Adds several skins to the Persean League, each with the Kazeron Navarchy hullmod built in. They appear occasionally in Persean League markets and fleets.
I’ve always thought that the Persean League didn’t have enough to make it interesting, so I made some colorful skins for them.
Shouldn’t have any requirements.
The skins
The hullmod
Changelog
in the future ?
Also nice skin! Persean will have armada worthy protecting it.
I like it. Looks crisp. Any plans on adding more skins?
Thanks! I’m hoping to fill out the roster with at least a few more
Will you add
in the future
?
I’m making a conquest right now, out of curiosity what could make it more viable?
If I were you, I’d just do skins and not touch ship balance (or new ships) at all though.
I don’t know precisely, maybe it’s just me suck at the game, but it universally agreed that Conquest is the least effective ship in battle.
Narrator voice:It was not, in fact, universally agreed.
-Adjusted the implementation of ships spawning. Fleets will now be more diverse, with Kazeron ships only sometimes mixed in.
Noticed pretty quickly while playtesting that it’s strange when all of every fleet was Kazeron ships. Decided to go with something more like XIV battlegroup and have them be less common.
c+153.08.12 – Coral Nebula (mission)
Persean League sends fleet to intervene in Luddic revolution in Zagan system. Successfully defeats Knights of Ludd / Pather fleet.
Involved:
Navarch Mars Kato of Kazeron, of the Persean League
Because of this post and noticeable mentions in rules.csv, the Admiralty at least from the Kazeron navy doesn’t exist (at least from the Kazeron’s perspective). Navarch and Kazeron’s Navarchy does.
tech/manufacturer in your hullmod.csv should be named to something you specified in the tech type or Persean League itself (vanilla setting.json contains these colors now!) whichever is up to you in order to match what every skin hullmod have in their design type.
This ship is a derivative of long-standing Persean League research and development. Its engines are a cut above what is normally found in the sector, which allows a %s increase in speed, acceleration, and turning at a small loss of %s armor.
which I feel can better be rewritten as:
This ship is a prime specimen of the Kazeron Navarchy. Exceptionally well-tuned and cut above engines increases maneuverability and top speed by %s. Long-standing League research and development has upgraded {yaddayadda} resulting in a {yaddayaddapercentage} improvement.
This goes off with me saying that Kazeron ships especially should not be losing armor at all given when you look at the rest of the factions and their “sub-faction” type ships (using mods as a reference as well)
- Hegemony -> XIV Battlegroup: Usually +5 Ordnance Point to use, +100 Flat Armor, +4% (+5% in code) Flux Stats in exchange for -7% Manuverability.
- Low-Tech -> Luddic Path: Built-in Safety Override (A free 15, 30 or 45 Ordnance Point to spare onto the ship now.)
- Tri-Tachyon -> Cabal (Modded Underworld): Increased Armor, Hull, Flux Stats, Engine Performance, and Shield Performance with certain mounts conversion.
- Sindrian Diktat -> Lion’s Guard (Modded SWP): Built-in Solar Shielding (Sparing a 3,6,9,15 Ordnance Point as well as a logistic hullmod slot).
At least seen in precedent that skin hullmods are usually very beneficial with few drawbacks. Just a -5% flat armor can be detrimental especially on midline ships! My suggestion would be just to remove the armor penalty outright and add a minor buff that could help these ships… you can add a mini-hardened shield to this hullmod like 5% and it would be enough to differentiate it from a regular midline variant. My suggested change would probably help with some of the Conquest’s weakness.. just very marginally, but not significant enough to make it busted OP.
Otherwise, good luck with the mod’s development for the near future!
Because of this post and noticeable mentions in rules.csv, the Admiralty at least from the Kazeron navy doesn’t exist (at least from the Kazeron’s perspective). Navarch and Kazeron’s Navarchy does.
That name does sound a lot better, too.
tech/manufacturer in your hullmod.csv should be named to something you specified in the tech type or Persean League itself (vanilla setting.json contains these colors now!) whichever is up to you in order to match what every skin hullmod have in their design type.
Good catch
I feel can better be rewritten as:
This ship is a prime specimen of the Kazeron Navarchy. Exceptionally well-tuned and cut above engines increases maneuverability and top speed by %s. Long-standing League research and development has upgraded {yaddayadda} resulting in a {yaddayaddapercentage} improvement.
I didn’t really like my wording either. Gave it another pass looking at what you suggested and what was written for the Fourteenth Battlegroup hullmod.
This goes off with me saying that Kazeron ships especially should not be losing armor at all given when you look at the rest of the factions and their “sub-faction” type ships (using mods as a reference as well)
At least seen in precedent that skin hullmods are usually very beneficial with few drawbacks. Just a -5% flat armor can be detrimental especially on midline ships! My suggestion would be just to remove the armor penalty outright and add a minor buff that could help these ships… you can add a mini-hardened shield to this hullmod like 5% and it would be enough to differentiate it from a regular midline variant. My suggested change would probably help with some of the Conquest’s weakness.. just very marginally, but not significant enough to make it busted OP.
I was worried about it being too busted, but I think you’re right, especially now that the ships are somewhat more rare. I’ll change it and see how it feels.
Version 1.2 released
-Name changed from Kazeron Admiralty to Kazeron Navarchy
-Hullmod no longer reduces armor, instead improves shield efficiency.
-Flavor rewritten
-Hammerhead (PL) and Sunder (PL) art given another pass
-Conquest (PL) no longer has built-in auxiliary thrusters
Tartiflette’s excellent guide to ship painting, which basically outlines how to reproduce SWP’s consistency. Interesting stuff but I’d have to take some time to better learn the tools.
…I’m getting that

Side note: out of curiosity would you consider doing something similar but with Sindrian Diktat ships? I find their fleets to look rather bland as well.