stellaris evasion cap. A big part of the strength of Corvettes is their sublight speed. stellaris evasion cap

 
 A big part of the strength of Corvettes is their sublight speedstellaris evasion cap 2 Available envoys

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. There are 2 ways Evasion can increase, Adding or Multiplying Thrusters and CPU are additive, Nearly everything else is Multiplicative. Both the final numbers leave me at 54% and 40% Evasion respectively, which is still under the 90% actual cap, hence my curiosity. Stellaris. 8 Governing ethics attraction. Shields can be stacked higher than armour. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. But you CAN outrun your opponents. If you can hit that with precognitive then it's strictly superior to sapient. 2. 2 days ago · 2:13. country_admin_cap_x: add, mult (Depreciated as of 3. 1. I suspect that it is either completely bugged or someone changed it from 90% to 0. Haven't looked into the range to much all I know is that high evasion frigates can roll battleships very quickly. Ecumenopolis foundries or foundry habitat spam are needed at higher difficulty levels although some relics, civics and origins can mitigate this. 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. Psionic admiral gives 15% evasion, so from 80% you get 12 bonus, but cap is 90. Montu (youtuber) has done a bunch of simulations with various compositions. After that the side systems aren't really a threat and the factory system is impossible for the AI to. This is the best shield dps a corvette can do. 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. You can read the full patch notes on the Stellaris forums! Free Improvements. Vulnerable to kinetic weapons. Updated Habitats (needs Utopia or Federations) - Habitats have been limited to one per system, but a variety of orbitals can now be constructed around. Admirals are twice less likely to die in combat. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. BETA: Shield Hardening. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. To negate any tracking. Letter to Developers: Administrative Capacity. for example it shows evasion 0. 3. Sort by:These are the best grand strategy games in 2023: Supremacy 1914. Otherwise, use NSC and run 18 fighters on a single ship, 27 on your flagship, and laugh. Evasion isn't worth much on destroyers, if its worth anything. ago. It can however be used without ACOT if you. The evasion cap is too small and tracking or accuracy is too easy to acquire. Now updated for 3. 9) of the game. Example of console command: "add_trait_leader 4 leader_trait_adaptable". So civics and species traits that offer it are pretty worthless in most situations now because 10 is such an easy number to hit with tech, traditions etc. +50% ship cost. 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. Because the final crisis of ACOT: Secrets Beyond the Gates is even more powerful than the end game crisis of Gigastructural Engineering (depends on the settings of course; Endtekk Blokkats are. In 1 collection by Chirumiru ShiRoz. I liked Stellaris before. Almost 21% actually. I do disagree that it is combat speed. Does having additional evasion help to counter tracking? For…Dirt cheap, long-ish range, full penetration (certainly more range than any other full penetration except arc emitters), good tracking and perfect base accuracy, full evasion, decent tank (for their size), best possible DPS from non-spinal penetrating weapons even without the Archeo-Engineers AP and even better with it (though. g. 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. 0 changes are affecting the game. As the title says, there needs to be a negative opinion modifier cap on claims. 1; Reactions: Reply. A modifier influences a scope's gameplay state, be it a country, planet, etc. With all these new reworks, and bug fixes, and updates. reduction modifiers divide an amount of a resource or attribute by a set amount. Stellaris Wiki Active Wikis. I generally prefer the precog interface. FogeltheVogel • Hive Mind • 2 yr. Does accuracy cap at 100 percent. ago. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. 21 Badges. That said, the power of the Focused Arc Emitter is absolutely bonkers, and from the. This government is a spiritualistic form of democracy, where a religious council supervises the democratic process and serves in an advisory role. I rescued him from the Marauders near my borders, and just kind of forgot about him for a while. Missiles, and you’re gone. Forts can't evade. 23 =. Ships will take a bit longer to build, be a bit more expensive, and a bit more powerful. If a ship does sit still it should be moments from exploding, or at least, have 0% effective evasion. My battles were always as a militarist with no retreat policy, this way you have less casualties cause their ships die faster. Vette A fleet had 90 evasion Vette B fleet had. Having two titans in this fleet or in one engagement makes you likely to dominate. Alright, it's been a "while" since I played (understatement) but this is what I remember doing roughly. A small ship should have a chance to evade but, with advanced computing and targeting, it should never be a high chance. 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. Also there is +30% evasion from 3 thrusters and 10% from combat. The attacker's counter to evasion is Tracking. 1x shield capacitor. Select a construction ship and right-click the system in the galaxy map. 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. These three things are then used by a ship_design to formulate a complete ship. Point Defense does more damage per shot - its better at actually destroying incoming attackers because it kills them in less hits, giving them less of an opportunity to damage your fleet - if it hits, which is the critical distinction. Many of the other strong modifiers, such as evasion, disengage chance, pop growth, and jobs/population are also capped at 5 or 10 levels if they would be otherwise overpowered. scaling unity upkeep of the leaders and scaling malus to leaders' xp gain. 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. Obviously to each individual weapon on the ship. More. 2 armor, 1 shield. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. Weapons that ignore armor and shields. 95% and 100% evasion corvettes have insanely high military power. Combat Computers, Sensors and Aux. 90% evasion - 15% tracking = 75% effective evasion, 85% accuracy - 75% effective evasion = 10% chance to hit if evasion wasn't hard capped and only effective. −20% Leader Upkeep if robot. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. 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. • 6 mo. Support. Vulnerable to kinetic weapons. Solace_for_all • 6 yr. ago. There are tech that stack. 闪避( Evasion )是基于船体类型而区分的一项舰船基本属性,是护卫舰、驱逐舰、运输船以及其他类似的小型船只固有的属性。 可以通过加装推进器、战斗电脑或者特殊模块来增加闪避值。Realistically speaking (and this is also true in stellaris), evasion is a big part of survival in combat at substantial ranges with sublight weaponry. As far as I can see, going 1 above Cap is as punitive as in 3. Component. I think living metal is honestly kind of overrated. Really helps winning. 85 Badges. 9, exceeding the cap is less punitive. 1. Noxious is an awful trait for everyone except for origins like Shattered Ring/Life Seeded who can actually use it quite wel. What is the point of 200% in whirlwind?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. Stellaris: Suggestions. Ok I. darkestkhan Second Lieutenant. Originally she lost her psychic trait, but when another empire with my species as founder ascended she regained it. Description. Paradox Store. Also, keep in mind most are multiplicative, not additive. Excess power can get you around another 2%. The more you know. PeerawatZ/ShiRoz Stellaris Mod Collections. If you lean too hard on shields, you could be weaker even to a mixed build and - also - the extra power to weapons/evasion contributes a lot more to survivability than I previously thought. The chance to calculate a hit is Accuracy - (Evasion - Tracking). Medium. So they are boxed in like a Stellaris player, playing on a 1000 star system, GA, no scaling, who smartly chose to only run with 2-3 scouts and now he's boxed in by his neighbors. It’s in the wiki but a simple version would be chance to hit= acc- (evasion-tracking) And evasion-tracking can’t be less than 0. 4. 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. I see why paradox caped evasion at 90% now. 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. Picket - I'd say this is easily a win for Precognitive. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. Paradox Forum. 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. Edit: in your example chance to hit is 80. 1) command to find the id of leaders. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. This post's point rings kind of hollow when you admit you agree with the complaints. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. In order to stop those fleets from spawning you need a ship (any ship) to be in the L-Cluster's terminal system. I've noticed this as well. At start, most of the universe is sparselly populated with Space Monsters that you encounter very early. . Adventurous Spirit. In a 1v1 dual with low evasion we can still see either side dealing more damage to shield than the other side have. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. Excess armies are initially placed in a reserve area behind the frontline and replace any. 316. For picket I prefer precog because I rather have the tracking. 1. Our coilgun has a tracking of 50%, and our lvl 2 sensors add another 5%, giving our shot a tracking value of 55%. Gestalt Consciousness empires use nodes rather than council leaders. Destroyers can fit a bit more shields on, but still no armor worth using. Same applies to invasion. 0: Naval Capacity Issues. Steps to reproduce the issue. Chance to Hit = max (0, min (100, accuracy + "Chance to Hit") - max (0, evasion - tracking)) is the correct formula. 2] [7836] Shields, armor and hull points regen IMMEDIATELY after taking damage. Well that's the start of an idea, if I know forums. 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. 9 ‘Caelum. Stellaris Wiki Active Wikis. that the 1 missile per 1 fleet cap is pretty insane. Stellaris Dev Diary #312 - 3. Does accuracy cap at 100 percent. If you have a 50% armour piercing weapon, that armour becomes 45% effective, no matter how much over 90% you had in excess armour. 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. Ships being practically unkillable is kind of a bad thing for balance. 3 comments. After thirty minutes it had gone over twice that. _mortache • 4 min. Well that's the start of an idea, if I know forums. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Hello Stellaris Community! The 3. First, let’s say I’m planning to use a…It looks like they forgot about machine empires for Libra. Which makes this very difficult. As far as I can see, going 1 above Cap is as punitive as in 3. 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. Corvette have innate evasion % built in. 1) The most common, engines. 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. 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. If you like this project, you can help us to improve it . But I also don't know if anything else has a cap. The 4 KA + Lance is fine as it is, this way your ships AI will strip shields with KAs and finish off everything without shields with Lance sniping. with a base of 1 allowed per empire; every 200 Naval Capacity increases an empire's Titan cap by 1, up to a maximum of 20 Titans at 3800 naval capacity. After tracking (tachyon. So you'd take (raw evasion - weapon tracking) and if the result was over 90, cap it at 90. Over the past month, the US has sanctioned five vessels for hauling crude above s $60-a-barrel price cap set by the Group of Seven and its allies. ago. Mechanics [edit source]. Then there is the one that decreases opponentsnshields by a substantial amount. 0. It depends on the ship behavior type you select. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Flak does less damage per shot, in contrast, but is far better at tracking, which makes it better at destroying highly evasive targets. What is the point of 200% in whirlwind?This article has been verified for the current PC version (3. 400K subscribers in the Stellaris community. These 2 are the only "caps on megastructures" I can think of. -Oscot, on Stellaris planets. stellarislocalisationmodifiers_2_l_english. May 15,. Make great raiders and. A ship_size has a list of slots that can have sections attached to them. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. Okay, it goes like this. Reply. PeerawatZ/ShiRoz Stellaris Mod Collections. 30) over a Sapient computer. The thing to remember is that the fleet "cap", isn't. Trust Cap -50 Trust Growth -10% Colony Development Speed +25% Pop Growth Speed +10%. Description. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. What is the point of 200% in whirlwind?Note that "Precognative Line" has +15 chance to hit and +10 Tracking, though only +15% fire rate. Ships consists of three basic components: ship_size – #Ship Sizes. Edit: Quick search to. No corvettes are not useless in endgame, but you need to use them wisely, and in force. yes. The Fighter craft 2 has 5-13 100% acc and 90%. Otherwise, use NSC and run 18 fighters on a single ship, 27 on your flagship, and laugh. My best counter to contingency would be like a previous poster said. It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. 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. If you are going to use them, I would keep them in separate fleets. 30. For swarms, it all depends on hitting the coveted 90% evasion cap. Base accuracy depends on the weapon type. 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. 2): 1 - Admiral Pool Leader #1 ; 2 - Admiral Pool Leader #2 ; 3 - Admiral Pool. X branch. Read the full patch notes here [forum. ) Link, the death cap mushroom, is an invasive ectomycorrhizal fungus in North America that was inadvertently introduced from. Smaller ship frames have higher evasion. It's either 2 roles or additive. Reply. LEADER_CAPACITY_BASE = 12 # Base leader cap. ask questions and/or talk about the 4X grand strategy game Stellaris by. I went and tested this with no mods and the issue still persisted. Does accuracy cap at 100 percent. Resilience. What do people do with extra resources, just sell them?. or. I'm curious how the math works out for evasion going beyond the hard cap of 90%. About 20 in-game days after I posted this, the extradimensional invader crisis started and spawned right next to my territory, so I went with shields for immediate utility. 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. 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. -Slow Breeders or Non-Adaptative. For the swarm one, you mostly use it for corvettes and the difference is that precog has higher sublight speed while the sapient has higher evasion. 27 dps. If a ship would normally have 90% accuracy and you have 60% evasion, this means the attacker gets only 30% accuracy. 3 Base intel level. It also adds a fully populated stellarite tier of buildings. Removed any mention of a 365 day calendar in Stellaris. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. ago. Side notes not able to be timelined: All star bases should be with food and ship cap buildings. Size, Ranges, and how evasion *should* work. In theory it does also grant extra evasion, but as mentioned Corvettes will usually be hitting the cap anyways. Huh. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. Which makes this very difficult. ago. Inglorious_Muffin • 6 yr. That is, "Chance to Hit" is really accuracy and 100% is the maximum. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. Which reduces your influence and diplomatic weight. 2 months ago - MrFreake_PDX - Direct link. 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. Everything did go according to plan, with the patch going live on September 12. A big part of the strength of Corvettes is their sublight speed. With all these new reworks, and bug fixes, and updates. These are still the strongest ships around by far ,. ago. With tracking that evasion is cut by half or so. r/Stellaris A chip A chipThe Stellaris Command Limit is just another phrase for how big your individual fleets can get. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 0 was only released as a beta, making patch 3. The fleet power calculation bugs and cannot handle it. Crusader Kings II. Thread starter StrangelySmooth; Start date Sep 21,. 9 "Caelum". 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%. In Stellaris's case, the math isn't as clean. They aren't as cheap or disposable as frigates but last quite a bit longer. Can confirm that this was tested shortly after 2. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. ago. The problem in Stellaris is that every ship/weapon upgrade costs more than it is valuable. 21) a net 21% increase to the final evasion. Stellaris. Evasion - tracking. High evasion fleets neuter missile fleets compared to traditional weapons. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. 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). 2x regenerative hull tissue. 3 Stat modifiers affecting empire. Does accuracy cap at 100 percent. On battleships, late in the game. I'd love to see in the ship designer all the math done right there. What is the point of 200% in whirlwind?This article has been verified for the current PC version (3. Theres obviously some fine tuning needed, but I think it's a big step in a good direction. These three things are then used by a ship_design to formulate a complete ship. 4 items. . Ships' combat behavior is. I have tried removing the evasion cap. I personally think its additive . In terms of content, we can expect additional "changes to leader traits and some of the. Rule 5: This is the trait for an admiral when it becomes the chosen one. Trust Cap -50 Trust Growth -10% Colony Development Speed +25% Pop Growth Speed +10%. 1. Any point your opponent put into shields is completely wasted. They are just kinda fragile. 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),. passive: fleet won't attack on its own, but will defend itself. Evasion - tracking. I want some advice on how. Tracking depends on the weapon size and type, computer and sensors. Component bonuses: * Sapient picket computer: +10% * Enigmatic encoder: +20% Repeatable techs play a role. yml lines 85-86 title and in-game description amoeba_extirpator modifier. Does accuracy cap at 100 percent. conflare. LHtherower • Shared Burdens • 1 yr. 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. What I've ended up doing is manually putting resources into each sector's stockpile. Stop complaining about the people complaining about the new leader cap. 5) Admiral. 4 items. We can get 80 from ascension, did they mention the rest of the mechanics? Each system has a base does that add to players…Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. No corvettes are not useless in endgame, but you need to use them wisely, and in force. This only gets you to around 86% evasion. T. Stellaris. Space fortresses are useless because they have no evasion. Best. Having the ability to choose their advancement is huge. And if you can get it up to like 50 with the right tech and buildings, then oh boy enjoy your space empire playthrough. Some social techs, the ones which enhanced leaders previously. 8, but going 2 or 3 or more over is supposed to be less punitive. In the meantime I found a bug. first item under General. . Can anyone tell me what “chance to hit”, “chance to evade”, “tracking”, “evasion”, and “accuracy” are, and how they all relate to each other? Title says it all… I can’t find clarification on those stats anywhere Related Topics. Ships. 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. +10 Years Leader Lifespan if not robot. Most warfare is settled through space combat. With the amount of HP a Behemoth Planetcraft has in the Gigastructural Engineering and More mod, I'm thinking of speccing it for speed - stacking % bonuses from Advanced Afterburners would give it a fair amount of NYOOOOM. ago. What does tracking do? i never get what it does. 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. Forum list Trending. 8. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. . A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. A Destroyer's value is the L weapon, rest is inconsequential; it costs 2 Nav Cap, and a set of 4 is thus roughly equivalent to a Battleship without the X weapon, although of course the evasion is pretty massive for defense. Space warfare. Leaders can also be appointed to the council in addition to and concurrent with their regular assignments. These are massive, intimidating and heavily armored, with a main weapon that is capable of destroying a battleship in a single shot fired from great distance. Subscribe. 9 "Caelum" update is now available! The 3. WASHINGTON — Today, the U. If you give it another module that gives +10% evade, the final evasion is 240, not 242. 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. A well-designed 60k fleet should suffice. The chance-to-hit calculation is: chance to hit = max (0, accuracy - max (0, evasion - tracking)) So, as long as the defender's evasion is higher than the attacker's tracking, it directly reduces the attacker's chance-to-hit by the difference. If the attacker's tracking is higher than the defender's. One mono corvette fleet and one mixed battleship/cruiser fleet. Subscribe. ago. Amanita phalloides (Vaill. . 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). it's probably a bad idea, and there's. With all these new reworks, and bug fixes, and updates. Best way to increase naval cap would be whats already been mentioned. A ship is a spaceborne vessel controlled by an empire. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. Does accuracy cap at 100 percent. Ran the command to research all techs and managed to get evasion up to 0. Core components. 1. A few mods for Stellaris & Imperator:. Best. I'd love to see in the ship designer all the math done right there. manualy put evasion cap at 200% and this is the end result, only damage source are strikecrafts with basic tracking of 80 + extra 35 from sensors which give them 5% chance. Montu (youtuber) has done a bunch of simulations with various compositions. However, perhaps the biggest additions with Overlord are the five. 3, replaced with Unity system) Changes the administration capacity of a country. Does accuracy cap at 100 percent.