So, preamble:
You have 1 global fleet cap. All your ships contribute to this cap in different ratios (1,2,4,8,16,32 from corvette up to star killer) but it comes with 2 drawbacks from a "class-vs-class" pov:
Per ship-class limits
Titans (2.0) added support for shipclasses limited to "Z/FLEETCAP" ( MIN = X MAX = Y) - by default titans support between 1 and 20 titans., with the other 19 coming from 1/200th FC.
You could extend this to other ship classes (e.g. limiting them to some % of total fleet capacity) but they would be forever capped to some fixed-at-startup arbitrary ratio. And this would apply to all empires equally.
this is found within \\Stellaris\common\ship_sizes\00_ship_sizes.txt (you'll need to manually add the empire_limits = {...} block as only the titan comes with it by default, but all ship classes support it)
And for a long time this was all we could do with this.
But through the power of expanded variable usage we get this:
my_destroyer_variable_test is a variable that is sitting in the country scope - and only the country scope.
By default the variables my_destroyer_variable_test and my_corvette_variable_test do not exist in a new game so the game treats them as zero and uses my hard coded base values - easily fixed by setting the variables.
And below we see what happens when we update my_corvette_variable_test in real time in the game.
If you tried to build 65 corvettes the game wont let you. See the error message:
This is the same kind of error message youd get if you tried to build too many titans (ironically only titans have this special dynamic limit, juggs, colossi and star-killers work differently)
Alright so what does it mean?
You have 1 global fleet cap. All your ships contribute to this cap in different ratios (1,2,4,8,16,32 from corvette up to star killer) but it comes with 2 drawbacks from a "class-vs-class" pov:
- you can exceed it with a simple energy cost (whilst the AI cant really do the same - for now, anyway, i'm sure its on the custodial to-do list eventually)
- you have no real restrictions on getting "the best" ships in the game - battleships (with L/XL builds) and corvettes (with very specific builds) this often relegates the middling ships (destroyers and cruisers to "upgrade fodder". To be used briefly in the midgame, then forgotten about.

Per ship-class limits
Titans (2.0) added support for shipclasses limited to "Z/FLEETCAP" ( MIN = X MAX = Y) - by default titans support between 1 and 20 titans., with the other 19 coming from 1/200th FC.
You could extend this to other ship classes (e.g. limiting them to some % of total fleet capacity) but they would be forever capped to some fixed-at-startup arbitrary ratio. And this would apply to all empires equally.


this is found within \\Stellaris\common\ship_sizes\00_ship_sizes.txt (you'll need to manually add the empire_limits = {...} block as only the titan comes with it by default, but all ship classes support it)
And for a long time this was all we could do with this.
But through the power of expanded variable usage we get this:

my_destroyer_variable_test is a variable that is sitting in the country scope - and only the country scope.
- For non modders, this means it is a number on a sticky note stuck on to the side of your head that the game can read whenever it looks at you.
By default the variables my_destroyer_variable_test and my_corvette_variable_test do not exist in a new game so the game treats them as zero and uses my hard coded base values - easily fixed by setting the variables.
And below we see what happens when we update my_corvette_variable_test in real time in the game.
- Our total supported number of corvettes rises to 300 when VAR = 0.5 (140 fleet cap * 1/0.5 + 20 base fleet cap)
- Our total supported number of corvettes dips to 64 when VAR = Pi (140 fleet cap * 1/Pi + 20 base fleet cap)


If you tried to build 65 corvettes the game wont let you. See the error message:



This is the same kind of error message youd get if you tried to build too many titans (ironically only titans have this special dynamic limit, juggs, colossi and star-killers work differently)
Alright so what does it mean?
- It means you can now have both powerful and scarce ships in Stellaris.
- It means you could now create GC-resolutions that ban 50% of battleships
- You could have a base battleship cap of 100% of your fleet capacity (140 in the above case, so support for 140/8(naval use per ship) = 17.5 = 17 battleships)
- But after a GC resolution reducing you to 50% of your capacity you would have support for ((140*0.5)/8 = 8.75 = 8 battleships)
- This could be applied unequally to GC members - for example the custodian could ban all ships bigger than a corvette to non council members (and you can bet it'll be a council of 1)
- Conversely in crisis times, you could raise the celing for all members in the GC letting them spam out KA-Battleships.
- You could give special civics or traditions or empire wide effects from other sources (e.g. "cruiser berths" as a starbase building) that increase capacity of ship-class X for your empire. Perhaps some special "big gunz" AP gives you twice the battleship capacity, in return for 50% less corvette - cruiser capacity and so on.
- Humiliation wars could impose actual fleet limitations, slashing fleet capacity post-war and even banning all battleships - for example. Any surplus ships you have over the cap could just be erased until you are compliant, in such a scenario. In the case of a gc ruling you'd be sanctioned until you delete them (or conquer the galaxy).
- Several kinds of anchorages
- one that adds "lots" of fleet capacity but doesnt shift ratios
- one that adds less fleet capacity but increases corvette/destroyer/cruiser/battleship capacity (respectively)
- one that simply adds +1 Titan support (or +1 jugg support) - for extra brokenness.
- This would work by a monthly script updating the respective mod_shipclass_ratio_variable by summing up various anchorages in your empire and doing some simple maths.
- "Wartime powers" edicts could increase your caps significantly at a monthly cost - either auto-deactivating at the end of a war (if non-militarist) or persisting (but at an even higher cost) if militarist...
- And more i havent thought of yet.
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