I have yet to test late midgame (no X weapon, tier 4 lasers and guns, BS). Official website for U.S. DEPARTMENT OF DEFENSE. For endgame crisis and Awakened Empires, running long range battleship fleets is really strong. Maybe Void Beams to make research more streamlined. You need to always be prepared for war and constantly increase the limit of your fleet and modernize it. Rewrote Drop Pod localisation with new flavor text and added info about them automatically activating when planetary devastation reaches 30%. Amsted Rail Group - Manufacturer of freight car castings, bearings, and wheels; Chicago, Illinois . Having a titan is great because it makes your fleet initiate combat early which gives you a strong alpha strike. Combat in Stellaris takes place in real-time, out of the player's control save for the emergency FTL order. Torpedo boat corvettes. Very strange suggestion. What rights can be selected depends on if the species is the main species of the empire, what ethics, active policies and government form(s) the empire has. This lets the fleet have a mix of weapons to target everything ranging from corvettes to titans. Question. Compared to the rest of the world's countries, the option to have a total of 6 slots is almost unique.The Democratic path of the National Focus Tree ends with Scientist Haven. For this reason+importance of ships surviving battle, BB mono fleet is … The Titan and battleships are setup with large/XL weapons, the cruisers have meds and the destroyers have PD/smalls. In endgame battleships are the best. Head to the redesigned Defense.gov where you can learn all about the Defense Department. Some things to note; • Current playthrough is very wide, my main production starbases and worlds are far from my borders • I am playing on PC, latest version • Technology is better than most AI empires (may have cheated a bit here using console commands) • Year is early 2280-ish • Far over my admin cap, i have 150 systems, though i'm not sure how much admin in total i have. Speed (also known as Sublight Speed) is the speed your ship will have when travelling through a system.Smaller ships tend to be faster. There's two ways to build them : based on Arc Emitters and Cloud Lightings and more "conventional" ones (different variants are exist). By using our Services or clicking I agree, you agree to our use of cookies. If you have the enigmatic encoder, use that instead. PD corvettes (PD higher DPS than small mass driver). Immerse yourself in the exploration of a changing universe full of wonders! Reduced the fleet capacity of the Escort Carrier from 8 to 7. Many have asked and here it is, fleet compositionsCopyright © 2018 Paradox Interactive AB. I’d also recommend afterburners, as they enable you to get extra evasion. Each fleet is shown on the screen with a strength number. An icon used to represent a menu that can be toggled by interacting with this icon. Unlike normal empires, a Fallen Empire is fully developed at the start of the game, and due to their extremely large and powerful fleets they should not be provoked until your fleet strength and technology is comparable. 1x Titan, 3 x battleships, 9x cruisers, 27 destroyers. Rule number one : any fleet composition that include all ship classes is bad one. This rule working from 1.0 release to present days. However, these mono-fleets have weaknesses and are less effective against small ships. 15 titans armed with large auto cannons and afrterburners with the computer that makes them move to the center of the battle. Corvette Screens + Cruisers + Battle Cruisers seem to work out best for me as ships are relatively cheap and pack a decent amount of firepower health and armour always go Battle Cruisers cause they pack about as much firepower for less cost in my game it's 1300 (BC) vs 2150 (Bs), PS since I semi role play as the UNSC from halo I tend to run Kinetic, Auto cannons with pd ... Not the most efficient build but it works pretty welll. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Also mandatory to have titan with +tracking (any other titan aura is a waste). Pirate Waves This mod spawns pirate fleets continuously and endlessly. Fallen empires are vestigial remnants of millennia old, extremely powerful empires that have become chronically stagnant and decadent over the ages. Cookies help us deliver our Services. American Railcar Industries - Builds and services covered hopper cars and tank cars, and offers railcar repairs, engineering, consulting, and fleet management services to shippers, lessors, and railroads . I believe the AI currently overvalues point defense, which means missiles aren't really that great. Usually by the end of the game the majority of my fleets are purely battleships supported by a titan. : 0 Engineering Field Activity, Northwest Date: 11/22/96 Contract No. Reduced the fleet capacity of the Battlecruiser from 9 to 8, reduced its evasion from 10% to 8%, and increased its speed from 120 to 140. I've found that in the end game, Destroyers really earn their namesake by just getting destroyed all the time. Recently i have been working on better fleet compositions much more than before; where i used to just double down on each class, such as 40 corvettes, 20 destroyers, 10 cruisers, 5 battleships. Best fleet composition and design for 2.8. What you want is corvettes equipped with devastator torpedoes and the combat computer swarm. You don't need anything to counter destroyers specifically as battleship guns will easily take care of them (ofk - if you're maxing tracking & accuracy, but you SHOULD do it). Cookies help us deliver our Services. So I always go for x BBs and x destroyers. Don't bother with it against ordinary AI. A lot of people like shield/armor ignoring weapons, i.e. You can collect enough tracking&accuracy to make Kinetic Artillery have ~55% effective chance to hit 90% evasion corvette :). Check out this mod and modify your Stellaris experience. It’s won by bringing a trained Godzilla to a fist fight. Point defense worth it (in endgame!) In the early game, I run a nice mix of all the fleet types. This lets you respond to changing circumstances quickly. I would like to keep it as one design per ship type and list everything in the design. With this setup Battleships act as solid sources of long-range damage. Press question mark to learn the rest of the keyboard shortcuts. There's two ways to build them : based on Arc Emitters and Cloud Lightings and more … AE-based is strongest in long run (when enemy will get some repeated techs too), but if you're severely outtech AI then "conventional" ones are stronger. Are you suggesting this because tachyon/KA can be more reliably researched earlier in a typical playthrough vs Giga/NL? And no one i have seen has mentioned different ship designs. For early midgame (tier 3 lasers and guns, tier 1 combat comp, cruisers): Rock paper scissors between gun cruisers, torpedo corvettes and carriers. Which ships have better alloy and power usage, etc. Larger ships are important for punching through defensive Starbases. Want to find a way as how to test your new fleet composition without playing an entire game without playing it through console commands? Here is the video to show you. That should be the most interesting situation. Press J to jump to the feed. ----- PSNS OPERABLE UNIT A Final Record of Decision U.S. Navy CLEAN Contract Revision No. Learn more about (-(CP: NSC - RS - ISB Doomsday Master Patch)-) at GameJunkie. Going forward with mono testing, this fleet is used as the control fleet as it's a good representation of a mixed fleet with a mix of weaponry. Stellaris is not won by bringing a sharper, faster knife to a knife fight. Wide empires would probably like the autocannon + plasma mix on corvettes. This isn't opinion but rather based on test results: In PvP it's a rock paper scissors between torpedo corvettes, artillery picket cruiser and tachyon/KA BS. I do realize that fleet composition is based off your enemy's compo, so what ships are best against Corvettes and Destroyers? I will also run a few mono-corvette fleets because of how fast they are. This is compatible with NSC, and there are a number of compatibility patches on the Workshop page, including a … For mixed fleet compositions a artillery destroyer/torpedo corvette mix isn't so bad but it's harder to manage than the monofleets (requires multiple classes of same sized ships for PD) and it still gets crushed by artillery cruisers. Updated all mod coding to be compatible with Stellaris 2.7. P.S. Best auxiliary slot is enigmatic decoder (you SHOULD get it if have any chance to do), or just +accuracy computer (but it's useless for AE-based build). Fleet composition: 36.7k combat strength 143 naval capacity 45,667 total mineral cost Personally, I run an even mix of energy and kinetic weapons as my general fleet design. This adds another level to fleet composition meta in Stellaris, something that is arguably in need of the injection of genius that this mod brings. It's going to change a lot depending on what you're fighting, and the game is flexible enough that there are multiple ways to play that work.