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Hello. I just can't bear artificial limits that are introduced in games. Why 1000 and not 1322. That's why I needed to delete this cap ;)

For the mods, I haven't tried one for Stellaris. According to the fact Stellaris is quite a new game, I am not sure that already existing mods are suffisciently developped. Am I wrong?
 
1000 fleet points is enough to take on five or six "equivalent" AI at once and win by the time you get to the kind of endgame tech and size where you're reasonably able to reach it.

I'm not sure it needs modifying at all, really.
Umm, if the AI is equivalent to you it doesn't matter what the fleet cap is because they have more or less the same number of ships, i.e. they are just as equivalent but with 2000 ships rather than 1000.
 
Umm, if the AI is equivalent to you it doesn't matter what the fleet cap is because they have more or less the same number of ships, i.e. they are just as equivalent but with 2000 ships rather than 1000.

Yes, but the AI's ships are rubbish, you can trivially destroy many many more of its ships than you will commit yourself just by building better ones. I expect endgame fleets to destroy double their own fleetstrength of AI with few to no losses.
 
It needs modifying because artificial limits suck to high heaven.
Ah but then there is also the hidden artificial limit of processor power. And even with the 1000 fleet limit, empires run around with 2000 size fleets and pay a total of 4x the maintenance cost of a 1000fleet. remove the fleet limit and you will have fleets of more than 4k and that is a serious slowing of the game.
 
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A game with no limits is just Calvinball.

Games are made out of limits, rules about what players can and cannot do.

So no, the idea that "artificial limits suck" is broken. Without limits there is no game.
Your argument is fundamentally flawed, because you are not diffrentiating between meaningful and artificial limits.
A meaningful limit is the number of star systems available, the number of resources which can be harvested, your fleet cap (based on ingame factors such as starbases currently).
Artificial limits such as maximum fleet capacity of 1000 (beacause reasons) is something else entirely and serve no inherent purpose.
 
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Incredible, a stupid maximum limit of 1000 points exists for the fleet size (even if your empire is enough strong to support much more)! Please how I can delete this damned cap ??? Thank you

i disagree to cancel it, its sooo sensed like this ! it should not be changed (for the intrest of the game and for ur own containment to always be linked with others ennemies own limits) .

seems realist then after some very bigger scale of forces, the complexity of management or the overcost to make them work properly provoke penalties and overcost to the economy.

u should deal with, it never force u to stop to build more bigger fleets !

in my VH/insane agressivity/ironman game, i am in 2572, i have 2400 fleet capacity points used (2400/1000 ! with overcost of 140%) permanently for my 6 fleets of 100to107k fleet pts each...
it works really well !
in my xp, AI main ennemy nations (8to10 on 75 nations on the map) fleets varies between 250k and 400k each.
middle size nations have between 120k to 200k, more or less, depend of period, wars, and periods of repair/rebuild between these wars, etc... it varies but itn never less than 100-120k, or even 150k i should say...
and as my scenario have 4 main alliances of 2 big empires together each (+ their vassals & protectorates), sharing all the 1000systems galaxy, each alliance have between 7 & 15 nations... then, each of these alliances worth easally 500k fleet pts, minimum, and maybe 700k max (more or less), etc...
by a way or an other, in VH, u MUST exceed 1000 default fleet capacity pts of the game, u dont have choice and AI dont have choice anymore...

the limit of 1000pts is very usefull to limit scales to all sides and force player to have a pretty efficiant economy (for exemple, my power balance budget have 6000pts income per month for 5400pts spendings actually, for a 97planets owned ONLY ! ...and i already planified to try to reach 5000fleet capacity points in some centuries when i will have 2/3 or 3/4 of the galaxy)

i really like this way to be constrained by overcost, that force player to use huge fleets (6x100k each, in my case) dispatched in different fronts wich extended tactics, deployments, battleplans soon as u plan wars to come (or must reply to ennemy agressions), etc... doomstack syndromes are much less obvious in my xp compared with exemples i have read on forums with these scales of forces... and in the same time, even just for fluidity and prevent laggs or bugs, its necessary to restrain ability of nations to create massive forces. ...or unbalance the game can be very easy to reach there.

i would never want to cancel this rule of 1000pts capacity, its very sensed and usefull, i enjoy it ! (its some sort of challenge in fact)
...probably one of best rules i found in gameplay. that gives a real containment for all empires, and valorize best use of ur strenghs (movements/deployments on the maps, different fronts, different ways of penetrations or borderzones to cover, etc) and also ur ability to manage properly an efficiant economy...

1000pts capacity must absolutly not be seen as a limit, its easy to exceed that scale of play.
(just a step to reach and exceed next when u enter struggles period between "mega-empires", in my point of view... note: "mega-empires" about stats & strenghs, not about szie on the map, wich means few things if u dont micromanage all conquered planets, etc)

also, the 1000pts limit just add u an overcost penalty on ur economy, but no more.
no penalties on ships effectivness or others constraints...
so, its largely possible to deal with and continue to prosper next (and to feed more bigger forces there and for centuries/milleniums next)

concerning main/earlier part of players-games (between 2200 & 2400 +/-), until end game crisis + some decades +/-, u have confortable timemarge before being forced to exceed 1000pts step, i am not sure trying to have more of 1000pts before year 2400 is really necessary if u compare strenghs of ennemies at that time (...depend of many things and ways to play, may in some rare exemples its the case but that must be rare...?).

concerning modding, i expect it must not be hard to change (never started modding, sorry, i cant help about the main question), but honestly, i am convinced its a bad idea for ur own entertainment to fight with very large fleets without containments like it is now...
...up to u, of course (y) :) ...just my own perspective but its a very sensed rule and i dont think u should change that. the advanced part of the game, on very long period and trying to reach year 3000 or close needs containments like the 1000pts limit, its perfectly coherent like this...

but up to u (y)
cya :)
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Sorry but in that case why introducing a cap of 1000? Why not 500 or even 100? ;) In my opinion a game limit should exist only if it is inked to meaningfull reasons that are in accordance with the game field.
 
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Sorry but in that case why introducing a cap of 1000? Why not 500 or even 100? ;) In my opinion a game limit should exist only if it is inked to meaningfull reasons that are in accordance with the game field.

yeah, i see what u mean.
but for me its not the good question, the real deal turns around the journey proposed as basic entertainment by Stellaris.
1000pts correspond to scale of growth and extreme strengh/sights necessary to play these approx 200years of journey between 2200 & 2400+/-.

the intrest after change radicaly and must be directly linked with the way u enjoy playing.
for me, imagine an epic story of conquest and expansion in a galaxy but based on 2 centuries period have just no sens.
on earth, our great historical empires did something poor in comparison but on timescales much more significant.... this game should be extended on some milleniums of play to be fun & coherent, and reach conquest of the galaxy ! (and end game crisis being more dispatched, and dispatched on MUCH MORE longer periods of time)

the 1000value is directly linked with "basic gameplay" of earlier 2 centuries until end game crisis, but u can go much more far in the journey !
(...and then, have these 1000pts ref as base to contain/constrain players with sensed economical values take all his sens)

its also a matter of "superficial sight": the univers of Stellaris make players dreaming, create an epic introduction of history driving them to "year 2200, 1 planet, i know nothing of the rest, i must go forward" but after, its real gameplay constraints of time who just take the next & player's foccus... its impossible to maintain "dreaming & exaltation" longer (except earlier period to discover gameplay).
in that context, the 1000pts limit show just some sort of ultimate size its reasonable to have to fight during these 200years... but what are 200years compared with conquest of galaxy ??? just nothing...(!)

the real trouble is there, there is a bug somewhere between realism or immersion/mindstate of players and gameplay proposed to live it in practice, inside the game.

when i play, i dont see the game as a challenge where i must live all events in this 200-250years period and accomplish a mission to prevail, but much more as a neutral witness seeing centuries & centuries moving on and geostrategical/geopolitical events happening during these centuries (like an historian looks past centuries of our real history, in a sens).

the contribution to my empire and make it well runs is secondary.
i will be much more intrested to play the same map/game on hundreds hours (even if routine jobs & managements are sometimes boring, of course, but managing real power in day to day live can ALSO be VERY boring), for more of 1000years in the game, having reached far advanced scales of empires & strengh balances, and then, turn around and think "what happened during this millenium ?" (but not as a challenger, more as an historian analysing +/- neutraly events of this millenium, etc...) u see ? :)
the real epic synopsis should be to write what happened during time of gameplay and epic wars/treaties/alliances/growth there was there, not just some tens minutes before starting play and then be limited to gameplay environment & rules... (then, of course, it can easally become boring to play...)

and then, there, the 1000pts step is important (and stay realist/well equilibred compared with scales of values u manage after, during next centuries and for more of a millenium or 2).
its also directly linked with level of difficulty, the N or H levels (same about agressivity) are boring bcoz simply too much easy ! (the AI stay what it is, even with last years sensible progress, we will must wait some decades more before see it very challenging, no other choice)
but if u play in VH, the penalties u get, the scales of forces in presence are much more intresting and contribute concrelty to reequilibrate the strengh balance, make the game more rich & complex, and then give the intrest to play more longer !
a fallen empire have 100to120k, a classic faction turns around 100to400k fleet pts and Unbidden or Scourge reach 150k to 200k minimum.
at that scale, the 1000pts limit is very coherent and just some sort "ref scale" between advanced part of the game and basic 200-250years gameplay proposed...

its basicly the limit between have a nation armed and a nation over-armed, in fact (but trully necessary if u want to prevail in a military perspective. and its the case for all nations, including AI).
(...like our nations change their industrial & social priorities when a high intensity war is declared irl, if u want)

in VH, the 100 first years period to discover the game is maximized by the struggle to simply survive more longer than just at short-term period...
and then, the period of conquest & expansion take MUCH MORE time (even if its also bcoz i take my time and manage minuciously), wich give to gameplay on a millenium much more sens & challenge with 70 or 80 factions of the map...

and also, compared with scales of incomes/spendings u can have with serious micromanagement after first 250 years, it looks very well equilibred !

a more bigger limit shouldnt have sens, i think.
and less, it should just restrain player possibilities in earlier 200years, but for nothing.
etc...

of course, we have all very different mindstates/purposes/xp/waitings when we play these games (just need to see how each describe/choose his own gov policies and tremendous differences there can be between them on thread speaking about that, lol ! ... wich is pretty cool), but in my xp i always found this 1000pts limit absolutly sensed and trully well adapted to constraints and scales of strengh balances i found in my game. (y)

if u just cancel the limit, u will have a restriction/constraint less and dont see the difference about intrests (and without speaking about issues for small computers too).

and anyway, its also a matter of options chosen when u started the game: if u play with 4-5 nations on the map (+ fallens + crisis + small new sub-nations created next by events), ur game will be tremendously poor compared with more of 50 nations permanently...

a grand strategy game involve complexity if u want intrest, challenge & fun.
its like the difference of post world war geopolitic & the bipolar world of Cold War: all is much more uncertain and tough to play for leaders now... (etc)

well, i will stop my novel here lol :D
that 1000pts limit is really sensed for me, but depend of many things/options/mindstates/ways to play, too... up to u to see if u can find an intrest to delete it, but i dont think so... it will just make the game more easy & simple, and then... at the end... more boring ! :(

so, i dont think its a good idea.
but up to u, of course.

cheers, cya ;)
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