stellaris afterburners. ago. stellaris afterburners

 
 agostellaris afterburners 0 unless otherwise noted

take the beating rather than your squishier heavy hitters then don't use long range weaponry on them and slap on 1-2 Afterburners on them. Notably each engine upgrade increases sublight speed by 25%, up to 75% for impulse thrusters and a whopping 125% for dark matter thrusters. When I add afterburners. Increase building time and cost for Fortresses, Citadels, Heavy Modules. Which result in inability to fire those weapons. What I do is put afterburners and autocannons on corvettes, since they like to get up close to enemy fleets. View community ranking In the Top 1% of largest communities on Reddit. To use this setup, command both the corvette screening fleet and the battleship fleet to the hyperlane jump point, but dont let them go off until both are in place. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. There is a Synopsis with the conclusions at the end of the post. So if you have 100 command limit in a fleet it should be 50 frigate bombers, 20 destroyer brawlers, and 5 screen destroyers. Stellaris. Torpedo corvettes for example can get good use out of the speed to have a better chance to get in range before being shot down. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!The contingency exclusively use large and medium guns, so corvette swarms are very effective because of their high evasion. Since the module neither gives faster movement out of combat, nor any other buff, it is hard to justify fitting them. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. mid range (G and / or H) 10 or 15 destroyers. Surrender and wait the Khan out. Early game the AI uses auto-best designs for its ships. CryptoUse Afterburners with Carrier computer to keep maximum distance. 3. A U. Hell not micro managing your planets is harmful. WARNING: This mod modifies vanilla files and may not be compatible with other mods. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. ?! Giriş Yap Mağaza Ana Sayfa Keşif Kuyruğu İstek Listesi Puan Dükkânı Haberler İstatistiklerStellaris. ?! Přihlášení Obchod Domovská stránka Fronta doporučení Seznam přání Věrnostní obchod Novinky StatistikyIf I put afterburners on my carriers, will they be better able to stay at range, or. Remember that your ships will do less damage as the hull takes damage (all the way down to the 50%). Afterburner are forbidden for Starbase because auto-design like to pick it on starbases design. 5 to 10 destroyers with a large mount. Afterburners are crap ok thanks #2 IIpocTo urpok Feb 12, 2018 @ 6:53pm They stack, but xhadu27 telling. artillery fleet. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. I set the battle fleet to passive stance and following the escort fleet, which is on aggressive. it has an Evasion rating of 47. These IDs are intended for use with the “research_technology” console command. when the extra speed doesn't add to evasion or anything else?Go to Stellaris r/Stellaris • by [deleted] View community ranking In the Top 1% of largest communities on Reddit. Stellaris 50407 Bug Reports 30701 Suggestions 19114 Tech Support 2883 Multiplayer 377 User Mods 4629 Stellaris AAR (After Action Reports) Console edition 1214 E Second Lieutenant Business, Economics, and Finance. - carrier type with lots of point defense and plasma weapons, 3 afterburners. Sure, depending on the ship. Since torpedoes have a. 05% hull and 0. Those techs aren't bad, exactly, but they are low-impact (as most Stellaris techs are, individually) and they take a long time to pay for themselves. Your ships will keep disengaging while pelting the enemy with swarmer missiles and wear them down, it destroys the AI midgame but isn't strong vs the crisis. These interceptors will counter picket defenses very nicely. ?! Войти Магазин Главная Рекомендации Список желаемого Предметы за очки Новости СтатистикаGo to Stellaris r/Stellaris • by heightfax. Go to Stellaris r/Stellaris. I'm not a fan of this new type of ship parameter. That's what the displayed +10% or +20% actually mean. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. And I found this: My carrier battleships are charging forward, with an unreasonable speed. Originally posted by Paragon: The main way is definately technologies; upgraded warp drives, faster engines, afterburners, etc. You can apply this to Cruisers and Destroyers as well. In this case it's personal preference, but with Evasion getting the nerf bat in 3. shadowtheimpure. 0. 5K,最多10K左右。. 3, and yes I know it's quite long. Marauder missile + autocannon/disrupter. War is no longer fought on a tactical basis, think strategically. Missile Carrier fleet: Battleships with Arc Emitter, Hangars, Point Defense (again, energy not flak), and 2 each of small and medium missiles. Stellaris Wiki Active Wikis. There are 6 classes of military ship in Stellaris. Stellatis is tough. System: Max systems, line computer, afterburners, and auxiliary fire control. Put all afterburners in these slots. Just the fact that you use them instead of afterburners, already means that you take X% more damage per fight, and you take Y% longer to get from A to B. Contents. ?! Logg inn Butikk Samfunn Kundestøtte. Despite being Psychic, having gale-speed, and afterburners on my corvettes they do die pretty fast to the main hubs with their 500k defense fleets. AoW: Planetfall Cities: Skylines Crusader Kings 3 Empire of Sin Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Is it worth puttting two afterburner upgrades on a ship?We would like to show you a description here but the site won’t allow us. 8 no DLC. Contents. It is fairly effective against pure artillery battleships as well. Destroyers: Have a great tracking bonus. So yes, I. 9K views 5 years ago Afterburners!!!! More Stellaris Combat Theory to look into the use of afterburners in game and test their effectiveness against. In the past, this fleet would rock against Prethoryn: - battleships only. 6. Marauders are always hostile, but will generally not attack empires unless they. Since these things only increase combat speed, I wonder if there is ever a scenario where I would want afterburners over an empty slot. It's actually 0. AFTERBURNER_2. Jugg is considered Starbase, if it is not then it could not have the mobile shipyard. Edit : Oh god I just noticed the speed, I'm at 8. Hyperlane drives decrease charge time by 25% each upgrade (up. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. I. o_O Destroyers actually require afterburners or their evasion will be too low. Its short range is a problem since it doesn't have the evasion of Corvettes, but it makes up for that with incredible firepower. Active Wikis. Stellaris > General Discussions > Topic Details. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. Shields can be stacked higher than armour. Ability to run away. Autocannons are close range shield shredders. Updated to 3. One suggestion would be to note the anti-synergy between armor/shield piercing weapons (missiles, disrupters, etc. ironsasquash Ring • 14 days ago. There are only three small slots to work with, so things aren’t too. If I put afterburners on my carriers, will they be better able to stay at range, or. full evasion and quick damage ("assault ships") I was far beyond the limit if I could afford to lose resources for a while. All Battles were fought with 480 fleet power,repetable tech 5 and all resources that affect ship combat. You’ll still be moving but just incredibly slow. I started a new playthrough in 3. This page was last edited on 14 October 2017, at 10:55. Why trade a defensive slot for combat speed. ?! Zaloguj się Sklep Strona główna Kolejka odkryć Lista życzeń Sklep punktów Aktualności StatystykiIf I put afterburners on my carriers, will they be better able to stay at range, or. This thread is archived New comments cannot be posted and votes cannot be cast. Mar 7, 2018 @ 6:02pm. Stellaris. 3. And it gave evasion to boot. One suggestion would be to note the anti-synergy between armor/shield piercing weapons (missiles, disrupters, etc. This is useful against corvettes with high evasion and for Large Weapons since they dont have as much accuracy as smaller and medium sized weapons and we need to have every DAKKA count. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. When disruptors aren't available from tech, then use missiles in S slots or lasers in M as a fall-back. Let's say you want to open up T2 engineering techs for Destroyers. Afterburners modify Combat Speed, not Evasion. Cruiser: 120 speed, +125% DMT = 270 speed. Basic afterburners increase this to 60% * 1. even on the autocannon's worst target it has 40% the effectiveness of plasma. All codes for the game: The main list. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. full armor damage. Crusader Kings 2 Arsenal of Democracy Europa Universalis 2 Europa Universalis 3 Europa Universalis: Rome Hearts of Iron 2 Hearts of Iron 3 Steel. Advanced Afterburners: 6: 20 +20% Sublight Speed +10% Evasion: These improved afterburners provide even more combat speed for the ship. A complete and up-to-date searchable list of all Stellaris technology IDs. ago. I will. So, will these ships benefit from (advanced) afterburners so that they. ; About Stellaris Wiki; Mobile view Afterburners: 4: 10 +10% Sublight Speed +5% Evasion: Afterburners provide additional combat speed for the ship. So you can put missile on anything that permit it. Best A-slot tech is Enigmatic Decoder. A number of the provided designs mix the two types to a large degree, reducing their overall effectiveness. Stellaris. Stellaris > General Discussions > Topic Details. Speed bonus: worthless, because fleet moves with the slowest ship, and a battleship with afterburners still slower, than a corvette without it. Notably each engine upgrade increases sublight speed by 25%, up to 75% for impulse thrusters and a whopping 125% for dark matter thrusters. 25 / ×2. Computer should be swarm then picket once you can get 90%. This can mostly seen on carrier stations wielding 10k+ power without platforms, then lose to a 7k. The above design will pretty much take care of everything that isn't an artillery-based ship. is it ideal, who knows, is it perfect, i doubt it but it works for me. e. I made a lot of mistakes and read a lot of info on the web and looked at a lot of videos but nowhere do they really teach you how to play. Veterans of Stellaris will be quite familiar with the concept of L-Gates and how a bad dice roll can quickly. I remember nerve-wracking missions in Freespace 2 where I was boosting at maximum afterburners, all power in engines, to shoot down a missile/bomb before it hit some ship I was escorting. Computer system. That way whatever the RNG comes up with for improvements at least half my fleet will get a boost. Its short range is a problem since it doesn't have the evasion of Corvettes, but it makes up for that with incredible firepower. This is both due to the prevalence of shield piercing or shield damage bonus weapons (both in the meta and by the AI) and due to how armor Regen is tied to hull Regen. Assuming 3. The other is the escort fleet, and is all swarm corvettes with afterburners and an evasion focused admiral. This is useful against corvettes with high evasion and for Large Weapons since they dont have as much accuracy as smaller and medium sized weapons and we need to have every DAKKA count. Now your corvettes should reach the enemy faster AND stay alive longer in the dogfight! — I need to explain the function in a bit more math depth because the in-game tooltip might be. Reactive Armor: 10 1: 15 +15% Armor Hardening See and The Titan will have trivially less evasion than the Battleships but it's not like the difference matters, and an Advanced Afterburner or even Enigmatic Encoder won't close the gap anyhow. This is a writeup on the best ship designs in Stellaris v 3. Yeah, I've got a pretty serious bias towards Afterburners. Use Afterburners with Carrier computer to keep maximum distance. Some builds will 100% counter another and annihilate the opposing fleet and take only small losses. It says it affects SL during. They have inherent regeneration of 1% of their base health per day. ago. My favourite builds for the smaller ships are either full disruptors with picket combat computers or full missiles with artillery combat computers. E. I do one corvette design that uses energy weapons and another that uses kinetic guns and missiles and build 10/10 fleets to start off with. xXxcock_and_ballsxXx •. Empire of Sin AoW: Planetfall Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath. 加力燃烧室 (Afterburners) 解锁部件: 加力燃烧室. ?! Σύνδεση Κατάστημα. IIRC base stats are 100k each of shields, armor, & hull, -75% damage to shields, and system-wide range. This is applied to evasion after other added values. - carrier type with lots of point defense and plasma weapons, 3 afterburners. Legacy Wikis. As for regen hull, well if you have ever watched a firefight in the slower speeds just for fun you can see that during a firefight the damage will outpace the hull regen so in my opinion stacking these is. Stellaris. Advanced Afterburners are +20 speed on Battleships, +24 on Cruisers and Frigates, +28 on Destroyers and +32 speed on Corvettes. Your options for T1 techs are:. Shields [edit source]. ?! Log ind Butik Startside Opdagelseskø Ønskeliste Pointbutik Nyheder StatistikIs it a thing? If I put afterburners on my carriers, will they be better able to stay at range, or. Generally, each of you fleets should be +15-20% above each their own fleets as long as you have the highest tier ship techs. I just throw afterburners on them and boost the evasion through the roof. Sillez_zockt. This is a small combat tweak that hopefully will make afterburners more worthwhile by giving them an evasion multiplier. ago. ?! 로그인 상점 홈 탐색 대기열 찜 목록 포인트 상점 뉴스 통계Go to Stellaris r/Stellaris. BETA: Shield Hardening. 所有帝国的舰船进入掠夺. For basic afterburners, this is 110% and for advanced this is 120%. System: Max systems, line computer, afterburners, and auxiliary fire control. Try it out in the Ship Designer. Devastator Torpedo Cruiser the short-range brawler cruiser has superb damage output and can absolutely tear through enemy fleets. Flexibility. Carrier ai can increase that and thus can increase engagement range. First you must find it in your galaxy, if it has spawned, like any Leviathan. Usually it would be 70% or 90%. Example: Base corvettes have an evasion of 60%. Legacy Wikis. Although the hull regen mid game is fantastic, the sheer number of ships and fire power late game dwarfs hull regen. So the base power and damage output of AC1 is 30% higher than Coilgun2. Missiles: long range and high damage, but can be intercepted by point defenses. Below is our complete list of the Technology IDs for Stellaris. Despite having a base rating of 35% evasion, you can tweak it to 70-80% advanced afterburners and gale speed trait. Afterburners Fusion Missiles Coilguns Standardized Corvette PatternsEven putting 2 afterburners on a cruiser doesn't cover the gap, and the 10% boost to a cruiser's base 10 evasion is pretty anemic. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Legacy Wikis. Out of combat, all regen gets multiplied by 5, so out of. 6 beta. whereas getting rid of afterburners is a major maneuverability and evasion nerf. They also have more guns overall for better firepower and better durability. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. 99. Unlocking the Galactic Market in Stellaris provides access to a wider variety of resources, including rare ones like Volatile Motes and Zro. Go to Stellaris r/Stellaris. Even if it is the only available addon I have, leaving the. Atharaphelun • 2 yr. Interceptor - The rest of your corvettes should be made of interceptors as they are the most efficient in terms of sheer basic firepower. Commonalities Between the Tests + Notes: I’ve underlined the most important information in each test. -In Homeworld, Marine Frigates served a very specific purpose and required careful micro or they were completely useless. 7) and 2 afterburners. 7K with dark matter thrusters and afterburners. While a good portion of their stuff is just straight better (mainly weapons), some things like engines, afterburners, sublight thrusters, jump drive, etc. Stellaris grand strategy space game by Paradox discussy thingy thready thingy. 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. This page was last edited on 24 April 2022, at 17:27. Stack them with Afterburners and you can get them to be fast enough to match anything less than a dark matter engine Corvette, while having firepower/Alloy and firepower/Naval Capacity that absolutely obliterates battleships. Available only with the Apocalypse DLC enabled. Subscribe to downloadBetter Civilian Ships. udkudk1 Science Directorate • 1 yr. Apr 29 @ 1:58pm Are Afterburners Largely Obsolete Once Hyperlanes are Everywhere? I use After Burners to make top speed from one side of the empire to the other cutting out all the sublight hassle, but with Hyperlanes I guess they are obsolete except for the evasion. Beelining is following a dedicated research path in order to unlock a powerful technology. Those are the main corvette weapon builds. Click to expand. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. Using a premade QSO makes the initial QSC stage considerably cheaper, but either path is viable. For basic afterburners, this is 110% and for advanced this is 120%. You need to use Line computer with these to negate their grotesquely terrible accuracy, but they pack an immense punch. I can deck a ship with a massive amount of energy costing weapons and shields yet still have a large amount of energy left. 在《 群星 》中. ago. 6%. First of all, shields daily hull regen is +1. 3 Afterburners. A complete and up-to-date searchable list of all Stellaris technology IDs. Stellaris 50398 Bug Reports 30701 Suggestions 19102 Tech Support 2881 Multiplayer 377 User Mods 4629 Stellaris AAR (After Action Reports) Console edition 1213 1 2 Use Afterburners with Carrier computer to keep maximum distance. I use level 2 afterburners and the Contingency are getting a 50% hit rate at best. And the less said of battleships the better. Feedback. Which is a waste of auxiliary slots. With 90% evasion, this beast couldn’t hit them. It'll get better when you start using Archaeotech weapons and shields/armor at no extra cost 🙂. There's not really that much you need in terms of utility components. DM Corvettes are 360 base speed, DM BS are 225. I like to keep some full corvette fleets (disruptors, afterburners and jump drives if possible) for rapid response. Support modules tend to boost one stat by a little: There's Reactor Boosters for additional Power, Auxiliary Fire Control for more Chance to Hit, Shield Capacitors for better shielding, and Afterburners for more speed and evasion. Although the hull regen mid game is fantastic, the sheer number of ships and fire power late game dwarfs hull regen. Shields and hull are balanced. They made both ship types perform worse, and it would appear that the general rule for A-slots is Capacitor>Plate>Regenerative Hull>None>Afterburners. EDIT: I found the mod causing the problem; !Expanded Stellaris Traditions ACOT PatchHull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 8 Stellaris (and however long this set of combat-balance stays in Stellaris). Small stormfire autocannon- 19. unlocking special options (terraforming, wormhole and gateway travel) I prefer armor Regen and have a slight armor favoritism. X or T slot weapons with a few range modifiers will probably be one shotting. Use jump drives to surgically strike their infestors and kill a few of their starbases, then jump back out. Put all afterburners in these slots. 1 Libra. And because of their speed they automatically fly close to the enemy and kill all missiles while their shields recharge so fast that only a whole lot of ships could ever kill them, at least if used in a proper fleet of other ships. Do battleships, titans and juggernauts benefit from afterburners to outrun projectiles vs AI? Evasion-wise, these will not benefit since the increase in evasion is 10% not +10. Furthermore, towards the end of the game evasion, you can increase the rating to 90% using an admiral with the psychic trait or enigmatic encoder. Nov 16, 2023As a summary of what he said, afterburners are useless. In my case, I don't use it at all. . 10 corvettes would cost close to 55-70 minor artifacts a piece, if fully decked out in archeotechs. Devastator Torpedo Cruiser the short-range brawler cruiser has superb damage output and can absolutely tear through enemy fleets. All with afterburners. Use Afterburners with Carrier computer to keep maximum distance. problem is aside. ) and non-piercing weapons (kinetics, lasers, etc. 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. and many corvettes (to fill in). System: Max systems, artillery computer, auxiliary fire control, two afterburners and an aura that fits your playstyle. You may actually lose Evasion by slotting Afterburners because surplus energy gives it a tiny bonus (something like 2% per 40E. ) and non-piercing weapons (kinetics, lasers, etc. All types of planets. flak is probably a good idea, as it counters the evasion of the strike craft. Business, Economics, and Finance. The accuracy rolls in combat are: base weapon accuracy - MAX (Evasion - tracking, 0) + bonus accuracy. ok thanks. Use Afterburners with Carrier computer to keep maximum distance. Autocannons, Shield Hardeners (optional: Afterburners) Required Components: Line Computer Sections: Volley Bow, Torpedo Core, Gunship Stern Armor/Shields: 4 Armor - 4 Shield (If you don't have enough energy. These are also easily moddable via its file, see #Tiers . Are there better ship designs for specific situations?If I put afterburners on my carriers, will they be better able to stay at range, or. Finally there's support modules on the bottom right of the ship designer screen. This is Stellaris, we now use a planet cracker to. Sciira • 6 yr. 7K with dark matter thrusters and afterburners. tech_afterburners_2. Only take fights where you have the advantage. Is it worth puttting two afterburner upgrades on a ship?Is it worth puttting two afterburner upgrades on a ship?科技/工程学科技. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. I basically run this fleet until i can get battleships which i run 4 designs of those. #2. 25 } Ironsight April 24, 2021, 12:42pm 5633. Period: 2214 to May 1, 2249. Shield strength, against full shield penetrators, is given by. They mainly are tehchnologies for armies and auxiliary ship components (afterburners, shield boosters etc. An afterburner (or reheat in British English) is an additional combustion component used on some jet engines, mostly those on military supersonic aircraft. Stellaris cheats and commands. Unless, if mods are in place. 报警机器人 于6年前 修改了 此页面。. So I feel that in the game, the engines presented could be tweaked, and I was thinking of something like this. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". DPS is through the roof, hence why the fleet power with them is so high. Avoid autocannons because they look good on paper and give you a. I downgraded their engine to level 2 but they are charging faster than my destroyers with level 4 engine and afterburners. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. tech_afterburners_1: Afterburners: tech_afterburners_2: Advanced Afterburners: tech_space_defense_station_1: Deep Space Defenses: tech_space_defense_station_2:Once we understand what goes into a ship, we'll talk about one of the most important yet most often ignored aspects of Stellaris combat: retreat and disengagement. Maybe 1/4 are carrier battleships with the rest being artillery bbs using neutron launchers and kinetic artillery. Stellaris Wiki Active Wikis. A titan with three Advanced Afterburners goes at 220+-3 Speed. Since sublight flight is like 90% of travel time now it gives tactical advantage and also makes jumpdrive penalty less painfull. )> This version of the mod is for Stellaris 3. 袭击舰队战力与游戏时间和玩家舰队实力有关,至少为2. Basic afterburners increase this to 60% * 1. If you don’t put as many missiles as you can on them. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. 1 or 1. And the guns are the right size to deal with smaller ships like corvettes and frigates. To increase the speed of a bs fleet, you can add a couple of corvettes in. But because the range is abysmally short, they are useful only in the player’s hands, on dedicated ships designed to fight in close quarters. In other words, evasion and protection are not mutually exclusive. Juggernaut can now use afterburners T5 reactor power increased from 3200 to 3600 for Juggernaut(starbase reactor type) Aura effects Strike craft Aura: strike craft fire rate and strike craft speed +50% Weapon range Aura, Hyperlane Aura remain unchanged Point defense Aura: tracking -20, point defense weapon fire rate -50% (on. Devastator torp + autocannon/disrupter. Content is available under Attribution-ShareAlike 3. Usually it would be 70% or 90%. First off, there is a best design for every class of ship. Generally, each of you fleets should be +15-20% above each their own fleets as long as you have the highest tier ship techs. Also, those are the in combat values. • 9 mo. Community Hub. Ascension perks. 6. Devastator Torpedo Cruiser the short-range brawler cruiser has superb damage output and can absolutely tear through enemy fleets. I researched the tier 1 and found that these only give combat speed and no extra evasion. There is a Synopsis with the conclusions at the end of the post. 750. Legacy Wikis. Crypto Use Afterburners with Carrier computer to keep maximum distance. As missile tech advances upgrade. They stack, but xhadu27 telling the truth – they suck. 掠夺者是宇宙中的FTL游牧民族,他们会经常勒索其他弱小国家,要求其交出一定数量的 能量币 / 矿物 / 食物 ,否则会向拒接要求的国家发动袭击。. All aux slots can stack. It's annoying to repair and restock all the time and it accumulates war exhaustion but it's effective in my experience. ?! Se connecter Magasin Accueil Liste de découvertes Liste de souhaits Boutique des points Actualités StatistiquesMarauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. Like sometimes you can conquer 100% of enemy ampire and still not win because they have some ally somewhere at the other side of the galaxy doing nothing. - Defender of the Galaxy ascension. Defenses [edit source]. 5% (thrusters +10, destroyer +35, excess power +1 according to the tooltip). 0. Normally, you automatically get itel on any system that you are connected to by hyperlanes, so at the same time that you can "see" a system in your map, you also gain itel on it to jump there. 29. I find it better to dogpile their fleets one at a time. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. Shield will also pretty much always regen faster than armor/hull no matter what you do. What's that about?Well the 4 important ones are Discovery, Harmony, Prosperity and Supremacy.