0 was never released to the public instead making patch 3. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. Apr 23, 2023. In the middle, fittingly, is the medium platform. Shields with capacitors, on the other hand, will regenerate an infinite number of times as long as they aren't focus fired or one shot. As a rare tech, Basic Cloaking Fields has a small chance of appearing. Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. All Discussions. 3. 7 Technology List – T to Z. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. and there is no way to bring them back. 3. 6 beta for Extra Ship Components:. This page was last edited on 21 May 2022, at 20:12. Armor does not reduce damage to shields. 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. 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. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. 0. Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. 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. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Content is available under Attribution-ShareAlike 3. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Discovered a shielded world where the shield was failing and was about to cook the planet to death. There's about a 10 day delay though. 3. Stellaris. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. It is weird that the double amount of smaller shields is better than one class larger. It matters more with shields. Total HP = 2853 with 5. Mining lasers are now classified as Brawling weapons. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. Increased the base damage of Flak PD. Otherwise IMO it is worth it to use armor unless you are in dire straights for alloys. However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. Edit: there is also a define to allow easy scaling of this number, just modify LEADER_CAPACITY_XP_SCALE in stellaris/common/defines/Stellaris 3. Stellaris Real-time strategy Strategy video game Gaming. 2 Available envoys. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. Counter Evasion with Tracking once you cap at 100. . 1x shield capacitor. 1 shield regen, 15% shield hardening. 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. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. 1 comment. There is no reason whatsoever to use them anymore after the recent patch. 8 (Genius Armorer councilor leader trait), you can get a lot of shield hardening that makes those shields actually pretty important if you're, e. In this video I. The amount of hull it. Stellaris Wiki Active Wikis. ago. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. This is so effective that ~40k fleets 1:2 destro/cruiser. I ragequited after the battle, and than reloaded the save. ago. There is no such thing as a "barrier" in the game. Megastructures are colossal constructions. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. Go to Stellaris r/Stellaris. Darvin3. Auras of the same type do not stack. 25 days. id say a part of it will be simply that stellaris has so many other things to worry about that players naturally want to simplify everything as long as the loss of efficiency isnt too big, so even if teh meta is balanced in a way where mixed fleets would be ideal, unless its by a huge margin most players will choose to rather be 5-10% less effective. is it worth it do you think?on titan I've gone for 12x armour, 1x hull regen, 2x armour hardening, nano-bot cloud, 20% extra range & fire rate 18,000 hull & 20880 armour. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. In the tests, I made 3 test juggernauts: 1. Doesn't seem like silos or anything else increase it. Stellaris > General Discussions > Topic Details. as it is with the shields e. +25% Shield Regen +3% Shield Hardening; Missiles. 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. If you are only looking at a single battle before recovery phases, 130 armor (tier 2 armor) is indeed 30% more than 100 shield (tier 2 shield). Refire rate and general stats have been adjusted. I tried doing something similar with armor and hull regen but the effect is much weaker and 1vs1 the double. 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. 0 unless otherwise noted. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 8. 8. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. If you are looking at at two battles, T2 armor remains capped at 130 max, but T2 shields can cover 200 sheilds due to innate regen, or 150% of the armor hp. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. 18. Archaeoshields should now properly provide their shield hardening bonus. A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. If this capacity is exceeded, they become permeable to the following attacks. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. 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. 75 to armor and 6. These IDs are usually used with the research_technology tech ID command. 4. Observe the full damage going through shield. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. 2) if you took all the options to increase your leader cap. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. Report. 30% armor hardening on top cuts it by another third. Cato Mar 7, 2018 @ 5:55pm. 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. Heavy platforms and their large weapons do best with larger forces towards the end of the game. A quick search reveals that shield hardening apparently stacks. Jump to latest Follow Reply. M: +315 shield HP (505 with AP), 4. Add a Comment. Think of the Stellaris shield trade-offs the same way. The shield regeneration is per shield slot. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed. So you can either go shield hardening or armor hardening, and it is usually better to go armor hardening due to all of the below. The advantage to shields is that they recharge on their own, but no longer in combat. 5x divider on shields. They cannot be built in orbit of a celestial body that has an. Plasma is a bit niche, but against a pure armor ship. Negative shield negation adds to your shield value after all other calculations. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. I'm trying to make a Hivemind kind of empire and set my starting system to be a shattered ring. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. The 3k minor artifact cap is pretty painful now. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. Cloaking disables shields. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). The devs have zero intention to change this as its just too much data to have sitting in limbo taking up space. With the 2. Empires with the Reanimators, Permanent Employment or Cordyceptic Drones civic or the Mechromancy ascension perk that kill an organic guardian gain the. Just had a random thought here. 2 thirds armour 1 third shield. 6; 1; Reactions: Reply. My enemy has mountains of torpedoes (no neutron launchers). But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. The other version is "%chance to reduce any damage from penetrating at all" but I. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. ago Maybe. Battle ships are your heavy carriers and artillery weapons. build several of these. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. 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. It's a bit slower than shield reg, but your fleet starts each battle at full health. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Is this a good strategy for winning battles right now?and a huge stack of armour. A +50% bonus to one of the most common jobs in your empire. Stellaris: Shield Hardeners - You must use them. It's a bit slower than shield reg, but your fleet starts each battle at full health. 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. :- ( (building a new fleet is much. It does diminish in effectiveness slightly when faced with shield hardening. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. 50% shield hardening lets you live +100% longer (!!!!!). Content is available under Attribution-ShareAlike 3. This way I got a pretty low effective fleet cap but no changes in early game. Hull is 3300. I tried everything, strikecraft, artillery, energy weapons, etc. Polarize Hull, Hazard Emitters, Aux To Dampeners, and above all Aux To Structural Integrity are. There are three types of modifiers. 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. I've had trouble figuring this out exactly, but this is what it looks like. Yes they stack. 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). . Also, shield/armor hardening could make a disruptor-based. 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. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. +25 Trust Cap +25% Trust Growth +5 Diplomatic Acceptance. . None. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Both are late game anyway so doesn't matter. Cool. Essentially all non special AI like Fallen Empire or Crisis empires build mixed, just straight up 50/50 shields and armor and 50/50 mixed offense weapons. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). If you are facing, say, cruiser-carrier missile boats, they'll be kiting at 75+ range while putting out 24 from fighters 20 M slot missiles 16 S slot missiles (60) of DPD per Cruiser. The ship cannot take damage for a whole 10 days before it regens. Now say, 30% shield hardening cuts Disruptor damage by a third. 3. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. 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. Stellaris. "Shields aren't too good" really depends on the situation. Replaced can_see_in_list with hide_leader. and a huge stack of armour. ago. If you go into a system with shield negation, you average them out for the value of your shield. Regenerative Hull Tissue Buff 3. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. List of all technology ids in the game to be used with "research_technology" console command. Ran into a new event last night. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. (autocannons, which the AI loves to use) are crap against it. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Attack the ship with a shield penetration weapon 3. Third, buff the hardening components. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. 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). Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. ago. Thread starter Louco doido; Start date Oct 14, 2022; Jump to latest Follow Reply. so first the missing techs. With the new Subterranean Origin it's now possible (in fact very easy) to reach 100% Orbital Bombardment Damage reduction: Subterranean Origin: -75% Orbital Bombardment Damage Never Surrender (Unyielding Tradition Tree): -25% Orbital Bombardment Damage Survival of the Fittest (Adaptability Tradition Tree): -25% Orbital Bombardment Damage. 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. Decreased the base damage of explosive torpedoes. Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. They cannot be built in orbit of a celestial body that has an. 9. In the middle, fittingly, is the medium platform. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. -100% doubles your shields. Decreased the base damage of explosive torpedoes. It averages at 850. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. Losing 100 Ar or 125 Sh to get 65 Hull. Stellaris. It gives a +10 fleet capacity but a 5% upkeep increase for ships. 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). 3 Stat modifiers affecting empire. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. Best. Hardening stacking question. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. 6. Lastly, armor has a hard cap of 90% damage reduction (which is largely negated by plasma). The stasis field does less direct shielding than T5, but also adds hardening, which is big. 5% daily Armor regen will restore about. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Against Lasers, Armor is better than Crystal-Forged on ships with 1,350HP or more (Battleships). Unlike EVE stellaris have weapons that do bonus damage or lower damage to shields or armor, so if you know your target is sheild heavy, you can equip weaons that do more damage to shields or ignore. 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 . 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. 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. Do the math: Crystal forged armor gives you around 100% bonus hp (maxed out. Current Stellaris Ship Meta (for v3. 1 daily regen (2. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Nov 16, 2023PitiRR. Meaning you can get 100% hardening on a large ship, pretty easily. Stellaris Wiki Active Wikis. Stellaris. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Towards the late game I run Torpedo cruisers (20-30) with missile destroyer screens (15-30) and FAE battleship carriers(10) for support. You don't. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Early game of course I do the classic hangar DP, since they easily counter small ships. 00, but energy torps have their shield_damage modifier at 0. 00, whereas explosive torps have 1. Each start system can have between 2 and 15 celestial bodies. and directly work on armor/hull. Armor/shield hardening is a counter for weapons that bypass that defense. When going over 10 in fleet cap inflicts less than 1% upkeep increase anyway. Enforcers produce 1 Unity. After all it is better to field 100 cheap battleships than 80 armored ones. The shield regen is just insane and my battleships only die when focused heavily. To quickly find a tech in this list press ctrl + f and type in the techs name. 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. It lacks the bonus to hull damage lasers have. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. 2 thirds armour 1 third shield. 7. But only occurs during combat if you have shield capacitors installed. As soon as version 2. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. Report. 34. So that gives us 34. I posted a bug report on the Stellaris forums. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). 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. Just use a balanced approach when it comes to shields and armour. #1. Increased the range of Energy. " Even at 100% armour pen it still reduces damage. Smaller ships only have one aux slot. 25 to shield. 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. Stellaris. is it worth it do you think?Hello! I used to be pretty hardcore into this game. That's some. New comments cannot be posted and votes cannot be cast. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. 2x regenerative hull tissue. 7, im not sure how frequently AI uses the new archeotech shields which come with shield hardening built it, but the auto-build ship builder *loves* those shields, so shield hardening may be a lot more common and stronger in 3. Increased the base damage of Flak PD. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. I usually go with 2:1 armor to shield. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 6 Badges. So +6. 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. 5 to hull, 18. The nano missiles and saturation artillery are flatly excellent. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. ; About Stellaris Wiki; Mobile viewStellaris Wiki Active Wikis. Heavy platforms and their large weapons do best with larger forces towards the end of the game. 6 beta update they removed the evasion for shield hardening, which is significantly worse :( Lot of people complaining about that specific change. . Starbases and Defense platforms. This means it now has 90-50=40% as the penetration just subtracts armor percentage. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. 34 comments. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. 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. • 5 yr. 0. Losing 100 Ar or 125 Sh to get 65 Hull. Early game of course I do the classic hangar DP, since they easily counter small ships. ago. The cap to the Force Disparity bonus for fleets. Dr_Bombinator • 6 yr. Effectively, a relic aux slot component that offers at least 30% total hardening, and some total HP preferably through a percentile HP buff to both armour and some slight buff to shields; let's give an estimate of 20% Armour Hardening, 10% Shield Hardening, +20% Armour HP, +10% Shield HP, minor resistance to some of the nonsense on this list o. Web Death Jun 4, 2019 @ 11:54am. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Damage redirected to the hardened component. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Baby's First Stellaris Ships (3. malakhglitch Rogue Servitor. Add a Comment. But that is only even taking into account the enemy damage types. The wiki doesn't say anything about them having point defense. 75% hardening all shield targets stop arc pretty well. 3 Base intel level. It gets deleted when the colossus is used. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. 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. NagolRiverstar • 1 mo. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. Increased the base damage of Flak PD. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. I don't have a screenshot of the 2341 battleship unfortunately, but this one from 2306 when I finally remembered that I really ought to have eliminated the Fallen Empires two or three decades ago, so time to get a move on, should give you the general idea: 70% shield hardening with a Genius Armourer on the council, physics > shields, society. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Small ships can't do it no matter how much you try. 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). Also, shield/armor hardening could make a disruptor. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. 4. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening. Destroyers are around 2k health and 50% evasion. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. 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. For example. As few weapons as possible. 8 armor/day (round to 35 to make math easy). A quick search reveals that shield hardening apparently stacks. Doing some tests against the contingency. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. Shields are hit-points on top of your hull hitpoints. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Architect of War −10% Military Ships Build Cost +30% Military Ships Build. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. Recently I decided to pick it up again. 8. 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. I like this, but the added calculation for every fired projectile is way more complicated than just raising the cap, which could cause lag. Mining lasers are now classified as Brawling weapons. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Removed any mention of a 365 day calendar in Stellaris. Armor/shield hardening is a counter for weapons that bypass that defense. ; About Stellaris Wiki; Mobile viewmy shield nullification surprise. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it. 7, im not sure how frequently AI uses the new archeotech shields which come with shield hardening built it, but the auto-build ship builder *loves* those shields, so shield hardening may be a lot more common and stronger in 3. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Third, buff the hardening components. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. One of the several reasons that armour is generally considered a better defense than shields in Stellaris is that there are a lot more weapons that penetrate shields than armour, as well as more weapons with high damage multipliers to shields. 2x Armor III - 430 HP. 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.