Yeah you gotta be strategic with leaders now. A well-designed 60k fleet should suffice. it's probably a bad idea, and there's like 300 mods for it, and don't waste the developers time. It is primarily related to ACOT, not ZoFe. The problem in Stellaris is that every ship/weapon upgrade costs more than it is valuable. ago. Also, I do think there should be a flat boost to the repeatables for fleet cap to a max of 300. However, the Auxiliary Fire Control is always a strong option. Contents. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. 8, but going 2 or 3 or more over is supposed to be less punitive. 3. So they are boxed in like a Stellaris player, playing on a 1000 star system, GA, no scaling, who smartly chose to only run with 2-3 scouts and now he's boxed in by his neighbors. Mechanics [edit source]. +10 Years Leader Lifespan if not robot. It reduces the accuracy of attacks made against your ships. So in your case it should only be an only an actual 13% chance to hit for every weapon. 로그인 상점. High Tracking Ships. Latest. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. Corvettes are useful since their high evasion lets them avoid being hit by heavy artillery weapons, but they are absolutely destroyed by carriers. Does accuracy cap at 100 percent. I'd love to see in the ship designer all the math done right there. . Destroyers are really situational. Our coilgun has a tracking of 50%, and our lvl 2 sensors add another 5%, giving our shot a tracking value of 55%. Evasion used to be extremely strong, but it's been significantly weakened (by setting a cap to the value at 90%, before tracking gets taken into account). This only gets you to around 86% evasion. Bonus chance to hit comes from computers and auxiliary fire control. Medium. A big part of the strength of Corvettes is their sublight speed. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. I know the tracking is supposed to be counter-evasion, and chance to hit formula etc. Does accuracy cap at 100 percent. Can. Stellaris Real-time strategy Strategy video game Gaming. This is the best shield dps a corvette can do. ago. Go to ship designer and look at the stats for evasion Upload AttachmentLike every other expansion for Stellaris, Overlord adds tons of new content and mechanics that offer new avenues of galactic conquest for players. Meanwhile, admin buildings, but even then it will probably be over the cap until you get new tech. 23 =. Corvette has 60%, destroyer has 25%, cruiser has 10%, battleship has 5%. Content is available under Attribution-ShareAlike 3. I really think evasion was programmed wrong. In a 1v1 dual with low evasion we can still see either side dealing more damage to shield than the other side have. If you give it another module that gives +10% evade, the final evasion is 240, not 242. R5: it is now possible to have 90% evasion cruisers! You need admiral with guerrila tactician (50% evasion), titan with Ancient target scrambler (+5 flat evasion), subrefuge tradition (+5 flat evasion), boon of the shroud. Destroyers and Cruisers are typically useless in the late-game; they do. Second, as accuracy and evasion are additive, not multiplicative (Hit rate = Base Acc + Acc bonuses - Enemy Evasion), the smaller the base Accuracy is, the more sensitive to Acc Bonuses and enemy Evasion the weapon is. +20% Evasion +25% Shields +20% Upkeep : Flagships [edit | edit source] ENT: TOS: TMP: Pre-TNG: TNG: Post-TNG NX-01. 3. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. Make great raiders and. 2 armor, 1 shield. The price. There is also a cap on how many of these megastructures can be built simultaneously, which is 1 but can be increased to a max of 4. T. Ground combat takes place between the world owner's armies and the invader's armies. (Note: patch 3. What you guys think about giving some evasion to ships, should it balance out the current cruiser/battleship meta? I think +20% for corvettes (=80%), +15%. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. passive: fleet won't attack on its own, but will defend itself. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. 3, replaced with Unity system) Changes the administration capacity of a country. I'm curious how the math works out for evasion going beyond the hard cap of 90%. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. For picket I prefer precog because I rather have the tracking. naval cap does not really matter. I have tried removing the evasion cap. yes. In terms of content, we can expect additional "changes to leader traits and some of the. Well that's the start of an idea, if I know forums. Which makes this very difficult. Just be aware that I'm talking about fleets at/around Fleet Command cap, so ~8 corvettes per battleship. With 2 Shield Caps, Orilium Ore, and using Psionic Shields I've been able to create Titans with 9000 Shields (5 Psionic Shields x 1250 Shields per Psionic Shields x 1. 95% and 100% evasion corvettes have insanely high military power. R5 : My corvettes (and all my other ships as a matter of fact) have basically no evasion for some reason. Is there an evasion cap? I've searched the forums, patch notes, the wiki, and this subreddit, but I can't find anything saying definitively if there is an evasion cap and what the evasion cap is, if it exists. The hover-over text says traditions and technologies can increase the leader cap. About this site. ago. . ask questions and/or talk about the 4X grand strategy game Stellaris by. Subscribe. These weapons will always have at least a 10% chance to hit, but between, say, an arc emitter and a torpedoe hit, the torpedoe is almost always going to do far, far more damage, while the fighters are higher DPS. Yep, the component should be used for the regen, the admiral should have either the 33% disengage chance increase or the one that increases both fire rate and sublight speed, at least those are my top picks. NSC makes carriers more worth running. Adventurous Spirit. I think living metal is honestly kind of overrated. 0. Evasion isn't worth much on destroyers, if its worth anything. The 4 KA + Lance is fine as it is, this way your ships AI will strip shields with KAs and finish off everything without shields with Lance sniping. The evasion on the ship designer doesnt include all the bonuses. Wiki. If it's simply chance to get hit, then evasion cap (90%) means it's equivalent to rolling 10 sided dice and checking if it's not 10. Does accuracy cap at 100 percent. This also skews your "power vs small" since H slots have 100 Tracking and absolutely shred high evasion targets. Enterprise-EYou cant follow guides exactly every game is different and doing the same thing every game would be boring anyway. So you'd take (raw evasion - weapon tracking) and if the result was over 90, cap it at 90. As I know evasion is caped at 90%. So fleet cap will be 1000. section_template – #Ship Sections. It is a companion mod to ACOT in an effort to make ZoFe compatible with ACOT. Thanks for the tip, though; depending on how this fight goes. How Hit vs Evasion work is a little unsure. Stellaris Dev Diary #312 - 3. A Destroyer's value is the L weapon, rest is inconsequential; it costs 2 Nav Cap, and a set of 4 is thus roughly equivalent to a Battleship without the X weapon, although of course the evasion is pretty massive for defense. As far as I can see, going 1 above Cap is as punitive as in 3. 1. I went and tested this with no mods and the issue still persisted. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. • 5 yr. One thing I've noticed is that they simply crack out ships going way over their fleet cap. This longer wait comes as a result of Paradox usually winding down for the summer, as employees go on holiday. Enterprise-C. Military Theory- Grand Strategy Simulations: +2 Leader level cap, +20 Fleet Command limit, +25% Society Biology- Genetic Recoding: -50% Gene Modification cost, +2 Gene Modification Points, +25% Society New Worlds- The Final Frontier: +2 Pops on new colony, +50% colony development speed, +25% Society With 2 Shield Caps, Orilium Ore, and using Psionic Shields I've been able to create Titans with 9000 Shields (5 Psionic Shields x 1250 Shields per Psionic Shields x 1. Leaders can also be appointed to the council in addition to and concurrent with their regular assignments. Generic Leader ID numbers are generated in every new game as follows (tested on 5/18/16 version 1. Go to Stellaris r/Stellaris. One can also add flak/PD Destoyer version to fleet if enemy using missiles/fighters. Also there is +30% evasion from 3 thrusters and 10% from combat. 9 but forgot to remove the %. Does accuracy cap at 100 percent. Big weapons have little to no tracking, meaning they do get the full. evasion, hull, hull_damage, hyperlane_range,. Enterprise-D. Corvettes can’t really win, which is sad because they should be the scissors in the rock-paper-scissors trio. . If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. The admiral on the bottom left is the commander of a 240 fleet of destroyers (the first one I built just to see if it's possible). Reply. About 20 in-game days after I posted this, the extradimensional invader crisis started and spawned right next to my territory, so I went with shields for immediate utility. Easily one of my favourite space strategy games. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. Weapon components. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. E) You're in this to the win the war, not the battle, so make sure your fleets can escape if necessary. Even with 50 normal fortresses (100 jobs) you get 1050 cap, which is the equivalent of ~130 battleships, or 5 full fleets. Read the full patch notes here [forum. 30) over a Sapient computer. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). I'd love to see in the ship designer all the math done right there. 31. The thing to remember is that the fleet "cap", isn't. 3. Leader Cap Rebalance. What is the point of 200% in whirlwind?This article has been verified for the current PC version (3. non-combat ships are on evasive by default and as such they will run immediately, when a hostile is in the system. Same way there is a hard 90% cap on evasion, I'm wondering if there is one for speed. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. You can encounter them, but then wait to also find. I generally prefer the precog interface. IIRC you can actually get >91%. Missiles are somewhat better against point defense, by dint. 9 update release date:September 12, 2023. fighters aren't affected by any of those stats, but they're so small only point defense can stop them, and sometimes that's not enough. ago. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. There actually aren't any other modules that have useful in-combat effects, so there really isn't any competition from other options. What do people do with extra resources, just sell them?. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. However, I am interested in whether or not a viable evasion-build for destroyers exists in the. Yes at 10. Almost 21% actually. A leader is a named character that leads a significant part of the Empire, as a Commander, Official or Scientist. Medium. May 15,. Yes, they let your Corvette move faster and get into firing range sooner. 1. Tracking negates evasion, so no. The modifier is shown in the government tab and the only other modifier i have is Amoeba Extirpator which adds +20% damage vs space amoebas. What I've ended up doing is manually putting resources into each sector's stockpile. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…There are three options: aggressive: fleet automatically attacks hostiles. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. Thread starter nightraven1901; Start date Oct 29, 2022; Jump to latest Follow Reply. Best way to increase naval cap would be whats already been mentioned. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. Business, Economics, and Finance. Tracking counters evasion. I've cared more about leaders in the last couple of days of play than in the entirety of my Stellaris play since launch. To meet this requirement without a chosen one admiral you also need to have gotten the Neural Symbiosis event and made your pops brain slug hosts. We’ve heard your feedback on the leader cap, and we’ve softened up the penalties for going over the Leader Cap in 3. Timing it for your third civic reform, which is also your general ascension point, will let you hit. The 3rd way is to get the Lost Amoeba anomaly BEFORE you finish the first contact process with Amoebas and adopt Bubbles Euka, and this is available to all empires that can take that option. This is separate from your Naval Capacity (shown at the top of the screen). In terms of content, we can expect additional "changes to leader traits and some of the. What is the point of 200% in whirlwind?As I know evasion is caped at 90%. I always thought that Stellaris should have something like a fleet control or academy on planets. Having the ability to choose their advancement is huge. I got it fairly early in the game but I can't remember how. You need a lot of ships to make carriers worthwhile. A fleet that has a lot of offensive weapons that are unsuited for the enemy it is facing (Alien creatures with regenerating hulls or skins, enemies with sophisticated and. Corvettes can’t really win, which is sad because they should be the scissors in the rock-paper-scissors trio. TL;DR: Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. 6 and wow the AI is good now. For best results use along with BB fleet, Destroyers go in first, while BBs pummel the enemy with extra damage (just like vette-BB strategy only far more superior). Even better up against no retreat fleets. The habitability cap would have been so much better as a straight malus (-20%) so that you use the. r/Stellaris A chip A chipThe Stellaris Command Limit is just another phrase for how big your individual fleets can get. computers) with torpedoes, all the way up to 75% hit chance with precog + lvl 4 sensors. Ships will take a bit longer to build, be a bit more expensive, and a bit more powerful. it's probably a bad idea, and there's. I personally think its additive . And as of 3. Sort by:These are the best grand strategy games in 2023: Supremacy 1914. Content is available under Attribution-ShareAlike 3. Edit: Quick search to confirm, added in 1. scaling unity upkeep of the leaders and scaling malus to leaders' xp gain. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. These three things are then used by a ship_design to formulate a complete ship. Swarm computer. stellarislocalisationmodifiers_2_l_english. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. I've always used Afterburners as far as I can remember but only on corvettes, getting 90% evasion which I believe is the cap for it is really good, have a fleet of corvettes and you don't really lose that many unless you're throwing them at something you're obviously going to lose against. I'd love to see in the ship designer all the math done right there. ago. Unless you're going for habitat spamming it doesn't have much value until you have the megastructure research, and it's a comparable amount of research time to. So then the only thing I can guesstimate is that if the +1 to Chance to Hit was applied instead of the +2 or +4 to Tracking, it would go something like this: +X CtH Bonus (Chance to Hit = Accruacy - (Evasion - Tracking)) (90% - 1 (70% - 60%) = CtH) +1 CtH B. Atharaphelun • 2 yr. Ran the command to research all techs and managed to get evasion up to 0. I use 2A/1S on my armor/hull-regen corvettes and split armor/shield even stevens on everything else. New game needed only for civics - Compatibility with "Unique Ascension Perks". There are 2 ways Evasion can increase, Adding or Multiplying Thrusters and CPU are additive, Nearly everything else is Multiplicative. When you go over the cap, your empire will start to incur penalties. 9) of the game. The penalties you will incur are as follows:-0. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. So corvettes at 120 range are near unhittable. Same reason as above. Business, Economics, and Finance. Coming to the end of my current playthrough, I really don't see the problem with leaders. darkestkhan Second Lieutenant. PeerawatZ/ShiRoz Stellaris Mod Collections. I haven't done combat testing to verify wether it's a typo or it's the real stats. I'm not a fan of this new type of ship parameter. Made modifiers from living standards triggered to hide them. a battleship costs about the same. So after you give another empire the max amount of favors, they should lose their value. -Traditional. This government is a spiritualistic form of oligarchy, where the political leadership lies in the hands of the leaders of the nation's most powerful religious factions. Why? All this would achieve is to penalize empires that don't own many systems, and to penalize the AI more than players. Noxious is an awful trait for everyone except for origins like Shattered Ring/Life Seeded who can actually use it quite wel. +5 Tracking & 72% Evasion. Sapient Picket combat computer. With all these new reworks, and bug fixes, and updates. In 1 collection by Chirumiru ShiRoz. For 100 of those you get 400 jobs, that's 2400 naval cap just from jobs in a mid-to-big sized empire. I have also noticted this. 50 navy cap is feasible, & command cap is likely to be 50 also 50 Navy Cap = Base (20) + Stronghold (+6) + Anchorage (+4) + Doctrine: Fleet Support (+20). How outweighting this would be in this case, as compared to having gentle space companions. com]. Its similar to Armour, being capped at 90%. perhaps the best anti-Evasion ship in the game? r/Stellaris. yml lines 85-86 title and in-game description amoeba_extirpator modifier. Same thing for evasion. 9. Which makes ship with terrible tracking weapons have more trouble with corvettes. At start, most of the universe is sparselly populated with Space Monsters that you encounter very early. A well-designed 60k fleet should suffice. Lots and lots of soldier jobs, plus the usual things like traditions, edicts, perks and tech. Accuracy is the standard/max to-hit of a weapon. I'd love to see in the ship designer all the math done right there. Last edited: Sep 30, 2021. I haven't played since some version in the 2s and I am having some trouble understanding how all of the 3. Noticed also that speed was super high, at 6k. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. There's nothing wrong with an all-battleship composition. Theres obviously some fine tuning needed, but I think it's a big step in a good direction. Evasion cannot go higher than 90%, however, so 100%. 1x regenerative hull tissue. If you are going to use them, I would keep them in separate fleets. So, if the attacking ship has +4 to Tracking, that makes the Chance to Hit = 84%. Frigates are an advanced version. Subscribe. Same thing for evasion. During the Chosen One Shroud event, his name showed up. Tracking reduces evasion. Evasion isn't worth much on destroyers, if its worth anything. Anything from a species full of Mother Theresa's to species full of Adolph Hitler's. For example, when you got a 40% evasion, a base 80 acc weapon would lose 50% of its DPS (from 80% to 40% acc). So if you have like psionics which give 15% to overall evasion, you build ships below 90 so they reach it with admiral. Subscribe. Inglorious_Muffin • 6 yr. Tracking means how good a gun is at predicting where the enemy will move next and adapt accordingly. But you could have 150 raw evasion and then they'd need 61 or more tracking to get you below 90%. Excess power for Advanced CPU & Autocannon upgrade (90+ power rating) Tier 1+ Missile Boat Corvette. +20 Years Leader Lifespan if not robot. A big part of the strength of Corvettes is their sublight speed. . -At least one or two of the new traditions increases the caps. section_template – #Ship Sections. FogeltheVogel • Hive Mind • 2 yr. One thing I'm noticing is that my Naval Capacity is quite low, even about 60 years into the game. 0 changes are affecting the game. Machine Intelligence. Hm. 9 "Caelum" update is now available! The 3. The functional cap I do believe is 90%. 2 from 2 Shield Caps x 1. Each star fortress can give (4+2)×6= 36 capacity. 2. −10% Leader Upkeep if robot. Report. I want some advice on how. Industrial Designation. How to get: Race: -Any Except Machine. In terms of their tracking, keep in mind that by the time you're likely to be facing a lot of evasion-capped ships, you've probably also got the techs to guarantee at least a 50% hit chance (lvl 3 sensors + adv. yes. This page was last edited on 21 April 2017, at 08:46. What is the point of 200% in whirlwind?I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. That way the part of the community that wants admirals to increase fleet cap can have their doom STACK(!) that has -100% ship fire rate and -100% evasion and I don’t have to see another post about admirals affecting fleet cap or else I’ll cry. 1 the first in the 3. ago. 10 = 1. Does this give me 110% accuracy before evasion?…With all these new reworks, and bug fixes, and updates. After tracking (tachyon. First, let’s say I’m planning to use a…It looks like they forgot about machine empires for Libra. 30. No. Corvettes are useful since their high evasion lets them avoid being hit by heavy artillery weapons, but they are absolutely destroyed by carriers. That is, "Chance to Hit" is really accuracy and 100% is the maximum. Edit: in your example chance to hit is 80. 9. waterman85. They are just kinda fragile. 90% evasion - 15% tracking = 75% effective evasion, 85% accuracy - 75% effective evasion = 10% chance to hit if evasion wasn't hard capped and only effective evasion was the equation be more like: 125% evasion - 15% tracking = 110% effective evasion, but reduced to 90% if effective evasion was capped The 90% Evasion Destoyer is far superior to the corvette. And if you can get it up to like 50 with the right tech and buildings, then oh boy enjoy your space empire playthrough. Fire Control modules all improve accuracy and / or tracking. -3. Suggestion. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. They take a long time to pay themselves off since no one can afford them early on, and are expensive to start in the early game vis-a-vis using the resources for other things that build power. Stellaris 3. 9 "Caelum". 4. Stellaris Wiki Active Wikis. As for the indicated maximum and minimum ranges, I would. 其中舰队司令的加成含义是在5级和10级时各+1。 属性 闪避. Which is something you’ve got wrong; 90% evasion doesn’t turn your 20K fleet into a 100K fleet. These are still the strongest ships around by far ,. A few mods for Stellaris & Imperator:. With all these new reworks, and bug fixes, and updates. The evasion cap is too small and tracking or accuracy is too easy to acquire. If you double your leader cap, xp gain will be zero. Everything did go according to plan, with the patch going live on September 12. 13. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. It only works against the crisis (Contingency, Unbidden, or Scourge). LHtherower • Shared Burdens • 1 yr. But you CAN outrun your opponents. If the attacker's tracking is higher than the defender's. A Destroyer's value is the L weapon, rest is inconsequential; it costs 2 Nav Cap, and a set of 4 is thus roughly equivalent to a Battleship without the X weapon, although of course the evasion is pretty massive for defense. Cheaper Alloys cost than armor. Both the final numbers leave me at 54% and 40% Evasion respectively, which is still under the 90% actual cap, hence my curiosity. So here we get a CtH of 75 – 8 = 67%. Tracking negates enemies evasion, so high tracking rating in a weapon is mostly good to counter corvettes and destroyers, doesnt do much against bigger ships. This article is for the PC version of Stellaris only. . That is, "Chance to Hit" is really accuracy and 100% is the maximum. 9, exceeding the cap is less punitive. With all these new reworks, and bug fixes, and updates. You're not wrong, but neither are the people complaining. This way I got a pretty low effective fleet cap but no changes in early game. I'd love to see in the ship designer all the math done right there. It's basically the difference between the Engimatic Encoder being worthless or not for my Corvettes. Montu (youtuber) has done a bunch of simulations with various compositions. Flak does less damage per shot, in contrast, but is far better at tracking, which makes it better at destroying highly evasive targets. So you need 90 evasion - but you look at the number after your corvette is in the fleet. Strike craft can also do a lot to them due their tracking and frigates lacking PD. Does accuracy cap at 100 percent. Bah, that makes high track short range weapons useless (as at short range evasion does nothing). R5: mostly missiles with a tiny bit of PD. It is developed by Paradox Development Studio and published by Paradox. The MacroCanon's situation is that it offers L-tier anti-shield burst damage at a.