Ship Component Adjustments

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Author: [Boo] Everfar

Last revision: 29 Oct, 2020 at 22:10 UTC

File size: 60.42 KB

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Description:

Compatible with Stellaris 2.8.x

[ ] = Modder Commentary

Regenerative Hull Tissue:
Now provides:
– Hull Daily Regen +0.2%
– Armor Daily Regen +0.4%
Nanite Repair System:
Now provides:
– Hull Daily Regen +0.4%
– Armor Daily Regen +0.6%
Nanobot Cloud:
Now provides:
– Hull Daily Regen +0.2%
– Armor Daily Regen +0.4%
[Static regen becomes less and less useful with larger ships and more armor repeatables]

Orbital Trash Disperser:
– Added Evasion +10%
[The Bombardment Damage +25% bonus is fine, but It needs some sort of combat bonus or it fails to contribute anything most of the time. The evasion is from ejecting trash around the ship to make it harder for the enemy to target it]

Perdition Beam/Ion Cannon and Titan Lance:
– Now energy weapons
[Previously there was no way for them to benefit from repeatables, so they got relatively weaker and weaker. It’s not ideal to add yet another weapon to the energy category, but its damage bonuses act like an energy weapon and I can’t really see it fitting in any other category]

Hyper Drive II:
– Added Emergency FTL Charge Time -4%
Hyper Drive III:
– Added Emergency FTL Charge Time -8%
Jump Drive:
– Added Emergency FTL Charge Time -10%
PSI Jump Drive:
– Added Emergency FTL Charge Time -10%
[In Stellaris, weapons get more powerful a lot faster than defenses get tougher. As the game progresses, battles end faster. A -10% Emergency FTL Charge Time reduces 30 days to 27 days]

Critter/Event Components:
Allowed Null Void Beam, Cloud Lightning Conduits, Orbital Trash Dispersal, Regenerative Hull Tissue, Crystal-Infused Plating, and Crystal-Forged Plating (after Infused Plating) to be researched normally but at an extremely low draw weight of 3 (a bit less than a quarter of a repeatable) and at higher tiers than their techs would be.
[These can all potentially become almost impossible or impossible to obtain in a playthrough, so I’ve allowed every empire to have a very remote chance to get them eventually. Someone is likely to find only one or two of these before late game]

Leviathan and Crisis Components:
Allowed Extradimensional Weaponry, Scourge Missiles, Swarm Spawning Pools, Artificial Dragonscales, Enigmatic Encoder, Enigmatic Decoder, and Nanite Repair System to be researched normally but at an extremely low draw weight of 3, and only if a neighbor (without Enigmatic Engineering) or a fellow federation member has it.
[Similar reasoning as above; every component should remain technically possible to obtain. Enemies would obtain these from ship debris anyway, this is mostly for the benefit of allies]

Compatibility information for this mod can be found in its thread below.