Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
juggernaut ship designs work, may need to rebuild if you used a new template and name
the special +30% ship hull and armor module works, but take care that armor +% is capped at 100 and you may already be hitting that with repeatable armor tech
0 cap=1 Juggernaut
1500 cap=2 Juggernauts
3000 cap=3 Juggernauts
It gels better with the logic of naval cap. Each Juggernaut is effectively a "worldship" with the population of a small moon needed to crew it. Naval cap should logically determine how many your empire can support. Plus as a conqueror it gives you an actual reason to have a massive naval cap despite having a runaway post-megastructure economy that can bear the brunt of any overage costs.