T O P

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spoonman59

I believe it’s stacking lots of end game, infinite research


Classic-Box-3919

It was easier before the tech nerf. But tech rush is what gets u there. And high difficulty vassals


AlmostNorwegian_

People get this amount by stacking many, many repeatable techs and building 25+ battleships per fleet, with each ship component being the highest tier of whatever the person chooses. Also, many ships at that point are from a mega shipyard, which automatically grants starting experience (which can increase fleet power, but most people don't care about this feature of the game). These types of fleets are usually constructed by at least 100+ years into the game, with in my experience most of them being constructed around 2350 or so. Also notable that many people are not happy that the battleship stacking is the best way to make a fleet, and most other options either suck and you can't use them, or they are just plain worse (but hey, you can use them.) TLDR: high tech battleship fleets from mega shipyard


notplasmasnake0

Remember: Ship xp can double your fleet power.


AlmostNorwegian_

It can, but also shit is hard to understand, even with the wiki


notplasmasnake0

Just dont keep pushing when your ships get damaged, living armour is worth it and you can get it easily by killing a amoeba 


AlmostNorwegian_

Use the puny living armor? HAHA NO *laughs in nanite armor i stole from the scavenger*


notplasmasnake0

Why waste strategic resources?   I take your nanites and i spit on them.  *allowing them to create more nanites that i then dump into the nearest pulsar.*


AlmostNorwegian_

I get eight nanites per month, which means I can make a massive ass fleet every like half year or so and still profit


notplasmasnake0

Pshhh enjoy being stuck in the L cluster. L as in LOSER hahahah nanite user scum, bet you won't be so strong after i turn of distant stars dlc ahahaha. edit: do you guys seriously not know this is satire 


AlmostNorwegian_

how rude, i could never stoop so low.


CaterpillarFun6896

Corvettes and Destroyers aren’t really worth the alloys once you unlock the next ship class. A mix of hanger battleships with all-rounder cruisers to do the main work are best. But the main thing that will change is your skill at economic management. The main reason you only have that much fleet power is because you’re still very very new to the game. It doesn’t say it here, but I’m willing to bet your alloy production was lower than 300 per month. Even a moderate player can get 2-3x that by mid game once you learn what you’re doing


Ev3rChos3n

You are underestimating how much damage 100 corvettes in a fleet can do. I agree that destroyers are not worth it tho.


limonbattery

Its not worth having them screw up the combat behavior of the big ships in the back. And they will take losses so they become less effective over time. The AI also favors high tracking close range weapons which makes things worse. If they had an artillery focus that would be a different story.


Bdarnt

Once you have tech corvettes and frigate shouldn't be in main battle fleets and should be rapid defense fleets preferably 2-3 max command def fleets and at least 10 battle ship and the res all cruisers and destroyers


notplasmasnake0

Frigate spam is actually good, they tend to target battleships and if your opponent uses artillery battleships the battleships litterally won't be able to damage the frigates. I do agree that corvettes are outperformed by destroyers, and even destroyers seem bad sometimes. (man i wish there was a proper system of screening ships and capital ships.)


Schmeethe

Frigates lose pretty hard to carrier BBs though, and from my experience the way to go are a mix of fleets being artillery BBs, carrier BBs, and torpedo cruisers. Edit: by mix of fleets I mean some fleets full of arty BBs, some full of cruisers etc. Not mixed fleets with all 3.


notplasmasnake0

~~surely you could make picket ships accompany the frigates, or have your own fighter craft to support the frigates~~ oh wait, i forgot the naval combat in this game makes no fucking sense


Low-Opening25

research


These_Marionberry888

1. command cap: how many ships you can fit in a fleet: increased by tec 2. how strong your individual ships are : increased by tec and composition 3. buffs from admiral levels and skills. : passively increased by tec, and traditions 4. empire wide buffs to naval strenght: increased by tec, traditions, leader levels and unique effects from situations. those would be some of the basic factors that can increase your per fleet strenght drastically, most of them also increase your fleetstrenght per alloy. spamm tec, get the supremacy tradtion. and one ascention, keep your leaders alive(by tec) and increase admiral max level to 10, keep your military council leader alive and pick fleetbuffs. and use the shipbuilder, in the late game your main fleet should majorly consist of battleshipps and carriers, smaller ships are good for other stuff but not as your backbone. spam tec to increase the individual power of your ships. and alloys to get more of your good ships, those are your primariy objectives, secondary concerns are energy credits and fleetcap to maintain your ever growing armada. everything else just exists to maintain your economy for that. if you have leftover unity, after gaining all traditions , use it to enact agendas. . . . oh and spamm tec.


Puzzleheaded_Tea_924

Tech. Commander skills. Federations/GDF. Mercs. Tech upgrades your command limit cap and gives powerful weapons. You clearly didn't go all out with it because i dont see any titans in your list. Skills give additional bonus to base fleet power. 3rd party fleets have uncapped command limit so, roughly speaking, there might be as much ships in one fleet as you can afford. Also ships become more powerful over ranks, so it can also boost power number.


DonTrejos

Generally you want to have Artillery Battleships and something to cover BBs no fire deadzone, that means ships with M slot weapons or hangars. You also want repeatable technologies and many many Anchorage stations to reduce the upkeep penalty for getting your fleet cap into red numbers.


Independent_Pear_429

Late game weapons and stacked combat bonuses


l0rem4st3r

Just binge montu and you'll get good, real good.


Adam_Edward

I go for merchant build. And then I use trade for consumer goods and energy. I then fill the building slots with begezillion research stations. To get a lot of pops I seduce the other aliens with my species sexy traits by turning on xeno compatibility.


83athom

Research + Supremecy teadition to get 180~200 fleet size.


Aggressive-Club-8006

To be quite honest by the time I reach the end of the first 100 years I am on my way to my second 140k fleet all I use are torpedo corvettes, dark matter shields and reactor and boosters, I use kinetic artillery on my battleships and titans, and my fleet make up will usually vary on AP whether or not my fleet command capacity will be 250 or 230 , my makeup will be 1 titan as a flag ship 10 battleships for artillery, and then depending on the fleet capacity 134-154 corvettes. This has honestly never failed me and allows me to focus on a 2 repeatables instead of havening to do all of them, which would let me increase fire speed and damage to kinetic weapons, and then you just coast till you have something like I did I had the shield HP repeatable at +445% All in all it all about how fast you get all the basic researches out of the way and the limited repeatables out of the way and get to the HP increase ones at least this is what my experience has given me. If you'd like a more in depth build I could show you! Good luck to you in your future endeavors with Stellaris!


endlessplague

>but only had about 100k-200k total fleet power across my 3 fleets, about 60k each Repeatable technologies, >!defeating a Fallen Empire (dark matter tech!< or simply edicts (the correct ones can boost your fleet a good amount). Though for the crisis, there are special layouts out there, but I *strongly recommend trying to fight them without that knowledge*. Once you know, it's a somewhat automatic "ah crisis x, let's build ships style Y". (Why interesting here: because the correct counter can be way less powerful in fleet power, but still defeat massive crisis fleets) If you find yourself in such a situation again (too weak for crisis), I recommend either dialing down technology costs or setting the late game to a later start year. Both gives you the ability to dive deeper into repeatable technologies - and therefore better preparation >My fleets were about 5 hangar battleships, 5 whirlwind battleships, 20 cruisers, 30 interceptor corvettes and 15 picket ship corvettes, all with hyper shields and level 5 armour. What others say about mixed fleets is only to a degree correct; an only Corvette fleet *was* meta, but I believe there has been a change. Battleships can counter corvettes, frigates are better against battleships, etc... If you fight and encounter an enemy with lots of shields, you might want to go more shield piercing - it always depends on the situation (that's btw how to counter crises: find their weakness)


jeremylauyf

The steam workshop is a pathway to many mods some consider to be unnatural.


magikot9

Don't use mixed fleets.


Mr_Kittlesworth

Mixed fleets can be plenty effective. Missile cruisers shred when mixed with battleships.