stellaris regenerative hull tissue. Some modules do, like Shield Capacitors, but I don't ever remember seeing Regenerative Hull Tissue among. stellaris regenerative hull tissue

 
 Some modules do, like Shield Capacitors, but I don't ever remember seeing Regenerative Hull Tissue amongstellaris regenerative hull tissue  They have inherent regeneration of 1% of their base health per day

sprawl rework, and some of the little changes like the regenerative hull tissue and selling minor artifacts being balanced. 2x regenerative hull tissue Total HP = 3050 with 2 HP daily regen (2 hull) I get a bit more HP from the crystal armor than I do in HP from the shields III or the armor III, and I thought about maxing out the hull HP with fit #2, while adding two of the regenerative hull tissue, but I read they only restore1 hull HP per day each. furthermore, you are less likely to need to move your ships to starbases for repairs as you will already have regenerative hull tissue or repair admirals unlocked. A destroyer that's taken 50% will take over a year to regenerate back to full health. It has more durability than shields, shield penetrators are more common, anti shield weapons are strong, and theirs not a lot which counters it. 5. Spaceborne aliens. So if your ship is down to 50% hull, it will. oh boy. Living Metal is a strategic resource that gives you an empire wide buff. Obviously regenerative hull tissue is a MUST, but do you fill all your aux slots with regen hull tissue or only fill one of them, and put afterburners, fire control or shield capacitor. 6 update notes. Regenerative Hull Tissue can be acquired by defeating various spaceborne aliens. 6(II) , +2. I heard about how hull tissue was nerfed. 例如:“异种保护区”(建筑)的特殊说明. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. 1 Libra 4. Protect is easier to maintain. 花1分钟创建用户后就能进行编辑 :) 登录 注册. 415K subscribers in the Stellaris community. given the point that you have to defeat a guardian and spend precious nanites this will make them way underused or not even woth it. 对该项目的细节说明请添加至相关页面. unless you're micro-managing a Paradox game. • 3 yr. Amoeba Breeding Program: 5000: 2 Amoeba Flagella Analyzed Space Amoeba debris Mid/late-game artillery fleets can put out upwards of thousands of damage per day from well outside a starbase's effective range. 48. Thats on the beta branch. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day depending on the class of shields you equip. Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. 3, and yes I know it's quite long. 0 unless otherwise noted. until now that the Regenerative Hull Tissue got buffed and it's only a minor bonus instead of a huge advantage. Stellaris: Battle Royale, sounds like a great narrative for those peaceful enclaves. Studying them gives you access to the Regenerative Hull Tissue tech, so you theoretically could kill them to get more progress via debris. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Except for mainly regenerative hull tissue so my ships can heal on the move. Regenerative hulls isn't going to give you the repairs you need during war time, its more of a convenience if you're out killing space cows and don't want to come back to base. So that’s the advantage of them. Space warfare. ; About Stellaris Wiki; Mobile viewRandom Dec 22, 2018 @ 1:25am. Fleet Maneuvers. It is nice because it scales well and is easy for user to understand what really happens. First of all, shields daily hull regen is +1. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. I'll summarize the changes below, which are all tested and verified. 4 changed the Hull Regeneration modifier to heal a % of health per day rather than a single hitpoint. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. Nanobots regen are only possible if you do the grey tempest mid game crisis (opening the lgate before your midgame crisis year). Gave progress on "regenerative hull tissue" which guatarnteed the tech with maybe a 10-25% head start. Stellaris Regenerative Hull Tissue is a revolutionary new way to prevent and repair damage caused by space exploration. BTW, there is totally another problem that hull regenerate for even disengaged - ships run away with flag - ships. This is a searchable and complete list of Stellaris technologies and their IDs. Seems like armor got a massive buff. . Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. 3. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. You get regenative hulls from amobea study or killing them for debris. I've reached an unusual spot in my 2. For instance, the horror has 3 regen components, 100000 hit. It's twice as efficient as regenerative Hull. I'm facing AI enemies that primarily use a combination of weapons. Spam PD. Regenerative Hull Tissue - it says: Daily Hull +1 Daily Armor +2 That's all? Not in percentages, just points? No matter the size of the ship? This page was last edited on 14 October 2017, at 12:23. Zacctastic • 2 yr. Bad spawn can sometimes translate into glory. 再生舰体组织 (Regenerative Hull Tissue) 解锁:在鼠标浮层中查看. Advanced Afterburners has even more value now in helping artillery ships 'out run' their chasers, which can completely change how combat dynamics work, etc. Now if you give them regenerative hull tissue they'll be regenerating 1% of their armor daily, which – with double the armor components – will be twice as much as normal defense platforms. 0 unless otherwise noted. If I buy DLC's that add new ship. In the early-mid game when your ships have 500-2000 HP its slow but noticeable and gives your fleets the ability to operate in enemy territory for much longer before they need to return to base. In Stellaris 3. In that time you might as well go back to a Starbase. I was just playing the 2. Regenerative hulls isn't going to give you the repairs you need during war time, its more of a convenience if you're out killing space cows and don't want to come back to base. Laiders72 May 11, 2016 @ 11:08am. First time was the first time I ever found it, got crushed. R5: so I'm playing a game of Stellaris. The exceptions to this are the space amoebae (Amoeba Breeding Program and Regenerative Hull Tissue) and the elite crystalline entities. This gives you access to the Regenerative Tissue tech and, say, a 20% bonus to completing it. Mobile view. A battleship out of combat with 4180 max hull and two Regenerative Hull Tissue components regenerated exactly 209 hull points over 10 days, which precisely matches the behavior I described. Stellaris贴吧. Jan 8, 2021. A large percentage of your ships won't survive long enough to get much use out of regenerative hull tissue, unless it's stacked with hull regen resources and a. non stellaris related content, and general paradox sales list partially. gui and looking for "shortcut = *" and changing the * to suit your key binding. Remember that your ships will do less damage as the hull takes damage (all the way down to the 50%). 6. No_Share_7606 •Another way to look at it is that if you want some regen, switching it to the aura frees an aux component (and give an extra +0. They havent done it. Unlock the Regenerative Hull Tissue technology; Add 50% research progress if already unlocked; Gain 90-10000 Society. 6(II) , +2. All shield techs except. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles. I have tested and verified this math in game. Regenerative Hull Tissue is a close contender, but is locked behind actually finding the tech and is much weaker in effect. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. 4 "CEPHEUS" PATCH NOTES. ReplyI have a simple set of rules when I play, the tiyanki are my special friends while all amoebas except for bubbles is fair game for their regenerative hull tissue. This. Starbases and Regenerative Hull Tissue : r/Stellaris r/Stellaris • 1 yr. There are two interesting range bands in Stellaris. I just added a reactor booster. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. I was just playing the 2. I'd like to gauge how strong this is, mostly it depends i guess on how fast a "tick" of healing goes. Maybe as an anchor for your brawler line as a sort of fleet carrier. Related: Stellaris: How to Survive an Endgame CrisisMajor updates have been made to the Unity system in Stellaris. A lot of weapons have a minimum range of 45. Utility components#Regenerative Hull Tissue. When I asked through the forums, someone tested it through console commands and decided the answer was no, but people with more. All aux slots can stack. orThe Hunt for the Hyacinth. Shields are pointless, so every utility slot is filled to the brim with more armor, while Regenerative hull tissue keeps the armor and hull repaired & Auxiliary Fire Control helps to improve weapon accuracy. 2 (I) , +1. Regenerative Hull tissue is only really justifiable on carriers. After entering combat and after retreating, the ships had normal repair values (5. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. 0. Mass Extinction Through the Ages. 2 = static regeneration (2ARM/1HUL) + hit halts regen The space whales are largely irrelevant. Comet Sighted. Astasia. 2 beta game play that has left me scratching my head. 5. 3 have the issue where enemy fleets pick targets within only one ship class at a time?. 6, the Regenerative Hull Tissue auxiliary-slot item, gives +10% daily regen for Armor. I'm facing AI enemies that primarily use a combination of weapons. reason 3: normally by the time juggernauts are unlocked, you only really need 1 or 2 more rounds of upgrades. From the incoming 3. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). Stellaris. 再生舰体组织. You get regenative hulls from amobea study or killing them for debris. 0. taggedjc • 7 yr. Regenerative hull tissue seems nearly useless. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. I guess what it does makes more sense. 4%. An amazing starting area with great habitable planets, a perfect choke point, no nearby powerhouses to threaten you. Servile pops should no longer retain the trait if they become zombies. Nerf to hull/armour regeneration is not a nerf to shields, so just favouring one playstyle over other, and limiting number of options. But early on in. Nanobots regen are only possible if you do the grey tempest mid game crisis (opening the lgate before your midgame crisis year). Going with anything else is a massive power drop and not at all worth it. As long as there is regeneration, it doesnt matter which unit it is on. But thats a price im willing to pay if it means that i can defeat the Spaceborn Enemies again. 4 made it that it regenerates in combat. Any new damage will stop repairs and reset the timer. Creating ships. It helps to not have to draw back to stations to repair ships. Leave that space empty. You get regenative hulls from amobea study or killing them for debris. I've reached an unusual spot in my 2. copy_random_tech_from - Adds a random tech from the target country within the given category and tech area constraints. that struck me while rereading all our Tiyanki-related content was that killing them allows you to research the Regenerative Hull Tissue, but their superior healing abilities don’t have any. Original creator of the mod: Sam_. Random Dec 22, 2018 @ 1:25am. . Spaceborne aliens. It is my one major complaint about the game : (. Ryika Dec 31, 2019 @ 8:20am. So, is there somethere real numbers for regen?Regenerative Hull Tissue Buff 3. Regen is super weak. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. What links here; Related changes; Special pages; Printable version; Permanent link; Page information"STELLARIS 3. This is both due to the prevalence of shield piercing or shield damage bonus weapons (both in the meta and by the AI) and due to how armor Regen is tied to hull Regen. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. 3. Defense platform base hull points upgrade from 1,000 to. Taking any damage at all will reset this timer. Gave immediately the "Amoeba Breeding Program" which gives you the Amoebas as fighters. #10. Orbital Trash Dispersers can be acquired via the Racket Industrial Enterprise. Random Dec 22, 2018 @ 1:25am. For defensive components, hull is the way to go. 5% from the hull tissue when looking at destroyers and above(1000HP destroyer --> 5HP/day). In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. R5: I spawned between two fallen empires and next to fanatical purifiers. 1% Armor Regen and 0. A destroyer that's taken 50% will take over a year to regenerate back to full health. 0. 3. It depends on the situation. - Armor and Shield Hardeners have been reworked. HP in a prolongued fight because of the shield regeneration per day (if you don't use regenerative hull tissue). Also little section extention for Titan, minor vanilla turet & icon fixes, nanorepair adjustment in package. Percentage based damage is super strong against crisis fleets. Everything is glorious. In this case though, the Regenerative Hull Tissue is always the Counter, as the opposing fleet needs to have a much higher Fleet Power than the one with this Module. [In Stellaris, weapons get more powerful a lot faster than defenses get tougher. No it's never worth it. I rather like the space amoeba swarms though. 6(II) , +2. 1 Libra. - A cheap and early alternative to regenerative-tissue - Repairs ship hull and armor Escape Pod Hunters - A "Morale Weapon" per-say - Creates an Aura that slightly reduces the performance of enemy ships Long-Range Scanner - Gives ships a major sensor range boost Missile Jamming Field - An extremely expensive and high ship-power componentThe way it is, in my experience, regeneration of hull/armor is too strong on starbases and on large ships with the regenerating hull. I was just playing the 2. The others are more situational. Guardian regeneration speed discussion. I dont often use them but i like themStellaris. Destroyers have Artillery section which allows you to slap one L-sized weapon on your destroyer. SYLOH Driven Assimilators • 5 yr. Missiles - Very high damage, great against hull, bypasses shields, can be shot down by PD. " Stellaris Mods Used: Extra Ship Components 3. Stellaris Real-time strategy Strategy video game Gaming. Even with the Nanite Repair System. Description Stellaris - Pulsar Stations - v2. Regenerative hull tissue is insanely valuable for attack fleets, as you can heal on the move, but if you’re playing defense it’s not important since you can heal at your starbases. 6(II) , +2. 0. I just stick the -10% enemy fire rate, it's always useful, and helps counter their force disparity bonus. Regenerative hull tissue seems nearly useless. Printscreen Stellaris: Juvenile Amoeba Dissection event. The low +2 regen to hull and +1 armour a day feels lack luster compared to teh amount of health a Battlelship has. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. But by and large, the only reason to kill them is out of malice. Reduced upkeep scaling with empire size by two thirds, reduced efficiency scaling by half. Regenerative Hull Tissue: 10000: 3 Regenerative Hull Tissue Analyzed Space Amoeba or Tiyanki debris A genetically altered version of silicon-based bacteria could potentially be manipulated to regenerate non-organic materials. ask questions and/or talk about the 4X grand strategy game Stellaris by. A crisis is an event that threatens the entire galaxy and all life within it. I can bet its more like 0. 2 (I) , +1. The hull regeneration is great to. This will also affect the regeneration of leviathans and other entities that make use of these ship components. No it's never worth it. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. Any hull repair is worth it because it allows an offensive to keep rolling forwards without running to starbases to repair, or gradually getting chipped away by hull damage across multiple engagements. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Need to research these at least 5 times (each research of an elite crystal = 20% towards the Crystal Forged Armor and 10% towards the Regenerative Hull Tissue. If you want to go full armor, make sure you have Regenerative Hull Tissue slotted in though, or otherwise your ships will have no natural regeneration at all, and do very badly if they have to take consecutive battles without being able to be repaired in-between. The Bulwark disintegrator field will also mean any unbidden fleet will be dropped down to 1 hull point over the course of 200 days (assuming they have unyielding). 05% hull regen per Regenerative Hull Tissue component I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). So the most shield regen I've been able to stick onto a cruiser is ~35 with shields up to Hyper and zeropoint power. Shields [edit source]. That was already the case in 3. As was said in patch notes - ibattle regen is 5 times lower. Regenerative hull tissue gives 1 hull and 2 armor/day. 5000. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something serious most of the damage is essentially wasted as overkill). - Vanilla component "Nanite repair systems" has been rebalanced. I don't see a major issue with your carrier design. The thing is, it's 20% of whatever the number of science is required to complete it AT THAT MOMENT. I was just playing the 2. Only Corvettes can see some meaningful difference. . They have inherent regeneration of 1% of their base health per day. 2 (I) , +1. DISCLAIMER. 8. More posts from the Stellaris community. Nanite Repair System: 10 1: 10 +15% Daily Hull Regen +20% Daily Armor Regen Is Regenerative Hull Tissue worth it in Stellaris? Are there other options that are better? Should we only use starbases for fleet repair? Lets dive in and find out! Regenerative Hull Tissue - it says: Daily Hull +1 Daily Armor +2 That's all? Not in percentages, just points? No matter the size of the ship? Titans have 10K hull, Juggernaut has 100K. Only skeletons of great empires, some Marauders I haven't bothered cleaning up (even though they have the audacity to try and raid me), a few. Stacking hit chance is best in slot. Mar 19, 2020 1. 5% armor regen vs. BTW, there is totally another problem that hull regenerate for even disengaged - ships run away with flag - ships. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 每日船体再生: +0. I'll summarize the changes below, which are all tested and verified. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. A battleship with 4180 max hull and 2 Regenerative Hull Tissue components regenerated 209 hull in 10 days out of combat. With the "Taxation of Subjects" policies, you can turn your Vassals and Protectorates into Tributary Vassals and Tributary Protectorates, respectively. If they moved it to a daily or even weekly scheme then I would be interested. I was just playing the 2. So yeah, Stellaris taught me to appreciate the concept of slavery in a world that SHOULD have sufficient automation, although I have to admit, it took me. First of all, shields daily hull regen is +1. . This page was last edited on 7 February 2022, at 03:21. Aura that reduce enemy fire rate far, far more superior. They'd just die slightly slower. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. It adds ability to reasearch (one way or another), improve and build Ancient Dreadnought. does Regenerative Hull Tissue, the Titan aura, and other sources of regeneration repair during combat? Does the Artillery and Carrier Combat Computers "kite" enemies or do they stay still. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. To my knowledge, this can stack, meaning that with the proper Stern, the Battleship can have 3 of these. Reply. 6(II) , +2. 报警机器人 于6年前 修改了 此页面。. Horizon Signal. Early-game, Regenerative Hull Tissue is well worth its weight in gold. #3. 5. - Regenerative Hull Tissue values have been rebalanced. 6(II) , +2. Regenerative Hull Tissue Buff 3. 0% Evasion / 543. Getting the event chain is necessary to unlock the It Followed Me Home achievement. I'll summarize the changes below, which are all tested and verified. tech_regenerative_hull_tissue tech_doctrine_fleet_size_1 tech_doctrine_fleet_size_2 tech_doctrine_fleet_size_3 tech_doctrine_fleet_size_4 tech_doctrine_fleet_size_5 tech_interstellar_fleet_traditionsThat's fine. Stellaris > General Discussions > Topic Details. War. 2 beta game play that has left me scratching my head. Battleships are very vulnerable to torpedoes now, and all spinal mount and artillery weapons got nerfed pretty hard so their damage output isn't quite as overwhelming compared with other ship-types anymore. The others are more situational. 3. Stellaris All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Stellaris > General Discussions > Topic Details ImperialForce9. Is this useful only for corvettes and destroyers? I don't understand why this component does not scale Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. Corvettes should always have Afterburners, while Artillery Battleships should always have Auxiliary Fire Control (or the Enigmatic Decoder, if you have it). 392K subscribers in the Stellaris community. Regenerative hull tissue gives 1 hull and 2 armor/day. A place to share content, ask questions and/or talk about the 4X grand strategy…Go to Stellaris r/Stellaris. The absurd regeneration numbers are because they're docked at a starbase. popular-all-random-usersAskReddit-gaming-worldnews-news-pics-movies-todayilearned-funny-mildlyinteresting-nottheonion-explainlikeimfive-tifu. Whales give you regenerative Hull Tissue too but as a salvage when killling them, you get amoeba flagella from the space amoebas. Regenerative Hull (Daily +1 Hull +2 Armor) is terrible. Ether Drake's fleshlight. tech_regenerative_hull_tissue. Hull : A small change in the damage to the hulls. Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. Taking an admiral with the engineer trait (0,5% hull/armor per day) is better. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. Plasma. "Stellaris 3. I already had Regenerative Hull Tissue researched. All types of planets. I guess what it does makes more sense. Is regenerative hull tissue worth it over the shield capacitor? It regenerates 2 armor and 1 hull every day. Just don't build more than the amount of nanite deposits because those are all you get. You can use both, regen tissue goes in the aux slot. Strike Craft may be nerfed, but they're still a very strong weapon type and well worth having in your fleet. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. First of all, shields daily hull regen is +1. Went back to the save to try and remember accurately. ago. There's about a 10 day delay though. The Regenerative Hull Tissue is another good option to put onto your auxiliary slots without using power. Redirect page. It would be even more extreme with the regeneration aura stacked with 2 regenerating tissues and the regeneration admiral, it would be like 5% per second with no delay which is insane. As the game progresses, battles end faster. The effective health pool of armor is just quite massive against those go to weapons. A damaged hull can help prevent damage. DaemonWorshiper • 2 yr. Regenerative Hull kicks in after 10 days from last dmg taken if info i found is correct, so in some circumstances they can be beneficial to speed up. Wow thats bloody sweet. Some of the extremely helpful bits are: 1] absolutely, positively, get regenerative hull tissue. • 18 days ago. 0. 0(?)I have played Stellaris a fair bit, and Crystal-Infused Plating has always been a fairly simple mid-tier version of Crystal-Forged Plating, costing Rare Crystals to build, and grants a flat amount of hull. = I've always [felt. If you can get one, a leader with the regen trait is better since it repairs 0. TFW a primitive species rolls regenerative hull tissue before achieving FTL travel [ReUP/Cheeky Moderators] This thread is archived. 2 patch (been too busy), but currently Stellaris' tooltips are kind of terrible. 2 beta game play that has left me scratching my head. Regenerative Hull Tissue Gravitic Sensors; Void Dwelling 10,000 Hull Points 6,131 Armor 3,000 Shields 0 Speed; 0. It is the year 2367. 5% hull/armour regen per day they have. Guardian regeneration speed discussion. 2 beta game play that has left me scratching my head. Mass Extinction Through the Ages. R5: so I'm playing a game of Stellaris. If we continue to study how this tissue is composed, we may in the future be able to apply the technology of regenerative hull tissue to our own ships. 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. It has more durability than shields, shield penetrators are more common, anti shield weapons are strong, and theirs not a lot which counters it. The challenge in regenerative hull tissue is genetically modifying microbes to be able to turn into and form hull/armor. 6(II) , +2. Battleships still outclass Cruisers for Strike Craft roles, since a Carrier Battleship can equip a Spinal Mount bow. Yes its more expensive. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. First level crystal plating is okay. Capacity Boosters: tech_capacity_boosters. You can unlock it for your Ships too. Its Regenerative Hull Tissue/Nanite Repair System that need to be applied. Defeating the Automated Dreadnought gives the following two choices: Salvage the dreadnought for 5000 Energy and Minerals and 30x monthly (1000~5000) Engineering research. Locked post. gui) I do agree that there really ought to be a keybindings menu. What does not influence fleet power: shield regen (capacitors) ; combat speed (afterburners) ; hull regen (regenerative hull tissue) ; accuracy from combat computer or enigmatic decoder (even extremely large amount of it when I fiddled with game files) ; tracking from combat computer, decoder or sensors , same as above ; armor. 6(II) , +2. Stellaris already tries to do this but it doesn't really feel like it works in its current balance. Empire event chains. The probability depends on the accuracy of the weaponry and the condition of the hull, the more damaged it is, the greater the risk.