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sumpfriese

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Apr 16, 2021
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Agree on most of this except for the melee or range point. It really depends on what kind of 25x crisis ur fighting. I prefer mid 2300s, all 3 crises at once, which is a completely different game from trying for one 25x crisis at like 2260. I don't think at that point you can just brute force ur way to a victory and crystal plating is definitely your best bet.

I don't know how you are stack wiping a 25x crisis fleet with just range x slot weapons tho. My fleets always close to melee after destroying the first round of ships. Are you just tanking the losses and building new cheap battleships? I usually tank the upkeep costs and just keep massive high-expense but high-powered fleets around.
The arc emitter build works best vs contingency, which have only about 1/5 of their defense as actual HP, which means you effectively do 5x damage by ignoring shield and armor. Then again Giga cannons/neutron launchers also do bonus damage against specific defense types and switch targets to attack the correct defense, so lets average this to 1,5x damage. Total base damage of a Full Giga/NL battleship is about 350, while an arc emitter only will hit about 150 but also costs only half, which about evens out. So cost efficiency wise you are doing about 2-3x better with arc emitters, a bit less if you factor in the naval cap. But there is also another fact and that is that your rated fleet power will be really low, which makes the AI split up their fleets and lets you focus fire them one at a time.

One really important thing to stay at range are the carrier combat computers. You dont really need the artillery computer range bonus if you have range bonuses from admirals and colossus, but the carrier computer lets your ships stop at 150 range and not close into the enemies further. Another thing that really helps are level 1 engines as they further prevent your battleships from flying in. If you do both of this you essentially get double the time before the enemy comes into firing range. I tested this with save games and the carrier computer makes a huge difference.
 
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Around 3+ month ago someone postet a X25 contingancy crisis... the roaming fleets had a fleet power of 4 or 5 millions i think... battleships going down just after 1 hit... i dont know how powerful the other crisis are... but they might be nearly as powerful...

Playing a game with X25 crisis is not a normal game... its all about pimping your empire for that one special thing

- Megastructures and Ecus are a must have as the dyson sphere and matter decompressor will allow you to relocate hundreds of pops away from mineral and energy production towards ALLOYS...
- The Guardian of the Galaxy ascension perk gives you extra 50% firepower
- There are certain Federation types that will grant you another 50% firepower against crisis
- Go "no retreat" stance for fleets for more firepower
- Go every other civic giving you more firepower
- Activate every edict for more firepower
- Go authoritarian and corvee system to relocate said hundreds of pops without the unity cost
- Adjust your pop growth before game as you will need at least 2000 - 3000 pops
- Several thousand fleet capacity is a must have, but go over it and use your, at this point mostly unneeded, energy to sustain our fleet
- Ecus are a must have and best alloy prduction and i think you will need like +5000 every month to even barely replace your losses

BTW OP

Can you tell how big your doomstack is? Some information are missing...

This is the 25x crisis thread: https://forum.paradoxplaza.com/forum/threads/so-thats-what-a-25x-crisis-looks-like.1495439/

Lessons to learn from this: Your normal ship configurations won't work anymore. Crisis ships get a +3.750 % bonus to damage, meaning that a shot from a particle lance deals 22,500 to 56,250 damage. Unless you got tons of defense repeatables, they will one-shot everything.

But seeing your 41k research i'm guessing you'll be fine. Even if you'll use your entire fleet you can just do what I did to win in the end: Naked Disruptor Corvettes.

And in the unlikely case you do lose all your ships against the first 18mil of fleet power: Fortifying your planets with planetary shields and fortresses works wonders in stalling their progress. At least with the Contingency.
 
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