Naval Capacity Rebalanced

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Author: TeronMer

Last revision: 9 Oct, 2023 at 10:55 UTC

File size: 456.7 KB

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Description:

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A simple mod that scales down navy sizes across the galaxy in order to make your [Battleships / Titans / Fallen Hyperions / Attack Moons] somewhat more meaningful than they are when they’re able to be printed out like sheets of A4 paper.

I don’t know all the intricate details of mod load ordering, nor of the specific tweaks and changes that other mods I use (such as Gigastructures, ACOT, ZoFE) involve. NCR should be compatible with all mods that don’t change the vanilla line of Military Theory society technologies – for safe measure I put NCR below other overhaul / rework mods in the load order just in case.

NCR’s tweaks & changes –
– Defines: Max Naval Capacity set to 2000. Max Command Limit set to 300. Base Naval Capacity set to 50.

– New starting tech that increases ship upkeep by 200%; increases Naval Cap usage for all ships by 1; quintuples Naval Cap usage for all ships (meaning a 2200 Corvette eats up 10 Naval Cap); and improves the Crew Quarters upkeep reduction to 30%.

– Reworks vanilla’s formation Doctrine line of Military Theory techs so that it’s no longer the space equivalent of inventing trench warfare before firearms. They no longer grant Naval Cap and instead reduce Naval Cap Usage of ships from a starting ((Vanilla + 1) * 5) all the way down to (Vanilla * 2). Second, by making the T2/3/4 techs require Destroyers/Cruisers/Battleships as prerequisites.

– Introduced fleet "Ascension" techs for each ascension pathway to encourage RP-esque military specialisation. Psionics leverage Precognitive Fleet Coordination, Psionic Shielding Protocols, and Shroud-Manoeuvrability to refine their armada’s speed and shielding abilities at the cost of their armour. Gene-splicers can research Organo-Metallic cloning to improve their ship build speed & cost and tank up their hulls & armour-plating but at the cost of speed. Cybernetics & Synthetics are all about efficiency & overclocking, and can choose to trade-off their offensive for their defensive capabilities or vice versa.

– Anchorages only give +2 naval cap instead of +4, and logistics offices now only offer +0.5 naval cap per anchorage rather than 2. Total max naval cap per starbase is down from +30 to +15.