I believe one of the fallen empires are very into disruptors. Decreased the base damage of explosive torpedoes. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use those resources on more ships, or build some. Except that they use 25 / 50 / 100 power each. Tiasmoon. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Patch 3. Except when he uses shield-piercing weaponry. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. I intervened without looking it up (as I do. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. Based on pre-2. X branch. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity. Attack the ship with a shield penetration weapon 3. For downside traits, Unruly and Deviants are the best. Gigacannon needs to do 12600 to. Police State is. 1 Regenerative hull gives +10% daily armor regen. 0 unless otherwise noted. 3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Archaeoshields should now properly provide their shield hardening bonus. Patch 3. In summary, use the weapons that are effective against what your enemy has most of. It gets deleted when the colossus is used. . 3. You can roll. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. conflare. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. Stellaris. If you had a lot of spare power and put on two shield generators that could be +4 +4 = 8 + 50% = 12 hp a day. This is a searchable and complete list of Stellaris technologies and their IDs. Can't terraform Mars then. For shield tanking you don't need a large amount of shields. If you go into a system with shield negation, you average them out for the value of your shield. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. 8, but take with pinch of salt because I've clocked 3000 hours so my micro game is probably strong enough to beat most players with tier 1 coilgun corvettes at this point. In the middle, fittingly, is the medium platform. Cruisers are around 5. Reply. Jan 8, 2019. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. 50% shield. 6 Badges. The Perdition beam costs me 8 naval cap (because the rest of the ship has 6 L slots, like a battleship) and while 5000-10000 damage every 21 days is cool, in the era of cruisers being. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to go. Larger ships have more. Is this a good strategy for winning battles right now?Vote. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. You typically can find 5 of these at the start so I don't really see the point, by the time you research colonization of other planets you can build robots or have aliens to colonize them. Technically, you only need enough shields to counter the enemy fleet's Alpha damage while taking no hull damage. Current Stellaris Ship Meta (for v3. Stellaris technology list and IDs cheat. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Best. 100% is ideal value - as it would protect you from penalties from hull damage. In the tests, I made 3 test juggernauts: 1. 13. Shield strength, against full shield penetrators, is given by. This week’s topic is the combat rebalancing planned for the Stellaris 3. 25 to shield. As much shield as possible. 4. What is Armor/Shield "hardening"? Question My Question is: What do these stats actually mean? What does it do? Example: "Living Reactive Armor" adds +25% Armor. 8. Armor/shield hardening is a counter for weapons that bypass that defense. 6 ORION: Leader Balancing. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. Alternately, there are energy weapons that ignore both shield and armor to go right to hull, but they do lower average damage (either a lower base, or a more erratic damage range). Yes, I'll attack the frigates yada yada. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. Best. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions. Just don't expect much from Corvette shields. Mining lasers are now classified as Brawling weapons. Take these battleship to a space mining drone system. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Small ships can't do it no matter how much you try. 0 was launched, they doubled the cap from 200 to 500. 8 Governing ethics attraction. 9) quite a lot. Engineering research. Shield strength, against full shield penetrators, is given by. Armor/shield hardening is a counter for weapons that bypass that defense. Base: 20 Modifiers. 25 days. They're 100% shield and armor penetration with higher base damage output in the S slot than M slot disruptors, and on top of that do +25% to hull. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. A quick search reveals that shield hardening apparently stacks. If you mean by penetration resistance, then yes. You are far better off with basically any slot except for them Reactor booster is a bit useless as well IMO except perhaps early game. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide. If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively affected at all. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. HerewardTheWayk • 1 hr. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. 2) if you took all the options to increase your leader cap. All Discussions. 37 Badges. My enemy has mountains of torpedoes (no neutron launchers). But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. Armor hardening is better and easier to get than shield hardening. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. juggernaut: has 4 shield hardeners, this is how it is supposed to work without the 4x25%. And Unbidden anchors now give their ships shield hardening and boost shield regen. Also carries Auras. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. , facing Arc Emitter battleships or the like. If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly. Losing 100 Ar or 125 Sh to get 65 Hull. Taking any damage at all will reset this timer. Absorbent. Stellaris. Would take an A slot. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield. Megacannon is 40% more DPS and 1. So armor is coming at a premium. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. Here are the complete notes for Stellaris 3. There's only one new source of armor hardening in the next DLC, the Ancient Rampart, which gives the starbase +10% armor hardening (and +15% hull points, +20% armor hit points, and +2 defensive station cap). is it worth it do you think?Hello! I used to be pretty hardcore into this game. g. They are very good. Replaced can_see_in_list with hide_leader. If this capacity is exceeded, they become permeable to the following attacks. Oct 14,. Ograe • 5 yr. ago. Grand Admiral Thrawn dropped some cloaked asteroids in orbit of Coruscant to blockade the planet. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. They can help handle most forces until the enemy starts rolling up with battleships. 6x Crystal plating - 1650 HP. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. Psychic Governors get +10% unity production, Psychic admirals get +10% weapons damage and +10% shield hardening, Psychic Generals get +15% morale and +15% morale damage, Psychic Scientists get +25% survey speed and +1. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. −10 Trust Cap −30 Trust Cap Xenolinguist Xenophile leader This leader views anyone different from them with suspicion and distrust. Stellaris Real-time strategy Strategy video game Gaming. Refire rate and general stats have been adjusted. Observe the full damage going through shield. But the opposite will be better in all other situations, and there are more of those than pulsars. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. Meaning you can get 100% hardening on a large ship, pretty easily. 4. Note Police State does NOT require Enforcers for the 5% Stability. For Psionics, the main benefit would be the Psychic trait. Ship hull strength - right now my battlecruisers have 30k shield strength, 10k armor, and 4600 hull strength. All this change would mean is that bypass weapons (minus missiles) are now no longer a viable choice for this kind of job due to their low dps. M-slot shields don´t have the double shield regeneration as S-slot shields but they have the double cap. X branch. Sep 13, 2020 766 932. 5 and armor takes 2. So if you got shield hardener, then 25% is dealt to shield. Refire rate and general stats have been adjusted. • 20 days ago. 00?Stellaris. That’s how badly hardening gimps penetration weapons. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Members Online • Tornagh. 7% shields/day, or 250 out of 35834. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. Regenerative Hull Tissue Buff 3. Stellaris Real-time strategy Strategy video game Gaming. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Stellaris's performance issues have gotten better. There is no such thing as a "barrier" in the game. Go to Stellaris r/Stellaris. The only refrence to it I can find online is an Apec video that doesn't really take the frame world to its full potential. 2 thirds armour 1 third shield. #15. I typically go shield hardener (because shield hardening feels broken at 25%) and two regenerative hull tissues or change one out for afterburners (they actually work well against crisis with the new staying at range. As soon as version 2. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. Stellaris. Honestly, it kind of comes down more to what you roll, I think, at least until you get into repeatables, but you always want some of both. Stellaris. These IDs are usually used with the research_technology tech ID command. Total HP = 2853 with 5. This thread is archived. 1 shield regen, 15% shield hardening. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. - PD Disrupter Corvettes 20-40 depending on how good the admiral is on fleet cap. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. My enemy has mountains of torpedoes (no neutron launchers). When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per one resource). Planetary shield generators in Star Wars are impenetrable. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. Megastructures are colossal constructions. 64) with it. nothing but missiles and energy torpedoes on the cruisers with high shield density + shield hardening, and tachyon lance, 3x L Kinetic artillery, 2x swarm missiles on my battleships, with the extra. Is this a good strategy for winning battles right now?Im gonna be quick here since most of the introduction i have done in the past few times, bringing simmilar topics: Shield hardening should protect from "shield nullification". So thats 285 average damage per shot v armor every 5. When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. Mining lasers are now classified as Brawling weapons. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. invol713 • 5 yr. e. -Planet Capital provides -3 Amenities and -3 Unity. Which reduces your influence and diplomatic weight. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. This page was last edited on 23 March 2022, at 17:16. 1 comment. Each start system can have between 2 and 15 celestial bodies. Stellaris. Third, buff the hardening components. Added new aux components that use Exotic Gases, Rare. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. The stasis field does less direct shielding than T5, but also adds hardening, which is big. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. . Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. In the default galaxy map mode, subjects have the same color as their overlord. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the shields are equally effective against a weapon that has 0% shield penetration as it is against a weapon with 100% shield penetration like cloud. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. hardening * total. As accidental fly into a pulsar system means if you have the other way you get wrecked. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. e. Cato Mar 7, 2018 @ 5:55pm. Shield nullification. That’s 17. Very strong, resilient, psionic, cybernetic and robust (psionic neighbor had a AI rebellion that was an assimilator, I got the first psi/cyber pops as refugees. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. If I have shield hardening 25%, does that mean 25 is taken from the penetration factor (as in the hardening rating is subtracted from the penetration rating, meaning shields take 7. Enforcers produce 1 Unity. Jump to latest Follow Reply. The amount of hull it. 5. 34. Ironically, there is an advanced armor option known as Dragonscale Armor. Shield hardeners are a new defensive technology in the upcoming 3. Content is available under Attribution-ShareAlike 3. Destroyers are around 2k health and 50% evasion. Cool. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). Apr 23, 2023. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 1. The planet was full of genetically engineered super soldiers. 1 the first in the 3. Losing 100 Ar or 125 Sh to get 65 Hull. 02 when you'll be able to choose the time that you sue for peace (at 100% warscore) ~ but until then, I'd have trouble winning wars of subjugation if I only used corvettes. 34. Gigacannon needs. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. Thread starter Archael90; Start date Mar 12, 2023; Jump to latest Follow Reply. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. Stellaris > Workshop > AlexaTheGoddess's. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. The shield hardening components kind of revive the shields back to their older glory. Armor is generally the better of the two, but it can depend on the AI's ship designs. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. +10 or 15% output to one specific job doesn't really matter, especially when later on you have bonuses like +50% output to all jobs and +100% output to specific jobs from technology, planet designations, edicts, etc. I don’t think they are worth their 16 fleet cap right now. ; About Stellaris Wiki; Mobile viewMaybe 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. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. 6 Technology List – Q to S. Shield nullification Starbase. From what I know it will repair slowly and not during combat but you don't need to go to a space port to repair. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. But it also penetrates armor by 50%. . The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. 1 comment. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break down shields (which they don't have bonuses against) with their low base DPS instead of trying to break down the enemy's weak hull. Shields regenerate on their own after battles. Thorin May 12, 2016 @ 8:08am. 2 rework of planetary population, defensive armies are no longer built directly, they are spawned automatically by certain jobs and buildings -- by default, that'd be the capital, police precincts and military forts/academies, the 'soldier' and 'enforcer' jobs. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. ago. Wouldn't know, I suppose hypothetically you can change it from a shielded world into another class but I believe once the colossus fires it dumps the information of the original planet class, population and buildings completely and that cannot be retrieved. 1 shield regen, 15% shield hardening. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. I'm in the middle of a game on the new patch, trying out all the archaeo goodies, and as much as I want to try fully outfitting my fleets with the new toys, the cap is holding me back. Of course, check if your enemy has hardening, as that hard counters these and disruptors. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. The ability to rapidly attack without stop is such an advantage in early wars (in case you don't want to think about them, that is) that auto-regeneration easily increases your offensive capabilities by 25%, and one of the reasons why Devouring Swarms are awesome to play in early conquests. However, shields are cheaper and regenerate automatically. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. 1680x8 shields or 13440 points. Negative shield negation adds to your shield value after all other calculations. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). If they're mainly shields, go for anti shield weapons aka any kinetics or shield. Stellaris > Workshop > Laquly 零者's Workshop. It just misses an icon. In Stellaris, the current command limit cap is set at 500. 6. +25 Trust Cap +25% Trust Growth +5 Diplomatic Acceptance. Cons: Hard-capped quantity based on Naval Capacity. Ancient Pulse Armor (and other ancient armaments) are impractical. Information. Orbital Stock Exchange (Requires Galactic Markets)Stellaris Wiki Active Wikis. They're more effective the more shielding you have on the ship. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. Edict Fund can be increased by the following:. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. at a much lower cost, and will be able to provide shields and armor penetration, and even unbeatable shield and armor hardening. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not. Orbital Shield Generator (Requires Planetary Shields) +25% Shield HP for the Orbital Ring and its Defense Platforms. This impenetrable shield cuts both ways, however. A +50% bonus to one of the most common jobs in your empire. 1. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. Wooden-Many-8509 • 22 min. Should titans and juggernaut be stronger? Thread starter Verx90; Start date Apr 9,. For Auxiliary slots, there are a number of potential options: Afterburners to allow for a small amount of kiting and speed your fleets up somewhat, Shield or Armor hardening against enemies running full Bypass weapons, and Regenerative Hull Tissue for a small boost in sustainability during battle, as the . Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. Losing 100 Ar or 125 Sh to get 65 Hull. g. No, those are permanently locked. If you use a combination of lasers and kinetic weaponry, you can make your defensive platforms versatile enough for. Hardening stacking question. 2x Armor III - 430 HP. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Just what it say on the tin. Inversely scale hardening module impact against hull size. That means if you have 5 small slots of shield totalling 100 points with 5 recharge per day, you will recharge 25 points, or 25% of your capacity per day. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. Increased the base damage of Flak PD. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. It is developed by Paradox Development Studio and published by Paradox Interactive. I've had trouble figuring this out exactly, but this is what it looks like. Apparently this happens in a pulsar star system and I assume it affects all ships, friend or foe, and that there is no way to eliminate it other than to get. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Now say, 30% shield hardening cuts Disruptor damage by a third. In the middle, fittingly, is the medium platform. That’s 17. 3. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. Report. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. This mod adds base hardening to shields and armor,. so first the missing techs. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). hardening * total. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. • 2 yr. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). There are three types of modifiers. ago. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. Otherwise IMO it is worth it to use armor unless you are in dire straights for alloys. 4K views 8 months ago. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. It gives a +10 fleet capacity but a 5% upkeep increase for ships. Inversely scale hardening module impact against hull size. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. It matters more with shields. Towards the late game I run Torpedo cruisers (20-30) with missile destroyer screens (15-30) and FAE battleship carriers(10) for support. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Stellaris is a sci-fi grand strategy game set 200 years into the future. • 1 yr. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. I've had trouble figuring this out exactly, but this is what it looks like. Time to load it up with armor and plasma! 12. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. 75% hardening all shield targets stop arc pretty well. Just had a random thought here. Living Metal and Zro are kinda weird resources because they have very few uses.