Stellaris evasion cap. All cost reduction techs are capped at 5 levels, so it is not possible to reach 0 build cost or maintenance. Stellaris evasion cap

 
All cost reduction techs are capped at 5 levels, so it is not possible to reach 0 build cost or maintenanceStellaris evasion cap  I do NOT like the move to a hard administrative cap with no way to increase it

the only time i am never NOT significantly over naval capacity is before i start cranking out ships, so like until 2230. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. Renamed several message types in the message settings to prevent duplicated message names. If you choose to do a Project to study them, you will get an Empire wide bonus of 5% evasion. I think living metal is honestly kind of overrated. 30) over a Sapient computer. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. Also, keep in mind most are multiplicative, not additive. Torpedoes do more damage, and especially do more damage per hit, meaning enemy ships are more likely to be destroyed, rather than escape to emergency FTL. 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. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Launcher. Legacy Wikis. Everything did go according to plan, with the patch going live on September 12. EC is the real cap on amount of ships. naval cap does not really matter. 9. For the first time ever on Ensign I was outscaled (while not tryharding. Crusader Kings III. An Artillery Battleship will tend to be loaded with weapons that have a min range. That said, the power of the Focused Arc Emitter is absolutely bonkers, and from the. It can however be used without. Stellaris > General Discussions > Topic Details. 9 ‘Caelum. Ships consists of three basic components: ship_size – #Ship Sizes. Stellaris. I got it fairly early in the game but I can't remember how. High evasion fleets neuter missile fleets compared to traditional weapons. Evasion is already factored in for that IIRC. You get more fire rate and +10 more tracking (40 vs. Worst case scenario, Montu or Aspec will tell yall how to get 99999 leader cap. 6% instead of 60%. Leader Cap Rebalance. As usual the people who don't want to adapt are whining, but having players be strategic with resources is a sensible direction. Later on carrier battleships replace cruisers with 50% more overall hanger slots, and with carrier computer type they do even better against smaller ships. 5 Defense platform cap. 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. Evasion shouldn't be capped at 90. The crux of admin cap is that the part of the economy it affects changes significantly over the course of the game, and, as a result, the only reasonable way to treat is to (a. Meanwhile, admin buildings, but even then it will probably be over the cap until you get new tech. Space fortresses are useless because they have no evasion. However the nanite fleets look much stronger than they are. . Cap is 90%. Stellaris: Suggestions. . Business, Economics, and Finance. And I have 2 questions. The Titan class ship is considered one of the best ships to add to your fleets in Stellaris. Is there an evasion cap? I've searched the forums, patch notes, the wiki, and this subreddit, but I can't find anything saying definitively if there is an evasion cap and what the. 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. - Compatibility with "Expanded Stellaris Ascension. Fir wxample menacing corvettes get an extra 15% evasion and 50% extra chance to retreat in combat. Well that's the start of an idea, if I know forums. 05) and (0. If you like this project, you can help us to improve it . If you're going to cap Habitats, do it at the empire level with some sort of upkeep mechanic, like Starbases, while also granting the ability to depopulate and dismantle habs (especially conquered/integrated habs) at 0. I do disagree that it is combat speed. 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. One thing I'm noticing is that my Naval Capacity is quite low, even about 60 years into the game. 1) or debugtooltip (1. 6 Diplomatic weight. Does accuracy cap at 100 percent. Enigmatic Encoder. After tracking (tachyon. There actually aren't any other modules that have useful in-combat effects, so there really isn't any competition from other options. SirVandal Necrophage • 3 yr. Evasion on corvettes is their best defense. This post's point rings kind of hollow when you admit you agree with the complaints. I see why paradox caped evasion at 90% now. I do still use destroyers, but as a reduced role of a highly efficent point defense to counter those. Machine Intelligence. May 15,. Size, Ranges, and how evasion *should* work. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. After tracking is applied, the remaining evasion is subtracted from the weapon's accuracy, which is the final chance to hit. not sure how that happens, i could switch it to. High Tracking Ships will target high evasion ships much more often. R5: A 90 evasion destroyer, attained through extreme luckiness. With all these new reworks, and bug fixes, and updates. 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. That said, high evasion destroyers aren't that useful. At some point building more ships isn't an option cause upkeep and naval cap will get you. WASHINGTON — Today, the U. Military Theory- Grand Strategy Simulations: +2 Leader level cap, +20 Fleet Command limit, +25% Society Biology- Genetic Recoding: -50% Gene Modification cost, +2 Gene Modification Points, +25% Society New Worlds- The Final Frontier: +2 Pops on new colony, +50% colony development speed, +25% Society With 2 Shield Caps, Orilium Ore, and using Psionic Shields I've been able to create Titans with 9000 Shields (5 Psionic Shields x 1250 Shields per Psionic Shields x 1. You can encounter them, but then wait to also find. 2 days ago · 2:13. Advanced shields require Strategic Resource to make. Which is better depends on the target. Ran the command to research all techs and managed to get evasion up to 0. If the attacker's tracking is higher than the defender's. With all these new reworks, and bug fixes, and updates. 8, but going 2 or 3 or more over is supposed to be less punitive. We’ve heard your feedback on the leader cap, and we’ve softened up the penalties for going over the Leader Cap in 3. Theres obviously some fine tuning needed, but I think it's a big step in a good direction. This longer wait comes as a result of Paradox usually winding down for the summer, as employees go on holiday. Having the ability to choose their advancement is huge. RPGs do it all the time for damage resistance. It depends on the ship behavior type you select. Baron_of_Gold • 1 yr. Twitch - A follow up to my previous video on Accuracy, Evasion and Tracking - This explains the differences in raw numbe. 2 from 2 Shield Caps x 1. Evasion cannot go higher than 90%, however, so 100%. Best. Our coilgun has a tracking of 50%, and our lvl 2 sensors add another 5%, giving our shot a tracking value of 55%. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. If you can hit that with precognitive then it's strictly superior to sapient. Description. 9 “Caelum” update brings with it bug fixes, improvements to Gameplay, Automation, Performance, and the Leader Cap, on top of adding new content for many of our previously-released DLCs. Hello. Make great raiders and. There are 2 ways Evasion can increase, Adding or Multiplying Thrusters and CPU are additive, Nearly everything else is Multiplicative. My sprawl was way over the limit until about 2350 when I started to get tech to make the max larger. 31. 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. Since late in the game, it's possible to give corvettes their maximum 90% evasion with just impulse drives does this make afterburners and enigmatic. . 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%. Obviously to each individual weapon on the ship. ago. I'd love to see in the ship designer all the math done right there. If 1 - {Evasion} / {Accuracy} is > {Accuracy} you do worse. 8. ago. Steps to reproduce the issue. Best. Ships consists of three basic components: ship_size – #Ship Sizes. That way the part of the community that wants admirals to increase fleet cap can have their doom STACK(!) that has -100% ship fire rate and -100% evasion and I don’t have to see another post about admirals affecting fleet cap or else I’ll cry. Titans are absolutely worth building, the fleet wide bonuses and the titan-specific weapon is really good. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. That's a 1:1 ratio, which means (relatively speaking) defense. But what if defense platforms spammed corvettes without ftl capabilities, and no influence on naval cap (like fortresses spam defensive armies)? They would be viable, and I don't think it would break the game. This is before introducing Shield repeatable. Renowned and Legendary Leaders can no longer be replaced with synthetic infiltrators. higher naval cap helps get less EC upkeep, but overall going over is not bad at all unless ur mega poorAs you can see, these are all lucrative resources that you usually want as many of as possible. Here are our Stellaris tips to help you out. Fire Control modules all improve accuracy and / or tracking. +20 Years Leader Lifespan if not robot. Perhaps adjust it as a soft cap in yellow if you are over 100% to 105%, and it has reduced bonuses at that point. Example of console command: "add_trait_leader 4 leader_trait_adaptable". 419K subscribers in the Stellaris community. If it's simply chance to get hit, then evasion cap (90%) means it's equivalent to rolling 10 sided dice and checking if it's not 10. 1. Report. You cant follow guides exactly every game is different and doing the same thing every game would be boring anyway. 9. In 1 collection by Chirumiru ShiRoz. LHtherower • Shared Burdens • 1 yr. Now, it is off the charts fun. . Our coilgun has a tracking of 50%, and our lvl 2 sensors add another 5%, giving our shot a tracking value of 55%. Use tweakergui debugtooltip (pre 1. If your evasion is higher than the enemy's accuracy then you can't be hit at all, at least not by that weapon. Maybe having the galactic community resolutions have an affect like "Hiring a Merc fleet increases your naval cap by X% of the fleet's size" Because right now hiring mercs almost always tanks your economy to the point that it can lose you the war, unless you keep your naval cap practically empty. 9 (aka "Caelum") was released on 2023-09-12 with the checksum 629C. 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). This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. And they should be a 'fodder' against them. . Enterprise. Missiles are somewhat better against point defense, by dint. Generic Leader ID numbers are generated in every new game as follows (tested on 5/18/16 version 1. I've cared more about leaders in the last couple of days of play than in the entirety of my Stellaris play since launch. Best way to increase naval cap would be whats already been mentioned. In this video I take a look at Titan design in Stellaris. Generic Leader ID numbers are generated in every new game as follows (tested on 5/18/16 version 1. Adventurous Spirit. dudewithnopurpose. Side notes not able to be timelined: All star bases should be with food and ship cap buildings. 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. Base accuracy depends on the weapon type. 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. I use 2A/1S on my armor/hull-regen corvettes and split armor/shield even stevens on everything else. Also the major thing battleships are good at is putting a lot of power into very little fleet cap for a lot of cost. 5) Admiral. Vulnerable to kinetic weapons. The problem in Stellaris is that every ship/weapon upgrade costs more than it is valuable. Shields are better than armor, but they'll still be paper thin. Sub-light speed of 216. 9 update release date:September 12, 2023. Stellaris. ago. It can however be used without ACOT if you. This way I got a pretty low effective fleet cap but no changes in early game. +5 Tracking & 72% Evasion. ago. Just swap the artillery core for the carrier core and leave everything else the same. 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. The attacker's counter to evasion is Tracking. . 38. 95% and 100% evasion corvettes have insanely high military power. Large. 6x Crystal plating - 1650 HP. You may think that the two +10% evade would give (1. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. At start, most of the universe is sparselly populated with Space Monsters that you encounter very early. I'd love to see in the ship designer all the math done right there. Ship. Tracking depends on the weapon size and type, computer and sensors. 200% evasion ensures that even a shot with 100% accuracy and 100% tracking will miss every time. Why? All this would achieve is to penalize empires that don't own many systems, and to penalize the AI more than players. High Tracking Ships. A leader is a named character that leads a significant part of the Empire, as a Commander, Official or Scientist. How Battles Begin. Or, it's part of Paradox's ongoing struggles to make automation work. After tracking is applied, the remaining evasion is subtracted from the weapon's accuracy, which is the final chance to hit. component_template – #Components. Evasion - tracking. Also there is +30% evasion from 3 thrusters and 10% from combat. Thanks, TheBird. Go to Stellaris r/Stellaris. 13. 2] [7836] Shields, armor and hull points regen IMMEDIATELY after taking damage. So here we get a CtH of 75 – 8 = 67%. The hover-over text says traditions and technologies can increase the leader cap. The real advantage of synth ascension is that it requires no real effort on your part to maximize your economy. Yep, the component should be used for the regen, the admiral should have either the 33% disengage chance increase or the one that increases both fire rate and sublight speed, at least those are my top picks. corvettes with 40% evasion: 51% hit rate corvettes with 20% evasion: 75% hit rate. 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. 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. Leader Cap Rebalance. After that the side systems aren't really a threat and the factory system is impossible for the AI to. -Traditional. Be it in research, utility slots, power and alloys spent. Stellaris is a sci-fi grand strategy game set 200 years into the future. Defeating the guardian grants up to 6000 unity and the option to research what remains of the egg planet for the Gargantuan Evolution technology. Removed any mention of a 365 day calendar in Stellaris. The. 24. Patch 3. 4 items. I'd love to see in the ship designer all the math done right there. 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. +5% Evasion, +25% Engineering Industry- Organic Silicon Processing: Minerals from Farming Jobs +4, +25% Engineering. I take you through every viable build currently in the game, why they work and the methodolgy behin. Evasion seems to be hard capped @ 90% I ran a test with x10 BB with KA vs x100 unarmed vettes A + B fleets respectively. 3. Amoeba's will tend to get wiped out sooner or later anyway, but bonus evasion will always have a chance of avoiding damage on your ships. Second, as accuracy and evasion are additive, not multiplicative (Hit rate = Base Acc + Acc bonuses - Enemy Evasion), the smaller the base Accuracy is, the more sensitive to Acc Bonuses and enemy Evasion the weapon is. Completing this research gives your Empire a 5% boost to all energy production. Chaincat22 • 6 yr. Smaller ship frames have higher evasion. +2 Leader level cap, +20 Fleet Command limit, +25% Society Biology- Genetic Recoding: -50% Gene Modification cost, +2 Gene Modification Points, +25% Society. What I've ended up doing is manually putting resources into each sector's stockpile. Leader cap is the best thing to happen to this game the whole time I've been playing which is over 2 years. Stellaris wiki has some good info on that topic. 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. With how many tracking bonuses there are easily available in game it is very possible to reliably hit a 90 evasion corvette with a spinal mount weapon. . Destroyers can fit a bit more shields on, but still no armor worth using. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. When you research the special project to identify them, you are usually presented with a few options as how to approach them. The AI tends to get trounced by the L gate fleets. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. I use 2A/1S on my armor/hull-regen corvettes and split armor/shield even stevens on everything else. For 100 of those you get 400 jobs, that's 2400 naval cap just from jobs in a mid-to-big sized empire. What is the point of 200% in whirlwind?As I know evasion is caped at 90%. It all sounds ridiculous (and it is), but as noted, Al Capone was famously convicted on tax fraud when the FBI couldn't make any other charges stick, despite the fact that he was a nationally famous gangster. . 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. 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 evasion was the equation be more like: 125% evasion - 15% tracking = 110% effective evasion, but reduced to 90% if effective evasion was capped The 90% Evasion Destoyer is far superior to the corvette. CryptoWith all these new reworks, and bug fixes, and updates. S. I'm curious how the math works out for evasion going beyond the hard cap of 90%. 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. Yes, they let your Corvette move faster and get into firing range sooner. Letter to Developers: Administrative Capacity. ago. See rule A for why having both is paramount. In detail: Nanite Fleets are small and have 3 types of weapons: - Massive RNG-gun on the mothership. yml lines 85-86 title and in-game description amoeba_extirpator modifier. Vote. No. A ship is a spaceborne vessel controlled by an empire. At long range it rules. Evasion - tracking. The more you know. 9 update release date:September 12, 2023. Component. Calling out a modded cap of 50 is hyperbole and a straw man argument. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. Then there is the one that decreases opponentsnshields by a substantial amount. 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. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. It reduces the accuracy of attacks made against your ships. Space warfare. 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. Content is available under Attribution-ShareAlike 3. 4 "Gemini"! Please see the patch notes for more details. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something serious most of the damage is essentially wasted as overkill). 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. The chance to calculate a hit is Accuracy - (Evasion - Tracking). . ago. ; About Stellaris Wiki; Mobile view I see why paradox caped evasion at 90% now. Medium. For utility slots the Afterburner makes a lot of sense. Low Tracking Ships will try to avoid shooting at evasive ships. Everything did go according to plan, with the patch going live on September 12. As far as I can see, going 1 above Cap is as punitive as in 3. Tracking reduces evasion. 2 Available envoys. . Evasion of Menacing Corvettes. Evasion is directly subtracted from accuracy when calculating hit chance, and corvettes can pretty quickly hit the 90% evasion cap with afterburners and decent engines. Stellaris Dev Diary #312 - 3. Hull components grant less than before. If you can hit that with precognitive then it's strictly superior to sapient. The Enigmatic Encoder now proves +1 Disengagement Opportunity rather than evasion. For the contingency you need to use all the weapons that have 100% shield and armor penetration. Go to Stellaris r/Stellaris • by Eragon3942. Which is better depends on the target. Here are the numbers I came up with so far: Base evasion = 35 (destroyer hull) + 16 (dark matter thrusters) = 51. Trust Cap -50 Trust Growth -10% Colony Development Speed +25% Pop Growth Speed +10%. The influence price can fluctuate, which I will explain more about soon. This cannot be fixed at the moment because there is no defines that allow for modification of evasion calculation. 9 “Caelum” update brings with it bug fixes, improvements to Gameplay, Automation, Performance, and. 8. I believe 90% is the evasion cap for any ship. +20% Evasion +25% Shields +20% Upkeep : Flagships [edit | edit source] ENT: TOS: TMP: Pre-TNG: TNG: Post-TNG NX-01. Leader XP gain reduction will now follow a curve, allowing you to hire more leaders. 2 months ago - MrFreake_PDX - Direct link. The attacker's counter to evasion is Tracking. Ships consists of three basic components: ship_size – #Ship Sizes. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. The fleet power calculation bugs and cannot handle it. There's nothing wrong with an all-battleship composition. Stellaris Wiki Active Wikis. I have also pondered the interaction between leader leveling/caping and the tech-costs slider. 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. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. 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. If you can't hit 90% with precognitive, then you'd prefer sapient to get that extra few points of evasion to get you there. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. This game does a wonderful job of allowing us to tailor a sentient species how we wish. In 1 collection by Chirumiru ShiRoz. Enterprise-B. Modifier Effects. I really think evasion was programmed wrong. - Savegame compatibility. computers) with torpedoes, all the way up to 75% hit chance with precog + lvl 4 sensors. evasive: fleet retreats as soon as enemies appear. As I know evasion is caped at 90%. The thing to remember is that the fleet "cap", isn't. With 2 Shield Caps, Orilium Ore, and using Psionic Shields I've been able to create Titans with 9000 Shields (5 Psionic Shields x 1250 Shields per Psionic Shields x 1. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. High Tracking Ships will target high evasion ships much more often. paradoxplaza. 1) command to find the id of leaders. 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. You're not wrong, but neither are the people complaining. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. The evasion cap is too small and tracking or accuracy is too easy to acquire. fighters aren't affected by any of those stats, but they're so small only point defense can stop them, and sometimes that's not enough. A big part of the strength of Corvettes is their sublight speed. 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. . Members. Accuracy is the standard/max to-hit of a weapon. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. And as of 3. My battles were always as a militarist with no retreat policy, this way you have less casualties cause their ships die faster. 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. 0 was never released to the public instead making patch 3. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:.