Logistical Convoys
Make your empire’s supply lines visible, vulnerable, and worth defending.
Your empire is not just fleets, planets, and numbers. It is routes, cargo, emergency reserves, and civilian ships trying to keep the frontier alive. Logistical Convoys adds real spawned freight convoys that travel between important assets inside your empire and, when you have commercial pacts, to partner empires. They can connect colonies, habitats, starbases, and megastructure systems, but the route is slow and exposed. Pirates can strike in poorly protected outpost systems. If a convoy is lost, your empire pays for it.
- Real spawned convoy ships traveling across the galaxy.
- Designable Logistics Freighters in the Ship Designer, using a saved logistics freighter design when available.
- Random convoy size, from 1 to 10 freighters.
- Varied internal routes between owned colonies, habitats, starbases, megastructure systems, and other available logistics hubs.
- Foreign trade convoys to commercial pact partners, with routes to partner colonies, starbases, and megastructure systems.
- Pirate hit-and-run ambushes that spawn hostile raiders in poorly protected outpost systems.
- Scaled pirate threats that use the convoy’s visible fleet power instead of only the campaign year.
- Meaningful cargo losses: internal convoy losses can cost Energy, Minerals, or Alloys; foreign trade losses can cost Energy, Consumer Goods, or Alloys.
- Temporary local shortages when an internal logistics delivery is destroyed.
- Successful delivery effects: internal convoys apply Fresh Logistics Shipment, while foreign trade convoys can return a small cargo reward.
- Configurable convoy frequency through empire policy: Disabled, Low, Standard, High, or Surge.
- Clean notifications: a strong warning when pirates ambush a convoy, lower-right loss toasts when a convoy is destroyed, and no routine launch spam.
- Outliner-friendly design: spawned convoy fleets are kept out of the right-side quick access panel.
Internal convoys launch from different owned logistics hubs and head toward useful targets inside your empire. If you have commercial pacts, some dispatches can become foreign trade convoys that travel toward partner colonies, starbases, or megastructure systems. You do not get bothered every time a convoy launches. The mod only speaks up when there is something worth reacting to: pirates have ambushed a convoy, or a convoy has been destroyed and a resource loss has occurred.
Pirates are meant to create quick emergencies, not endless doom spirals. They hit the convoy, try to destroy it, and withdraw after a successful raid.
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- Supported game version: Stellaris 4.3.7.
- Lightweight script/event and ship-design mod.
- Does not replace vanilla files.
- No DLC is required.
- Habitats, starbases, and megastructures are used as route targets when they exist in your game.
- Foreign trade convoys require an active commercial pact.
- The Logistics Freighter design is created for player empires and is used by spawned convoys when available.
- Should be broadly compatible with most mods, but heavy diplomacy, pirate, on_action, ship-design, or ship-behavior overhauls may affect balance.
This is an immersion and pressure mod, not a punishment machine. Convoy losses should sting, but they should not wreck your economy. The goal is to make the map feel more alive and make internal security matter without turning every trade lane into busywork.
- The mod currently focuses on player empires.
- Spawned convoys are intentionally kept out of the outliner/right-side quick access panel.
- Logistics Freighters are defensive cargo ships, not substitutes for warships.
- Pirates are real spawned fleets, not just a text event.
- Successful internal deliveries are quiet; routine launch/delivery spam is intentionally avoided.
- Galactic Community Advisor – adds voting briefings for active Galactic Community resolutions.
- Establish Embassy Auto Accept – automatically accepts valid embassy requests and removes a small diplomacy click tax.
- Post Survey Discoveries – adds late anomalies in already-owned, already-surveyed systems.
- Tall Scorched Earth – adds a tall-friendly conquest doctrine for razing empty systems and balkanizing populated ones.
If this makes your galaxy feel more alive, please rate and favorite the mod. Workshop visibility matters, and feedback helps decide what gets expanded next: escorts, better pirate scaling, deeper supply effects, or more route logic.
If you want to support more Stellaris modding work: Support me on Ko-fi[ko-fi.com].