..\Starsector\starsector-core\data\config\settings.json
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"minBattleSize":150, # in supplies-to-recover. min value for settings slider
"defaultBattleSize":350, # in supplies-to-recover. starting value for settings slider
"maxBattleSize":500, # in supplies-to-recover. max value for settings slider <--- change this
"stationDeploymentBonusMult":2, # battlesize is increased by (station cost * this) deployment points
There is no way to lower the enemy deployment points other than simply getting a larger fleet.
For that,
Lines 481 ... 482
"maxShipsInFleet":50,
"maxShipsInAIFleet":50,
Change those and
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"crewSalary":__, # credits per crew per month
"marineSalary":__, # credits per marine per month
"officerSalaryBase":__, # per officer per month
"officerSalaryPerLevel":__, # per officer per month per level
If increased fleet upkeep is an issue for you.
Note that as total deployment points approach ~4000, or should many entities such as missiles, strike craft, or projectiles be present on the field, the fps may tend to 1 fps due to the single-core CPU bottleneck.
Also, your ships will enter the field in a 5-ship wide column, and you may find that capital ships such as the Astral-class supercarrier may not be able to meet the enemy if not deployed first.
In any case, expect all vs all fleet battles to take upwards of 5 hours to complete. Do rely on autopilot, by pressing 'U', if your flagship is deployed.
I suggest that you prepare your fleet composition to rely less on direct firepower, as there will not be many opportunities to fire upon the enemy with a clear line of sight. Your ships will pile up into a WWI style line. Use carriers and missiles, and spread your ships out using the defend order.
Good luck and have fun!