Novio Magnum 3

If you liked this item, please rate it up on Steam Workshop page.

Author: ScepraX

Last revision: 8 Feb, 2018 at 17:31 UTC (10)

File size: 6.26 MB

On Steam Workshop

Description:

Stellaris version supported: v1.9.1

Novio Magnum 3

Extends the Vanilla base game with double the ships, components and buildings in the same fashion. Makes every station designable through the ship designer. Introduces aura components that need to be researched. Automated trade ships provide occasional income and can lead to trustworthy allies.

Main focus has always been to keep the Vanilla game feeling as much as possible and find balance in the gameplay. There will be much more research, but research will also become faster. There will be a lot more ships and stations to design and build. There will be a lot more buildings to build, but you can use an edict that does it for you.

All content was based on the Vanilla game. There are no special components only continuations of existing ones. The new ship sizes are extended from the existing Vanilla ones, based on the Vanilla models and have functioning turrets. The new buildings are upgrades of existing ones.

Another focus point of this mod is to make sure the AI takes advantage of all the new features. Some choices, like the fact that military stations are cheaper now are often so the AI can use them properly. The automatic ship designer has been tweaked resulting in more diverse ships designs which means enemies will be harder to defeat.

Modifications
  • Increase the amount of military space ships so you have ten different ship types that make up your fleet instead of just four. Each has it’s own combat computer, behavior, style, sections, stats, cost and size. They’re made up from the existing models meaning they have full support for recoloring and fit in with the original ships. There are new ruler traits that boost them.
  • Introduce a larger military station, the Citadel, which specializes in the use of extra large weapons with the support of many strike craft. Extra large weapons are now optimized for the use by stations by removing the firing arc and minimum range limitations.
  • Introduce armed civilian stations that can and will defend themselves if attacked. They rely mostly on strike craft and are completely static in their layout but they will be able to support a military station nearby.
  • Allow designing of all space objects, including the spaceport and other civilian structures. Designs include ship reactors, sensors, combat computers and auxiliary components for all ships and stations. Section templates have been redone. The AI will choose section templates based on their starting weapons.
  • Double the amount of normal weapons and other components with new technologies, effects, stats and graphics. All continuations and adaptations of the existing weapons and components.
  • Modify auras to require a technology before they can be used. Tier two auras which are twice as powerful. Every military station can use one defensive and one offensive aura at the same time. The Carrier can also use a defensive aura while the Titan can use an offensive aura. These new auras don’t have any visual indicators that they’re active.
  • Double the amount of production buildings, introducing new planet capitals, larger farms, larger mines and power plants, and many more. Capital buildings now produce some minerals as well, give research bonuses to adjacent tiles and improve planet fortifications.
  • Adding end game planetary edicts that allow for the size of a planet. All your planets can become maximum sized and hold room for 25 pops.
  • Introduce a planetary edict which allows you to automatically upgrade all the existing buildings on the planet and a country edict which does the same but for all your core planets.
  • Increase the use and efficiency of frontier outposts so they’re really an obstacle to overcome. Always equipped with a FTL inhibitor and equipped with powerful defences. Used with great enthusiasm by the AI.
  • Change vassalisation so that small countries will admit defeat and allow themselves to be vassalized when obviously defeated. Also allows the integration of multiple vassals at the same time.
  • Assembly yards support many ship types.
  • Introduce automatic trading ships which your planets will build and manage on their own and initiate trading with other planets. They will pay import tax to any planet they dock at and provide you with an increase in opinion if your trade ship (created by one of your planets) visits another country’s planet as they’ll view it as a trade gift. You can disable them using an empire edict.
  • Modify the ship counters to be seperated into ten different symbols, each for a different military space ship. They’re Roman numerals and replace the existing diamond symbols.
  • Remove the halo effects from the game and increase the gfx limits fivefold. You will never see halos in the game again but you’ll see a lot more weapons effects during battles.
  • Extend the zooming capabilities so you can view everything from a better angle. Orbital lines will also fade the more you zoom in.
  • Every country has a maximum sized capital from the start. It will always be capable of housing 25 pops but the new tiles will contain blockers.
  • Modified war demands that allow for higher stakes during conflicts.
  • Research is faster to compensate for the amount of new technologies that have been added.
  • New crisis event: the Ancient Empire Novio Magnum appears when dangerous extremely high tier technologies are researched. They have access to all technologies in the game (including those introduced by other mods) and will use them. Their bases are impossible to capture and all the Fallen Empires will become their vassals. The Ancient Empire’s ship set is available for the player.

Compatibility

Any mod that changes Vanilla technologies, ships, weapons, components, buildings or spaceport modules will probably not work properly with this mod.

To nicely view the ships and stations with 5 section templates in the ship builder I use UI Overhaul 1080p Plus but I think UI Overhaul 1440p will work as well.

Known Conflicts

  • ISBS
  • New Ship Classes & More
  • Downscaled Ships
  • Ship Power Stations
  • ZBeautiful Battles
  • Realistic Ships

Good compatibility confirmed

  • AlphaMod

Companion Mods

I wrote two companinion mods which will give your stations and fleets something to do during peacetime: Pirate Waves 2 and Monster Waves 3.

Notes
  • Overwrites several Vanilla files that can cause compability issues with a lot of mods that also do this.
  • Does not include any new models but will instead show enlarged or composite versions of existing models, or make use of models that are available but not appear in the Vanilla game.
  • Not compatible with existing Vanilla saves; you’d need to upgrade everything to new designs.
  • Trade ships will destroy themselves after 5 years. Every planet with a spaceport will build a new trade ships somewhere in between 5 to 10 years depending on the amount of pops on the planet; more pops results in more trade ships. They are also not aligned to any country so destroying one will have no effect on other trade ships.
  • Can have a big performance impact, especially in the late game, because it adds so much new functionality.
  • Supports both the Plantoid and Humanoid Species Packs.