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I'm so utterly pissed off. Everything was going so good.
After this, or worse at the same time, you will be confronted with extragalactic invaders.
Still, if you were the steongest player you should have been able to deal with a regular empire in your border.
Alternatively - you conquer the other fallen empires before they can awaken and possibyl cause a war in heaven.
So we get about ten years past the start of the end game, and I get this invitation to support a rebellion in one of the nastier slave empires still remaining. Which has pretty much been the only way I expand - "sure you can join me." So just as that war starts, the War in Heaven triggers.
First note is that yeah - the spam avalanche sucks. I take my time working through all the clickety clicketies but so many boxes, none of which have a minimize option and many of which overlap with one another. I went with the "bring it on" option. They tried to change my federation's name to the League of Non-Aligned Powers, but fortunately you can just change it right back. Then everyone in the galaxy tried to join my federation, including the guys I was already at war with. I'm curious what would have happened if I'd allowed that, but it felt weird and wrong so I refused. The three wars are still raging - I realized I wasn't finishing it in one session, so I'll be finishing it up today.
My fleet stood fast. I play on 3.6, so i don't really have to fart around with corvettes in the end game. Honestly the current meta just sounds like hell. I've got two doomstacks - the federation fleet and the Ouranos Armada, which is 10 titans escorted by 6 fleets of battleships and a few fleets of cruisers.
The way the war is going has been kinda strange. The Andarians have invaded the Ferellians, who left their space undefended so they could invade me. My federation fleet has invaded the Andarians, who left their space undefended to invade the Ferellians.
My Ouranos Armada ripped two Ferellian fleets to shreds. I've never had ten titans in a single battlegroup before, but it's a little slower than its escorts so it arrives a beat behind them into systems. Which means my wall of battleships takes the first volley and then the titans come in and launch their volley and.... that's curtains for half the FE fleet.
I've still got the original war going on, and I expect the poor revolutionaries who got me enmeshed in that conflict are the ones who are going to pay the highest price in all this.
I think the main reason why I've never seen one before, is that I don't think I've made it to an end game before with a matched pair of surviving Fallen Empires. In this game I destroyed the fanatic xenophiles in the mid-game, but the spiritualist-materialist pair were far away and after I broke their fleets, I just let the AI handle their kinda repetitive and hopeless invasions. It might be possible to avoid the War on Heaven by bringing down one half of the matched pairs earlier in your games.
I agree that it's certainly a lot, and I wasn't really prepared for it. I'm glad I went with "bring it on." I wasn't really prepared for the "total war" dynamic of it and my poor junior partner has lost a lot of territory that I'm slowly grabbing back. I wouldn't let any xenophobes into my federation, so they've all become little henchmen to the FE. Which is annoying in that it's more fronts of the war, but also means that when the dust settles I'm going to have a lot more territory and a lot fewer enemies than I had before.
When I started I adjusted the midgame stuff to happen around 2600-800 and the endgame around 2900-3000 just so I had enough time to learn all the game's systems while slogging along in awkward existence; I also changed or removed some other things too, such as making no MEs spawn and only 1-2 FEs spawned.
But as I got better and better, I began readjusting the midgame and endgame years to where they were originally while also letting more FEs spawn again (Still no to MEs though, I'm still salty of an empire I was winning a war against hiring them because they couldn't scratch their own ass).
Honestly out of all the Crisis that can happen in Stellaris, the War in Heaven is IMO the best one to deal with as you deal with an actual intergalactic conflict and not some hive mind enemy from another dimension trying to consume the entire galaxy.
They nerf plasma
They nerf neutron
They nerf Giga cannon
They never touch arc emmiter double pen
I've been messing around with neutron launchers with Cruisers and I'm actually surprised how good they are. Put max amount of them on a Cruiser and rest is missiles. Battleships in there as well, give them Arc emitters and whirlwind missiles (and they get 1 hangar bay).
Physics give arc emitter more damage and engineering can focus on explosives.
You just blast everything from range (arty behavior) with this ignoring shields. Neutrons don't ignore shields but the scaling damage based on target size is really good. And since there is bunch of missiles in the battlefield the neutrons will most likely hit their targets.
But I guess my "normal" fleet loadout is Battleship only fleet. Tac-lances with kinetic batteries +2x Whirlwind missiles on arty.
Sneak 5 carrier variants (they also have tac-lances and whirlwind missiles on arty behavior [small slots have more missiles]) on the mix with those and that fleet will dominate always. Aux slots can be 3x Afterburners or 3x extra hit chance, both are good.
Oh and ALWAYS favor armor over shields. Always more armor on a ship than shields. So in Battleships cases you have 6 slots, you put 4 armor and 2 shields. Because there are bunch of weapon systems that ignore shields (especially torpedoes and missiles) but they don't ignore armor. There are also space weather and system conditions that strip away your shields. So if your designs don't overly rely on shields it puts you on a way better spot.
Advice to Nella is to focus more on building your fleets. You need to push at least +1K alloys per month if you want to be able to feed your war machine.
If your Tech allows it, steal the loadout ideas that I mentioned.
Disruptors are really good but only up to a point.
War in Heaven is end game content and by then your fleet and their loadouts should reflect that.
Arty battleships are king, like mentioned put around 5 or so that have carriers and you get bit of point defense in there in the mix as well so enemy missiles and torpedoes don't get free value (assuming they even got that close) and your strike craft will counter enemy strike craft.
The rest of the battleships on that fleet should be pure arty battleships hammering the enemy with those kinetic batteries. Those beasts will tear away enemy shields and those Tac-lances will rip apart everything.
Why all out battleships with arty behavior ? Because you get to shoot first....a lot. And when does the enemy get to shoot back ? That's the neat part....they don't.
You do so much damage from the maximum allowed range to kill most of the enemy before they even get the chance to shoot back.
Disruptor builds have one massive downside and it's their range. It means the enemy gets to blast at you as well. Getting shot hurts. You don't wanna get shot at. Much better to shoot at the enemy while they cannot.
Also you should consider building Fort worlds. If you have a good chokepoint you can build a nice starbase there and a habitat and you colonize it and designate it as Fortress world. Build planetary shields there and just build strongholds there and upgrade them. This will slow down the enemy fleets A LOT. +6-10k worth of defense armies with a planetary shield protecting the Fort world is no joke. That thing will hold out forever if the enemy opts for orbital bombardment. Which means you get to regroup with your fleets and plan your counterattack.
If enemy has big stack of landing armies or colossus type ship, use jump drives...flank them etc just snipe those things out before they get to use them on your Fort worlds. That will buy you even more time.
Last advice....and this is my xenophobe talking....never trust the alien. Make no mistake, you are alone. Do not rely your allies can or will save you. Plan your entire War campaign and homeland security under the assumption that you will not get help from your..."allies".
UPD. And forget about missiles against FE on Grand Admiral. With enough bonuses PD start to one-shot missiles and since that they're completely useless.
Now add to them a fleet of cruisers armed with NT and:
a) using thrusters one tier below
b) using same or 1 less amount of afterburnes (depend on your +sublight, check on actual ships to be sure cruisers are a bit slower then BBs).
c) using a Line computer.
Then they will be really devastating.
It's still working well but you need either range bonuses (like at least from Juggernaut) or massive advantage in numbers against FE/AE & 10+ crisis.
Disruptors and naked Arc BBs allow to win over vanilla FE much earlier (and cheapier).
Honestly one Stronghold (+shield on frontier worlds) on every planet is usually much better safety measure.
Huh, didn't notice that. Well that makes Neutrons REALLY good then.
Yeah I only play on Grand Admiral and honestly the arty fleet just kills everything. Fallen Empires or Crisis, doesn't matter. They get deleted. But things like Rapid Deployment, Juggernaut with range boost and maybe a Admiral with weapon range buff just makes the fleets that much more "unfair" :D
1 fort and shield won't hold out, it will save you from those random armies AI likes to fly around though, but not a dedicated invasion armies they usually have on stand by. You are paying 2 building slots per planet with that strat that could be used to producing dedicated resources. Though with frontier worlds you probably should do that anyway since we have to assume logistical reasons (reinforcement times) are coming into play here.
But on top of that if you build dedicated "Cadia"s on smart chokepoints you wouldn't even need to reinforce frontier planets because Fort worlds are very strong. Not even allowing the enemy further than 1 system is best defense. Several hundred K's worth of fleets sitting bombing a planet for DECADES is a good trade. It gives you so much more options with your fleets since you don't have to panic over the pesky AI's using gateways etc to try to always come from the rear and avoiding your fleets.
They want to bomb my Fort world for decades ? Fine I'll take their core sector meanwhile. Or bring my fleets over to Fort world and knock out their main fleets while they are stuck there. All the options are there.
Of course building Fort worlds are its own process. It takes time but once Fort worlds are online they will give incredible defense value. Plus soldier jobs produce naval cap by default which in turn lets you build even more fleets.
b) Only 1 slot is wasted as I always need more Naval Capacity (as I'm usually playing with x25 crisis or x10 and all three crisises meaning they will be x10-x20-x40).
Honestly? No, forts are very weak. Any high-class armies with high collateral damage butchering such fortress worlds casually like Abaddon did with real Cadia :)
So your only hope is to rely on AI usually being too dumb to use Xenomorphs or better armies.
No need to panic as I always have dedicated fleets defending Terminal Egress (only place where I have a real Fortress Worlds). They usually doing a deblocade mission.