Novio Magnum 2 Mod
Novio Magnum 2 Mod
Stellaris version supported: v1.4.1
Summary
This mod’s main focus is on improving the space combat gameplay by increasing the amount of military spaceships, increasing the defensive capabilities of stations and by introducing upgraded versions of existing weapons with new effects. Also included are new components and buildings. All of these are based on the existing vanilla versions and will build upon those rather than deviate from the existing gameplay. Ships and military stations have working turrets. This mod contains no new models but will instead show enlarged or composite versions of existing models.
Compatibility: Any mod that changes vanilla technology, ships, colors, components, buildings, ship names, spaceport modules or war demands 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.
Military Spaceships
Six new military spaceships have been added and have their associated technologies. 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.
Ship behaviors have been modified to improve the flow of combat. The assembly yards have been modified to support the new ship classes. The AI will use assembly yards now. An assembly yard now supports all ships of that type and smaller.
Ship and fleet scaling has been modified. Fleets will dock further from a planet.
Stations
A new military station, the Citadel, has been added. Frontier Outposts, Spaceports and all other civilian stations in the game have been weaponized and upgraded. 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.
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 have a FTL magnet. Every station has a combat computer which will handle targeting during combat.
Ancient Weapons
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.
Utilities
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.
Auras
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.
Combat
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.
Buildings
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.
Pirates
The pirate events have been buffed to pose a threat against the stations now that they can defend themselves. A large pirate fleet will harass you as soon as you progress beyond your starting position. Every country will experience this when they first expand.
Trading
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, or you can manually send them to dock at any planet. They will give minerals, energy or influence when they dock.
Experimental: Sector Types
A new sector type was added which enables sectors to build military ships. These ships will join fleets with rally points set. You can’t directly order them unless they have joined one of your existing fleets or you disbanded the sector. You can delete them using the “Delete” button. You don’t pay maintenance for them until they are under your control.
There is also a new sector type that builds trade ships.
Other modifications
Traits for the new ships and stations, all crisis events can happen during a single game, halos have been removed from all effects, trails are gone, upgrading is faster and less expensive, fleet power calculation is more balanced, sectors will build spaceport modules, the AI will colonize further away, planetary edict to increase size, planetary edicts that increase planet resources.