2023 @ 10:08am 
Now we finally can play as quarians.
Saber 25 Sep, 2023 @ 12:14pm 
Synthetic support?
Decius Ratimus 28 Aug, 2023 @ 1:25pm 
Awesome mod! Love it)
A little feedback: buildings tend to disappear after sector change and some pops that were on low positions (like clerks) jumps in to political section.
Sorry 4 my english.
SODI  [author] 15 Jun, 2023 @ 5:45am 
Optional is in it is on by default but you can turn it off : D
quipenn 13 Jun, 2023 @ 5:44pm 
i dident use the event though
SODI  [author] 13 Jun, 2023 @ 11:24am 
All I can say about that there is an optional mechanic that reduces your pop in half but increases their productivity. I think this also slows pop growth. Made to reduce lag when jumping systems with mothership.
quipenn 12 Jun, 2023 @ 2:50pm 
question though, it says a new pop will grow in 75 months, is that a bug or mechanic
quipenn 12 Jun, 2023 @ 2:05pm 
yea i noticed that the a few minutes later, i had a neuron deactivation moment
SODI  [author] 12 Jun, 2023 @ 9:52am 
@quipenn You are not supposed to. Your fleet utilises all the resources in the system so there is no need for mines or research stations. You build mega structures though interaction in mothership decisions. If you want extra systems, you may designate a system as outpost by interacting with the star in the system and when the fleet jumps the space station will remain.
quipenn 11 Jun, 2023 @ 8:17am 
i cant build construction ship:(