Novio Magnum 2.1 For Stellaris
Novio Magnum 2.1 For Stellaris
Stellaris version supported: v1.4.1
Novio Magnum 2.1
This mod’s main focus is on improving the space combat gameplay by introducing new military spaceships and a new military station, increasing the defensive capabilities of stations and by introducing upgraded versions of existing weapons with new effects. All ships and stations can be designed using the ship designer. Also included are new components and buildings which are continuations of the existing vanilla versions. Ships and military stations have working turrets. This mod contains no new models but will instead show enlarged or composite versions of existing models.
I’ve also spend a great deal of time making sure the AI can make full use of all modifications. They will use frontier outposts, military stations, assembly yards, trade ships and more varied weapons, auras and utilities.
Any mod that changes Vanilla technology, ships, components, buildings or spaceport modules will probably not work (well) with this mod. Mods that change the Vanilla interface, system initializes, traits, armies, fallen empires and other non-playable countries, policies, edicts and events should have a high chance to be compatible.
Six new military spaceships have been added and have their associated technologies to research. Every 11 years a new ship technology will become available for research. Each of the existing ships has an improved version and two even larger ships have been added: The Carrier with 4 sections and the Titan with 5 sections.
The amount of section templates for each ship has been increased. Ship behaviors have been modified to improve the flow of combat. Ship and fleet scaling has been modified. Fleets will dock further from a planet.
A new military station, the Citadel, has been added. Frontier outposts, spaceports and all other civilian stations in the game have been weaponized, upgraded and fully designable. The spaceport, frontier outpost and all military stations are capable of using extra large weapons. The build costs and maintenance costs of military stations are halved when build. The build costs of civilian stations are -75%.
You can build a lot more outposts as the influence maintenance costs have been reduced to one tenth of an influence point. The AI will make aggressive use of frontier outposts and colonizing so you can expect them to grab any free space they can find pretty efficiently. Frontier outposts always have a FTL magnet. Every station has a combat computer which will handle targeting during combat.
All common weapons have an Ancient equivalent which does considerably more damage. All new weapons have their own unique effects associated. These weapons are a continuation of the existing weapons and can not be reverse engineered.
Every ship and station comes with a built-in reactor which will supply power to the ship and give a bonus to shield hitpoints. All auxiliary and other components have an Ancient equivalent which give better bonuses. All ships and stations have a combat computer. Armor now gives health as well. Shields now improve linear.
All stations can have one offensive and one defensive aura. Carrier class vessels have a defensive aura. Titan class vessels have an offensive aura. Defensive auras also reduce upkeep slightly. You have to research auras before you can use them and they all have a second tier.
The AI will use more varied weapons which will result in more diverse battles thanks to improvements to the automatic ship designer. Zooming has been improved with more steps and a closer minimum zoom. The limits on the effects have been doubled. Death effects last twice as long. Non-combat effects have been reduced.
All common buildings can be upgraded to higher versions now: this includes capitals, power plants, power hubs, mineral networks, mineral procesing plants, mineral silos and laboratories. There’s a planetary edict which you can enable which will upgrade buildings automatically for a limited time.
Wars and Vassals
The base of the war score costs have been halved so its now much easier to win or lose big. Countries can be subjugated when hostile: small countries will surrender to bigger countries, even when on hostile terms, without the need for a war. Subject integration is cheaper and it’s now possible to integrate multiple vassals at the same time.
The pirate events have been buffed to pose a threat against the stations now that they can defend themselves. Pirate fleets will harass you as soon as you progress beyond your starting position. Every country will experience this when they first expand.
There are new technologies which unlock 3 types of trade ships: Freighters, Tankers and Passenger Liners. You can design these yourself and build them at a spaceport. They will automatically perform trade with other friendly spaceports for 10 years, or you can manually send them to dock at any planet. They will give minerals, energy or influence when they dock.
– Traits for the new ships and stations
– All crisis events can happen during a single game
– Halos and trails have been removed from all effects
– Upgrading is faster and less expensive
– The AI will colonize further away
– There’s a planetary edict to increase the planet size
– There’s a planetary edicts that increases planet tile resources
Changes since previous version
– Civilian stations are all designable, including the spaceport
– Ships do no longer cost any minerals to maintain
– Only spaceports and transport ships have auto-upgrade
– Strike craft are improved
– Fleet power is slightly lower overall (75%)
– All stations have improved combat computers bonuses
– Trade ships now have the option to be controlled manually
– Birth of Piracy event is more randomized
– Removed the experimental sector types
– More speed variation between civilian ships
– New Worlds Protocol is a starting tech
– Initial spaceport modules give bonuses
– Trade ships are automatically destroyed after 10 years
– Ship behavior improvements
– Research is faster
– Improved particle effects for ancient weapons