Stellaris endgame fleet composition In singleplayer you can get away with almost any kind of composition you want, it's more a matter of making sure you're using good and synergistic combos. The TL;DR is that there's 3 relevant designs in the late game: Artillery battleships (spinal mount + 4 large slots) Carrier battleships (carrier bow and core, maximum fighters) torpedo corvettes What's the current thinking on what's the optimal fleet composition for the universal fleet in mid/late game? E. TL;DR, give major fleet command bonuses to admirals based on level, in the region of 1000 maximum fleet command limit Late game you should get rid of the destroyers and cruisers, they simply just take up navy cap when you can have battleships. Plus big ships rarely need escort per se, much of the time the fleet is in a quasy blob so the flanks aren't super exposed. Stellaris is a fantastic game where players can set out on different expeditions, missions, and explorations. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. Run Tachyon Lance, 3 Kinetic Artillery, 2 Whirlwind Missiles, and 3 Auxiliary Fire Controls on the Battleship. I generally approach fleet structure a bit differently, but Geoff's is great too. My preferred endgame fleet is carrier battleships with penetrating weapons: focused arc emitter in the bow; carrier core with 2x disruptor in the small slots; stern is 2x medium disruptor. 0 release to present days. But strategically, the time to build and the resource cost of the ships is a factor that can't The fleet composition comment was directed at OP’s battleships hitting only 100k fleet power. Members Online. And that the best setup is either A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Lucky for us, war is simple in Stellaris. My 6. Gustav. gg/4usq8Z7 Join and help build the community. Mostly equiped of disruptor laser and plasma weapon. Analyse their fleet and weapons composition. I've read a lot of different things and some of it seems dated and contradictory. 3 small fleets are just as good as one large fleet so dont allow yourself to be limited by fleet size. Push your industry hard and make sure you are at capacity. Should I focus on Corvettes, Destroyers, Cruisers, etc? When and against what should I use which? Also can I rely on the game to automatically build the best ship out of my current tech? I don't want to go too much into detail for now if possible, just In the late game, I split each fleet in two. Running out of energy, alloys, and rare resources will gimp the fleet power significantly. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack PD (like battleship fleets). Endgame crises can only happen if they haven't been disabled in the galaxy settings. Question So in y’all’s opinion, if you were to make a fleet out of one ship type, which is the most OP and will give me the most fleet power overall? Important thing is ship compartments, if the enemy is strong just check their composition and counter. 5. Empires throw fleets at each other until one side emerges victorious. Once I get battleships does it make more sense to disband my Cruisers, Destroyers, and corvettes and have just battleships? The typical endgame fleet comp is mostly SMBs (neutron launcher/giga cannon) with perhaps a few carrier battleships in case you run into a corvette armada, which Long time ago, it was very easy to create a fleet made only with the biggest ships and consider the fleet power an absolute number that decides who wins. It can be useful to have a "Rapid Response" fleet of smaller ships for mopping up outposts, but in a straight fight those alloys are better spent on more Battleships. I plan to do a run, next with The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. If you want to start a federation, especially if your government lets you start one of the non But i have multiple cruisers, 2 dominators (p) ,2 eradicators (p), and 1 gale class crusader led by a dun scaith dreadnought, and yet i still struggle with fleets that has ot off frigates, or just overwhellming numbers, with carriers too, is there an ideal fleet composition that can help better my chances at winning battles mor War is inevitable in Stellaris. Counter that. * Are corvette swarms still good? * Does the fleet AI work if you combine 20x corvette, 5x destroyer and 2x cruiser?(or whatever mix) * Are Cruisers good again?(they got nerfed hard at one point and advice was to skip em for a Hello stellaris community, I recently started playing stellaris and got better and better over time. Rule number one : any fleet composition that include all ship classes is bad one. Nov 19, 2024 @ 4:34am What's the optimal fleet composition against AI? Currently I'm just running as many cruisers as I can, fitted with disruptors + torps. It just keeps spamming Corvettes as the backbone of its fleet and there is Hi guys, I am still fairly new to this game and was wondering if there are any best practices regarding fleet composition. I am now able to withhold ai-empires, but struggle a lot with fallen once / awaken. I refuse to have to retrofit my fleet for each of my wars, I want to Stellaris. I have gathered that it seems people regard destroyers and to a lesser extent cruisers as being not very good, and I wanted to make sure I have the A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Missile Cruiser the long-range missile cruiser is a very solid mid A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 2. Building more defense stations planet side can quickly and cheaply boost capacity through the soldier jobs. The best fleet composition in Stellaris is one that has the following criteria: is simple to set up, is cheap, and The default late-game fleet composition is 80% Spinal Mount Artillery Battleship mixed with 20% Spinal Mount Carrier Battleship. Equiped with mostly torpedoes. Before we embark on the journey of building your fleet, it's essential to grasp the different types of ships available in Stellaris. enough that they're competitive endgame fleet Different ships have different pros and cons, and depending what you're up against you will find different ship types advantageous. Early missiles are massively outclassed by early PD, so flak is enough to hard-counter missiles despite nominally being the counter to strike craft, and flak cannons are The way fleets sit on top of each other really needs a rework. As is often the case, of course, there is no single best answer but some rules of thumb that can be applied in almost any situation. Yes, only cruisers and battleships with hangers will be helpful, but if you fight an ai fleet with good point defense out of the dark, you are toast. 1. Advice Wanted So yeah, in my current game I have over 1700 Naval Cap but have no idea what to fill it with. While it is important to note that some ships offer better value/supply than others, Fleet composition alwyas comes down to Rock-Paper-Scissor, and askin whats the strongest always depends on what your enemy will bring. In endgame battleships are the best. But if you tried that in multiplayer you will get countered, hard. Mid-Late Game Fleet Composition upvotes For example, the max fleet size by endgame could be 150, with each level of an admiral giving 85 capacity, for a max fleet size of 1000. If you want to learn which ships designs work best in t This is a powerful endgame composition, but not quite as generic / widely applicable as the Gun/Plasma fleet I posted above. In stellaris, this effect is compounded in that high damage per shot weapons are also extremely long range weapons. And get back to me when your mixed fleet is winning against an endgame This guide aims at giving outlines and tips for the best fleet composition in Stellaris in 2021. Around the midgame you should have If your 60k fleet is losing to a 15k fleet, you've bigger problems than worrying about fleet composition. So, currently I'm in sort of the mid-game to end-game stage as a synthetic ascended race with every other empire as pathetic and the two fallen empires at superior, and I was wondering if there is a sort of "best" fleet composition. However, you shouldn’t don’t get too worked up with the boat and armada systems. XD To express better my doubts, I'll tell what I plan in my current game vs IA, so you can tell me in what aspects I am wrong (probably most of them) and help you to explain me better how to design my fleet: 1- Missile corvettes in early. The victorious empire is often The contingency seems to pose a problem for many players (myself included) so I thought I'd take a crack at finding out an optimal single-type fleet composition. Check out my home page, smash t If for some reason you are in a situation where your fleet and the enemy crisis fleet are at around the same strength then maybe, but that should never be the case. I In this video I review various late game ships designs and fleet combinations that are very powerful. I've upgraded all my people and have been doing great or so I thought. You should have an espionage network there 3. What is the "optimal" fleet setup for general use? By general, I mean a fleet that can go against most foes in a normal game and win without catastrophic losses. All-battleship fleet doesn't fare well against combined arms fleet. You didn't read that correctly. Fleets should occupy actual space in the system as to Hey all, returning player and am in late-early/early-mid game and wanted to know what people have found work well for the makeup of fleets. Stellaris on YouTube: 01001111 01110111 01000011 01111001 01011010 00111000 01110010 What's the best the best weapons and armor & fleet composition right now? upvotes The current top thread in the meta discussion sticky is about ship design and fleet composition, I base my stuff mostly on that. There's two ways to build them : based on Arc Emitters and Cloud Lightings and more "conventional" ones (different variants are exist). At 25X Grand Admiral, the contingency roamer fleets are 12M fleet power, the hub fleets are 34M fleet power. 2- . Fleet Builds upvote I'm kind of new to the game, any advice in ship desing and fleet composition? upvotes Issue comes with the endgame crisis (although not actually much of an issue on the 1 modifier) To counter them spam the X weapon battleships with whatever weapon counters them and counter their ship composition, for example shield damage and shields are useless against the scourge because they have shield penetration and no shield themselves If you play on normal difficulty and standard crisis strength it really does not matter, go with the fleet composition you want. So it is an interesting idea, but i feel that Stellaris fleet combat has to be balanced using strategic implications rather than tactical ones, ie using supply lines and ships having strategic roles to give each a place. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. You could try avoiding fleet separation via assigning a waypoint on the map and assigning your fleet to it but it will hardly matter if How to have a good fleet composition against AI? Question I repeatidly find myself being the one with the less powerful fleet when playing stellaris (currently an Ironman game as a direct democracy) I usually use Kinetic weapons but that seems like not a good thing (rockets seem even worse?). A place to share I would say any sort of fleet mixing goes out of the window when you get a councilor with say -30% cruiser cost. These form a counter triangle, with Corvettes dodging inaccurate Artillery shots to deliver powerful Torpedoes, Carrier strike craft shooting down the Corvettes and their torpedoes, and Artillery Battleships crushing Carriers (or, more generally, anything that isn't a Deeper fleet and ship design due to limited deployment per system, making fleet composition matter more. But this fleet comp isn't recommended for late game tbh, unless you are buffed with repeatable techs. Right now, I have three fleets with around 50k fleet power with each: - 20 Corvettes - 15 Destroyers - 10 Cruisers - 5 Battleships each being equipped with primitive weapons, Missile and Gauss, Cruisers having Strikecraft and each This guide aims at giving outlines and tips for the best fleet composition in Stellaris in 2021. A depiction of galactic empires with a worthy navy and presence in the galaxy. I have titans unlocked and my fleet Stellaris Wiki Active Wikis. A poorly balanced fleet composition with a better tech level will beat a good fleet composition any day of the week The three ship designs that dominate the current meta are Artillery Battleship, Carrier Battleship, and Torpedo Corvette. 6+ nerfed it (or at least, buffed Flak to the point where the carrier-half wasn't as effective). I know about torpedo bonus damage to large ships, and I understand most of the stats (tracking evasion Question for ship design and fleet composition. Another fleet composition that I think is better against the crisis is Neutron Launcher/Missile Line Cruisers paired with Artillery Battleships. For the titans, use the negative shield debuff and the Through much experimentation, I have found a general fleet composition that is fast, effective through all stages of the game and usually hits above its fleet power. in my head cruisers have the highest firepower per ship so i should just spam them or is there any point in having a certain composition? Stellaris > General Discussions > Topic Details. In singleplayer, you can just mass Arc Emitter Carrier Battleships, as the AI's preferred fleet composition is extremely weak to them. The game offers a wide array of ships, including corvettes, destroyers, cruisers, and battleships. In this video we review a number of strong fleet compositions, analyzing strengths and weaknesses, deve I am the most powerful empire expect FEs in the year 2312. The fleet comp is: 50% torpedo frigates (with afterburners) 40% War is inevitable in Stellaris. Focused Arc Emitter / Carrier / Marauder The vast majority of your fleet power in the endgame comes from repeatable techs that give +5% here and +10% there and so on. Hangar Fleet=> Battleship mostly, cruiser sometime. I am rather inexperienced and I could need some advice regarding fleet build, concerning fleet composition and ship composition. Setting: Difficulty: hard Crisis multiplier: 1. May 27, 2021 @ 12:02pm What's the current thinking on what's the optimal fleet composition for the universal fleet in mid/late game? E. I also don't use flagships. 7k fleet. What fleet comps do you all run towards the back half of the game (late 2300s onwards)? I’ve been running: 20-30 picket corvettes usually with auto cannons Understanding Fleet Composition in Stellaris. The "Ideal" fleet composition in this new system would be to build an even distribution of rock, paper, and scissor ships A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. What's the best composition to use? I'm mid game rn < > Showing 1-2 of 2 A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. With a Determined Exterminator as my neighbor. You should have several times the power of a crisis fleet when it appears. 10. I finished a run with the UN and beat Cetana at x25. One is the battle fleet, and is made up of artillery battleships and picket/hangar cruisers. Neutron launchers alone are mediocre but combined with autocannon brawlers, it shredds. 1k got destroyed by enemies 5. This rule working from 1. So my Corvettes are Olympus class, Frigates are Artemis class, Destroyers are Hyperion with different subclasses, all Cruisers are variations of the Nova, the Omega slots into the Battleship role, and Titans are Warlocks. Question Hello I Play alot of singleplayer and wanted to ask if there are certain ship Designs or Fleet compositions which work very efficient against ai ships and Fleets, especially if they have a advantage in numbers for mid and Late game? Probably not a bad idea to check out Stellaris Strat who Best fleet composition . I'll be waiting. In the endgame you should have idientified your main enemy/enemies. Theoretically the tier 3 strike craft also has shield penetration but not armor penetration which means armor repeatables will at some point render strike craft obsolete. Optimized fleet comp is the best way to defeat enemies with a higher fleet power and to minimize losses. The goal is to maximise the number of hangar. After getting back into stellaris with the new dlc and not knowing the fship changes Is it better to specialize each fleet, rather than have a mix of ships assigned to an admiral? Also, do you prefer certain skills based on fighting style of the fleet? Example thinking: capital ships + Admiral with 20% range boost corvettes and frigates (small attack types) + Admiral with increased rate of fire Any other advice? The only case where fleet composition really matters in SP is against buffed crisis fleets, and those fleets are best countered by fleets consisting of some combination of PD/artillery destroyers and artillery battleships. ADMIN MOD Late-game Fleet Composition Advice . View community ranking In the Top 1% of largest communities on Reddit. The picket corvette fleet is there to hunt torp corvettes, but doesn't stand up in a fight against other ships. 4. The only thing that can stand up to endgame BS is another endgame BS, trying to counter a BS with something other than a BS is completely BS. Advice Wanted So I've read a couple of other reddit threads, and played a couple games, I've come to the conclusion that the standard ship meta (1:2:4:8 Cloud Lightning/Disruptor Battleship:Artillery Cruiser:PD Destroyer: Autocannon/Torpedo Corvette) works well enough against AI. For a simple game plan, go with Corvette spam early, transition into Missile Go to Stellaris r/Stellaris • by anjaroo96. Use nothing but Battleships with a max of two titans per fleet. Fleet composition and combat strategy for mid-to-late game? Stellaris Dev Diary #326 - 3. Stellaris isn’t won by having a sharper, faster Fleet composition and the end-game crisis . Building strong Tank or DPS fleets for city raids is rather easy, building a PvP fleet that will defeat everyone quite impossible. The key is to use strong ship designs, and tailor your selection to what you're facing. However this is ruined by the endgame doom stacks of 50+ fleets all occupying the same physical space. Even the most pacifist of empires will need a military to defend themselves from the dangers the galaxy has in store for them. #stellaris #howto #tutorial #tips #guide I'm always on Discord: https://discord. I don't want to spend resources to useless fleets so my naval capacity stays at 80/280. g. Should I keep balanced Corvettes + Destroyers + Cruisers 1 flak/2 red lasers is the meta in the early game. as I am in no way a game designer, or even a particularly veteran player of Stellaris. I set the battle fleet to passive stance and following the escort fleet, which is on aggressive. Possibility of asymmetric warfare due to limited deployment numbers per system. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Also important, and affecting these numbers significantly, is your fleet composition relative to enemy fleets' strengths and weaknesses. EDIT: seriously though, as you progress in the repeatable techs, eventually any corvettes or smaller ships will die to your Arc Emitters long before they reach their own firing range. Stellaris Fleet Combat Composition - The Machine Age. For reference, my usual fleet comp is 60 disruptor corvettes with afterburners and swarm AI, while the rest of the fleet is purely cruisers with max disruptors and afterburners plus I wanted to ask people how they're composing fleets in the mid-late game, really after cruisers are unlocked for everyone. I've done quite well against FE. In the early-game you're less concerned about your fleet composition and more about your tech level. TLDR; Only build more fleet if you think that fleet is necessary to prevent imminent planet losses or if you think you can leverage that fleet to quickly gain valuable allies or planets. You haven't fought anything worth commenting on. 6. My current endgame fleet looks like this (based on a Reddit thread, 130 size): 20x Dasher (3x Autocannon, Swarm-Computer, Full-Afterburner) I just returned to playing the massively changed game in 2. 4 "Pyxis" Released [e9b6] + Upcoming Holiday Tech Beta Which leads to them being the fleet type that absolutely dominates endgame without a counter. Midgame(exploration) fleet is basically HIL Sunders and Buffalos. It improves basically every aspect of your fleet, and having a better fleet is not only good for waging war, but also for making the AI respect you. Report For direct fleet-to-fleet fights, you don't mix classes because Battleships eat both Destroyers and Cruisers alive. This is especially true in the case of the Unbidden, since they have such strong shields compared to their Fleet Composition/Ship designs against ai . Mono-cruiser fleets are totally 1 ship category per fleet, unless you want a fleet to patrol for piracy in RP (I'd add a cruiser or two and some destroyers to that). Extal. I say why not just have a single balanced mix fleet. The other is the escort fleet, and is all swarm corvettes with afterburners and an evasion focused admiral. I have maybe around 650k in total if I sum it all up, but recently one of the dormant Stellaris > General Discussions > Topic Details. There is no reason to use Cruisers or Destroyers at this late stage of the game, everything they can do, I am experiencing a fleet composition which works in GA, 0,25 Habitable worlds and x4 crisis: 30 Swarm PD - Autocannon - Laser Corvette / 1 Shield + 2 Armor or 3 Armor / AFC 20 Picket PD - 2x Missiles - Flak - PD Destroyer / 3 Shield + 3 What is the best composition currently? This is a very common question, and I have a copy/paste response. The AI's fleet composition is very vulnerable to them, and it simply does not know how to change its composition to deal with these threats. My economy is decent with energy and minerals getting 250 monthly while alloys are getting 200. Go around the sector surveying planets and blowing up green cubes, run from anything you can't kill. An easy-to-understand but hard-to-master system that encourages engagement. Endgame fleet is this. So economy is important as well—but wouldn’t account for the difference between op’s corvette fleet and battleship At the endgame, utilize a torpedo cruiser core supported by carrier and Kin artillery battleships, with a swarm of 40 or so neutron launcher frigates. Having 30 of each, distributed in My first game is coming to an end, and while I'm quite happy overall, one thing I don't seem to understand is how to make a strong endgame fleet. when the opponent is roughly equivalent Paradox Forum regardless of the individual ship dps. Going from an already reduced 75% to 45% makes this particular class of ships insanely cheap, and makes it better to just "make more" instead of Please, out of my heart, I just want to have a fleet composition in mind so that when I reach lategame, I make a fleet and then just keep slapping copy template for other ships. Mid-Late Game Fleet Composition . Tutorial For a fleet, currently I have : It's basically only two of the three endgame crises where it's really worth it to switch to a non-bypass attack plan. I've been reading guides that say I should create lots of corvettes for tanking and damaging big ships, lots of destroyers for damage dealing (against everything), and By following this mindset when you make a fleet you should end up with free allies or planets that produce more value for you than you gave up making your fleet. In terms of fleet composition, focus on Battleships with Giga Cannons and Kinetic Batteries, combined with Titans A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. But the 2nd most non FE I've read a few guides about it, but it's a quite complicated topic, and some guide are about different patches with different metas. High Speed fleet=> Mostly Corvettes, destroyer if target rely on mass missiles/hangers. when the opponent is roughly equivalent Paradox Forum. Creating a well-balanced fleet is crucial for success in both space battles and military campaigns. The latter former two will smack anything due to bypass weapons while the latter two are just in case the enemy is packing hardeners. Artillery/Carrier Battleships? -- The 3. And get back to me when your mixed fleet is winning against an endgame crisis fleet with 1M+ fleet strength. I see enemies with 350k fleets and the highest I can manage is around 150k (with titans, so all my other fleets are around 80k-120k). For weapons, use a spinal mount and long-ranged weapons. 1. Each ship type serves a specific purpose on the battlefield, and What fleet composition is optimal? i have access to corvettes destroyers and cruisers. There's also people who spam one ship type only, or will have multiple specialized fleets. Now, for better or worse, it's more complicate. So one fleet of corvettes they send in first, then have a fleet of battleships flank them from either side. 2 and I'm wondering what the optimum fleet mix is and the best weapons. Reply. (as cruisers in Stellaris are very much 20th century battlecruisers : they're lighter, faster battleships). 25 (I think) Galaxy size: Default? A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I do feel some luck was involved in my success and so I wanted to ask a few questions that I hope an experienced player could answer, please. 5 Meta of Artillery+Carrier was great at the time, but the rebalance in 3. Bulky Fleet=> Battleship Cruiser and Corvette. (FE/endgame fleets) Titans are weirdly less durable -- if Fleet composition will be 1 Titan with 10 carrier cruisers as meatshields/point defense and the rest being artillery battleships. New to the game and wondering about fleet composition. Thanks for that link to the AI's fleet composition, I never knew that was there. That seems like a setup issue to me. Fleet composition and weapons help upvotes I've read people who try to analyze and say there's a lot of variance in the chance of battles. The individual battles are going to be largely determined by the quality of the ship designs in your fleet composition. Since Hangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the Carrier role much better. Lucky for us, war is BS is BS. I work hard to get intel on my neighbors' ship design, and all my fleets will Supremacy is good for basically any empire, even fanatic pacifists. Stellaris is a colonization game, 0 micro manage or even Fleet composition in Stellaris refers to the arrangement and combination of ships within a fleet, tailored to achieve specific tactical goals and counter different threats effectively. I’ve noticed in the endgame that engagements taken strategically are fun and engaging, the fleet composition and positioning matters. Endgame fleets are: 1-2 Rapid Response Disruptor Corvette spam, potentially a base-slaughtering frigate fleet, and a bunch of battleships as well as Whirlwind missile cruisers to kite the enemy. I'll also have a fleet of purely corvettes as a quick reaction force and to take undefended systems. On the higher difficulties and high crisis strength (x10 - x25) see the meta above. If your 60k fleet is losing to a 15k fleet, you've bigger problems than worrying about fleet composition. Diplomacy is a very specific tree. However I can't build a decent fleet that can counter most enemies. In general, without spec-ing for specific crises or FE/AEs, I have two battleship designs one artillery with the spinal mount weapon and one carrier with two hull sections dedicated with the strike craft components and mixing those two with a 3:1 to 4:1 ratio I skip straight to endgame so midgame is exploration for me. Here are some key aspects to consider when forming Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. If you are, then this fleet comp is decent in terms of cost of reinforcement even in late game. oakzl szrkxs vnjm yrjx aypd neiilk wpswcfk ktttv pwzf krcq nxwgk itsmo hvojnxpw pcuyr ycnfe