One thing I'm noticing is that my Naval Capacity is quite low, even about 60 years into the game. A leader is a named character that leads a significant part of the Empire, as a Commander, Official or Scientist. R5 : My corvettes (and all my other ships as a matter of fact) have basically no evasion for some reason. Spithas Private. Enterprise-D. And they should be a 'fodder' against them. 21 Badges. After the update though I've found strike craft to be the much more efficent anti-corvette weapon as they completely nulliy evasion and always hit. A big part of the strength of Corvettes is their sublight speed. . Open menu Open navigation Go to Reddit Home. Mechanics [edit source]. These penalties stack for every point you are over 100. still in the battlespace. Chance to Hit = max (0, min (100, accuracy + "Chance to Hit") - max (0, evasion - tracking)) is the correct formula. Everything did go according to plan, with the patch going live on September 12. For 100 of those you get 400 jobs, that's 2400 naval cap just from jobs in a mid-to-big sized empire. Favors are broken. 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. Description. Evasion - tracking. Which is something you’ve got wrong; 90% evasion doesn’t turn your 20K fleet into a 100K fleet. Leader Cap Rebalance. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. Thread starter EXCAT; Start date Sep 30, 2021; Jump to latest Follow Reply Menu We have updated our. 419K subscribers in the Stellaris community. This article is for the PC version of Stellaris only. 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). Steps to reproduce the issue. Evasion is already factored in for that IIRC. non-combat ships are on evasive by default and as such they will run immediately, when a hostile is in the system. Inglorious_Muffin • 6 yr. it's probably a bad idea, and there's. If you then give it another module that gives +100 base evasion, the final evasion is now 220. For utility slots the Afterburner makes a lot of sense. Base 1, 1 more from edict, and 1. Report. I'm not a fan of this new type of ship parameter. +20% Evasion +25% Shields +20% Upkeep : Flagships [edit | edit source] ENT: TOS: TMP: Pre-TNG: TNG: Post-TNG NX-01. I have a modifier called 'Enhanced Ship Speed' which adds +15% Evasion and +15% Sublight Speed. I put a 90% acc weapon on a Line ship (+10 acc) and gave it 2 Aux Fire Control modules (5 acc each). Component bonuses: * Sapient picket computer: +10% * Enigmatic encoder: +20% Repeatable techs play a role. 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. We need to talk about "Picket" Cruisers: perhaps the best anti-Evasion ship in the game? r/Stellaris • Stellaris Dev Diary #303 - Stellaris with a Twist Community Event!As I know evasion is caped at 90%. 2x regenerative hull tissue. As usual the people who don't want to adapt are whining, but having players be strategic with resources is a sensible direction. 9, exceeding the cap is less punitive. It can however be used without ACOT if you. I'd love to see in the ship designer all the math done right there. "Line Cruiser" are better at accuracy vs foes with 44% evasion, while "Picket Cruiser" will have better accuracy vs foes with 46% evasion. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. 1 daily regen (2. it's probably a bad idea, and there's like 300 mods for it, and don't waste the developers time. Stellaris is a sci-fi grand strategy game set 200 years into the future. New game needed only for civics - Compatibility with "Unique Ascension Perks". So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. 2. I can't express how fun the Leaders part of the new design is. 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. Stellaris 50419 Bug Reports 30727 Suggestions 19123 Tech Support 2883 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action Reports) Console edition 1214 1 2Evasion is 90% cap. If you're going to cap Habitats, do it at the empire level with some sort of upkeep mechanic, like Starbases, while also granting the ability to depopulate and dismantle habs (especially conquered/integrated habs) at 0. I see why paradox caped evasion at 90% now. I went and tested this with no mods and the issue still persisted. LHtherower • Shared Burdens • 1 yr. 7 Fleet command limit. Stellaris Dev Diary #300 - Happy Anniversary! 3. Trust Cap -50 Trust Growth -10% Colony Development Speed +25% Pop Growth Speed +10%. What this means is that, for example, if your fleet takes up 50% more naval capacity than your empire's total naval capacity, then each of your. 3. About this site. If this were a movie, Paradox would win the Oscar for best Game Update. 8. Component. Originally she lost her psychic trait, but when another empire with my species as founder ascended she regained it. I've noticed this as well. Crusader Kings II. 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. Noxious is an awful trait for everyone except for origins like Shattered Ring/Life Seeded who can actually use it quite wel. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. ago. In this video I take a look at Titan design in Stellaris. Almost 21% actually. For picket I prefer precog because I rather have the tracking. ago Before. 8 Governing ethics attraction. 0: Naval Capacity Issues. 105 Badges. They aren't as cheap or disposable as frigates but last quite a bit longer. Tracking depends on the weapon size and type, computer and sensors. 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. Noticed also that speed was super high, at 6k. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. Stellaris 3. With the aforementioned common 75% in bonuses, those 2400 become 4200, more if you can stack further bonuses. This post's point rings kind of hollow when you admit you agree with the complaints. There's nothing wrong with an all-battleship composition. Example of console command: "add_trait_leader 4 leader_trait_adaptable". Food will be dealt with same as minerals: vassals and branch offices (on the note for branches, fast food buildings provide 10 food, which is great for just 1 building per branch) Youll have alot of edict fund cause of all the spirit bonuses, so dont. If 1 - {Evasion} / {Accuracy} is > {Accuracy} you do worse. corvettes with 40% evasion: 51% hit rate corvettes with 20% evasion: 75% hit rate. This, combine with the meances 75% reduction in war exhaustion and bonus dhip building speed speed (and reduced ship building costs) makes corvettes fleets incredibly efficient for menaces. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. After tracking is applied, the remaining evasion is subtracted from the weapon's accuracy, which is the final chance to hit. The thing to remember is that the fleet "cap", isn't. Is evasion, adjusted by weapon tracking, subtracted from the weapons accuracy and a single calculation then. 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. paradoxplaza. How Battles Begin. The evasion cap is too small and tracking or accuracy is too easy to acquire. Does accuracy cap at 100 percent. As the title says, there needs to be a negative opinion modifier cap on claims. . With all these new reworks, and bug fixes, and updates. ; About Stellaris Wiki; Mobile view I see why paradox caped evasion at 90% now. scaling unity upkeep of the leaders and scaling malus to leaders' xp gain. After that the side systems aren't really a threat and the factory system is impossible for the AI to. Cruisers are a lot tankier and can be slotted to beat corvettes, destroyers and frigates, or they can serve as dedicated torpedo ships to kill other big ships. And I have 2 questions. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. Winning battles across the stars is about adapting to the enemy's loadout and. Defender of the Galaxy does nothing against awakened empires. 4 items. It actually managed to scale well into late game on ENSIGN difficulty and had a 2k fleet cap after 100 years of gameplay with around 1 million total fleet power. 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. So you'd take (raw evasion - weapon tracking) and if the result was over 90, cap it at 90. Same thing for evasion. FogeltheVogel • Hive Mind • 2 yr. I have also noticted this. 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. 3. Ran the command to research all techs and managed to get evasion up to 0. Thanks, TheBird. 1) command to find the id of leaders. Usually it would be 70% or 90%. They are just kinda fragile. not sure how that happens, i could switch it to. The fleet power calculation bugs and cannot handle it. Completing this research gives your Empire a 5% boost to all energy production. 3. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). High evasion fleets neuter missile fleets compared to traditional weapons. Tracking reduces evasion. +1 Admiral Level Cap −50% Cohesion Penalty For New Members President gets +5% Resources from Jobs Level 5. After tracking (tachyon. a level 10 admiral just gives so much more punch, especially with good traits (HP / Fire rate). 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). ago. Vette A fleet had 90 evasion Vette B fleet had. IG-JF-CF May 11 @ 10:06am. 2 days ago · 2:13. 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. 6 and wow the AI is good now. Leaders can also be appointed to the council in addition to and concurrent with their regular assignments. Enterprise. They are valued at an insane rate in trade negotiations and on top of that are infinite, but have a cap. Ships' combat behavior is. Spamming nothing but Corvettes is a. However, the Auxiliary Fire Control is always a strong option. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. The complete to hit formula is: Chance to hit - Max(0, Evasion - Tracking) Or in other words: The ships evasion is reduced by tracking, that value is then subtracked from the weapons chance to hit. The influence cost is a base of 75, multiplied by the number of hyperlane jumps, including bypasses, between the target systems and the empire's closest owned. Best. Destroyers can fit a bit more shields on, but still no armor worth using. admiral with relevant personal quirks, modules etc). Forts can't evade. 1. 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. yes. Ground combat takes place between the world owner's armies and the invader's armies. With all these new reworks, and bug fixes, and updates. ask questions and/or talk about the 4X grand strategy game Stellaris by. Montu (youtuber) has done a bunch of simulations with various compositions. Tracking negates evasion, so no. -Traditional. If you can hit that with precognitive then it's strictly superior to sapient. If you like this project, you can help us to improve it . 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 hover-over text says traditions and technologies can increase the leader cap. Edit: Quick search to. Corvettes are useful since their high evasion lets them avoid being hit by heavy artillery weapons, but they are absolutely destroyed by carriers. 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 EXCAT; Start date Sep 30, 2021;. 3, replaced with Unity system) Changes the administration capacity of a country. If you had 110% evasion, and the enemy had 10% tracking, you'd have 80% evasion effective because it caps at 90%, and then subtracts the 10% from. New posts. 0 was never released to the public instead making patch 3. 0. These three things are then used by a ship_design to formulate a complete ship. You need a lot of ships to make carriers worthwhile. Devourin Swarms are Insane. Does accuracy cap at 100 percent. There's nothing wrong with an all-battleship composition. 9. 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. In Stellaris's case, the math isn't as clean. I think, it is not as useful as the 5 % more evasion, as space amboebas get more and more insigifcant as the game goes on, but more evasion stays important. Make great raiders and starbase killers. I'd love to see in the ship designer all the math done right there. 8 "Gemini" and Galactic Paragons Release Notes. 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. And as of 3. Enterprise. 9%. Even with 50 normal fortresses (100 jobs) you get 1050 cap, which is the equivalent of ~130 battleships, or 5 full fleets. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. Can't remember which ones and the wiki doesn't specify. For example, when you got a 40% evasion, a base 80 acc weapon would lose 50% of its DPS (from 80% to 40% acc). I'm curious how the math works out for evasion going beyond the hard cap of 90%. How to get: Race: -Any Except Machine. Corvette have innate evasion % built in. If a ship does sit still it should be moments from exploding, or at least, have 0% effective evasion. waterman85. 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). I know the tracking is supposed to be counter-evasion, and chance to hit formula etc. This is before introducing Shield repeatable. 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. Chosen One and Gale Speed admiral. . Leaders can also be appointed to the council in addition to and concurrent with their regular assignments. Enterprise-C. A small ship should have a chance to evade but, with advanced computing and targeting, it should never be a high chance. Their 25% ship build cost reduction is INSANE and if combined with assigning your nodes to be ship consruction ones,you can get up to 60% ship build cost reduction,which is insane as you literally print out ships,only thing limiting you is energy income and ship build speed. Whereas Naval Capacity determines how much ship power your entire empire can control overall, your fleet Command Limit determines how much each individual group. Chaincat22 • 6 yr. My battles were always as a militarist with no retreat policy, this way you have less casualties cause their ships die faster. 로그인 상점. 1) The most common, engines. BETA: Shield Hardening. 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. Hull components grant less than before. 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. Assuming L-Lasers (aka: 5% tracking), your breakeven point with Tachyon Sensors is 45% evasion. In the long run, it won’t impact your game much. Evasion seems to be hard capped @ 90% I ran a test with x10 BB with KA vs x100 unarmed vettes A + B fleets respectively. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. higher naval cap helps get less EC upkeep, but overall going over is not bad at all unless ur mega poorAs you can see, these are all lucrative resources that you usually want as many of as possible. I do disagree that it is combat speed. lol It depends on the ship behavior type you select. Well that's the start of an idea, if I know forums. 9 ‘Caelum. Each star fortress can give (4+2)×6= 36 capacity. Make some more fortress worlds if they are available. . 9. Why? All this would achieve is to penalize empires that don't own many systems, and to penalize the AI more than players. 495 Health, near 14 Damage, +5 Fire Rate, +5 Tracking & 72% Evasion. This applies only for the ship designer if you look at already built ships it shows the correct stats. Also, evasions is capped at 90. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. I got it fairly early in the game but I can't remember how. Generic Leader ID numbers are generated in every new game as follows (tested on 5/18/16 version 1. During the Chosen One Shroud event, his name showed up. NSC makes carriers more worth running. Consumes power. Okay, it goes like this. Psionic, a chosen one admiral, tech and the enigmatic encoder are the main things needed for 90% evasion destroyers. Its similar to Armour, being capped at 90%. That's a 1:1 ratio, which means (relatively speaking) defense. If you're using Sapient combat computers then Picket Computer makes the most sense, as you're already hitting the evasion cap so Swarm does nothing for you. This mod is intended to improve your stellaris experience with adding bunch of new civics. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Forts can't evade. One can also add flak/PD Destoyer version to fleet if enemy using missiles/fighters. (Note: patch 3. 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. 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 (+40% evasion) and streamlined algorithms (+10% evasion). Slow breeders and Non Adaptive are for me the least problematic -2 negative traits but as long as you get a total -2 to take all the positive traits you can sub. 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. So, if the attacking ship has +4 to Tracking, that makes the Chance to Hit = 84%. Does accuracy cap at 100 percent. I posted a bug report on the Stellaris forums. +2 Leader level cap, +20 Fleet Command limit, +25% Society Biology- Genetic Recoding: -50% Gene Modification cost, +2 Gene Modification Points, +25% Society. Sohei May 25, 2016 @ 5:13am. Corvettes are useful since their high evasion lets them avoid being hit by heavy artillery weapons, but they are absolutely destroyed by carriers. Here are our Stellaris tips to help you out. I'd love to see in the ship designer all the math done right there. You see, they cap out at 10 favors, meaning you can only have a max of 10 favors to collect or to give to or from another empire. Big weapons have little to no tracking, meaning they do get the full. 9) of the game. Evasion Cap increased to 190 (Still gets countered by Tracking) Ships will try to readjust their positions based on their tactics much more often. 9 ‘Caelum. Accuracy is the standard/max to-hit of a weapon. 1. However, building a Titan requires the Apocalypse expansion, as well as a lengthy process that. 4) Fleet Academy station module. Stellaris Wiki Active Wikis. I have tried removing the evasion cap. 9 "Caelum". 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. ago. What is the point of 200% evasion, when it is capped at 90% anyway. One thing I've noticed is that they simply crack out ships going way over their fleet cap. 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. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). With all these new reworks, and bug fixes, and updates. 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. T. 1; Reactions: Reply. 2) Ringworlds are bread and butter for machines now. for example it shows evasion 0. I use 2A/1S on my armor/hull-regen corvettes and split armor/shield even stevens on everything else. 2) Flagella movement from alien research (+5%) 3) Strategic resource +5% evasion station module. 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. In terms of content, we can expect additional "changes to leader traits and some of the. 400K subscribers in the Stellaris community. 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. . Be it in research, utility slots, power and alloys spent. 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. That is, "Chance to Hit" is really accuracy and 100% is the maximum. It makes all your pops generally good at everything, let's them live anywhere, etc. 2x Armor III - 430 HP. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. 4 Claim influence cost. I think living metal is honestly kind of overrated. Coming to the end of my current playthrough, I really don't see the problem with leaders. Missiles, and you’re gone. – All supporters. Also I think the best combination is to use armor + hull utility slots, and not using any shields. So in your case it should only be an only an actual 13% chance to hit for every weapon. 1. All cost reduction techs are capped at 5 levels, so it is not possible to reach 0 build cost or maintenance. 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. . It can however be used without. However, there are some situations where it's still decently strong. ago. These are still the strongest ships around by far ,. Tracking means how good a gun is at predicting where the enemy will move next and adapt accordingly. 9 “Caelum” update brings with it bug fixes, improvements to Gameplay, Automation, Performance, and. You could have bonuses for tall empires, and maluses when exceeding the soft cap, so it is not worth colonizing too many planets. Take exceptional care when designing fleets and takes into account their stats first. Schmeethe • 3 yr. The attacker's counter to evasion is Tracking. component_template – #Components. During the Chosen One Shroud event, his name showed up. 9 x . 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),. Enterprise-B. I believe 90% is the evasion cap for any ship. Stellaris Dev Diary #312 - 3. Chaincat22 • 6 yr. Evasion cannot go higher than 90%, however, so 100%. 1) command to find the id of leaders. C) Counter Evasion with Tracking once you cap at 100 Accuracy. Strike craft can also do a lot to them due their tracking and frigates lacking PD. I have tried removing the evasion cap. 9 but forgot to remove the %. 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. Should I go for range, or speed+evasion, or disengagement or just upkeep reduction? Also, two "for"s in the caption but can't edit it lol. a battleship costs about the same. 6; Reactions: Reply. And only 12. Cheaper Alloys cost than armor. Stellaris > General Discussions > Topic Details. Best. 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%. Otherwise 95% accuracy and 100% accuracy would be pretty similar. Like, even my BB's with shield cap. TalanicGo to Stellaris r/Stellaris. Low Tracking Ships will try to avoid shooting at evasive ships. Even better up against no retreat fleets. You can encounter them, but then wait to also find. However, the Auxiliary Fire Control is always a strong option. . Ship. Stellaris. This article is for the PC version of Stellaris only. 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), while level 4 gives 50% ship weapon damage. I just can't find a reason to build this ship type, yet AI insist on building lots of this useless thinginto my federation fleet. 30. Shields can be stacked higher than armour. They are just kinda fragile. What does tracking do? i never get what it does. This only gets you to around 86% evasion. 23 =. -10% Evasion-10% Ship Fire Rate-10% Shield Regen-10% AccuracyBasics. I really think evasion was programmed wrong. reduction modifiers divide an amount of a resource or attribute by a set amount. 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. The number of armies that can be engaged in combat on either side is five plus one-fifth of the planet size. What is the point of 200% in whirlwind?1) Nexus districts have in fact been buffed, they give more maintenance jobs now. Renowned and Legendary Leaders can no longer be replaced with synthetic infiltrators. This is a problem. So fleet cap will be 1000. In a 1v1 dual with low evasion we can still see either side dealing more damage to shield than the other side have. Accuracy x (1 - (Evasion - Tracking)) . 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. Stellaris. I always thought that Stellaris should have something like a fleet control or academy on planets. This longer wait comes as a result of Paradox usually winding down for the summer, as employees go on holiday. They have 20-30 damage and 70% acc and 50% tracking and evasion. 2x Crystal plating (hull HP booster) - 550 HP. The coilgun has an accuracy of 75%. CryptoAccuracy describes how good the weapon is at firing at an enemy ship in general. At start, most of the universe is sparselly populated with Space Monsters that you encounter very early.