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I generally have reinforcements flowing to my front lines and just swap fresh ships to replace the damaged and destroyed ships anyways.
I find this still happens. As you can't repair, armor and evasion tech becomes a go-to strategy and that snowballs into mega-HP fleet of dreadnaughts.
Mehhh. I think that's more because the AI sucks at keeping up it's large ship numbers. Once you knock out it's first few waves it starts sending out tinies - mediums. Also... >.> Shields and evasion is more effective >: ] Trust me, just do it. Don't combine with mass driver type weapons though.
1hp/turn just in a space hex (including moving).
2hp/turn if using the "repair" tab (still in a space hex).
4hp/turn if in planet or shipyard.
6hp/turn in a starbase.
Additional 2hp/turn for each Caretaker ship or other ship with Repair Bay module, as already mentioned. So these can be stacked in a fleet.
Various other occasional "named" ships from culture trees or commander ships with some form or repair capability.
Counter-intuitive that a starbase would repair more than a shipyard would (perhaps oversight rather than intended design?), but that's what I've seen.
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Onyx Hive is one civ that works completely differently. Their ships don't repair at all in the "normal" way above. But each of their Commander ships has the ability to instantly and fully heal an entire fleet by spending a bit of Promethion. Obviously that impacts fleet organization and employment, making sure there's Commander ships in vicinity for most/all combats. But once I became accustomed to it, I kinda like this mechanic. I worried at first about how it would affect overall Promethion inventory, but turned out to be not much of a problem.
lol, well shipyards are where real-life ship repairs occur. Makes sense to me, shrug.