Nova Empire Guide
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BANNED TOPIC- Star system Covfefe 2017-10-14.Content that breaks the spirit of these rules may be removed at moderator discretion. Alright, So first I'm going to do some core mechanics, then run through my Current Build right now. Here is my not so complete guide on space combat in Stellaris.BASIC MECHANICS OF SHIP TO SHIP COMBATalright, now I know there is the temptation to let the computer complete the ship designs for you as they normally seem fairly good.
THIS IS WRONG, THE COMPUTER IS AN IDIOT. Basically the computer is going to calculate what will give you the most bang, then it'll put that on a ship. While that might seem like a great idea in a game where hard counters are all over the place it's dumb. Just dumb.Rule 1) Design the ships yourself.Now that we have that out of the way lets talk about countersWHAT COUNTERS WHATEvery weapon and armor type in Stellaris has a direct hard counter.1) energy weapons are weak to shields, strong against armor.2) Kinetic weapons are strong against shields, weak against armor3) Missles are strong against both however can be countered better than any of the others with point defense systems.so that should make it abundantly clear why you shouldn't just go with the computers brilliant plan of 3 red lasers corvettes as the backbone of your navy. So just take a few of everything and stick them on the biggest baddest ship you can afford right?WRONGyou see ship classes are more than just a stepping stone to more boom. Each class of ships has a level of evasiveness, as well as strengths against certain sizes of weapons. The most basic tenant to take away from this is that the smaller you are the harder you are to hit.
So If you were wondering why you're 500 level navy of destroyers is getting wrecked by a 500 level navy of corvettes you now know why. See it breaks down like this (I think)Bombers and Fighters are very hard to hit, basically have to be shot at by small weaponsCorvettes are most easily hit by small weaponsDestroyers are most easily hit by medium and small weaponsCruisers and Battleships are most easily hit by literally everything.with this in mind it should be important to make your fleet as balanced as possible to assure you'll never be frustrated as your battle ships try and fail to shoot down a single bomber squadron. A good Fleet composition I've found is 1-4-7-12(ish) that is to say for each battleship you should have 4 cruisers 7 destroyers and 12 Corvettes (at least). So now that we know that hard counters exist and that we shouldn't make navies consisting solely of battleships, how should we go about creating the perfect ship.Well, here's the thing, any ship made to deal with all comers is going to be hilariously bad at dealing with any of them.
People keep talking about the rock paper scissors of weapons, but there's a few things missing here:Weapon Types:. Kinetic weapons don't do extra damage to shields. They simply have higher DPS than all the other weapon types.
Energy weapons ignore some% armor, 50% for lasers and 100% for plasma throwers, 50/50 for extra-dimensional weapons & arc emitters. Disruptors do double shield damage.
Torpedoes ignore shields, Missiles do not, both can be shot down.Accuracy:. Weapons have some listed accuracy and range. Generally speaking the longer range weapons have lower accuracy (Shard throwers/Plasma Throwers) or can be shot down (Torps/ Missiles). Navigator's Guild + Fleet Academies + Scanners: The former 2 attach to a space station, the latter is a ship module.
At max this will bump accuracy up by +12% flat. The smaller a weapon the more accurate it is. Small ships have higher dodge chances. At max a corvette has 60% without a general.
84% max with Pitharin Refinery + Evasive Admiral + Amoeba Research bonus + Adv. Def Computer Module + Fleet Academy. Bigger weapons have more range and are less accurate. They do not do more dps.
Missile Weapons, Arc Emitters naturally have 100% accuracy. Energy Lances start at 90% and can be buffed to 100%.Armor: You can almost ignore it on opponents. Only battleships have significant armor. Cruisers rarely have any armor. AI cruisers never do. There are usually only a few battleships in any fleet, and the AI controlling combat always targets ships from smallest up. By the time a battleship is dying the outcome was decided a long time ago.Result: Accuracy is king, followed by raw DPS.
AI Opponents always vomit large numbers of corvettes + destroyers at you, neither have armor, both have high dodge. Find the highest DPS weapon you can and use no larger than medium mounts so accuracy isn't greatly compromised. Against AI Torpedoes are best. Early game Autocannons are good at this and they upgrade easily.
Trading Damage or Accuracy for Longer Range (Large Weapons) is useless in the face of the AI's tendency to mash both fleets together. You will never inflict significant damage before both fleets furball when significant numbers of ships are involved and you can't target big threats like battleships anyways.
Torpedoes are good VS AI. Arc Emitters/Energy Lances, because of their 100% accuracy, are better against high dodge Corvette fleets that you'll see in Multiplayer. Pick 1-2 weapons of interest until mid to late game. You don't have time to afford researching the weapons rainbow and your ships have limited slots anyways.Ship DesignThe OP has well thought out specialist ships. If ship design isn't fun for you then most designs can compress into:.Small ships: Evasion + damage or Evasion + point defense.
Corvettes/Destroyers tank for your cruisers and battleships. Not dying is priority #1.Shifter Sections: Destroyers and Corvettes only.
Most useful on Destroyers to give them superior survivibility without sacrificing most of their firepower. This is because Destroyers get 2 sections, Crovettes only 1.Cruisers: Raw damage of some flavor. You could easily remove all cruisers for battleships if you wanted to. They're simply available earlier so you'll end up building a few at least.Battleships: The only vessels you should spend reasonable time designing because they're the only ones that can mount the special modules.25% to enemy shields, -15% enemy fire rate, snare to slow enemy ships and prevent them from running are critical unless you want to keep chasing enemy fleets through the galaxy.Hangars: Don't. Unless you've edited the files strike craft range is knifing range at the moment.Combat computers do change the speed that a ship will charge into combat.
Kinetic weapons don't do extra damage to shields.Thanks, everyone keeps saying it, but nothing in game indicates this, and I was starting to wonder WTF was up with everyone.They simply have higher DPS than all the other weapon types.But my in-game tooltips with max tech don't indicate this? At least, not on the large size.In fact, tachyon lances have larger base dps than equivalent artillery.Specialist weapons, with the exception of torpedos, aren't worth it.Plasma and lances are also good, since they ignore armor, but I guess you pointed the AI doesn't use armor much?It's really just kinetic weapons that all-around suck, as far as I can tell. I'm flattered you read the post. Onwards.Large weapons give more range for accuracy.i.e.
Cryostasis sleep of reason walkthrough no commentary 2. The energy thrower line is 82% - 80% - 75% accuracy and have 20 - 30 - 40 range.The DPS remains the same if you were to trade a large mount for an equivalent cores worth of smalls or combination of them.1 Large = 2 Mediums = 4 Smalls. You can see the cores are arranged with these trade-offs in mind as well.As for overall DPS of weapons.The Plasma thrower line is analogous to the Autocannon line.
If you look at equivalent tiers of the two you'll see that the cannons are 15% more DPS, but have 10-20-30 range instead of 20-30-40. Their accuracy ratings are the same.This holds true for all of the energy vs ballistic analogues. Energy weapons tend to trade DPS for that armor pen.So using an energy weapon has the expectation that the 10 range differential and armor pen to make up for the 15% damage difference.When fleet sizes are large this doesn't happen because there are simply too many ships for the initial volleys to make up for that.As noted most ships that the AI and players throw at each other don't have armor, so the armor pen breaks even only on cruisers and higher.Which all comes together and results in accuracy being king, followed by DPS. Unless of course your fighting someone who has literally no point defense and runs heavy shielding. At which point torpedoes away.EDIT: So I looked into Tachyon Lances, as that's a tech I've never reached.Tachyon Lances are analogous to Kinetic Artilleryjust copy pastaing the stats from the.csv:?minmaxshielddmgshieldpenarmorpenminwindupmaxwindupcdrangeaccLARGEENERGYLANCE23560600.9LARGEKINETICARTILLERY21870600.7the CD is actually average(windup) + cd (Cooldown) in 1/10th of a second increments.So the average dps comes out to:Lance: 7 /sArtillery: 15.75 /sMaking the energy equivalent better for once. Entirely due to the poor accuracy of the Artillery.Interestingly, the large energy lance is the highest DPS available in the game on average.
With Kinetic artillery coming in a close second with Energy Torpedos.The issue though is overkill will likely cut into a significant chunk of DPS. You can attempt to kite with emergency jump but by this point all fleets have a Snare ship, so that'll just be a free win for your opponent. I get a feeling this is another 'should have beta tested it' option. Spamming all small mounts on a battleship as the meta seems silly. The larger weapons should get economies of scale on damage to make them worthwhile in some cases.One thing I haven't really been able to test out:Do defensive combat computers keep their ships back out of the furball?
If they did there's some minmaxing to be done because you can make some of their fleet not target parts of yours (and use those corvettes to tank). Otherwise it just makes more sense to send in battleships loaded to the gills with small autocannons and maybe a flak cannon for fighters/bombers. As time goes to infinity all ships will furball.You can test this if you ever go to war early - mid game and have a penchant for guerilla strikes to kill orbital stations.
You'll see that your ships will park themselves 1/2 a ship length from your target and spam guns at point blank.Defensive computers do slow the rate that ships close into knifing range though and it's noticeable.They do this by forcing all ships of the same type to 'catch up' before continuing to advance. Just having tested a 17k vs my 100k stack, I'm not sure I agree about 'all ships will eventually furball'.I had several long range ships set on the second level of defensive combat computer, and they really did just sit there. My other ships moved forward, between multiple battles, but the entire time they sat back completely unmoving.Also finding that even 2nd level aggression battleships close at a very slow speed. Not sure I can still recommend short range weapons on them after that experience.Edit: Which is fine, tachyon lances and extradimensional matter destroyers will be my next upgrades:DEdit2:After 4 engagements, the defensive ships are still sitting in the same spot they were in for the first engagement, all one fleet.
I'm actually gonna disagree with some of this, based on experience now. I've been able to make fleets that absolutely shred end-game crisis fleets of greater strength by using intelligently designed themes.Note that this applies to late midgame onwards - early/mid game I'd def say the advice here applies.Namely, by taking advantage of the AI's heavy reliance on shields, you make a ton of destroyers with Arc Emitters and the best distruptors - anything with +shield damage.
The you stack on shield pen long range lasers like the tachyon beams. You make some support battleships that run auras (partilcarly the -30% enemy shields) and have a few in the fleet. Also throw in some cruisers w/ flak & PD for good measure, and a few with artillery.What happens is the artillery, arc emitters, and tachyons will generally shred the smaller stuff while its on the way to you - arc emitters are very long range and actually most of the damage if you watch the output fields of the combat stats.
(Keep in mind arc emitters' damage range is huge - it throws off the DPS calc in the UI). Once the AI mashes itself into you, the destroyers get to work. We're talking watching Fallen Empire or Unbound battleship shields failing in a a second or two, then dying almost instantly.Doing this, I had a single, unprepared fleet of about 15k strength take on 2 opposing, flanking Crisis-event fleets of 17k at the same time, and come out with only 1k of losses. Its VERY effective. You can make any fleet and kill AI opponents. Even in the above post it's noted Torpedos are the way to go there, although I will make that more clear since it implies Autocannons are best vs everything, where realistically they are most efficient vs other people who will undoubtedly spam corvettes. Although you could argue for disruptors too.This is a question of efficiency though.
I'm sure you've seen the reddit threads awash with the power of corvettes. It's like that for a reason.Against AI you can run Corvettes + Torpedos since they don't run point defense until the twilight of the game.This is because Dodge is too good of a stat. 60% base dodge on corvettes. +15%: Cautious Admiral.
+5 flat: Pitharin Refinery. +5 flat: Fleet Academy. +5%: Flagellating MovementTotal: 84% dodgeCompare that to the weapons mentioned above:. Arc emitters: 100% accuracy. 50% shield penetration - For this to be useful you'll need to fight more shields than HP. Lower DPS than Tachyon Beams but RNG damage range. Probably the same usefulness as Tachyon Beams.
Potentially best vs human opponents with point defense. Small Disruptor (The most accurate): 82% base, 96% Max - 15.36% Hit chance. Tachyon Beams: 90% base, 100% Max - 100% Hit chance. The only weapon that's useful, with the highest DPS, but doesn't pierce shields.
This + Long recharge leads to overkilling & torpedoes outdpsing it.If you look around you'll see people report wins with their 6-9k strength corvettes vs fallen empires with 19k fleets. Additionally the losses they take are minimal and they don't even have the full bonuses available.Fully upped corvette fleets will easily walk through unbidden empires and take on every fleet they have at once and come out mostly unscathed. Only minefield modules have any effect on them and even the damage those do can be dodged.AI never stack the bonuses they can on corvettes. They get 69% dodge max (Admiral), and that's workable with any weapon type you like.That being said Torpedoes will work best against AI because of their 100% hit rate, shield pen., and excellent DPS.I'm with you though, I've tried to find a way to get a better solution to corvettes, but the cards aren't stacked that way atm. Although I think Destroyers may be competitive because of their shifter core equivalent & Battleships have a place in any fleet.On a sidenote: Arc emitter dmg is correct in UI.
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The calculation is: Average dmg / (Average windup + Cooldown).I actually hate the 50/50 shield/armor pen weapons. 50% shield pen usually means you end up having to go through all their HP anyways because no ship has more shields than HP. You're absolutely right. This only works later on. The question is when is early game over? How quickly can you get this max evade?Max evade requires:. Fleet Academy: Tier III Society research, no sacrifice to offense/defense.
You can start gunning for it at the start if you fish for scientists. Pirithan: This one is up the RNG gods. This is only a Tier II Society tech, and you can get it right after Genome Mapping. But you actually need it near you to get it as an option. 'near' being around 3-4x the border radii of a colony/outpost. Space Amoebas: Send your 75 point starter fleet in a circle - 180 days - observe (90 days). Also Society research.
Evasion Admiral: RNG and fishing. You can also run a small fleet around smushing aliens to proc the battlefield promotion event. Adv. Def comp: Tier III Physics research. Easy to rush with a computer specialist. RNG otherwise. Max Thrusters: Rocketry Tier IV, requires 3 researches to get.
Tier II Energy source minimum. Physics, 1 research.Even if we don't get max thrusters.
(They're expensive) and settle for 2nd best, & no Pirathan refinery or fleet academy, that's an easy 60% evade within the first 20-30 min if you're game is on fast. A fleet academy gets you to 66%.Additionally you can see all this tech is spread out among all your researches, with the biggest bottleneck being the final tier of thrusters.If you're trying to get it you can comfortably get the full 84% in less than 1 hr. (Fast)On a final note, this snowballs hard because once you hit 60% evade you can go hunting for crystalline elites. This in turn gives you their armor, which is +100 HP for a small. Scavenge for some wildlife weapons tech (probably beforehand):. 60-66% dodge.
Weapons equal to or better than your opponents. 500-600 HP corvettes (w/o and w/ defensive computers). So I looked into this with different fleet comps.The initial volleys go on whatever ship is in front, regardless of size.One things settle into a furball you appear to be correct, with the caviat that destroyers up are equally valid large mount targets.Tachyon lances large range appears to give it more breadth in target selection though, I should probably test those in some game just to look.I think it could just be the 3 special weapons (Lances/Artillery/Energy torps) are special in targeting.
More testing required.