CC's Spaceports and Forts

⭐ — (0 endorsements) 📥 773 downloads 📅 5/26/2017
⚪ Last updated 2018

By 76561198006725477 · Balance, Gameplay, Technologies, CC

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 1/25/2018 📅 Created: 5/26/2017

🔍 Analysis

  • 👍 0.0% endorsement rate

📋 About This Mod

This mod was inspired by two things: Firstly, I read Peter F. Hamilton's 'Night's Dawn Trilogy' (a great read, if a bit longer than it should have been...), in which a planet could have formidable defences, allowing an important planet to represent a formidable obstacle to attacking fleets. Secondly, and more immediately, I got annoyed that even fairly small enemy fleets could destroy my spaceports, even if I built forts (for some reason, they would hit certain ones with monotonous frequency, but I still couldn't do anything about it). Anyway, so I set out creating a mod to fix that (and then added some extra features, just because I wanted them :) ). This mod's features: -Note: All features in More Interesting Spaceport Modules are in here, even if I haven't updated the description! -Spaceports are boosted, including by making their weapons dependent on your tech level. In the late game, they can now reach 20k military strength without modules and almost 50k with. -Forts are bolstered significantly, with new weapon layouts (level 3 ones can be as high as 50k). They can also now make extensive use of torpedoes and hangar slots. -Frontier outposts now have weapons and armour that is dependent on your tech level. They can also reach about 20k military strength. -Added nine new spaceport modules, plus edited the bonuses given by the existing ones (see thread below for details). -Added two ascension perks - the Maginot Line (75% off building military stations, and bonuses to military stations, outposts and spaceports) and Orbital Engineering (50% off building spaceports and spaceport modules, plus you unlock or partially research all the spaceport modules). -Totally rejigged the AI weights for when it builds which module. It will now prioritise a basic level of defence first, especially when at war. Once it has a basic defence module, it should go for advanced modules, if it has them. Specific choices will depend on the circumstances - materialists will go for economic

📊 Mod Details

Game
Stellaris Mods
Author
76561198006725477
Version
N/A
Downloads
773
Endorsements
0
Category
Balance, Gameplay, Technologies, CC
Created
5/26/2017
Updated
1/25/2018

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