At War: Planetary Cannons Submod
🟡 Updated this yearPreview
🔍 Analysis
- 👍 0.0% endorsement rate
📋 About This Mod
This is a submod for Azona's At War: Planetary Cannons 4.0 update. It is required to have that mod activated for this one to take effect. Refer to Ambit's At War: Planetary Cannons (3.9.*) mod page for more details. Changes: Ships now receive damage to shields first, armour second and hull third Retained the original values, but also added similar values that At War Planetary Cannons 3.13 ( for NSC2 and ESCN) contained. Instead of damage scaling in 5 degrees of variables of 20% chance for each value, it now scales by 10 degrees of 10%. Example: Instead of a 20% chance of either 100, 200, 300, 400 or 500 damage being applied, there's now a 10% chance of damage between 100 and 1000. Accuracies of these weapon systems are increased. I've made these changes as such because I find the scale of damage to be too light, especially with damage now being applied to shields and armour. I also found that bypassing shields and armour is inappropriate, seeing as there is now a capability to utilise the proper mechanics for the intended effects. Additionally, many people use mods that increase the power scale of technology and fleets, so I believe that this submod is warranted. I'm open to suggestion for value adjustments. Feature Adjustments: Planetary Coilgun Battery: 65% chance to hit, 110 to 200 damage, Planetary Railgun Battery: 65% chance to hit, 150 to 375 damage, Planetary Proton Cannon: 75% chance to hit, 150 to 1250 damage, Planetary Neutron Cannon: 75% chance to hit, 500 to 5000 damage, Planetary Tachyon Cannon: 75% chance to hit, 1000 to 15000 damage. Load Order: At War: Planetary Cannons (This submod directly beneath it)
This is a submod for Azona's At War: Planetary Cannons 4. 0 update. It is required to have that mod activated for this one to take effect. Refer to Ambit's At War: Planetary Cannons (3. 9.*) mod page for more details. Changes: Ships now receive damage to shields first, armour second and hull third Retained the original values, but also added similar values that At War Planetary Cannons 3. 13 ( for NSC2 and ESCN) contained. Instead of damage scaling in 5 degrees of variables of 20% chance for each value, it now scales by 10 degrees of 10%. Example: Instead of a 20% chance of either 100, 200, 300, 400 or 500 damage being applied, there's now a 10% chance of damage between 100 and 1000. Accuracies of these weapon systems are increased. I've made these changes as such because I find the scale of damage to be too light, especially with damage now being applied to shields and armour. I also found that bypassing shields and armour is inappropriate, seeing as there is now a capability to utilise the proper mechanics for the intended effects. Additionally, many people use mods that increase the power scale of technology and fleets, so I believe that this submod is warranted. I'm open to suggestion for value adjustments. Feature Adjustments: Planetary Coilgun Battery: 65% chance to hit, 110 to 200 damage, Planetary Railgun Battery: 65% chance to hit, 150 to 375 damage, Planetary Proton Cannon: 75% chance to hit, 150 to 1250 damage, Planetary Neutron Cannon: 75% chance to hit, 500 to 5000 damage, Planetary Tachyon Cannon: 75% chance to hit, 1000 to 15000 damage. Load Order: At War: Planetary Cannons (This submod directly beneath it)
📊 Mod Details
- Game
- Stellaris Mods
- Author
- 76561197972623031
- Version
- N/A
- Downloads
- 582
- Endorsements
- 0
- Category
- Balance, Gameplay, Military, Buildings
- Created
- 10/4/2025
- Updated
- 4/25/2026
🔧 How to Install Stellaris Mods
Subscribe on Steam Workshop. Mods auto-download and install. Launch the game to activate.
📖 Full step-by-step install guide for Stellaris →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Stellaris commands, item IDs, and more.
Keep browsing — more Stellaris mods await