stellaris evasion cap. Enterprise-B. stellaris evasion cap

 
 Enterprise-Bstellaris evasion cap  If a ship does sit still it should be moments from exploding, or at least, have 0% effective evasion

Space warfare. 0 unless otherwise noted. It's the next 20 years of researching the appropriate tech that really limits things. 5) Admiral. Excess power can get you around another 2%. So the only things that help are some of the modifications in the different Tradition Trees. – #Global Ship Designs. Evasion isn't worth much on destroyers, if its worth anything. Stellaris: Suggestions. If you give it another module that gives +10% evade, the final evasion is 240, not 242. Destroyers and Cruisers are typically useless in the late-game; they do. I can't express how fun the Leaders part of the new design is. . So you need 90 evasion - but you look at the number after your corvette is in the fleet. Enigmatic Encoder. This for Gestait Consciousness Empires, can't confirm if same for others as I don't play other empire types. Psionic admiral gives 15% evasion, so from 80% you get 12 bonus, but cap is 90. Made modifiers from living standards triggered to hide them. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. Stellaris Dev Diary #312 - 3. What do people do with extra resources, just sell them?. Which reduces your influence and diplomatic weight. I have a question regarding Evasion mechanics. As far as I can see, going 1 above Cap is as punitive as in 3. At point blank range evasion doesn't work. Your 20K fleet is a 20K fleet,. 27 dps. One thing I'm noticing is that my Naval Capacity is quite low, even about 60 years into the game. . In 1 collection by Chirumiru ShiRoz. They are just kinda fragile. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. The free 3. Realistically speaking (and this is also true in stellaris), evasion is a big part of survival in combat at substantial ranges with sublight weaponry. Members. 9 "Caelum" update is now available! The 3. 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. 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). I'm curious how the math works out for evasion going beyond the hard cap of 90%. Or build that one building on a star base that adds 2 naval cap per anchorage. Vulnerable to kinetic weapons. My ships sat at +185% fire rate, +80% damage, +90% range, +20% evasion, +3 disengagement opportunities, and +50% disengagement chance (lvl 3 trickster helped a ton), +60% shields, +80% armor, and +30% hull. )Galactic Paragons Expansion Features. Over the past month, the US has sanctioned five vessels for hauling crude above s $60-a-barrel price cap set by the Group of Seven and its allies. Patch 3. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. No corvettes are not useless in endgame, but you need to use them wisely, and in force. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. Fleet cap and navy cap also become limiting factors quite quickly (along with tech in general) so invest heavily in research. Any empire-wide evasion boosts you can get (Amoeba research project is the most common) Then you can get pretty high-evasion destroyers, pushing high eighties or even hitting the cap of 90. or. I do still use destroyers, but as a reduced role of a highly efficent point defense to counter those. It's become a. Component bonuses: * Sapient picket computer: +10% * Enigmatic encoder: +20% Repeatable techs play a role. This mod is intended to improve your stellaris experience with adding bunch of new civics. 0. Also there is +30% evasion from 3 thrusters and 10% from combat. If evasion - tracking is. Humanoid Species Pack Added the new Enmity tradition tree focused on making and maintaining rivalries; Added three new species. 3, replaced with Unity system) Changes the administration capacity of a country. I've cared more about leaders in the last couple of days of play than in the entirety of my Stellaris play since launch. Though ground warfare is necessary to achieve ultimate victory, landing armies is safer once the fleet has eliminated the threat of enemy vessels intercepting and destroying vulnerable troop transports. • 6 mo. 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. Everything did go according to plan, with the patch going live on September 12. Stellaris Real-time strategy Strategy video game Gaming. So here we get a CtH of 75 – 8 = 67%. 4 items. So 80% Accuracy weapon vs 80% Evasion craft = 0% Hit chance Wouldnt that be 80% of 80% = 16%. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. 9. I'd love to see in the ship designer all the math done right there. It is possible that the fields in the file are fixed-length fields, so perhaps I should have deleted the number 6 plus a space in front of it before making it a 10, but I haven't had time to try that yet. 로그인 상점. You need a lot of ships to make carriers worthwhile. Are max evasion Destroyers the best ship design in Stellaris? Are they better than battleships? In this video we will find out! Lets look at how to assemble,. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Psionic admiral gives 15% evasion, so from 80% you get 12 bonus, but cap is 90. that the 1 missile per 1 fleet cap is pretty insane. If you cap. Crusader Kings II. Amoeba's will tend to get wiped out sooner or later anyway, but bonus evasion will always have a chance of avoiding damage on your ships. ago. Smaller ship frames have higher evasion. Letter to Developers: Administrative Capacity. section_template – #Ship Sections. 9%. 31. 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. So in your case it should only be an only an actual 13% chance to hit for every weapon. 10 * 1. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. But you could have 150 raw evasion and then they'd need 61 or more tracking to get you below 90%. If you can hit that with precognitive then it's strictly superior to sapient. yes. ago. It makes all your pops generally good at everything, let's them live anywhere, etc. Maybe having the galactic community resolutions have an affect like "Hiring a Merc fleet increases your naval cap by X% of the fleet's size" Because right now hiring mercs almost always tanks your economy to the point that it can lose you the war, unless you keep your naval cap practically empty. Last edited: Sep 30, 2021. Large. It is a companion mod to ACOT in an effort to make ZoFe compatible with ACOT. The penalties you will incur are as follows:-0. Cheaper Alloys cost than armor. The coilgun has an accuracy of 75%. Be it in research, utility slots, power and alloys spent. +20% Evasion +25% Shields +20% Upkeep : Flagships [edit | edit source] ENT: TOS: TMP: Pre-TNG: TNG: Post-TNG NX-01. Not new but (almost) mandatory: the ascension perk that adds +50% leader XP and +2 leader cap. All empires have a soft cap of 100 empire size. One empire had a cap of 25. +2 Leader level cap, +20 Fleet Command limit, +25% Society Biology- Genetic Recoding: -50% Gene Modification cost, +2 Gene Modification Points, +25% Society. So fleet cap will be 1000. These are still the strongest ships around by far ,. This post's point rings kind of hollow when you admit you agree with the complaints. I haven't done combat testing to verify wether it's a typo or it's the real stats. Constructing a starbase requires first fully surveying the desired system. The more you know. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. May 15,. I know that corvettes have no problem reaching the evasion-cap at 90%, and that cruisers+ can't get to relevant evasion numbers no matter what. 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 is directly subtracted from accuracy when calculating hit chance, and corvettes can pretty quickly hit the 90% evasion cap with afterburners and decent engines. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. I know the tracking is supposed to be counter-evasion, and chance to hit formula etc. Like, even my BB's with shield cap. The attacker's counter to evasion is Tracking. I've cared more about leaders in the last couple of days of play than in the entirety of my Stellaris play since launch. Can anyone tell me what “chance to hit”, “chance to evade”, “tracking”, “evasion”, and “accuracy” are, and how they all relate to each other? Title says it all… I can’t find clarification on those stats anywhere Related Topics. I have tried removing the evasion cap. Does this give me 110% accuracy before evasion?…With all these new reworks, and bug fixes, and updates. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. But it does not. Just swap the artillery core for the carrier core and leave everything else the same. Torpedoes do more damage, and especially do more damage per hit, meaning enemy ships are more likely to be destroyed, rather than escape to emergency FTL. 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. 1 daily regen (2. Just keep playing, you will get tech that helps reduce sprawl. Just be aware that I'm talking about fleets at/around Fleet Command cap, so ~8 corvettes per battleship. Stacking evasion to 90% on Destroyers is valid mechanic and very doable, if you pick all right elements for it (e. +1 Admiral Level Cap −50% Cohesion Penalty For New Members President gets +5% Resources from Jobs Level 5. One mono corvette fleet and one mixed battleship/cruiser fleet. Advanced shields require Strategic Resource to make. 2 from 2 Shield Caps x 1. Atharaphelun • 2 yr. That is, "Chance to Hit" is really accuracy and 100% is the maximum. I haven't played that much Stellaris in a while but I played my first game of 3. Content is available under Attribution-ShareAlike 3. RPGs do it all the time for damage resistance. I don't know if my build had anything to do with it, but I was playing as Fanatic Xenophile-Egalitarian Master Crafter Ringworld. Trade represents the transfer of goods or resources from one entity to another, usually with the intent of generating a profit from said transaction. Sort by:These are the best grand strategy games in 2023: Supremacy 1914. Continuing from a previous article, we'll be looking at the Guardians added to Stellaris in the Distant Stars DLC, and. 0 was only released as a beta, making patch 3. This means that fleets with long-range weaponry can engage enemies from further away. Gestalt Consciousness empires use nodes rather than council leaders. computers) with torpedoes, all the way up to 75% hit chance with precog + lvl 4 sensors. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. 8 Governing ethics attraction. So in your case it should only be an only an actual 13% chance to hit for every weapon. 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. Really helps winning. See rule A for why having both is paramount. 21) a net 21% increase to the final evasion. having dark matter tech also. In theory it does also grant extra evasion, but as mentioned Corvettes will usually be hitting the cap anyways. 4 "Gemini"! Please see the patch notes for more details. 3. Description. . With the aforementioned common 75% in bonuses, those 2400 become 4200, more if you can stack further bonuses. Devouring swarm increases naval cap by default, the only other hivemind civic that increases naval cap is subapace ephase. Destroyers and Cruisers are typically useless in the late-game; they do. The AI becomes absolutely terrified of corvettes. Swarm computer. R5: A 90 evasion destroyer, attained through extreme luckiness. CryptoAccuracy describes how good the weapon is at firing at an enemy ship in general. 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. R5: mostly missiles with a tiny bit of PD. This mod is intended to improve your stellaris experience with adding bunch of new civics. Montu (youtuber) has done a bunch of simulations with various compositions. . 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). How Battles Begin. A well-designed 60k fleet should suffice. In 1 collection by Chirumiru ShiRoz. Most warfare is settled through space combat. This is separate from your Naval Capacity (shown at the top of the screen). . 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. 2) Ringworlds are bread and butter for machines now. Otherwise, use NSC and run 18 fighters on a single ship, 27 on your flagship, and laugh. 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. 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. Substance Abuser. Make some more fortress worlds if they are available. After tracking (tachyon. 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. 4 Claim influence cost. 9. Spamming nothing but Corvettes is a. 3. The AI tends to get trounced by the L gate fleets. For corvettes sapient is better if it doesn’t take you past the evasion cap, but if you are already past the evasion cap (which you very likely will be with Admiral traits and other ship upgrades) precognitive is strictly better. Same thing for evasion. From the wiki " Your ships' maintenance costs are multiplied by either 1, or naval capacity used / total naval capacity, whichever's greater. Does accuracy cap at 100 percent. You can encounter them, but then wait to also find. +50% ship cost. 13. A big part of the strength of Corvettes is their sublight speed. r/Stellaris A chip A chipThe Stellaris Command Limit is just another phrase for how big your individual fleets can get. 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. As I know evasion is caped at 90%. Tracking depends on the weapon size and type, computer and sensors. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your design, if you can hit 90% evasion then its benefits don't stack and you're better off going with Picket computer despite not using Picket weapons. evasive: fleet retreats as soon as enemies appear. So corvettes at 120 range are near unhittable. Evasion - tracking. S. With how many tracking bonuses there are easily available in game it is very possible to reliably hit a 90 evasion corvette with a spinal mount weapon. Since their ships hull points are way lower than their shields and armor points. 9) quite a lot. For picket I prefer precog because I rather have the tracking. 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. Does accuracy cap at 100 percent. The crux of admin cap is that the part of the economy it affects changes significantly over the course of the game, and, as a result, the only reasonable way to treat is to (a. My empire is fanatic. Evasion of Menacing Corvettes. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. This page was last edited on 21 April 2017, at 08:46. When you research the special project to identify them, you are usually presented with a few options as how to approach them. If you choose to do a Project to study them, you will get an Empire wide bonus of 5% evasion. Missiles are somewhat better against point defense, by dint. I rescued him from the Marauders near my borders, and just kind of forgot about him for a while. 4. Edit: Quick search to confirm, added in 1. 3 comments. )Features. We’ve heard your feedback on the leader cap, and we’ve softened up the penalties for going over the Leader Cap in 3. 2. (Note: patch 3. I rescued him from the Marauders near my borders, and just kind of forgot about him for a while. This will make combat more personal and dramatic, and may also benefit late-game FPS. 1. Rule 5: This is the trait for an admiral when it becomes the chosen one. +10 Years Leader Lifespan if not robot. Noticed also that speed was super high, at 6k. Ships consists of three basic components: ship_size – #Ship Sizes. The price. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. SC in Stellaris tend to have high tracking and accuracy while ignoring shields (making them the perfect countermeasure for opposing Corvette swarms) and also. 2 days ago · 2:13. Removed criminals providing trade value in some cases. 0 but I didn't think to save links to the relevant threads at the time. 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. the counter to evasion is tracking which again has different. Build fleets in a 1:1 ratio to each other. +5% Evasion, +25% Engineering Industry- Organic Silicon Processing: Minerals from Farming Jobs +4, +25% Engineering. There need to be hard counter to missiles as they are a hard counter to shields plus have high accuracy and good tracking. not sure how that happens, i could switch it to. . ; About Stellaris Wiki; Mobile view I see why paradox caped evasion at 90% now. . Fir wxample menacing corvettes get an extra 15% evasion and 50% extra chance to retreat in combat. Those were the two key parts of the strategy- cannon-fodder ships and not minding losing them- but crisis level 3 gives 50% ship build rat and boosts menacing corvette evasion (nice) and withdrawal (functionally useless here),. The thing to remember is that the fleet "cap", isn't. - Savegame compatibility. Description. 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. Ran the command to research all techs and managed to get evasion up to 0. Consumes power. naval cap does not really matter. Chaincat22 • 6 yr. Ground combat takes place between the world owner's armies and the invader's armies. evasion, hull, hull_damage, hyperlane_range,. But what if defense platforms spammed corvettes without ftl capabilities, and no influence on naval cap (like fortresses spam defensive armies)? They would be viable, and I don't think it would break the game. 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 option to build a starbase will now be available. 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. ErickFTG • 1 yr. While bigger weapon slots on ships have higher damage and longer range, they normally also have lower accuracy. 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. Noticed in one of my games that my corvettes were acting ♥♥♥♥♥♥♥♥ than usual, and found out that the evasion was stat was stuck at 0. Now, it is off the charts fun. Edit: in your example chance to hit is 80. Does accuracy cap at 100 percent. . Enterprise-C. Tracking means how good a gun is at predicting where the enemy will move next and adapt accordingly. Point Defense does more damage per shot - its better at actually destroying incoming attackers because it kills them in less hits, giving them less of an opportunity to damage your fleet - if it hits, which is the critical distinction. Stuck like chuck. Stellaris. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. 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. SirVandal Necrophage • 3 yr. 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. Carrier cruisers are excellent when you outtech your opponent, they can beat smaller hull types in 1:1 fleet power with very low casualty rates. Enterprise-EYou cant follow guides exactly every game is different and doing the same thing every game would be boring anyway. There actually aren't any other modules that have useful in-combat effects, so there really isn't any competition from other options. Obviously to each individual weapon on the ship. Steps to reproduce the issue. 9 ‘Caelum. component_template – #Components. Almost 21% actually. Hm. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. I'd love to see in the ship designer all the math done right there. 6%. Sohei May 25, 2016 @ 5:13am. Which makes ship with terrible tracking weapons have more trouble with corvettes. . Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. 2 from 2 Shield Caps x 1. 3. For the first time ever on Ensign I was outscaled (while not tryharding. -Oscot, on Stellaris planets. . C) Counter Evasion with Tracking once you cap at 100 Accuracy. 419K subscribers in the Stellaris community. New game needed only for civics - Compatibility with "Unique Ascension Perks". +5 Tracking & 72% Evasion. Paradox Forum. For utility slots the Afterburner makes a lot of sense. 85 Badges. About this site. Vulnerable to kinetic weapons. Romans: Age of Caesar. They are just kinda fragile. 95% and 100% evasion corvettes have insanely high military power. Some of the numbers might look something like this (not set in stone and open to debate): -10% naval capacity. 30) over a Sapient computer. Is it normal to keep hitting the resource cap? This has happened to me every game so far. Whereas Naval Capacity determines how much ship power your entire empire can control overall, your fleet Command Limit determines how much each individual group. Or, it's part of Paradox's ongoing struggles to make automation work. a battleship costs about the same. Chosen One and Gale Speed admiral. 9 x . At some point building more ships isn't an option cause upkeep and naval cap will get you. Huge alloy production is a must to reinforce fleet casualties. Thread starter EXCAT; Start date Sep 30, 2021;. 23 =. So after you give another empire the max amount of favors, they should lose their value. In a 1v1 dual with low evasion we can still see either side dealing more damage to shield than the other side have. Stellaris. In order to stop those fleets from spawning you need a ship (any ship) to be in the L-Cluster's terminal system. I really think evasion was programmed wrong. They aren't must grabs by any stretch of the imagination and 10 the leader cap limit is relatively fine considering you can easily go to 13 or 14 before the penalties outweigh the bonuses if you want a leader rush. ago. They are just kinda fragile. Which is better depends on the target. 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%. Chance to Hit = max (0, min (100, accuracy + "Chance to Hit") - max (0, evasion - tracking)) is the correct formula. Corvettes can’t really win, which is sad because they should be the scissors in the rock-paper-scissors trio. The fleet power calculation bugs and cannot handle it. Later on carrier battleships replace cruisers with 50% more overall hanger slots, and with carrier computer type they do even better against smaller ships. Leader cap is the best thing to happen to this game the whole time I've been playing which is over 2 years. 1 Anomaly research speed. What is the point of 200% in whirlwind?So accuracy is base chance to hit, Evasion is reducing it, and Tracking is countering Evasion (only counter, it will never increase your chance to hit if Tracking >> enemy Evasion). If you can't hit 90% with precognitive, then you'd prefer sapient to get that extra few points of evasion to get you there. My battles were always as a militarist with no retreat policy, this way you have less casualties cause their ships die faster. 4 comments. I went and tested this with no mods and the issue still persisted. These 2 are the only "caps on megastructures" I can think of. Use tweakergui debugtooltip (pre 1. Vote. In fact, you can even cap evasion on destroyers which makes them better late game in many situations. It can however be used without. The Ruler is a specific subtype of Leader and in many cases is elected from the existing leaders. So if you have like psionics which give 15% to overall evasion, you build ships below 90 so they reach it with admiral. 6 Diplomatic weight. with a base of 1 allowed per empire; every 200 Naval Capacity increases an empire's Titan cap by 1, up to a maximum of 20 Titans at 3800 naval capacity. Leaders can also be appointed to the council in addition to and concurrent with their regular assignments. 1) command to find the id of leaders. PeerawatZ/ShiRoz Stellaris Mod Collections. Report. I'd love to see in the ship designer all the math done right there. Medium. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. Decent chance to one-shot any ship it hits, will target big ships. If you double your leader cap, xp gain will be zero. Thanks for the tip, though; depending on how this fight goes. 0. One can also add flak/PD Destoyer version to fleet if enemy using missiles/fighters. Does accuracy cap at 100 percent. Evasion Cap increased to 190 (Still gets countered by Tracking) Ships will try to readjust their positions based on their tactics much more often. Best. Leader XP gain reduction will now follow a curve, allowing you to hire more leaders. Since late in the game, it's possible to give corvettes their maximum 90% evasion with just impulse drives does this make afterburners and enigmatic. 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. If you then give it another module that gives +100 base evasion, the final evasion is now 220. Evasion is already factored in for that IIRC. If you double your leader cap, xp gain will be zero. Chaincat22 • 6 yr. a level 10 admiral just gives so much more punch, especially with good traits (HP / Fire rate). It can however be used without ACOT if you. EC is the real cap on amount of ships. Forum list Trending.