ancient weapons stellaris. I don’t know if it effects the ancient refinery or the ancient shield overcharged and ancient ramparts but I assume it does for the latter two. ancient weapons stellaris

 
 I don’t know if it effects the ancient refinery or the ancient shield overcharged and ancient ramparts but I assume it does for the latter twoancient weapons stellaris Archaeotech Weapons: As of Patch 3

The case for energy weapons would be that they are in the less crowded physics tree instead of engineering. More. 7, the Ancient Relics DLC also introduces Archaeotech Weapons, which are unlocked by the Archaeotech Society Research tree. It adds additional tiers beyond what the base game has, now with 10 tiers of laser, mass driver and missiles. If a ship of a design is under construction or being upgraded, the design cannot be edited. And I've gotten the tech in 4 separate games since the latest DLC was released. 2. Also for personal taste I really enjoy NSC2 as it adds more normal ship types, expands the current ones, and increases Starbase module count. 5, so macro batteries have no business dealing T1. (This is my personal opinion on the end game) once you start hitting your repeatable tech; pick one class of weapon to invest in. Tau’ri – Railguns – Cruise Missiles – Nuke – Horizon platform. Read More. Forced to use Ancient Weapons : r/Stellaris • 11 hr. Tier S: Early Game Corvette with Point Defense, Laser, and shields. Same with repeatable techs, empire effects and such. Destroying a perfectly good planet with something like the Planet Cracker is a waste of resources. Outranging them to deal critical damage to their fleet before they even open fire is quite essensial in dealing with them. Lost Amoeba is an anomaly event chain triggered by investigating the Movement in the Clouds anomaly that can appear on gas giants. They are more hp than shields. Aviable Languages: -English. ago. 8. ; About Stellaris Wiki; Mobile viewStellaris 50474 Bug Reports 30892 Suggestions 19152 Tech Support 2898 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action Reports) Console edition 1216. List includes cheat help and copyable codes. Asgard – Asgard Beam. It adds additional tiers beyond what the base game has, now with 10 tiers of laser, mass driver and missiles. This command will make all AI empires accept player proposals. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. You can mix them with Tier 2 strikecraft on carriers, or even favor Tier 1 strikecraft (fighters) for escort ships, instead. Being overpowered doesn’t always mean cheating. Copy Command. An in-depth description from a player perspective of all the DLCs currently available for Stellaris, sorted in order of importance. Ah, just checked, I never knew about that, yes it's working. In this video I take a long look at ship design in Stellaris, with a specific view of defeating the crisis. 2. If either you could build more Colossus, or take out the power up it would make it viable to use against large empires. No DLC is needed, and AR does rework some older stuff from other DLC's and base game to create relics. This may take a while. Members Online Roleplayers: Do you make your ship builds also based on your empire’s “lore”?Bury The Hatchet. Last edited by Duder ; Apr 30 @. A searchable list of all technology codes from Stellaris. Believe in yourself, you got this! Just take the components off the ships. Stellaris Wiki Active Wikis. In the game Spore, the Planet Buster is an antimatter bomb that is inserted in the center of the planet, causing the planet's core to split into. Sins of the Prophets: Stellaris. However this option will only become possible after finding some ancient blueprints. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. A crisis is an event that threatens the entire galaxy and all life within it. 11. 129. . Like am I missing something with them because they just seem overall worse then there normal counter part outside of not having a limited min range. but the issue with missing weapons should at least be fixed) Self service: If you wan. There are some nice trinkets available if you take the less aggressive yet more expensive routes for example like The Amer'igo FE mega shipyard you can find on a Fractured world with the Ancient World planetary modifier. So it's just a constant sink. Dandy Dec 13, 2018 @ 7:41am. Unique systems can only spawn once per galaxy and are entirely predefined, as opposed to being randomly created. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. Propulsion Proponent Proclamation. The PD weapon, the X slot weapon and the Titan weapon are top tier weapons. The ancient techs can be gained directly from digsites. 6505 all concern relic stealing. Paradox strategy games have a habit of layering complexity so thick that I often don’t discover really useful mechanics until 10, 20, 50, or even 100 hours in. Bug imo. Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. the way it looks or behaves. Essentially, they can survive in any environment. Owner. Offensive weapons don't even list the bonus against the component, with the only location listing it against the individual ships. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. The tracking bonus of Lasers also disappears once you get to the Large slot. -LeethalGambits's Stargate weapons with sound and more-SoG-Geongeon's Stargate Emblems Pack (only used few emblems. I don’t know if it effects the ancient refinery or the ancient shield overcharged and ancient ramparts but I assume it does for the latter two. Ancient Proficiency deals +80% damage with either Ancient or Guardian weapons. The bonuses don't show up in the ship designer, but they work. . SuperluminalSquid Technological Ascendancy • 3 mo. Description. - Nanite weapons and armors. Same with repeatable techs, empire effects and such. g. About This Content. List includes commands for all platforms (Windows, Mac, Linux) on Steam with help and examples. Otherwise: 1. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. 3. Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Weapons such as the Death Star and the titular ship in Lexx use a directed energy weapon capable of obliterating a planet in moments. They will never appear in hyperlane choke points and a few of them require distance from all empires to. There's a reason they use the Skull icon for the Phanon Corps, I think. Defense Platforms above all else require range. Delay a day. Any Star. The event chain offers the choice between a short term benefit with future drawbacks or an investment with random outcome. BETA: Shield Hardening. In Stellaris, players take control of an interstellar civilization on the galactic stage and are tasked with exploring, colonizing, and managing their region of the galaxy, encountering other civilizations that. Read More. Grants +20% Ship weapons damage for 10 years Grants +25% Militarist Ethic Attraction for 10 years Defeating The Great Khan can be a race against both time and other empires. Long term, sure, there aren't repeatable techs for hull, so as time goes on disruptor type weapons can't be further defended against (this is why they are good against the fallen empires, since they are deep into repeatable techs and don't use crystal plating). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. A place to share content, ask questions and/or talk about the 4X grand strategy…The next expansion for Stellaris is Synthetic Dawn, focused on the galaxy’s killer robots and the humans they oppress, destroy, or turn into batteries. 0 unless otherwise noted. Like the Cybrex mining hub adds +150% resources from all types of orbital stations (mining, energy, research etc). Planets terraformed into an Ecumenopolis cannot trigger these events. Every relic has a passive effect, as well as a powerful triumph effect that requires. The macro battery is an extremely niche weapon and should be avoided. 9. Stellaris Cheats is a searchable list of all Stellaris console commands. The new ship types are given FAR too many modules for weapons, and it exacerbates the problem of ships dying in a matter of seconds to overwhelming firepower. Energy weapons also have a "special" kinds of weapons (Disruptors and Arc Emitters) that ignore both shields and armor, all damage goes directly to the hull but the overall damage can be pretty low. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. Read More. About this mod. Although I added the 2xSmall instead of 1xMedium because of the extra tracking they provide. 1 Expansion features 2 Free features 3 Dev diaries 4 References Expansion features Said Ancient Relics: Collect and acquire valuable relics in your adventures as. That means tall empires either go wide or don't get to excavate sites. - Aeternum, an extremely ancient Fallen Empire residing on a Birch World in the galactic core. Technologies . Caravaneers. At 0. Stellaris: Leviathans story pack feature breakdown by Stellaris' game director Martin "Wiz" Anward. Here is a great guide on steam which helps lay out some of the basics and mechanics of the ship design/weaponry. 1. These creatures are considered the galaxy's apex predators, able to wipe out all but the largest and most powerful fleets an Empire can muster. I've always felt that organics were a bit underpowered compared to psi and synth paths. Simply the same weapons in the base game, times two. I have fractured worlds but there is nothing in there that lets me get the precursor ships. ) In other words, if they have 10 cruisers with 2 pd weapons each, and you have 20 corvettes with one missile each, you are not going to do so well. The 10% hull and 10% armor applies on Juggernaut in the system. GetSpeciesAdj] fleets, and the fizzling innards periodically discharge low. Stellaris Wiki Active Wikis. Swarmer missiles can. Anomaly Level Celestial body Empire Possible outcomes A Strange Resonance: 2: Any Star: Choice between +4 Physics Research deposit and +10% Monthly Unity for 50 years or the next lasers technology if not yet researched; Improbable Orbit: 5: Any Star: Choice between 40-100 Influence or a special project to gain 150-300 Influence. Large. Theonar Jul 20 @ 3:26pm Hey, great guide! I created designs based off of your guide for all the ships, even. Destroyers are best used either as a screening ship to deal with missiles and/or strike craft, or as a glass cannon with a large weapon and a medium weapon. Attempting to display the numbers can have weird issues. Use the main version of ESC NEXT if you are playing later versions of Stellaris! " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Like the atmospheric deoderizer. The other shield is a niche counter option. Also remember to stack only shields, as you can get the aura from the Phanon corps that removes the ability for enemy weapons to bypass shields and they also give a module that gives +100% shields. Archaeotech weapons are generally slightly stronger than Tier 3 equivalent weapons, but with special mechanical rules or modifiers that make them better or worse in different. has access to special Ancestor ship utilities, and uses stronger energy weapons that offer high armor damage and penetration. Also crystal infused/forged plating can add to hull. 285 MB. The Fallen Empires thought they mastered the Enigmatic Power, their dark matter and energy weapons. There are only a handful of archaeo weapons that are upgrades on end-game level tech, and they simply aren't worth the huge number of relics you need to spend to use them. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. So you can have a +60% hull +60% armor +50 weapons ranges. Stellaris. thirty_years. Titans. Development of Extra Ship Components 3. There are some nice trinkets available if you take the less aggressive yet more expensive routes for example like The Amer'igo FE mega shipyard you can find on a Fractured world with the Ancient World planetary modifier. Apocalypse is a paid expansion that was released along with Stellaris v2. Enter the name of a technology to filter the entries in the table. Weapons correctly deal 33% more damage. The Return of Defense Stations: Stations and Fortresses are now buildable as Starbase Defense upgrades. Archaeotech Weapons: As of Patch 3. This page was last edited on 24 November 2016, at 08:19. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. Overview. Energy Weapons (Lasers, Neutron Launchers etc. 3 . Goa’uld – Staff cannon. Either than that, just stick to medium/small combos for your Cruisers and send them in for close combat. This Mod aims to expand upon the base ACOT Mod experience seamlessy. Kinetic weapons (Gauss Cannons) are good against. 66 comments. They eliminate the need for gas wells, mote traps, crystal mines. ". Best. Mod Version 1. Planet killers function in a variety of ways depending on the series. Best. When you actually need to defend against an attack though, battery modules with a single starport for repairs, upgrades, and mild reinforcement is the best. Stellaris Wiki Active Wikis. 3 yr. The 3k minor artifact cap is pretty painful now. At 0. ago. But competitive Stellaris, is complete toss. Spaceborne aliens. Their ships also use only armour so use lasers or other energy weapons to counter them. Caravaneers. I think they even outperform stellarite/omega level strke craft. Lets look at all of the origins available to empires in Stellaris, work out their benefits and drawb. Leave a response . These ancient civilizations have. Talks more about fleet builds, as opposed to individual ships or weapons. Artifacts can be used in the “Society Management” screen, under the “Relics” tab. Still pretty good, easily top 5 among one-handers, but not incredible. Ancient weapons make normal weapons obsolete, even though they are much weaker Game Version v3. A fallen empire fleet is usually 50k in strength, and typically has a lot of defence armies. The dev intent is probably that you're supposed to have one or at most two "Elite" fleets using ArchaeoTech, with the rest of your fleets using regular Tech. Ancient: high tech, can achieve Ascension and use ascended powers Asuran: can use most ancient tech but cannot ascend. Second, from a gameplay perspective, as it is impractical to be built a fleet exclusively relying on archaeo ship components, the archaeo-engineering Ascencion perk is somewhat flawed as you can't really. Generally speaking you also want to choose either kinetic, missile or. Mar 18, 2023. Stellaris Origins explained and ranked into a tier list. By analyzing the few fragments that could be recovered from the ancient wireless information depots on the. May 5, 2015 17 59. Now availible for Stellaris 2. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. debug_yesmen. Literally all of those weapons have 100% shield penetration, and the ship itself has vastly superior range to the Unbidden. Ancient Relics is the 4th story pack for Stellaris. This build is the dominating ship in early game. 99. . In "ancient_relics_events_4. I hope you'll enjoy it!I'm mostly writing this because I was searching for a similar post before trying out the NSC mod. Subscribe to downloadExtra Events 3. But it will get even betterArtifacts, or Minor Artifacts, are a unique resource in Stellaris. thirty_years. For instance, by finding the delta area and completing at least some of the events there. I'm pretty sure they were more pissed at the paint. Missiles are just bad right now, for a couple of reasons. ago by Willivan0604 Forced to use Ancient Weapons ANOTHER problem with star bases. 1. The multipliers are different, so sometimes the ancient stuff is better than other weapons. A savage lynel crusher might be slightly stronger if it has an attack modifier, but it's. Can choose to instead gain 80-175 Influence if Spiritualist or Fanatic. Choice between 40-100 Influence or a special project to gain 150-300 Influence. ENERGY WEAPONS. The game caps you at 5 boxes per run, but there's way more outcomes then that, not even counted the hundreds of "nothings" you'll get. It was released on 2016-10-20 [2] along with Patch 1. These will play similar to how Stellaris already operates (albeit with minor changes) at least until any major production can be done on the mod. . Compatible with 3. If you want more, check out Secrets of the Shroud (SotS). In this (short) video essay I explore the Relics in Stellaris. 1) where you can pour several X battleship weapons if you want, I use it in my Covenant Sins of the Prophets game where the titan model is the CAS so it has more of a carrier focus and 2 X weapons. Sadly it will screw over many new players by using the minor artifact weapons often. 1. Small. #2. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. arcehotec seems about early rushes for me, the weapons, aside from some niche uses fall behind t5 some even t3 or t2 components really hard, it lets you bypass an huge portion of the tectree though, and you can skip past most other weapons towards ascentions or megaenginering , with the downside that you have to redoo all of that to get intoo the. Available only with the Distant Stars DLC enabled. While it’s been possible since Utopia to. take the ascension perk (steps 1+2 are skipped with the Remnants origin) Then all the ancient techs are fairly common. broken_world_digsite. Shahadem Jul 7, 2017 @ 5:14am. 150 - 2000 Alloys; if . Medium. Allow inoculations (allow code changes if you are a machine empire) Provide two populations as workers. The dev intent is probably that you're supposed to have one or at most two "Elite" fleets using ArchaeoTech, with the rest of your fleets using regular Tech. Strange readings are coming from the planet's moon. Enclaves. They both have the same range. Stellaris: Apocalypse is a full expansion which redefines stellar warfare for all players with a host of new offensive and defensive options. 03. Also, using missiles in general is a strategy that works best when you have a higher ship count than your opponent. Weak To. Their Civics are replaced with Revanchist Fervor and Ancient Caches of Technology, allowing them to expand and build ships without restrictions. This Mod Adds The Zenith of Fallen Empires: Fallen Weaponry to the Stellaris Game. com] "Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. I have come back to Stellaris after a few months, and I'm looking at this Archaeo-Engineers Ascension Perk, how good does it make the ancient weapons/armour in. If you liked Ancient Cache of Technologies (ACOT) mod, you may have noticed that when playing there exist some missed opportunities for new content. It was released on 2016-10-20 [2] along with Patch 1. Check Out This Mod. 3. L1UN4R 3 yr. We hope to eventually have the Flood and Forerunners alongside them, as AI factions, which will utilize the fallen empire and random event. Oct 24, 2023Ancient Suspension Field (Shield, with Hardening) Ancient Cavitation Collapser (Laser) Ancient Nano Missile Cloud Launcher (Swarm Missiles, Small Size I Believe) Ancient. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is the higher accuracy. At the same time, they can't move further away either so a minimum range means they can't shoot back against enemies that get in close so that's also a bad idea. Turn conquered pops into. Age of Wonders 4 Empire of Sin Cities:. Relics can change the game significantly, and using them effectively can easily shift the odds in your favor. It will happily combine weapons that bypass shields with weapons that do bonus damage against them and lower damage against everything else for example. Why would you ever use Ancient Marco batteries. Large weapons are great on a Titan or Battleship for artillery shots on large targets like a starbase or another Titan/Guardian. If it's specifically drones you're having problems with, design your ships to specifically counter them. The ships on Tier S are must have. However, a good number would be between 20,000 – 30,000 fleet power. However, it looks like that at some point between then and now weapons were changed considerably. Its probably enough to turn th tide in a hard fought war or make you take a lot less casualties in a harder war so its effect is decent with a slightly meh active. Stake your claim with the hardiest, most stubborn species in Stellaris’ history! Gamble the future of your planets for immediate gains, and make the tough sacrifices necessary to survive a hostile galaxy. 9) "Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Stellaris Wiki Active Wikis. The event in the last image happens within 30 days. There are tons of events, new mechanics, and even a couple of new. Description: > This version of the mod is for Stellaris 3. Ancient Cache of Technologies. With energy weapons. 9: Extra Ship Components NEXT (Stellaris 3. Lasers are more acurate, which is why DPS is usually higher; however, damage from Plasma is higher per hit and the accuracy can easily be fixed with sensor upgrades. Sure, that sounds like it'll go fine. The first time you enter the system with the main base after you have finished the initial analysis of the mining drones (ie the research that lets you choose to study or dismantle them) you will get the option to observe the. Ancient Macro Batteries have worse average damage than T2 kinetics (ok, the small slot version is slightly better), but they have a T3 alloy cost and power usage plus the additional minor artifact cost. 5K/1. Medium. 3. By Silyus. Armor and Hull strength is much higher towards endgame, so anything that does more damage to those areas is a bonus. Looking forward to the update when it's ready, this Mod is up there with Giga in terms of quality, highly recommend. . You also get Light Matter tier weapons and armor which are better than Stellarite but the only. Stellaris: Ancient Caches of Technologies: Sins of the Fallen Empires . The 2 M weapons mostly balance out the third L. - Gravitic weapons. Ships. SC are extremely potent as an early game nuke, and allow you to wipe out entire em. Scourge missiles are good against armor and hull and slightly better against point-defense. 6. Uncover the ruins of long-dead civilizations in Relic Worlds to piece together the story of their rise and eventual downfall. This mod adds 62 new weapons to extend the vanilla weapon tree, with the aim of doubling the number of weapons and technologies in a way that is. ; Leviathans can be encountered in the. Cheap to build, only 50 artifacts and not much upkeep. The build cost is 100 alloys and an additional influence cost on top of that. File size:42. If you beat the supercrisis, you basically get to cheat and gain godmode powers. It seems we are forced to use. Also the precursor secrets unlock one special building each. . r/Stellaris. Sins of the Prophets: Stellaris. Also depending on their ethics or AI personalities they prefer certain weapon types. For 150 influence, the triumph effect will give all your ships a 25% increase to sublight speed for 10 years. It can only happen once per game. Store: Story pack. ago. In the original release version of the game I reliably went with energy weapons and was happy with the results. Also my idea was to list sites with unique rewards, which the Fossilized Remains and Ancient Tomb definately are, but I don't think 4k energy qualifies. Border friction – Affects how much negative Opinion Border Friction generates. 9 Continued. This mod expands the psionics of Stellaris, allowing you to run your entire civilization around their psionic potentials. - More Galaxy setup option. Several millennia later, still inside the precursor’s databanks are weapons designed in the final days of the last war. Anomalies Archaeological sites Astral rifts Archaeological Site Many chapter rewards are a number of minor artifacts. The Zenith of Fallen Empires expands Stellaris’ gameplay to let you steal the divine flame of knowledge from a Fallen Empire and take their place as the galactic hegemon. Should at least be a bit harder to acquire. While Stellaris’ 4X-flavored. For instance, Ancient Web Slingers are just a straight upgrade on Guardian Point Defense, but a single Carrier Battleship fleet will cost 672 minor relics to use two web. Ancient Proficiency deals +80% damage with either Ancient or Guardian weapons. It's a weird issue (I've eliminated all mods bar ACOT to test) & it seems to be the root of the problem. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. Stellaris Real-time strategy Strategy video game Gaming. You can get +15% more damage if you manage to get the Rubricator. Weapon Slots and associated weapons Ship Slots and associated hulls/armors/shields. bound existence. Most sites have a 67% chance to leave a deposit of minor artifacts when the excavation. Stellaris v3. Embark on a Quest to find the mysterious Toxic God, or Damn the Consequences and go all-in on Genetically Overtuning your Species. A force sub usually takes one side and changes it but still forces it to fight the same battle, this seems a bit too broad. Titanic weapons are unaffected by any repeatable if I recall correctly. Only issue is they cost a ton of minor artifacts, and ships that field a lot of S-slot weapons tend to also die a lot. Stellaris. Works with Stellaris 2. DS adds one of the most advanced Nomad-origins of Stellaris. I would recommend 30,000 fleet power to minimize losses. Comparable stats to mass drivers with no special modifiers, but the design AI is enamoured with them for some reason. Technology. In the past my way of doing things with fleet design was something along the lines of: use default fleets, staff fleet with ships of each class except corvett to about half of the fleet size, fill the rest (1/2-1/3) with corvettes. However, a smaller Fleet with the correct ship designs will be able to take her down. Stellaris: Stellaris: Reborn Ii (3/4) Comments. Description. txt" triggers event ancrel. You can lean towards the lower end of this estimation as you get more. ai_tags of weapons, like { weapon_role_anti_armor } - it looks like STACKING_DIV is bigger, AI tries not to use weapons with same ai_tags. Stellaris offers players the opportunity to encounter various wonders of the galaxy, from anomalies to archaeological sites, while building their empires. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. 6 Compat) Mod via Steam. gautam_jat • 6 mo. Unlike normal empires, a Fallen Empire is fully developed at the start of the game, and due to their. The event chain offers two mutually exclusive paths which both have eventual rewards and drawbacks. All my cruisers+ are going to be fitted out with hangar sections, so I won't have large slots to mount weapons that I would usually use to blow away destroyers at range. In fact each mod has defines and conditions that kick in if the other is installed. They are more hp than shields. Apocalypse includes a small number of extra techs for long range starbase weapons, planet killers, and titanic ships. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. First of all, add all 3 designs to the template in the fleet manager by clicking "add design to fleet" (duh) and put at least 4 of each as the intended. *. The aim of this guide is to give some insight and information to newcomers who are interested in expanding their Stellaris experience with some DLCs but aren't sure. Damage will be increased by 33% with the Archaeo-Engineers ascension perk, and 15% with the Rubricator relic. research_technology Command Help. RELATED: Stellaris. Archaeotechnologies allow players to recreate ancient technologies and buildings for powerful and unique effects, turning the secrets of the past into the weapons of the future. But it could be something. More. > Stellaris 3. 2 (e793) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Federations, Aquatics Do you have mods enabled? No Sure, the Ancient Ruination Glare is solid if you want your titans dealing damage instead of constantly running, Ancient Defensive Web Slingers are always solid if somewhat pricey, and Ancient Driller Drones are good if you have a solution to enemy shields including on their strike craft, but all of those are niche weapons and the defensive. I've found that, of all the empire customisation options, good ship sets are amongst the trickiest to track down. On a nice advice, never fight FE ships from long range, they will out damage you. Re-balance them around small and medium, up tracking and accuracy. This mod is not Iron Man compatible! If you would want a ZoFE like experience, it is recommended to use Dawn of Ascension (DoA) which has built in compatibility with this Mod. So it's just a constant sink. Image 7: 2nd option fires a unique event. Should at least be a bit harder to acquire. My fleet's power is much higher than theirs, they don't hurt me. Plasma has -75% to shields and +100% armor and +50% hull. Weapon ranges play a very big part in ship combat.