Stellaris shield hardening cap. Its not even an early game advantage anymore. Stellaris shield hardening cap

 
 Its not even an early game advantage anymoreStellaris shield hardening cap  Unable to carry any Point-Defense: very vulnerable to torpedoes

With 3. (autocannons, which the AI loves to use) are crap against it. 0 unless otherwise noted. Damage redirected to the hardened component. Sep 13, 2020 766 932. majdavlk • 2 min. Could be a researchable alternative under energy. Architect of War −10% Military Ships Build Cost +30% Military Ships Build. and a huge stack of armour. 1680x8 shields or 13440 points. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. If you're using Clone Army, you want that empire to be war-heavy, more than likely. They're more effective the more shielding you have on the ship. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. Active Wikis. 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. Dr_Bombinator • 6 yr. 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. 25) gets tanked instead (meaning. Armor/shield hardening is a counter for weapons that bypass that defense. How do you change your starbase to all armor instead of armor and shields in a Shield Nullification system? Only Defense platforms are in the ship designer not Starbases! Regards < > Showing 1-2 of 2 comments . 8 Governing ethics attraction. You can send your ships to vassal ports if you. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Early game of course I do the classic hangar DP, since they easily counter small ships. Ship hull strength - right now my battlecruisers have 30k shield strength, 10k armor, and 4600 hull strength. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. M: +315 shield HP (505 with AP), 4. With the 2. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. That's good, but not great for an ascension path. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ago. but is shield hardening from ancient shield tech worth using if I'm focusing on shields for my defense? It's really good for Titans and Juggernauts, which have the power supply to afford heavy amounts of Shielding and the relic cost is reasonable on ships you won't be using in large quantities. So if a weapon does 10 damage, +50% to armor and -50% to shields, and you have a 25% damage bonus on it, it will do 12. It means it ignores shield and does damage. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). I believe one of the fallen empires are very into disruptors. (Note: patch 3. Added new aux components that use Exotic Gases, Rare. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. Thread starter Louco doido; Start date Oct 14, 2022; Jump to latest Follow Reply. You can roll. Battleships are around 11. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. 0 was never released to the public instead making patch 3. Dark Matter Drawing & Shield Hardening +15% Research Speed; +10% Unity & 20 Leader Age; Titans & Juggernaut Aura : Chrono Field - Enemies fleets : +100% Emergency FTL Jump Cooldown; -10% Fire Rate; -15% Ship SpeedWhen 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 ~200 per one resource). 1 comment. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Is this a good strategy for winning battles right now?This is a type of Colossus, a weapon with which you can surround the planet with a force field, after which nothing can enter or get out of it. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). Here are the complete notes for Stellaris 3. Is this a good strategy for winning battles right now?Expand user menu Open settings menu. Auras of the same type do not stack. 8. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. ago. This page was last edited on 14 October 2017, at 11:01. 2 Available envoys. 6 beta update they removed the evasion for shield hardening, which is significantly worse :( Lot of people complaining about that specific change. Darvin3. 9 that merges the various incompatible game rules and scripted triggers added by mods. Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. +25% Shield Regen +3% Shield Hardening; Missiles. Smaller ships only have one aux slot. Mean-Falcon-6204 •. Armor has a theoretical maximum of absorbing a total of 10 times a ships HP worth of damage. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. It is now possible to get 100% of both shield and armor hardening using councillors only. 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. Log In / Sign UpI have always wondered whats the point of having penetration. So I’ve managed to repel quite a few attacks by bunching all my fleets together and stationing my huge clump of ships strategically so that the horde just sent groups of 18ks at my 30k, which eventually resulted in the great Khans death. Megastructures are colossal constructions. Which reduces your influence and diplomatic weight. You are literally paying double for only 30% extra defense. Except that they use 25 / 50 / 100 power each. Stellaris. Regenerative Hull Tissue Buff 3. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Armor applies damage reduction to the hull. Third, buff the hardening components. . 0. Is this a good strategy for winning battles right now?Im gonna be quick here since most of the introduction i have done in the past few times, bringing simmilar topics: Shield hardening should protect from "shield nullification". {"payload":{"allShortcutsEnabled":false,"fileTree":{"en/localisation/english":{"items":[{"name":"name_lists","path":"en/localisation/english/name_lists","contentType. 75 to armor and 6. Your enemy has to chew through them before attacking the hull. Jump to latest Follow Reply. 3. I didn't know Gigastructures got an update the day before so I originally thought it was from a different mod, but it is in fact from gigastructural engineering. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. Both are late game anyway so doesn't matter. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. That’s 17. 64) with it. A tier 3 shield generator has 90 hit points, and a shield regen of +4. 50% shield. 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. And ye, I'm already undetectable and in a "sweet spot". 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). The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. The nano missiles and saturation artillery are flatly excellent. About this site. As probably most of you know. Technically, you only need enough shields to counter the enemy fleet's Alpha damage while taking no hull damage. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. The cap to the Force Disparity bonus for fleets. Increased the range of Energy Siphons. 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. nightraven1901. :- ( (building a new fleet is much. Taking any damage at all will reset this timer. Content is available under Attribution-ShareAlike 3. This is so effective that ~40k fleets 1:2 destro/cruiser. Losing 100 Ar or 125 Sh to get 65 Hull. 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. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. And balance of anti shield and anti armour weapons set up as well. Tried again, happened again. 3 Base intel level. A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. Their battle ships regen something like 14k shield per day. (Also planet will become independent and who cracks the shield will be the new controller (You might have to handle these planets like primitives since we don't want border-gore)) Also the same way this could be reversed and when opening the world it changes the shield-planet to the original one (for example gaia. 6 update. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. Discovered a shielded world where the shield was failing and was about to cook the planet to death. Stellaris Sub: Look at how I stack all these modifiers to make the most meta build and roflstomp the AI which barely is able to comprehend its own game!+30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. 1 comment. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. In a fleet with a 230 cap, my breakdown would be about 6-10 battleships, 20-25 cruisers and 30-40 destroyers. Wooden-Many-8509 • 22 min. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have. Their fleets tend to follow their overlord's. 7 (Ancient Suspension Field) and now especially with 3. So reviewing the stats of the ships 200 years into the game and this is what I get: Titans are around 31k total health and 9% evasion. ago Maybe. Yeah, you kinda need this. Is this a good strategy for winning battles right now?and a huge stack of armour. 5 Stellaris Tech Id List – J to P. NagolRiverstar • 1 mo. The Perdition beam costs me 8 naval cap (because the rest of the ship has 6 L slots, like a battleship) and while 5000-10000 damage every 21 days is cool, in the era of cruisers being. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. Armor provides. 00?Stellaris. TLDR; Armor is better than shields the vast majority of the time. Big sad. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. 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. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. Shard. It gets deleted when the colossus is used. 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. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. 1. The same goes for L-slot shields. So thats 285 average damage per shot v armor every 5. No. Stellaris Real-time strategy Strategy video game Gaming. Just what it say on the tin. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Addendum: Weapons that ignore shields tend to be counterbalanced by point defense that shoots them down (Regular PF for Missiles, Flak for Fighters). If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. To quickly find a tech in this list press ctrl + f and type in the techs name. +25 Trust Cap +25% Trust Growth +5 Diplomatic Acceptance. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Any chance next patch our own bases and AI bases will deploy only armor in a zone that removes all energy shield (stars nebula with 100%shield nullification) Also same for weapons why would my station need guns with extra shield damage when there are no shields in those sectors id rather see my station. Even an armada of warships doesn't have enough firepower to crack a planetary shield. Hull is 3300. The Dragon. Mining lasers are now classified as Brawling weapons. Archeao Engineers as a perk. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. In the middle, fittingly, is the medium platform. The other version is "%chance to reduce any damage from penetrating at all" but I. The teachers of the Shroud origin gives you a chance for some of your leaders to have the Psychic trait. 1. Peter34cph • 1 yr. Armor a in the presence of armor penetration p reduces hull damage by a percentage. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. 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). . X branch. 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. That's worse than 6+6=12s for a purely neutral weapon. Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Promethian Mar 12, 2019 @ 7:28pm. 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. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. Shields are hit-points on top of your hull hitpoints. 1. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. 5. and a huge stack of armour. Heavy platforms and their large weapons do best with larger forces towards the end of the game. The devs have zero intention to change this as its just too much data to have sitting in limbo taking up space. You have a Ramparts module (more armor, armor hardening and hull for the starbase, +2 defensive platforms cap) and the shield overcharger building (+50% starbase shield and shield hardening, +25% defense platform shield and shield hardening). They can help handle most forces until the enemy starts rolling up with battleships. reduction modifiers divide an amount of a resource or attribute by a set amount. 7. Total HP = 2853 with 5. 2x Armor III - 430 HP. 0 was never released to the public instead making patch 3. There is too much data tied up in a planet. Observe the full damage going through shield. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. • 1 yr. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. 8. Doesn't seem like silos or anything else increase it. Stellaris Real-time strategy Strategy video game Gaming. 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. Cool. Patch 3. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. In the tests, I made 3 test juggernauts: 1. Megacannon is 40% more DPS and 1. Content is available under Attribution-ShareAlike 3. This way I got a pretty low effective fleet cap but no changes in early game. Jan 8, 2019. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. After all it is better to field 100 cheap battleships than 80 armored ones. On the other hand, Nobles can produce upto 15% Stability. . Smaller ships only have one aux slot. It's a bit slower than shield reg, but your fleet starts each battle at full health. 5x divider on shields. and it's not like everyone's gonna be packing enough zro/living metal for the advanced shield/armor hardening to refit all their ships. 1 Answer. Should titans and juggernaut be stronger? Thread starter Verx90; Start date Apr 9,. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. . As a rare tech, Basic Cloaking Fields has a small chance of appearing. 6. The cap to the Force Disparity bonus for fleets. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. 1x regenerative hull tissue. Shields regenerate on their own after battles. Are extremely powerful vs AI. 34. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. , 3x Shield Hardening = 75%, for ships with 3 auxiliary slots). A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. Clock Fail Detection for Stellaris LM3SX00 MCUs (AN01278) Author: Texas Instruments, Incorporated [SPMA031,*] Subject: Application Notes Keywords: SPMA031 Created Date:there are a few techs that are irrelevant, a couple missing that I would like to see, and I would like to resort a few of these so that engineering isn't so overwhelmed and physics so under-utilized. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. 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%. Here are the complete notes for Stellaris 3. These are also stack. You can choose this type of weapon as more civilized and humane than the total destruction of the planet or the genocide of its population. 9K health and 20% evasion. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. I'm putting the tech in, there's a tooltip about the bonus from the perk, but the added points are not showing up on. Grand Admiral Thrawn dropped some cloaked asteroids in orbit of Coruscant to blockade the planet. Vassalization request towards a Machine Intelligence empire. 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. 34. 1 comment. Stellaris Real-time strategy Strategy video game Gaming. Armor is generally the better of the two, but it can depend on the AI's ship designs. + Constantly blocks a number of damage per unit of time. But if some torpedoes do get by, I. !!Universal Modifier Patch (3. 2 thirds armour 1 third shield. The shield hardening components kind of revive the shields back to their older glory. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. 5% daily Armor regen will restore about. Just don't expect much from Corvette shields. It won't be that bad in 2. Refire rate and general stats have been adjusted. Shield hardening and capacity on the shields side, and on the hull side you get your resistances from the base 1 point in the skill, a cruiser's innate resistance bonuses, maybe a single utility-armor console like the Trellium-D, but most significantly boff powers. You typically can find 5 of these at the start so I don't really see the point, by the time you research colonization of other planets you can build robots or have aliens to colonize them. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. And you’d be better off fitting the cruiser with armor and shield hardening than trying to stack evasion, which the frigate doesn’t have enough A-slots to pull off. The stasis field does less direct shielding than T5, but also adds hardening, which is big. It just combats against detection checks. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. 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. Legacy Wikis. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. 4 Stellaris Tech Id List – F to I. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Total HP = 2853 with 5. 7% shields/day, or 250 out of 35834. Add a Comment. Content is available under Attribution-ShareAlike 3. Upload Attachment7. Stellaris. . If I were to rebalance it, i would nerf manuvers to +5 chance to evade and +10% evasion chance, shield capacitors to include some shield hardening. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. Can reliably hit 100% Shield Hardening with Archaeotechs. Dimensional Artificing: 10 +5 Minor artifacts per month Planar Mastery astral action Manifesting objects of cultural significance from other dimensions can be done under the right circumstances. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. 8. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. 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. ago. If the target has shield hardening, they still work together to beat the shields first. This page was last edited on 21 May 2022, at 20:12. 3 Stat modifiers affecting empire. 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. Stellaris. 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. I usually go with 2:1 armor to shield. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. Upload Attachment 7. The other version is "%chance to reduce any damage from penetrating at all" but I don't. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. 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. They can help handle most forces until the enemy starts rolling. Increased the base damage of Flak PD. Callinicus. Honestly, it kind of comes down more to what you roll, I think, at least until you get into repeatables, but you always want some of both. and a huge stack of armour. At 90% armor, 90% of all damage incoming to the ships' hull is. All Discussions. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. However, shields are cheaper and regenerate automatically. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. ago. Cool. Psychic Governors get +10% unity production, Psychic admirals get +10% weapons damage and +10% shield hardening, Psychic Generals get +15% morale and +15% morale damage, Psychic Scientists get +25% survey speed and +1. Tiasmoon. This mod adds base hardening to shields and armor,. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. Larger ships have more. Best. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). Megastructures are colossal constructions. e. A quick search reveals that shield hardening apparently stacks. 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. 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. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient Pulse Armor costs well over 1. Increased the range of Energy Siphons. 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. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. YokimisaIf I get most of my Leaders to have the same traits will the effect stack? like genius Armour increases shield hardening by 20% if I have 3 Different leaders with this trait will all my ships have 60% shield hardeningI feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. So raw HP gives you better or same than the others, and always works. Thirteen new plans for military reform are waiting for you to implement. 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. 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.