stellaris unmodded 3.3 version 5525 settings (x5 tech/tradition, x25 crisis, 2250 endgame, 0.25x habitables), road to victory or defeat?

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minorcoldd

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Jan 24, 2022
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also posted on reddit forum, looking for advices but also adding conclusions from battles, which I hope can be helpful for someone:) edit in progress so new content may appear over time

update: almost full victory in 2326 (all ships destroyed and only outposts left), 1344 battleships against their 11.7m fleet (probably 7m hull points, which may take 20 days to defeat with current stats, 1-1700 arc emitter damage, +25% damage focusing crystals, +20% damage to end game crisis from galactic community, +10% ship weapons damage from ship experience, additive -50% to damage after using jump drive), their sublight speed is 144 for cruiser, my sublight speed base is 100, -50% from jump drive, +15% from portal relic

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2312 overview (gateways placement, research costs and time): -----------------
game initial settings:
starting as lithoid with crystalline skin trait (to enable sensors early) and gateway origin (I think it's the only way to be able to build gateways, unlikely to research megastructures probably until 2350)

authority: oligarchic all time (mid-game ability to choose agenda, end-game to enable citizen service civic giving unity from soldiers), but I could have taken imperial+feudal society for start, I had problems with unity for leaders

ethics: fanatic militarist (fire rate and caim cost reduction) and materialist (technocracy in mid-game)

civics: starting as functional architecture+meritocracy; mid-game: technocracy+meritocracy; late/mid game technocracy+meritocracy+nationalistic zeal; end-game warrior culture+citizen service+distinguished admiralty (to reach 9999 naval cap earlier, unity from soldiers, 10% ship fire rate and lvl3 admirals)

tradition and ascensions order:
harmony for stability and demotion time (AI planets very often have unemployment), prosperity for resource outputs, and supremacy for fleet size and war doctrines

interstellar dominion for more claims, synth ascension for admirals +10% range and robot outputs

tech priorities: early game economy related, finding space whales and mining drones to make interceptor corvettes with energy siphon+mining drone lasers, mid-game researching techs from gateway origin to start activating them around 2240-50 and building in maybe 2270 (research progress in 2244: ), end-game battleships are must, research alternatives, focused arc emitter, sapient artillery computer, I also wanted xenomorphs armies to capture fallen empire capitals, but didn't roll uplift even though having pre sapients in territory. Also robots, droids, synthetic personality matrix, to enable ascension

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2206: sending science ships in all directions (with crystalline sensors no need for scientists), first neighbor was fanatic purifier which I captured by having their fleets try to attack my capital and striking from other side, it's much easier in 2206 than it would have been in 2210 or later

2213: after capturing purifiers, I improved relations with nearest neighbor to cordial, claimed their capital and attacked, after war they were receptive and I vassalized using favors, then used connected force to capture next neighbor

2240: repeating same strategy until I reached major obstacle (great khan with fleets of power 15k-35k, actually they were not that hard using corvettes with energy siphon and mining drones. about 10k power comes from galleon which seems to be very weak against corvettes), integrating vassals with best ratio of pops to incluence spent

2301: shortly before crisis spawn, almost at same time war in heaven started which allowed to conquer keepers of knowledge planets, sadly no other fallen empires due to bad logistics, I didn't have gateways nearby, no L-cluster opened yet, and battleships all have tier 1 engines to have more volleys before in enemy's range, so repositioning is hard. Lack of minerals to create sufficient number of armies, no xenomorphs is large setback:)

2311: I'm using sectors with fleet officer governor to produce and upgrade ships, instead of mega shipyard, I have 3 such sectors in different corners of galaxy so if one is lost I can still build. micromanaging and dealing with fleet command limit is not nice:)

currently I have about 1000 battleships with focused arc emitters, modifiers: no repeatable techs, no megastructures, no unity ambitions, resolution for +20% damage to endgame crisis, focusing crystals (+25% energy weapon damage), most admirals with synthetic trait (+10% range) and some with cautious (+20% range), all ships with sapient artillery computer, I'm unsure between this design and one with no strike crafts, difference might be in efficiency against escort ships, but I don't know how much evasion they have. Difference between cost is here (fleet officer governor, fleet expansion agenda, battleship patterns, supremacy tree) and I'm unsure which will perform better, also unsure between no retreat doctrine (+33% fire rate) or rapid deployment (+10% range). Their major fleet has 5.5m hull points, and assuming 1-3000 damage from focused arc, 1000 battleships will need to shot about 4 volleys to destroy whole fleet assuming 100% accuracy. If anyone has some good advices to above, would be awesome if you wrote:)

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analysis before battle: I searched for info and found out that their highest evasion is about 35%, so that using tachyon sensors it should be fine, and perhaps it will be better to build more ships with arc emitters, than adding hangars. Speed of their cruiser is 144 (escort is faster but has no L slots so it balances), their hull points is 2.3M for fastest fleet, range is 120 and seems like it has no additional modifiers. I don't know how speed and range numbers translate to distance visible on screen and ships position change over days, I will try to calculate later using paint. player's speed is 100 with tier 1 engines, 50 if right after using jump drives, rapid deployment is +25 additively, and from ship screen it seems like focusing crystals edict is additive with damage reduction after using jump drive. therefore, it seems that benefit from smaller speed is approximately balance for reduced damage

in worst case, player's ship has 195 range (150+30% from synthetic and sapient artillery computer), in best case admiral has cautious trait, so it outranges enemy by 75. Rapid deployment is relative difference of 90/75=20%, but speed at which fleets approach is relatively increased by 1.1, so player's fleet has about 10% less time to deal damage before hostile fleet is in range. If using no retreat doctrine, it will add 33% on top of about 70% increases from other sources, 203/170 is about 1.19 times better in any case. Difference is more beneficial for no retreat doctrine if majority of fleet has cautious admirals, and if fleet had used jump drive shortly before engaging. Also rapid deployment is better for engaging their starbases which have 20% increase to range resulting in 144

arc emitter fires once in 8.10 days, with no retreat it's about 4 days per salvo, 1-1700 is average damage of 850, with 1000 battleships it's 850k, +25% from edict it's 1.06m, also I have +20% increase to damage v. crisis from galactic community, which I don't know if is multiplicative or additive, expecting about 1.2m damage per 4 days, so whole fleet should need about 8 days to destroy their small fleet and 20 days to destroy main fleet (5.5m hull points)

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practise: this is test engagement so after I will reload previous save, enemy fleets are together 5.7m and have about 4m hull

day 0 of battle: distance must be between 195 and 210 because fleets with +30% range didn't engage, and these with +40% engaged, so positioning is not optimal

day 7: 990 battleships (45 fleets with 22 each) dealt 2m damage which is similar to analysis

day 9: distance must be below 120, taking first losses from large matter disintegrators, with their 144 speed and mine 125 it took them 9 days to approach from about 200 to 120, which allows to have clue about dependencies between speed and range units

day 18: last hostile ship is destroyed, majority of damage comes from large and medium matter disintegrator, but they approached sufficiently to use small weapons. Their evasion is negligible and seems that strike craft damage is very low compared to 10% ship cost increase. Most likely would have been better with no retreat doctrine (sadly can't change until 2321) and if engaging only one fleet at one time. Replacing casualties is not expensive but needs micromanagement to click every fleet separately, if I use reinforce all in fleet manager, it will reinforce corvette fleets from game start non-existent for long time, but still there with 0 power, which will be waste of capacity. Fleet which took highest casualties was the one followed by all other ships (I use hotkeys 1 for slowest fleet and 2 for all others that follow), also admirals with scout or aggressive lead to much higher casualties in their fleets, optimally should be removed. For some reason, fleet still makes groups at different distances, even if displayed speed is exact same. I will most likely increase fleet size to 1500 or 2000 before engaging major fleets, to avoid having to deal with reinforcement system. However, 1000 battleships in optimal circumstances should be sufficient to gradually defeat crisis, still need to test it against starbases which have 9m hull points (engagement may take 1 month and casualties might be huge)
 
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Oculument

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Feb 10, 2020
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You do not use titan ships in your fleets, which in my opinion is the correct decision. Too much micro management. However, if you place titans with the enemy ship fire rate debuff in a separate special fleet and ensure they enter after the rest of the fleets then they can contribute with that aura without tanking the enemy alpha strike. The same tactic can be applied to put the juggernaut range aura to use if the system size is large enough to justify the extra effort.
 
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minorcoldd

Private
Jan 24, 2022
10
8
You do not use titan ships in your fleets, which in my opinion is the correct decision. Too much micro management. However, if you place titans with the enemy ship fire rate debuff in a separate special fleet and ensure they enter after the rest of the fleets then they can contribute with that aura without tanking the enemy alpha strike. The same tactic can be applied to put the juggernaut range aura to use if the system size is large enough to justify the extra effort.
:)I think same, I didn't enjoy micromanagement, already a lot of it with 180 command limit and reinforcements, fleet manager is not nice to deal with:D I had some years to finish titans in 2312, and your advice is very good, smaller fire rate of enemy means less losses if they get into range. Juggernaut advice also very good, I used it in same settings but 1x tech when I had time to research it, and +40% range is awesome
Wait - I thought that against the Unbidden, torpedo corvettes are the most cost-effective ship type, followed by strike craft BB?
I think strike crafts could be good in long engagements, but in this game I only had scout wings, and they dealt negligible damage. I must try corvettes though, never used them against unbidden, and it might be good idea. Fleet that I used in this game had pure arc emitters with some scout wings (good addition to deal with fallen empire escorts which have about 60% evasion, but crisis escorts have only about 35%)

when I was playing in x1 tech settings, I had advanced strike crafts, and these were more balanced addition to arc emitters, dealt larger damage that could justify additional cost, especially against starbases
Your powers confuse and frighten me, sir.
:D almost full victory in 2326, only outposts left to destroy, last battle was my 1344 battleships against their 11.7m fleet, and led to loosing over half:)
 
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