Expanded Fleets and Navies
Expanded Fleets and Navies reworks human faction warships: every ship class is renamed, a new ship type is added, and hulls are rebalanced across weapon mounts, utility mounts, mass, and size. It also expands orbital infrastructure and includes an extension framework other mods can hook into. Requires UnityModManager.
The ship unlock chain is expanded from 5 projects to 10. Each capital ship class is gated behind its own project:
- Orbital Ships → Patrol Craft → Corvettes → Light Escorts → Fleet Screen → Cruisers → Light Cruisers → Heavy Cruisers → Battlecruisers → Battleships
- Research costs are rebalanced across the chain: early hulls cost less than vanilla, capital ships cost more
New infrastructure projects:
- Mission Control Node: tier-1 mission control, prerequisite for Operations Center
- Refinery → Refinery Complex → Refinery Hub: a three-tier orbital refining chain
- Fleet Center: high-capacity fleet support, unlocked after Command Center
The Mission Control chain has four tiers instead of the vanilla two:
- Mission Control Node (T1): 3 MC
- Operations Center (T2): 6 MC
- Command Center (T3): 16 MC
- Fleet Center (T3): 48 MC, and allows fleets to refuel and resupply at the station; requires an inhabited body (population above 50,000). Each faction may build one per body, with a maximum of six per body across all factions
Refineries are a new three-tier station module chain that turns orbital industry into faction-wide output:
- Boosts mining output across your entire faction (+8% / +12% / +20%) and raises your faction’s mine network cap (+3 / +6 / +12)
- Generates monthly water, volatiles, fissiles, and research income, scaling with tier
- Grants Space Science and Materials research bonuses, up to +30% at the Hub
- Allows ships to refuel and resupply
- Consumes mission control (-6 / -12 / -24)
- Each faction may build one per body, with a maximum of six per body across all factions; the Refinery can be built at any colonized body (population above 10,000), higher tiers require an inhabited body (population above 50,000)
Fusion Power:
- All six fusion reactor modules produce more power at lower monthly upkeep
All 70 railguns and coilguns are rebalanced:
- Human cannons, spinal mounts, and siege coilers: +35% muzzle velocity
- Human batteries: +25% muzzle velocity
- Alien magnetic weapons: +10% muzzle velocity
- Light Railgun and Light Coilgun Battery cooldowns halved
The mod ships a DLL that adds capabilities other mods can use without writing any code:
- New hulls via config file: register custom ship hulls, reuse or remap vanilla models and weapon mounts, or ship your own asset bundles
- Ship model size scales from JSON: visual size follows the hull’s length_m value in combat and strategic views
- New JSON fields for hab modules: miningBonus (faction-wide mining %), miningCapBonus (raises the mine network cap), and bodyBuildLimit / factionBuildLimit (tiered per-body and per-faction per body build limits)
- These fields work from any enabled mod’s TIHabModuleTemplate.json, with no DLL required on their end