No Space Race 2
This mod has been discontinued.
IMPORTANT: NSR2 should work for vanilla but is designed for the following mod collection: Shio’s Stellaris Multiplayer Modpack 2.0 . The Stellaris Multiplayer Modpack 2.0 will be maintained and expanded at times.
With NSR2, I continue the concept of No Space Race (1.9+) for Stellaris 2.0. The idea for NSR began with the reduction of the number of ships and an improvement of the ships. I turn on a few screws with the goal to slow down the initial "Space Race". Although v2.0 takes its own actions, I try a little differently with NSR2. For example, NSR2 recovers old features like unlimited exploration.
The increased ship size, combined with the lower naval capacity, reduces the number of ships and makes ships more rare and valuable. This is supported by the increase in HP and the armor of ships and stations.
Ships are no longer mass-produced. The build time of the ship types was adapted to the construction time of real ship types. Strategic management of resources, fleets and time now plays a bigger role. The loss of ships now hurts significantly. Further small changes do the rest.
The launch gets harder with different features. With NRS2 you start with a primitive space station and have to build an outpost first. The outpost already has a module slot. So you’re not completely defenseless when hijacked fleets and pirates smell your weakness. 😉
Two new conventional hyperdrives simulate the first long trips without FTL drives. At the beginning of the game you only start with a research ship. The limited exploration was switched off and you can explore the galaxy again with any kind of ship.
The energy costs of the colony ships have been increased and a colony must be planned right at the beginning. A large swarm of colony ships will be difficult, but it will again be possible to design colony ships, construction ships and transports.
The war exhaustion was adjusted a bit and should compensate for the longer battles.
Other minor changes include higher base costs for untiy or a democratic election cost from 50 to 500.
• Increased ship size (size of the ship class used in naval capacity) for NSC, SCX, ISB & RS
• Add slow 2 STL-drive
• No starbase or outpost from the start
• Higher durability for ships and stations
• Significantly increased build time for ships and stations
• Only science ship from the beginning
• Limited exploration (discovery only by science ship) disabled
• Research, construction ships and transporter are designable
• Outpost costs minerals from 100 to 500 minerals and influance 75 to
• War exhaustion adjusted
• Mining and research stations are more expensive
• Thinner borderlines and hyperlanes
• Higher base costs for untiy. 150 instead of 75
• Naval cap down to 12
• Base pop happiness slightly increased
• Increased start resources (minerals 600, energie credits 200)
• Pirate spawn after 15 years
• Colony pop growth 0.5 to 0.3
• Colony maintenance cost 8.0 to 12.0
• Debris cost 50, despawn at 4600
• Debris research time increased by 3 times
• Democratic election cost from 50 to 500
• Observation stations maximum from 8 to 20
• Section cost from 0 to 50
• Hyperdrive interstellar travel speed increased
Ship sizes changes:
You only want the increased ship size? Look here: Increased Ship Size 2
Corvettes 1 -> 4
Destroyers 2 -> 10
Cruisers 4 -> 16
NSC Strike Cruisers 5 -> 20
RS Support Cruiser 5 -> 20
NSC Battlecruisers 6 -> 24
RS Battlecruisers 6 -> 26
NSC Light Carriers
RS Attack Cruisers 7 -> 26
Battleships 8 -> 32
SCX Carriers 10 -> 44
NSC Carriers 10 -> 46
NSC Dreadnoughts 15 -> 58
RS Dreadnoughts 10 -> 62
SCX Dreadnoughts 16 -> 66
RS Heavy Dreadnoughts 15 -> 80
Titan 16 -> 95
Colossus 32 -> 125
NSC Flagship 75 -> 200
ISB Titan 24 -> 120
ISB Leviathan 36 -> 150
ISB Erebus 80 -> 210
ISB Avatar 108 -> 280
ISB Ragnarok 128 -> 300
The balancing is not final. At vanilla it can happen that the research runs empty. If you install mods from the collection (eg AlphaMod 2.0), there should be enough tech.
• New Ship Classes & More
• Realistic Ships
• Improved Ship Battles
• Space Combat Expanded – SCX Core
• Advanced Jump Drives
You don’t need compatibility mods between ISB, SCX, NSC and RS.
This is done by NSR2. Using compatibility mods can affect NSR!
• English
• German
Questions, ideas and bug reports are welcome. But please check where your mod conflict is. I don’t know your mod list. 😉 My mod collection can be seen as a compatibility list.
Supported version: 2.0.2
Revisions:
Old revisions of this mod are available below. Click the link to download.