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Bearjuden

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I had a small galaxy with reduced number of habitable worlds (.25x I think?) and .25x crisis strength (this patch is my first in a while and I know a while back crises were buffed a lot, don't judge me too harshly). I had a bit over 100k total fleet power, most traditions finished, etc. I thought I'd have enough to deal with it but when the contingency struck, even though I tried to adjust my fleet designs to focus on shield and armor bypass, and make sure I had more shields than armor to more effectively fight them, I got creamed by the fleet they had defending their homeworld. They took out the bulk of my entire fleet including all my cruisers, battleships, and titans; I did...a quarter of their fleet strength, even with the supposed low strength of their fleets. Is this normal for the crisis nowadays? How do I effectively fight the contingency?

Thanks.
 

ArmChairAttila

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Did you refit your ships to remove the ai combat computers? A special project activates for machine empires to remove the ghost signal. Destroying hubs will reduce the ghost signal for bio civs. If your ships have the sapient combat AI computers they will be nurfed a lot fighting the Contingency.
 

Baqar79

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Of all the Crisis fleets I've played, the Contingency was the most difficult.

My memory is a bit hazy (and it wasn't that long ago since I played them)....

I found aside from shield piercing weapons (Arc Emitter, Cloud lightning, etc), get as much weapon range as possible (War Doctrine: Rapid Deployment, non-sapient ship computer that extends range, officer with cautious trait), and avoid officers with traits that increase ship speed. The idea for me was simply do as much damage as possible before they could get me within their firing range (hence why speed can be a liability here, since your ships will also close the distance as well).

If you are talking about the Contingency hubs, I really needed to consider entering the system from a jump lane that maximized the distance between me and their forces so that I could make the most of my weapon range advantage (death and despair would result if I chose the lane that bought me into the middle of their forces!).

I also had the Galactic defender ascension perk and still struggled with them, so I would recommend this ascension perk if you can spare it.
 

Bearjuden

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Yeah, I refit my ships and they did not have the sapient combat computers. That was when I gave them the shields/armor bypass weapons (whatever they're called) at the same time.

I saw and was working on the project, but I didn't get to finish it before I had to start fighting them. Two of their worlds spawned in my empire, and one of them was two jumps away from Sol and thus in the beating heart of my empire. A fully built matter deconstructor meant I was fine on minerals even when I lost a highly developed world but in terms of energy and particularly consumer goods (they took over my main consumer goods world and for all my fleet, I didn't have much in the way of armies) I just couldn't afford to wait the time it would take to finish the project, so I tried to get rid of the really nearby world. Does the project really weaken them that much?

By hubs you mean their Machine Worlds? If I had managed to defeat the first one, they would get weaker for each subsequent one I attack?
 

Baqar79

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By hubs you mean their Machine Worlds? If I had managed to defeat the first one, they would get weaker for each subsequent one I attack?
Yeah, I just wanted to clear up that it was one of the 4 machine worlds you were struggling with.

I don't believe each machine world gets easier, but I think the negative effects on your synthetic pops (and possibly sapient combat computers) decreases after each one is defeated.

When I defeated them in 2.1.4 I didn't have the Apocalypse DLC (so no Titans) and so made do with Battleships. However I don't know whether the Contingency get to use Titans as a result of having the DLC which I think would make it a lot harder going.
 

Bearjuden

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I only had one synthetic pop (three Awoken from Limbo, two destroyed in the events that build up to the contingency getting announced, never bothered with any others) so...that wouldn't do much in that case. Even if I had all three of them, they weren't exactly on what you might call a major colony. I thought you meant actual combat bonuses, like that their fleets get smaller or something.

I believe they did have a titan in their fleet, though I'm not looking atm and don't recall for sure.
 

Baqar79

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I only had one synthetic pop (three Awoken from Limbo, two destroyed in the events that build up to the contingency getting announced, never bothered with any others) so...that wouldn't do much in that case. Even if I had all three of them, they weren't exactly on what you might call a major colony. I thought you meant actual combat bonuses, like that their fleets get smaller or something.

I believe they did have a titan in their fleet, though I'm not looking atm and don't recall for sure.

I think that was the other poster that talked about those bonuses for defeating the hubs, but I decided to be less lazy and look at the wiki...
https://stellaris.paradoxwikis.com/Crisis#The_Ghost_Signal

It appears that since their ships spawn from those hubs, destroying them helps; although the remaining hubs appear to spawn new ships more frequently.

Another rather important detail I forgot to include is to not bother taking on any of their ships outside of the hub/machine world unless they are causing a problem for you or your allies. They generally are pretty slow to migrate to new systems giving you a bit of time to focus on taking down their hubs. I guess this is especially important in 2.2 with Alloys being more precious, so no point wasting ships on those fleets unless it poses a genuine threat, since taking out all the hubs will accomplish the same.

I actually feel woefully under-qualified to really give good advice since I've only come up against them once and defeated them (barely). But by focusing on extending my fleets weapon range as far as possible (hopefully destroying a few of their big damage dealers, before they get their first shots off) and focusing on the hubs I managed to eventually prevail...although there were quite a few casualties:
eNBvdZh.jpg


I think I needed 2 or 3 100k fleets (200 ship points per fleet I think) to take on each hub without taking too many losses (don't forget to cherry pick officers with the Cautious trait for an additional +20% more range). I did however need Galactic Defender, so without this ascension point you might need to double this.

This was on a large galaxy with the default settings (except difficulty which I think was middle or commodore?), so 1.5x crisis strength...but this was in 2.1 & I didn't have Titans to contend with.

I do have the save I think, so I can check the ship configurations I used if needed, but I'll need to roll back to 2.1 which may take some time.
 
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Jorrhast

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I found aside from shield piercing weapons (Arc Emitter, Cloud lightning, etc), get as much weapon range as possible (War Doctrine: Rapid Deployment, non-sapient ship computer that extends range, officer with cautious trait), and avoid officers with traits that increase ship speed. The idea for me was simply do as much damage as possible before they could get me within their firing range (hence why speed can be a liability here, since your ships will also close the distance as well).
uh, no
If you decide to use penetration weapons, you go full penetration. That means using CL, right. But their range is low, even with upgrades they'll still lose to Contingency's lasers, at least those on big ships and maybe even medium ones. So range is somewhat useful (for alphastriking with AEs) but should not be prioritized above all else.
 

ArmChairAttila

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The project is not very useful in your case. It is very useful for machine empires and those who have a lot of robotic workers. For every machine world that is destroyed the ghost signal weakens. So it actually helps the entire galaxy, especially machines and robotics. It seems like your fleet and ship builds are good. You probably just don't have the numbers. I play 3x crisis and for this setting I need 3x 80k fleets just to hold the line. I am not sure what you will need for 1x crisis but my guess is 2x 80k fleets that you can rebuild quickly if one of them gets stack-wiped. So a monthly alloy production over 300 should do it. For 3x I need a monthly alloy production over 700 and 2 full fleet yards just to hold the line.

Edit: 2 full fleet yards are 2 fully upgraded star bases with titan yards, fleet academy and a total of 12 shipyards.
 
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