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Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about new interface functionalities for navies in the 2.0 'Cherryh' update that we collectively call the Fleet Manager. Please note that the interfaces shown in this dev diary are early WIP versions that have not yet seen an artist's touch, and will look very different in the finished product, meaning that feedback on their look/layout is pointless at this stage. Thank you!

Fleet Manager
The fleet manager is a new interface accessible from the top bar, that as the name implies, allows you to overview and manage your navies. The fleet manager lists all fleets in your empire, filtering away small splinters that are in the process of being merged into another fleet. Each fleet has something we call a Fleet Template, which is a stored configuration of what that fleet *should* look like. Fleet Templates keep track of not just ship sizes (such as corvette or cruiser) but also of individual designs, so a Fleet Template might be set up to contain 10 Torpedo and 5 Interceptor-class corvettes alongside a mix of Picket and Gunboat style Destroyers, for example. Templates can be edited directly through the Fleet Manager without needing to build ships, by for example deciding to add another 5 Interceptor-class corvettes to the above listed fleet. Templates can be created directly without making a fleet first, and then reinforced to create the actual fleet. We are also planning to add template duplication and copy/paste functionality in order to be able to quickly set up a new fleet or make your fleets conform to a desired standard.
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Whenever a fleet is missing ships that are listed in its Template, the option exists to Reinforce that fleet, which can be done either from the Fleet Manager or directly from the fleet view itself. Issuing a reinforce command will start production of as many missing ships as you can afford at your current amount of minerals, which will be automatically distributed among appropriately placed shipyards and sent to join and merge with the fleet once finished. In addition to the ability to reinforce fleets individually, there is also a Reinforce All button, which will attempt to reinforce missing ships in all fleets up to the amount you can afford with your current level of minerals, and can be used to fully replenish your navy in a single click if you have enough resources on hand. The Fleet Manager also offers the option to Retrofit ship designs. Let's take the example of the mixed Interceptor and Torpedo-class fleet above, where you have 10 Torpedo and 10 Interceptor-class ships. If you decide that you no longer need the Interceptors, you can use Retrofit to easily switch one class to another, selectively upgrading the Interceptor-class ships into Torpedo-class ships.
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Home Bases
Also being introduced along with the Fleet Manager is the concept of Home Bases. Each fleet will be able to have a Home Base set, with any friendly upgraded Starbase being valid as a Home Base. This is where the fleet will return when the Return Home order is issued, gets slight priority for actions such as reinforcing (though the focus is on distributing production sensibly rather than always using the home base), and is intended to tie into other fleet mechanics planned for Cherryh that we are not quite ready to talk about yet.
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That's all for today! Next week we'll be continuing to talk about Cherryh, on the topic of armies. See you then!
 
Best feature so far. Shroud bless Wiz, the Fleet Wizard!

I remember months ago reading a few manuals for meta fleets/ships and there was one very well written I loved it, but the fleet composition was complex and complicated to reproduce and keep, I never had the patience to build that fleet; so instead I went all plasma cruisers. Monofleets were and are much easier to manage. Until Cherryh comes, of course. ;)
 
When upgrading fleet, please make the fleet go to the nearest spaceport, not the oldest spaceport in system. When upgrading, its make my docked fleet go to oldest spaceport in system, instead of upgrade it in its current position, makes me lose some energy credit.
 
NEWS REPORTS: With the implementation of the breakthrough 'fleet manager', the United Nations was forced to fire all of its ship-role-remembering officers. Now we let an computer do that as well.

In other news, 2.0 once again is spoiling us. The Army dev diary next week however??

Does this mean?

GROUND WARFARE REWORK????
 
[Home Bases] ... and is intended to tie into other fleet mechanics planned for Cherryh that we are not quite ready to talk about yet.

Now I'm intrigued by what those mechanics might be.
Morale? Species-based crew? Doctrines?
 
Holy ****! This is actually happening! No more having to meticulously keep track of fleet ratios, one click refills all, template designers, PLEASE GIVE US A BETA FOR THIS ALREADY!
Also,

Next week we'll be continuing to talk about Cherryh, on the topic of armies.

YES!!!
FINALLY!!! / IS IT MY TURN?!?/ IS IT MY TURN TO SHINE!?!
 
Sounds awesome.
Please dont forget the Retrofit All button to replace a design from all fleets.

What happens with the ships that are removed from a fleet? Are they scrapped or held in reserve if a fleet requires more ships of that type through reinforcement? And will the AI be smart enough to retrofit reserve ships instead of building new ones?
 
Judging from the screen shot, it's not being smart about the way it is queueing build orders. Currently you will have your fleet done in corvette+cruiser build time. If you split it a bit more smartly, you would have it done in cruiser or 2 * destroyer or 4 * corvette build time. Even if you only had 4 spaceports available, compared to the 5 we have here.
 
So, does this mean that we will be able to place order to build whole fleet template instead of for every single ship?
Sounds like it "copying existing fleet templates" and "building fleets from templates". This solves one of my biggest complaints about the warfare. Endless clicking to reinforce.
 
I love the ability to reinforce fleets with one click. It sounds especially useful after large battles.

However I would like to suggest the ability to automatically reinforce if resources are available. One click doesn't sound bad after a few big battles here and there but what about continuous small engagements where you lose one or two ships each time? That could still add up to a lot of tedious clicking.

It's certainly not an important or strategic choice to reinforce one or two ships if you have the resources. Perhaps you could even have a slider that determines how many minerals you need to have before auto reinforcing is triggered?
 
Great feature! Looking foward for it!
I have one question though

How shipyards are selected for the reinforce option?
Is it only the closest empty one?

I mean, in the middle of a war.. maybe we wanna avoid building in certain shipwards or maybe building 4 corvettes in the closest shipyard will reach the fleet faster than the distributed build of 4 corvettes in distants shipyards.

Do we have a option to choose a strategy for this? Or can it be changed by mods?
 
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What happens if you change fleet templates/compositions in such a way that you have spare/obsolete ships?

Say, you just researched destroyers, and you want to swap half the corvettes in your fleets for destroyers. Would the surplus corvettes go into a 'storage pool' from which the hulls would be used when you build new fleets requiring corvettes, or existing fleets request reinforcements? Would they automatically retrofit if that was necessary?

Is it possible to designate a 'fleet' where reserve ships are kept, to rapidly reinforce combat fleets that suffer casualties? Would it also be possible to distinguish between truly mothballed ships (low upkeep, but would always require a retrofit before re-entering service) and combat-ready reserves?
 
@Wiz

Strike Force Hydra has 120% shields. Is it the result of repeatable tech or is there some cause we don't know about yet?

And is it possible to also reach higher values with hp and armor?
 
after some thinking, i could see an implementation of different tech/ascension perks that may lower the fleet command point cost for different ships

say for example i want to have a swarm like fleet, i could pick a tech/perk that lowers the command point of corvettes/destroyers in half, or does the same for cruisers/BBs, this way i see my fleet being different from every other fleet in the galaxy