Jan 1, 2020. PS This is the most effective composition I've worked with in the end-game. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. Anti-Air. With this in mind, my recommendation for composition is 2-3-5. Español - Latinoamérica (Spanish - Latin America). The Calling of Nharr - Stellaris Succession Game AAR Sign in to follow this . Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. I used to play a lot, and devs seemed to have been working on improving the game. Other useful information about this game: First time playing. Bomb expansion, fast. What would be an effective fleet composition in the late game of Stellaris? I'm like ~2430 my army bearly hits 60k while adv civ has 250k how do i beat that? Like 20 battleships, 20 cruisers, 20 destroyers etc. Enemy fleet compositions also differ depending on the stage of the game, and this is also taken into account. Needless to say, the 1-1-1-1 fleet composition is trash. Stellaris is a hybrid of the 4x and Grand Strategy genres and, like previous Paradox titles, it has an extremely steep learning curve. I usually go many corvettes and less as you get stronger, but watching a youtube video recently, forgot who, they used like 20 corvettes and many more heavier ships then I would. Press J to jump to the feed. Late game. I usually like going 30 corvettes, 15 of the next rank, maybe 8-10 of the next, etc. Once Marauder raiders reach an undefended planet they will bombard it until it reaches 15 Devastation, at which point t… Also, the advanced empire? A. AIs are morons and will use missiles and torpedoes, so flak artillery is very useful. I have not played a ton into this game, and even less end game, but I was wondering what fleet layout to have. ... and I know that my fleet composition can go toe-to-doe with an FE and actually win assuming even fleet strength. Max range, armor/shield damage. Weapons: Best in slot weapons to counter your greatest threat. The events are entertaining the first time you read through them, then it's just a chore. I'd recommend a Kinetic Artillery as it does bonus damage to shields and armor, you can't go wrong. ASW Fleet Composition One fleet should be all battleships, with mega cannons and neutron torpedos or tachyon lances and kinetic artillery (titans may or may not be an improvement, need to test it more). Making a few more science vessels will usually help you expand faster, I find I do … Have an artillery build BS (to pew pew the big things). Late Game Cruiser. You want to capture value territory before your opponents do. Dont forget to keep it in 500 ships fleets. Guys, I wasn't looking for anything to slaughter end game events on 5x, I don't even have 100 hours in-game yet, granted I'm one off, but still. The Roman Empire is being attacked by the Great Khan! Most of the meta comps you see rely on alpha strike comp, but usually are only available later in a game, where this has viability for early-mid game … In stellaris 2.0 most weapons have been re-balanced and are now viable in different situations. Corvettes are extremely cost-effective and in large numbers can devastate fleets and be surprisingly tanky with their high evasion. Yeah you guessed it right. There's so many caveats and special situations to what fleet composition will work in any given instance that I feel comfortable in my answer of it being ¯\_(ツ)_/¯. Stellaris is a science fiction strategy game made by Paradox Interactive, the grand strategy developer famed for Crusader Kings 2. Paradox Interactive Strategy Games . Couple of Questions: I've designed some ships that are specifically anti-missile and … This team is 100% farmable and most of its components are useable well into late game. First off: Administration cap does not matter, it is a guideline, a reminder, not a limit! Once they arrive, it's best to … Torpedo boat corvettes. SmokeyJoe8p. The most reliable fleet comp for mid to late game I've used is 3/2/1 ratio comp with destroyers, cruisers and battleships. Don't use it, and exploit the AI's stupidity to your advantage. Ship Design Components. The AI loves it, but it's trash. Defense: Best 2-1 combo to counter your greatest threat. also besides exploit corvettes armoured cruisers with 6xM plasma is the meta. Where Civilizations V’s AI compete against the player to win the game, Stellaris has clearly been designed with greater attention to creating a galaxy which could conceivably exist. I can understand having some bespoke support units if you're fighting a specialised enemy or strategy but your standing army should just be battleships. Corvettes are extremely cost-effective and in large numbers can devastate fleets and be surprisingly tanky with their high evasion. AA is a very confusing and yet, extremely important subject for HMS PVP. For every 2 cruisers you have, you should have 3 destroyers and 5 corvettes. They're also in the front line of your formation. Pound-for-pound, battleships aren't worth squat and are little more than gigantic cannon-fodder whose only value is destroying other battleships. Followers 2. #27. Many have asked and here it is, fleet compositionsCopyright © 2018 Paradox Interactive AB. Torpedoes and missiles? Get some extremely powerful fleets. System: Max systems, a line computer and afterburners. It's military concepts however, still elude me at times. Heh, you've already won, but flak artillery weaponry's your friend here. Might throw in some cruisers to add more strike craft, torpedoes, and PD © Valve Corporation. Daily Game deals - (Promoted/affiliate link!) A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Look at their fleet composition. Marauders will occasionally set out to raid settled empires they have established contact with. Just make sure to add flak vs FEs. Convert them to kinetic artillery if the Unbidden show up, then back to plasma once they're gone. Stellaris is the first space strategy game from Paradox that takes the 4X formula and injects some story elements to the experience. That's why I recommend you keep a large number of them, because if there's too few, well, they'll get munched on pretty quickly. Help...? Good for when you need to use Exercise to level up ships. Every ship needs to pull its own weight as the end-game approaches. Instead they changed core mechanics and never really edited the AI to keep up with the changes. If you don't want to spend too much effort on it, plasma cruisers are good against everything except the Unbidden. Think of Stellaris combat as a big game of rock, paper, scissors. The author of this thread has indicated that this post answers the original topic. Just build level one corvettes. This is why end-game compositions are mono-fleets of artillery-AI battleships (+20% range) filled with cannons/kinetic artillery or lances/photon torpedoes and led by admirals with the cautious trait (+20% range). Rule #1: No battleships. Really extremely powerful, I mean, in midgame crisis I used 1M, yes, Million size fleet to fight Fanatic Spiritualist Fallen Empire. Cookies help us deliver our Services. With this in mind, my recommendation for composition is 2-3-5. either go all battleships or skip them and use your FTL to get on top off the enemy fleet. These late game invaders usually have 40-50K worth of fleet damage, so you'll need something similar before trying to deal with them. Battleships are the most cost efficient i.e. New comments cannot be posted and votes cannot be cast. I tried like a balanced composition. Stellaris Fleet Suggestion. Do they use lasers and plasma? Grab high value systems. Colonizing is not necessarily a priority but I can most often colonize as soon as I find a colonizable planet. Disruptors and railguns? More about Stellaris Post: "Stellaris Space Guild – Weekly Help Thread (11 August 2020)" specifically for the game Stellaris. Before raiding, they will offer said empire a chance to pay them off with a hefty tribute (the targeted empires can choose to tribute Minerals, Energy or Food). I’d also recommend afterburners, as they enable you to get extra evasion. The second fleet is all torp corvettes, with a small gun of either gauss or … The new feature will let players set fleet templates complete with ship type, class, and quantity, allowing you to determine the fleet's composition and change it on the fly with a minimal of hassle. www.ParadoxPlaza.com most damage-output-to-resources-spent so I don't see why you would be using any other ship for a generalised fleet. Their tracking is terrible, so they'll never hit anything smaller than a Cruiser (and even that is iffy.). If they are not paid, the pillaging will begin. All rights reserved. An escort carrier is also very deadly for subs. Starter corvettes with no upgrades at all, as many as you can. Press question mark to learn the rest of the keyboard shortcuts. 1) Game always seems slow, even in vanilla on a low star galaxy. For large battle fleets, lots of battle ships with some destroyer point defense / and torpedo Corvettes. I typically will have some of each ship size in a late game fleet, but composition varies depending on task. Although I do have troubles if a fleet is somewhat close to my power, so I will take some ideas from here and merge that in. 1a) Even early game where the game is still reasonably fast, there's so little to do that the game feels slow. The Armageddon 1.3beta patch has solved all remaining bugs with the ASW mission order, and it will now work as intended. Especially late-game, it is very deadly. You will receive a link and will create a new password via email. Please enter your email address. And so the end is upon us, the adorable starfish vs the ultimate killing machine! Max out armor. What weapons are they using, and make adjustments to your build based on that. Released … It's just not fun now. Again, kinetic artillery, and put flak artillery on all your medium slots. Destroyers are your DPS ships with their Large weapon slot and high tracking. This is a video showing what Fleet Battles Look like toward the end of the game. Min-maxed: mono battleships, or mono corvettes. What you want is corvettes equipped with devastator torpedoes and the combat computer swarm. Keep Norfolk and Nelson LB1 though. In Unbidden and Prethoryn crises they're very powerful, but outside of that, don't get battleships. Prethoryn "Star Brood" fleets are composed of at least one Queen, escorted by Warrior and Brood Mother battleship equivalents, with Spawnling corvettes making up … It's year 2300, i am thinking to replace my corvettes with carrier ( i use NSC mods ) and then replacing destroyer to cruiser so the composition will be. Lost your password? All trademarks are property of their respective owners in the US and other countries. Deal damage from long range prior to being taken down. In Stellaris, you spend most of your time taking care of economy and managing your empire.However, a time may come where either from your initiative, or through one of your allies, you'll be in a state of war. ... with late game designs including more exotic types of materials. By using our Services or clicking I agree, you agree to our use of cookies. Cruisers are your tanks that can soak up damage and dish it back. End-Game Start Year: 2350 This is the year, from which Fallen Empires start to awaken. In HoI2 and ARMA, ASW fleets are quite useful, while in Doomsday, the ASW fleet was largely ineffective. While in the process of raiding, they can still be bought off with tribute, but the price is doubled. Just watch out that you don't use missiles. Resources shouldn’t be a problem at this point. Destroyers are your DPS ships with their Large weapon slot and high tracking. The abundance of pre-spacefaring species and the game’s Fallen Empires both bolster the sense that you’re stepping in to a pre-existing ecosystem when you start a game rather than just setting up chess pieces. Max out your shields. Stellaris' late game makes me miss Distant Worlds:(Spoiler) Hundreds of fleets operating independently of one another? Early in the game, this is the backbone of my fleet, with the other ship classes being support, while late in the game they work as a cheap screen for absorbing tachyon lances. Need advice/help. ... to a different configuration with late game weapons. I have a pretty modern PC, so I'm starting to think that's a problem with the game more than anything else. For every 2 cruisers you have, you should have 3 destroyers and 5 corvettes. You need to always be prepared for war and constantly increase the limit of your fleet and modernize it. Right now there is an exploit that will be fixed in the next update. 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