Stellaris

Stellaris

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At War: Planetary Defense Fleets (3.9.*)
   
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4 Jun, 2021 @ 12:57am
17 Sep, 2023 @ 10:42am
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At War: Planetary Defense Fleets (3.9.*)

In 1 collection by Ambit
At War Continued
7 items
Description
This mod is a continuation of the original, created by The Dadinator, and now updated and maintained following his expression to discontinue support.

Other languages
Im currently only updating english Localisation.
I can be reached in the discord when someone does a translation or uploads a mod with a translation.

Description:
==========================================
Do you wish important planets could have their own defense fleet? Want to recreate the launch trailer for the Apocalypse DLC? This mod introduces the Planetary Defense Force base and the system-limited Patrol Craft ship sizes. Patrol Craft fleets can launch from their base with either hostile fleets entering the system or hostile fleets entering the planet orbit.

Features
Planetary Defense Force Base
  • The Planetary Defense Force Base building is a starting building / technology.
  • The base can be built on any habitable planet or structure like ringworlds and habitats.
  • Only one base per planet or structure.
  • At the start, the base employs two Planetary Defense Shipwrights (or Planetary Defense Shipbuilding Drones). Their upkeep is 3 alloys each which goes directly into local base storage for constructing ships, and 1 energy which is used for actual upkeep.
  • Bases hold up to the 100% alloy cost to build the current fleet capacity. Excess alloys will go back to the empire.
  • There is a planetary decision on planets with the base, called Planetary Defense Force, to open the PDF UI to see all relevant information on fleet size, alloy storage, set fleet stance and to transfer resources to / from the base.
  • Fleet size is determined by population. It starts at 2 pops, then every 4 pops Fleet Size is increased up to a max of 430 Fleet size. Fleets are limited to Patrol Craft, see below.
Patrol Craft
  • At the start of the game you get the Patrol Craft I ship size, available in the Ship Designer
    You must design your Patrol Craft ships. There are several templates available.
  • Patrol Craft ships have no FTL drive and are only built on the base. There is no option to build at a starbase shipyard.
  • Patrol Craft I cost 75 alloys to build
  • Patrol Craft construction is simulated at the base and takes 60 days per ship. Two speed techs are available and reduces build time by 15 days each later in the game.
  • Patrol Craft do not touch the empire fleet capacity but have a relatively high upkeep when deployed.
  • Patrol Craft II is a research option after cruisers have been researched and have a much improved hit point / section layout than the original Patrol Craft I. After researching, you will not be able to make Patrol Craft I designs anymore and the base will only deploy Patrol Craft II ships. Make sure you create new designs for Patrol Craft II at this point.
  • Patrol Craft II cost 150 alloys to start and have 2 hull upgrades which will boost the cost by 50 alloys and add 200 hull points.
  • Patrol Craft II also gives the base two more jobs (bringing the monthly alloy storage gain up to 8 / Patrol Craft Hull Points 4 bringing the Monthly alloy storage gain up to 16)
Fleet Behavior
  • Patrol Craft fleets can automatically launch with either hostile fleets entering the system or hostile fleets entering the planet orbit, depending on the fleet stance.
  • Colossus ships are fair game with either fleet stance. Both fleet stances will deploy when a hostile colossus enters the system.
  • Both the base owner and the hostile force owner will get an alert notification about the pending deployment of the fleet.
  • When deployed, the makeup of the fleet will be a random distribution of created ship designs.
    You can also manually launch the fleet from the UI created from the planetary decision
  • Patrol Craft fleets “land” on their home world when they enter orbit. Disbanding the fleet should also work to return the number of craft back to the planet.
  • Each base can only support one fleet deployed at a time.

Compatibility
Compatible with Stellaris v3.9.*
As with any mod that affects game play, NOT achievement compatible.

Bugs, Feedback and Suggestions
You can post your Feedback and Suggestions here in the comments.
Bugs can be posted in the Discord channel for the mod[discord.gg]
I take all constructive feedback and suggestions seriously.

DISCLAIMER
This workshop item cannot be redistributed without explicit permission.
Popular Discussions View All (1)
1
25 Sep, 2023 @ 12:18am
PINNED: Better Modding Compatible?
Ambit
54 Comments
tilarium 27 Jan @ 10:11am 
Thanks for the heads up. I can live with localization errors, it’s par for the course with a heavy mod list.
Phoenix 27 Jan @ 9:55am 
Works in 3.14, seems to be some localization issues in some of the techs and descriptions though.
tilarium 10 Dec, 2024 @ 8:11am 
Has anyone tested to see if this is still working as of 3.14?
griggs vs duke power 24 Oct, 2024 @ 8:05am 
might get more downloads if you added some screenshots showing actual gameplay
焱淼 23 Oct, 2024 @ 12:43am 
期待整合的科技(避免科技池污染);例如通过驱逐舰相关的科技来关联解锁“Ⅱ型巡逻舰”及其升级。
Technologies to look forward to integrating (to avoid polluting the tech pool); for example, using destroyer tech to unlock the Type II Patrol Ship and its upgrades.
Blazingdevil 12 Jun, 2024 @ 10:53am 
will this be updated? its an amazing mod
焱淼 2 Apr, 2024 @ 9:32am 
@KampfTomate007
Yes, a special Zero-point-energy Reactor.
Only 28 units of alloy are needed to build a reactor that produces 620 units of energy.
I like to use it on small to medium sized ships to save me resources.
KampfTomate007 4 Jan, 2024 @ 9:06am 
Can confirm, don't know since when, but the other when i looked into modifying my corvettes i noticed the special reactor popping up in the selection, and not only for corvettes, but also for frigates, destroyers, and cruisers (didn't unlock the rest yet).

It's weird because it is basically a regular zeropoint reactor (T5) but instead of giving 220 energy it gives 620 for corvettes and frigates.

For destroyers it's 620 instead of 430 while also costing 50% as much
And cruisers get 620 instead of 800 while costing 25% as much, so for anything smaller than a cruiser it's a straight power and cost efficiency upgrade.

Keep in mind that both versions are available in the selection.
Algebraist 28 Dec, 2023 @ 11:40am 
The patrol craft zero point reactor (giving 620 power instead of the normal 430) is appearing in all the non-patrol craft ship designs.
jowe01 24 Dec, 2023 @ 11:10pm 
Does anybody know if this mod and its sisters are compatible with 3.10 ?