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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.
2017_12_14_1.png


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.
2017_12_14_3.png


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.
2017_12_14_4.png


That's all for today! Next week we'll be continuing to talk about Cherryh, on the topic of armies. See you then!
 

Sbirnev

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Haven't read all the posts done here BUT I really want to know if there will be a window in this manager for battle stations (because they are counted as ships too) in order to easier manage them like reinforcing at once and ect.?
 
Last edited:

jose2534

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Can we have, like the new sistem role naming (Mining sistem, homeworld sistem, etc), a ship role displayer, like "interceptor" "torpedo" "Artillery" ships, in the ship stats menu? This way I can keep the awesome names of the ships and not put "Torpedo-Class ship" "Hangar-Class Ship"
 

BlackNyasher

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I have two ideas to add more tactics and balance to war in Stellaris:

First idea: penalties to admirals skills depending on the fleet size this admirals are controlling, so if you have too large fleet - your admiral will control it much worse than supposed to (higher rank of admiral will reduce the debuff strength). More ships you have - more admirals and fleets you will have to create to control them effectively (so more admirals you have and higher rank they have - stronger your fleet will be!). This feauture will make number of leaders and exp-gaining rate bonuses more important and usable.

Second idea: penalties to fleet strength depending on the number of ships in the star system. Limitation of logistic points for every star system - each ship consuming some number of logistic points and when you have not enought logistic points in the system your ships in this system are being debuffed. To increace the number of ships you can have in one star system without being debuffed you have to improve your logistics by getting special technologies, using special modules on your ships etc.

So with this two feautures players will need to balance number of fleets and number of ships in one star system, and in the same time empire with 100.000 fleet-power will not crash empire with 50.000 fleet-power without any casualties because now they will be able to send in the battle almost the same number of ships as this weaker empire can, so in perfect scenario empire with 100.000 fleet-power will lose ships for 50.000+ fleet-power in the war with empire which have 50.000 fleet-power (depending on how many fortifications defending empire will have)... So to invade and conquer another empire you must be really much stronger and be able to produce ships in really big numbers because your casualties will be mad (or you have to focus on attacking multiple star systems in the same time so enemy will be able to hold only few of your fleets while losing his planets and mining stations, and ability to build more ships).
 

Olliganak

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Best feature of Cherryh so far! At least as far as i'm concerned.
 

Centurian128

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What I mean is that this feature is a bonus for everyone. A quality of life improvement that is clearly separate from most of the others that have been revealed, with the exception of Spaceports. So why is it necessary to hold these back?
 

Kayden_II

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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.
Good.

The Fleet Manager also offers the option to Retrofit ship designs.
Good.
 

Kapitalisti

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What I mean is that this feature is a bonus for everyone. A quality of life improvement that is clearly separate from most of the others that have been revealed, with the exception of Spaceports. So why is it necessary to hold these back?

This is a free feature that comes with the next patch.
 

Anthropophagic

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What I mean is that this feature is a bonus for everyone. A quality of life improvement that is clearly separate from most of the others that have been revealed, with the exception of Spaceports. So why is it necessary to hold these back?

There is probably more tied into it than we are already seeing. Fleet caps based on admiral or home base.. but yeah,. Would be nice to have sooner rather than later.
 

Molikroth

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What I mean is that this feature is a bonus for everyone. A quality of life improvement that is clearly separate from most of the others that have been revealed, with the exception of Spaceports. So why is it necessary to hold these back?

It and other mechanics that comprise it are unfinished and probably tied to other changes, taking time to finish it first over everything else would probably cause delays with the other work they have to do.
 

Kapitalisti

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Patience grasshoppers, patience.
 

Invader Chimm

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Will the reinforce button take into account which starbase can build which ships faster and cheaper ? For example if I have a corvette assembly yard on a starbase will the reinforce button automaticaly assign this starbase corvettes and not destroyers ?
I guess it will just produce the ships in the fleet's homebase. It looks like the most logical option to me.
 

iaokim

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I just simply do not understand from where, how, and why all of a sudden this anti-click culture has been springing up all around this forum. It used to just be about army managment, now it seems clicking on anything at all for anything is undesirable.

It's just one click, might be every 10 seconds if you end up using dozens of small fleets, but its still just one click all the same..
It's about fun. It's about efficiency. Why make something take 5 clicks when you could do the same in one or two? Less tedium means you can focus more on enjoying the game and making the important decisions. The fantasy is leading an empire not being the George Jetson button pusher for the local shipyards.

How often do you play multiplayer? You can't just pause every time you need to click a bunch of things. You have bigger things to worry about and time is extremely valuable.

So yes I prefer less tedious clicks and efficient UI so I can focus on the big things and enjoying the game. What's so hard to understand about that?
 

ComradeKroo

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Supply mechanics, are you finally coming?
Its Reinforce mech, not supply, because Reinforce is not Supply.

In Stellaris 2.0, Reinforcement units still have to move from base to fleet, and auto ships going to rally point are still move as 1 unit fleet. So, when you want to reinforce your fleet, you have to gather new ships to rally point. To me, its just annoying.

It will be much more interesting if fleets can reinforce themself right there without wait for new ships to come, and player dont have to check, wait, timing, ... their new ships and take care about reinforcements routes.
 

Devanor

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I just simply do not understand from where, how, and why all of a sudden this anti-click culture has been springing up all around this forum. It used to just be about army managment, now it seems clicking on anything at all for anything is undesirable.

It's just one click, might be every 10 seconds if you end up using dozens of small fleets, but its still just one click all the same..

Currently it's a nightmare to mass-produce ships.

Click that planet, click to build one ship, click on next planet, click to build ship, click on next planet, click to build ship, click on next planet, click to build ship, click on next planet, click to build ship, click on next planet, click to build ship, click on next planet, click to build ship, click on next planet, click to build ship, click on next planet, click to build ship, click on next planet, click to build ship, click on next planet, click to build ship, click on next planet, click to build ship, click on next planet, click to build ship, click on next planet, click to build ship...

To begin construction of an entire fleet with the press of one button? YES PLEASE!!

It's about fun. It's about efficiency. Why make something take 5 clicks when you could do the same in one or two? Less tedium means you can focus more on enjoying the game and making the important decisions.

Agreed.