
Yuri Expedition
Download v.2.2.1 for 0.9.1a
* Important: Update 2.2.0 and up contains many balance changes that makes YRXP in line with both RYAZ and ARIA.
Simply put, it’s a big ‘ol nerf bat right in the teeth.
If you enjoy playing with YRXP as it is, you do NOT need this update as it introduces no new content.
* Important: If you are updating from YRXP pre-2.0.0, and wish to continue your save, you NEED to install
[YREX] Nijigen Extend or it will cause a crash.

newest version, 2.2.1, check the post in page 21 for details.
* Important: Before updating, always make a save copy just in case!
Mod Requirements:
LazyLib
GraphicsLib
MagicLib
Integrated with:
Nijigen Extend
Star Promenade
Nexerelin v0.9.5e
Version Checker V2.0
Commissioned Crews V1.5
Vayra’s Sector V3.1
Recommended Mods:
Aria the Escalation (Search for it in Nexus Mods! Make sure to have adult filter on!)
Kingdom of Royal Azalea
Hatsune Miku On The Side Of A Pandemonium
Azur Lane Portrait Packs
Note: To enable extra VFX (particles and stuff, only for users with FPS to spare or don’t care about low FPS), go to this directory:
...StarsectormodsYRXPdataconfig
and open the file, settings.json where you will see this near the top:
"yrxp_EnableVFX":false,
Just set that false to true.
I. Summary:
This mod adds the new faction, Caparice Trade Co. in the Sola system in the eastern fringe of the sector. Their core ships are centered around the “glass cannon” concept, with a focus on missiles and other stand-off weapons. To accentuate this, their ships do not have native access to shield tech and instead rely on speed or armor.
Their ships are specialized around specific, different roles. No generalist ships to be seen in this roster, though one theme runs at their very core – none of them come with shields as standard equipment. You have been warned. Instead, every ship is outfitted with a certain capacity for long-range support. The smaller ships survive using their speed and maneuverability. The larger ones depend on armor and heavy firepower – destroy the enemy before they destroy you.
The ships are also themed with itasha-style decals atop a base coat. I highly recommend
Haze’s Girls Frontline Portrait Pack and
VJNL’s Azur Lane Portrait Packs to get in the correct mood!
The weapon list features missiles for every occasion. Saturation, Shield Suppression, Point Defense, Anti-Fighter, Long-Range Bombardment – you name it, there’s a missile that can do it. Or if there isn’t, there should be a combination that will do the job. In addition, powerful area-denial and BALLISTIC point defense systems keep your ships safe against enemy missiles.
But overall, this mod is not about how powerful missiles are, but how pretty they look when fired in a concentrated volley.
– Glass cannon ships armed with missiles. LOTS of missiles.
– Long-range artillery, a missile’s best friend.
– Very strong PD that can protect your ships from the same magnitude of missile barrage that you can dish out.
– No shields, except for the special few.
– A missile for every occasion.
– Looks pretty with all guns blazing.
– Custom paintjobs for special shiptypes (more to come)
– Mechs! Totally not gundams! (new in 1.7.0!)
II. Some samples:
by Axlemc131 (recolored)

by HELMUT (recolored)


III. The Mod in Motion:
– .GIFs:
![]() | ![]() | ![]() |
– Full Video Demos:
Check the full playlist here: https://www.youtube.com/playlist?list=PL3Uiq4ZNWTw6UB0HOBWNzFjB-RgmgJ6aS
If you liked what you saw then please, give the mod a try and experience it yourself!
IV. Commissioned Crews:
Yuri Expedition is integrated with
Commissioned Crews, and getting a Caparice Trade Co. commission will give you the following bonus:

Yuri crews have a strange elan that allow them to work together in perfect synchonicity. As such, not only is maximum CR increased to 90 percent, but peak operating time is also increased by 50 percent and CR decay is greatly reduced. On the other hand, this same camaraderie translates into shock when losing crew members. CR is degraded when losing crew members from hull damage.
During combat, combat effectiveness is greatly increased when fighting at 60 percent CR and above. Conversely, when crew morale breaks – 30 percent CR, this ship will immediately retreat from the battlefield and will be unable to be commanded otherwise.
V. High Value Bounties:
Yuri Expedition is also integrated with
Vayra’s Sector, and the mod introduces several bounties, yielding unique and powerful ships as a reward! So be on the lookout for these faces:




V. Lore:
As you might expect from gaudily painted ships with cute girl decals, there’s no way this is or can be lore-friendly. I did, however, add some internal lore regarding each ship and weapon system, if you’re interested in that sort of thing.
v1.0.1: For what it’s worth, the ‘excuse’ for them being in the sector is as follows:
v.1.4.0: Some limited interaction between the Yuri and the wider sector. Missions chronicle events that transpired involving Pirates and the Persean League/Hegemony.
v.1.5.0: Some technological exchange between Yuri and Independents. Bounties have been placed on certain Yuri.
v.1.6.0: Tensions between the Yuri and the locals are rising.
v.1.8.0: In response to increasing hostilities across the sector, Caparice Trade Co. develops weapons of mass destruction as a final deterrent.
VI. Known Issues: (lots!)
– Crashing problem when setting an Aether Shawl to spawn as a part of your colony-spawned fleets.
– Some dialogue rules are leaking to other factions– The balance is probably wack if you try to mount any other missile types in the available slots in these ships. Hah! No you won’t!
– Some significant balancing has been done! But playing just by the ear, I might have fumbled on some stuff. But I don’t have the time to play SS anymore! The irony! – A certain ship’s built-in missile racks are terribly OP but I haven’t gone back to rebalance it. Sorry.DONE – A certain capital ship’s activated ability is just a placeholder, because I can’t seem to make station_modules work. (Works in simulations but disappears in real battles – why!?) DONE – The PD missile is currently terrible. I’m still learning how to script so I can give it a good Anti-Missile AI. Apologies. DONE – A certain line of drone motherships are –placeholders– until I could figure out the above station_module issue… Nah, they’re good.– The fleet points cost of each ship is behaving strangely. No matter what I set in their ship_data, the game seems to set its own fleet point cost to them. The net effect is that all ships are terribly cheap in fleet cost… DONE
– and probably more that have slipped my mind…
VII. Still to come: (lots and lots!)
– More missiles! DONE – A full range of LARGE missiles, for one. DONE – As soon as I could get the anti-missile AI to work, I’ll add another PD missile – an MIRV!DONE – Maybe some electronic warfare options One down! I have one more idea to come! – Find a way to stop mounting a makeshift shield generator onto these ships.DONE – More heavy artilleryDONE – More medium ballistic optionsDONE – More frigate and destroyer class ships with medium ballistic slots. DONE – Don’t know if it’s even possible, but alternative skins for the existing ships – different decals for more unique ships! Lots new skins inside! Still more to come! – A full-blown faction mod!? (alas, a faraway dream) Wasn’t actually as hard as I feared, thanks to having some references to look up! – I want to add some special bounties on the Ship/Weapon Pack’s IBB board!Cancelled Special ships are now added to Varya’s Sector High Value Bounty system!
– Adding some NPCs and quests to obtain special goodies (custom ships and stuff) <- delayed
– Add an in-campaign storyline for the faction (only after figuring out how NPCs and quests work!) <- also delayed – Controllable trash-tier drones as meatshields for your glass fleet.DONE
VIII. Special Thanks:
This mod was made possible only by the generosity of the community spriters who made their works available within the Kitbash Database and the Free Community Sprite Resources. You are the reason why this mod isn’t made entirely out of MS paint chicken scratch (which means I wouldn’t have bothered making it at all because it doesn’t look good):
Tartiflette
Archibalde
HELMUT
Protonus
Axlemc131
Medikohl
Vinya
xenoargh
Mechs are heavily edited sprites from Mobile Suit Gundam: Cross Dimension.
The decals are made by these talented artists:
kaya8
gla
baba seimaijo
nagare
atou tsubaki
nyxview
roke
jnstudio
nyanpyoun
myo ne, arknights
waterkuma
shanyao jiang totoro
ran
Special art for commodities, structures and hullmods:
Kobayashi-san no Maidragon by Cool Kyoushinja
CD Art from Akatsuki Records
Tamomoko
koruri
tomono rui
g.haruka
okita
moyashi
Sounds:
Taira Komori, taira-komori.jpn.org
Kyutwo (great anime sounds!)
C&C Red alert sounds
For coding and internals-related help:
Alex
Sinosauropteryx
Histidine
Sundog
For scripts and references (especially on faction creation):
Tartiflette (Diable Avionics)
Dark.Revenant (Interstellar Imperium, Ship/Weapon Pack, Black Magic that makes all my problems go away)
Vayra (High Value Bounty integration)
Of course, a big thank you to the Starsector team, who created this wonderful game that has already claimed hundreds of hours of my life. Since I discovered it around a month ago.
And finally, you. Thank you for trying out YRXP. I hope you enjoy it!
RAINBOWS!
I’m not so sure on it not being lore-friendly. There is no stealth in space, so why not be fabulous?
– Find a way to stop mounting a makeshift shield generator onto these ships.
Why not just make them pink instead?

Why not just make them pink instead?
It’s actually a design decision. I wanted this line of ships to be that little bit unique by giving them alternative survival options, some of which are already in like
but I’m also eyeing modular armor pieces like the ones you see in SCY nations. Also my headcanon says they’ve followed a lopsided tech tree so they have advanced miniaturiazation, armor and missiles but never discovered shield tech.

I know you can’t put shields, even makeshift, on phase ships, maybe make them phase ships but not phase?
I can see the balance argument. But lore-wise why would that stop you, the player, from going “I have all these ships with shields, I wonder if I can strap one to this?”
I know you can’t put shields, even makeshift, on phase ships, maybe make them phase ships but not phase?
Thanks for the suggestion! I’ll try it out.
As for the lore, maybe it can be handwaved away by saying since the standard Yuri ships were so heavily miniaturized, most could not fit the bulky (I assume) generators and related electronics that also need to span the entire ship (maybe).
In any case,

– Furthermore, thanks to Sinosauropteryx for teaching me how station modules work! More on that below.
– IMPORTANT: Because the mod now utilizes them, it will now require LazyLib, MagicLib and GraphicsLib!
Thank you both for your help! Know that you have made all this, and everything to come, possible!
I. Ship Updates
– IMPORTANT: The AE-592 Freighter’s model was updated. This new one no longer has any VLS cells and the fighter bay was removed. Yes it’s a full nerf. For now, the old model remains to prevent crashes, but please sell it off or dump it as I might fully remove it in the future. The price of the old model has been doubled to compensate for the loss (assuming ships sell for half the price). Sorry for the inconvenience.
– This update sees 3 ships given modular armor: The Picket Ship “Guardian” variant, the Aegis Cruiser and the Capital Ship. As such, their base ARMOR stat was reduced, as well as their flux dissipation.
– The biggest update, however, lies with the AE-752 Aegis Cruiser. In fact, I would like to showcase it here for you!
II. New Weapons / Weapons Updates
– With the shackles of vanilla weapon sets removed, I’ve finally started tinkering with some more “advanced” weapon types! First off, I want to introduce the updated version of the OE-10-K Aurora Crown Long-Range Ballistic Missile (LRBM):
It shoots out flares at the terminal stage! Well, It’s a pretty rare weapon, and it’s only been so long, so very few of you might even know of its existence. Sorry for spoiling it, but there’s still a lot more hidden goodies that I haven’t even talked about (though you might see them in demo images)!
– Of course, there are a bunch of new weapons as well. Here’s some more, to tease your tastebuds:
– And finally, we have a new fighter! You’ve already seen it in action above, but here’s how it looks like up close:

IW-179 Valkyrie
by HELMUT (recolored)
III. Next Steps
– I’d like to add compatibility for version checker soon!
– I REALLY need to find a way to fix the broken fleet point counter. (Why isn’t it working!? I already *doubled* everything’s point cost!)
– I don’t know how to implement ship AI behaviors yet, so as you might find out, the Aegis Cruiser will immediately use its ship system at the start of battle if controlled by the AI, to maximize firepower. I’ll try to find a smarter activation time for this in the future.
From this point forward, the mod will be growing to a size that won’t be easy to test manually like I do it, especially with the near-limitless possibilities introduced by scripting. As such, I would like to ask that if you find an error somewhere, especially crashes, please report it here. I might ask you to post your starsector.log or whatever information might help me debug, and for that, I ask your patience. I hope to deliver a rich but stable mod that you can enjoy without thinking about it too much!
Nerf
That sucks a bit, but ok
eagle with armor modules
Kinda cool concept, i admit
rocket with flares
Interesting, i can see it in a support role
Anyway, kinda good all in all, but i don’t think il’ll use this m-
yeet rocket
I’ll take 20
432806 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain – java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.everyframe.yrxp_AegisArmorEffect.advance(yrxp_AegisArmorEffect.java:179)
at com.fs.starfarer.combat.entities.ship.A.J.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.new(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Óo0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.oo0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Ôo0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
The aegis crashes my game when it spawns and gives me this error…
Hey, thanks for the bug report!
Am I right in saying that you’ve had the Aegis Cruiser before this update? If so, I believe the error comes from the fact that the shield modules didn’t exist in the model, yet the script for them is running!
I’ve uploaded a quickfix right now Download 0.021
Now, I believe this will only fix the crashing issue, but to get the Aegis Cruiser to actually work from that state, you will most likely need to sell yours off and buy a new one. As an apology, and thanks for posting this bug, I’ve set the old Aegis Cruiser’s value to 3 times its old price, so you would hopefully recoup your losses and then some! By the way, you’ll know that you have an old model by seeing the (obsolete) beside its name. If you don’t, please tell me too! I might not have fixed the problem yet!
19447 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain – java.lang.RuntimeException: Duplicate key [yrxp_aegis_cruiser | ] while loading [data/hulls/ship_data.csv from [/Users/NAME/Desktop/Starsector.app/Contents/Resources/Java/../../../mods/YRXP]java.lang.RuntimeException: Duplicate key [yrxp_aegis_cruiser | ] while loading [data/hulls/ship_data.csv from [/Users/NAME/Desktop/Starsector.app/Contents/Resources/Java/../../../mods/YRXP] at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ò00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ò00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
With 0.021 the game crashes at startup. This is the error…
Sorry! A bit scatterbrained right now. Here’s the real fix: DOWNLOAD
The one thing I would ask for is a few reskins for the ships, maybe in red or purple. Other than that, really good.
I’m mulling about alternate skins too! I swear I saw some sort of ‘skins’ folder in some of the hull folders in some mods so it might be possible, but I haven’t gotten around to having a proper stab. But since you request it, I’ll make sure the first one I make is either red or purple!
Caparice Trade Co. arrives
DOWNLOAD
Important: I’m sorry to say that this major update will
So if you wish to keep playing your current save DO NOT update YRXP.
I. New Features
– The Yuri get their own faction:
Their ships will no longer be sold outside of their home system (except maybe in black markets).
The custom world is complete with its own special environment and industry! You want lore? Here’s some lore! You can find them about northeast of Naraka.
– Training Mission/Ship showcase:
Now, you can try what YRXP has to offer without slogging through a new game! There’s one exception, however – this simulation will NOT include the special custom ships on offer! (More on that below)
– Version Checker compatibility:
I’m not sure if it works yet, since it’s my first time trying it out, but hope it does!
– Nexerelin compatibility:
The Yuri will now participate in the galactic 4X game as a minor faction! They’re an isolationist group with just 1 small planet, but that’s before they met you, the player! As a special gift, if you choose to start the game with Caparice Trade Co, you can choose to start with a special “super ship” selection – the AE-656 Scherle-Custom “Scorched Lily”. Speaking of which…
II. Ship Updates
– This major version has seen another round of updates for existing ships. Firstly, the capital ship was remodelled – its artillery platforms have been separated into their own modules with their own (imported) shield generators! YOU NOW HAVE 3 SHIELDS ON THIS THING WTF. Secondly, the AE-656 missile destroyer received a light detachable armor at its side. The ship does NOT get the Aegis Armor trait because the extra weight is negligible.
– And, as part of the AE-656 modernization, I want to present the first reskinned ship in the Yuri catalogue!
This thing eats capital ships.
As promised, here is a purple reskin for Supplius Maximus! But it’s not merely a reskin because underneath that purple base with sakura bud decals; it’s a vastly different, unique ship in its own right! The “Scorched Lily” has THREE removable applique panels to make up for its vastly inferior base armor. But more than that, its prow was opened up to reveal a massive anti-ship cannon, the OE-51 “Sakura Splitter”! As you can see in the demo video above, the main charge splits into submunitions, which, in turn, split into yet smaller ones (with different, sparkly colors – this is important) and the thing just chews through armor like it wasn’t there! Is it OP? Yeah, I guess so. Good thing only the player can have it! (if you see it elsewhere in game – that is a bug and I apologize)
That said, it has also lost all its remaining small PD slots, and a ton of its native armor, so be careful of torpedo boats!
– New fighter and gunboat ships!
IW-299 Scarlet Sky by HELMUT (recolored) ![]() | AE-528 Fruit Basket by Axlemc131 & Medikohl (recolored) ![]() |
Here they are in action!
III. Weapon Updates
– IE-80/OE-3 Ichirin Gun-Missile System (art by HELMUT, recolored) :
![]() The ultimate in Yuri CIWS technology is neither a gun nor a missile, but BOTH! |
In action:
– AW-43 Sprinter LRM Array (art based on the swarmer missiles from Tartiflette’s SCY nation – another great mod, give it a try if you haven’t!):
![]() When Sparklers aren’t cutting it anymore… |
– And more!
IV. Next steps
– Adding new custom/reskinned ships! I plan to add a some to the IBB board from Dark.Revenant’s Ship/Weapons Pack!
– Maybe adding special characters you can interact with in Caparice. I want to tie at least 1 custom ship as a reward for doing something there, but I need to find out how to do it first.
– Custom quests? I want to add some in-lore NPC that asks the player to obtain some hull/weapon samples from other factions in the sector.
– Maybe even a character that, if you finish their questline, can join you as an officer? (with their custom ship)
Who knows! Just stay tuned, I guess?