Migratory Fleet

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Author: SODI

Last revision: 28 Jan, 2023 at 00:05 UTC

File size: 2.35 MB

On Steam Workshop

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.