Updated all mod coding to be compatible with Stellaris 2.7. Check out this mod and modify your Stellaris experience. However, these mono-fleets have weaknesses and are less effective against small ships. By using our Services or clicking I agree, you agree to our use of cookies. Enjoy the game! Here is the video to show you. Destroyers focus on AA and point defense while BBs go for X weapon (doesn't really matter which one) with L weapons (mostly neutron launchers and one or two kinetic artillery). 1. This rule working from 1.0 release to present days. This rule working from 1.0 release to present days. I do realize that fleet composition is based off your enemy's compo, so what ships are best against Corvettes and Destroyers? The composition of the fleets will depend on the fleet power the most powerful player country in the galaxy has and the amount of pirate ships left in the galaxy, as well as the fleet power of the country that’s closest to where they appear. only against FE/AE and Swarm crisis. For early midgame (tier 3 lasers and guns, tier 1 combat comp, cruisers): Rock paper scissors between gun cruisers, torpedo corvettes and carriers. Before fighting can begin, our ships first need to find the enemy and get close enough for combat. Reduced starbase module and building slots to a max of 20 on the Stronghold, to prevent the bug where the AI stopped upgrading its starbases. The Titan and battleships are setup with large/XL weapons, the cruisers have meds and the destroyers have PD/smalls. In the early game, I run a nice mix of all the fleet types. Just put them into another fleet - your main fleets should consist from 1 titan and as many BB as you can. I’d also recommend afterburners, as they enable you to get extra evasion. That should be the most interesting situation. Welcome to the Official Mod Guide for NSC2, The Next Generation of New Ship Classes & More. I will also run a few mono-corvette fleets because of how fast they are. New comments cannot be posted and votes cannot be cast. 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). I'm playing as the UNSC as well (with those two mods). I thought Giga/NL was demonstrated to be outright superior to tachyon/KA. Torpedo boat corvettes. What about strike cruisers, carriers, dreadnoughts and the flagship? Before I click the "reinforce" button, I take a look at what's missing and consider cutting it. : 0 Engineering Field Activity, Northwest Date: 11/22/96 Contract No. • Fanatic Militarist Materalist Democracy. Learn more about Stellaris … Then a bunch of strike cruisers in support. Personally, I run an even mix of energy and kinetic weapons as my general fleet design. Learn more about (-(CP: NSC - RS - ISB Doomsday Master Patch)-) at GameJunkie. Wipe your enemies’ fleet out of the system before they even get halfway over to you. Immerse yourself in the exploration of a changing universe full of wonders! This is mainly to take advantage of their lacking tech with overwhelming numbers of decently powerful ships that superior foes will likely overkill thus wasting potential dps assuming they even hit to begin with. Immerse yourself in the exploration of a changing universe full of wonders! 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). Want to find a way as how to test your new fleet composition without playing an entire game without playing it through console commands? Head to the redesigned Defense.gov where you can learn all about the Defense Department. This lets you respond to changing circumstances quickly. You need to always be prepared for war and constantly increase the limit of your fleet and modernize it. 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. First, don’t worry too much about ship and fleet composition. Explore trending topics, experience DOD through interactive pieces, engage by testing your wit with quizzes and observe DOD in action via photos and videos. 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. Which ships have better alloy and power usage, etc. 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. Once the planet runs out of District slots all Pops are automatically resettled to the homeworld and the planet is abandoned. The rights can be determined individually for each species and can be changed every 10 years. For this reason+importance of ships surviving battle, BB mono fleet is … Usually I do powers of two: If I have X corvettes, I will have X/2 Destroyers and X/4 Cruisers. 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. Pirate Waves This mod spawns pirate fleets continuously and endlessly. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. So I always go for x BBs and x destroyers. It’s won by bringing a trained Godzilla to a fist fight. AI players with the Terravore civic will keep using the Consume World decision for as long as the planet has District slots. If 50% of your fleet is attacking hull directly and 50% of your fleet is attacking shields/armor, then there's a good chance that the shield/armor portion will end up not actually dealing any hull damage and be completely wasted. As a rule of thumb, for best results and minimal losses, create 1 fleet of the following composition for every 100k fleet power of the contingency fleet: With a command limit of 170-190 try to achieve the following composition for a single fleet: 20-23 Battleships; OR if you have access to titans: 18-21 Battleships; 1 Titan information resources on maritime security and the isps code Maritime Knowledge Centre INFORMATION RESOURCES ON MARITIME SECURITY AND ISPS CODE (Last update: 9 August 2013) Important notice This information resources document is offered by the Maritime Knowledge Centre specifically to assist those who are conducting research in the area of the “International Maritime Security and ISPS Code ”. 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. In endgame battleships are the best. 15 titans armed with large auto cannons and afrterburners with the computer that makes them move to the center of the battle. P.S. I recently downloaded new ship classes and more and i'm wondering if anyone experienced with the mod can give me a good composition of what ship types my fleets should me made of, and tips like: why should I take a battlecruiser over a battleship? Point defense worth it (in endgame!) And no one i have seen has mentioned different ship designs. Question. PD corvettes (PD higher DPS than small mass driver). I believe the AI currently overvalues point defense, which means missiles aren't really that great. Strongest battleships are psionic one - as psionics can have +range precog computer on AE-based build, so will get both range and tracking advantage over any other battleship. One fleet should be all battleships, with mega cannons and neutron torpedos or tachyon lances and kinetic artillery (titans may or may not be an improvement, need to test it more). I recently downloaded new ship classes and more and i'm wondering if anyone experienced with the mod can give me a good composition of what ship types my fleets should me made of, and tips like: why should I take a battlecruiser over a battleship? 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. Best fleet composition and design for 2.8. NSC Fleet composition? I've found that in the end game, Destroyers really earn their namesake by just getting destroyed all the time. Each fleet is shown on the screen with a strength number. With this setup Battleships act as solid sources of long-range damage. 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 will sometimes refit my ships to deal with a crisis. This can either crop up halfway down the tree if Alf Landon i… The below schema contains a basic order for how to do so. Stellaris contains a lot of stuff for players to explore and as a result of that, this page contains a lot of information and is therefore rather lengthy, despite its intention of being a beginner's guide.In order to avoid being overwhelmed by the amount of information found on this page, it is advised for new players to read through this guide step by step as they enter the game. Usually by the end of the game the majority of my fleets are purely battleships supported by a titan. Amsted Rail Group - Manufacturer of freight car castings, bearings, and wheels; Chicago, Illinois . It deliberately started War World II that almost bought the entire planet to destruction. Check out these mods and modify your Stellaris experience. As the end-game approaches, I start looking at what ships are being destroyed and start cutting them from my fleets. Souers served as Executive Secretary of the NSC from 1947 to 1950. Press question mark to learn the rest of the keyboard shortcuts. Fleet versus fleet: thanks to the 90% evasion cap applying before tracking is considered, eventually, evasion becomes somewhat less valuable as effective max evasion is lowered by increases to tracking. What does the CIA call a cradle, where it rock- THE THIRD REICH! In Stellaris, you spend most of your time taking care of economy and managing your empire.However, a time may come where either from your initiative, or through one of your allies, you'll be in a state of war. Any empires running a lot of corvettes can probably go toe-to-toe with these fleets, and if you aren't dealing with Awakened Empires or the crisis then you should have a more diverse fleet. Tech focused empires usually want the Alpha strike battleship cancer of Arc Emitters + kinetic arty + neutron torpedos as they'll have the repeatables to one shot the enemy fleet. 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.