Ship. 30) over a Sapient computer. Spamming nothing but Corvettes is a. I can't express how fun the Leaders part of the new design is. The evasion on the ship designer doesnt include all the bonuses. evasion, hull, hull_damage, hyperlane_range,. Evasion is directly subtracted from accuracy when calculating hit chance, and corvettes can pretty quickly hit the 90% evasion cap with afterburners and decent engines. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. 0. 1) or debugtooltip (1. With all these new reworks, and bug fixes, and updates. Use tweakergui debugtooltip (pre 1. For the first time ever on Ensign I was outscaled (while not tryharding. Perhaps adjust it as a soft cap in yellow if you are over 100% to 105%, and it has reduced bonuses at that point. SC in Stellaris tend to have high tracking and accuracy while ignoring shields (making them the perfect countermeasure for opposing Corvette swarms) and also. As I know evasion is caped at 90%. Can. Once the order is given, the work on the starbase will begin. Reduction of fleet size. Montu (youtuber) has done a bunch of simulations with various compositions. The empire build from that guide does seem pretty good tho. A leader is a named character that leads a significant part of the Empire, as a Commander, Official or Scientist. How Battles Begin. . If evasion - tracking is. During the Chosen One Shroud event, his name showed up. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. Enterprise. You can reduce empire size through planetary ascension, certain traits, certain governmental setups, and certain traditions. 2 days ago · 2:13. Patch 3. I assume the same has happened to habitats and ringworlds. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. Enterprise-B. Base accuracy depends on the weapon type. Thread starter EXCAT; Start date Sep 30, 2021; Jump to latest Follow Reply Menu We have updated our. That way the part of the community that wants admirals to increase fleet cap can have their doom STACK(!) that has -100% ship fire rate and -100% evasion and I don’t have to see another post about admirals affecting fleet cap or else I’ll cry. Reply. – All supporters. One thing I've noticed is that they simply crack out ships going way over their fleet cap. I'd love to see in the ship designer all the math done right there. Consumes power. I've cared more about leaders in the last couple of days of play than in the entirety of my Stellaris play since launch. Stellaris: Suggestions. It depends on the ship behavior type you select. If you double your leader cap, xp gain will be zero. When you go over the cap, your empire will start to incur penalties. One can also add flak/PD Destoyer version to fleet if enemy using missiles/fighters. Baron_of_Gold • 1 yr. "Line Cruiser" are better at accuracy vs foes with 44% evasion, while "Picket Cruiser" will have better accuracy vs foes with 46% evasion. dudewithnopurpose. Destroyers use twice the naval cap as Corvettes and aren't necessarily twice as powerful. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. The attacker's counter to evasion is Tracking. Take exceptional care when designing fleets and takes into account their stats first. Combat Computers, Sensors and Aux. One thing that may help you is having a clear idea on what evasion, tracking and accurancy are: Evasion is a percentage value for the ship, that represents the possibility to not get hit by enemy fire. For best results use along with BB fleet, Destroyers go in first, while BBs pummel the enemy with extra damage (just like vette-BB strategy only far more superior). But what if defense platforms spammed corvettes without ftl capabilities, and no influence on naval cap (like fortresses spam defensive armies)? They would be viable, and I don't think it would break the game. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. Same way there is a hard 90% cap on evasion, I'm wondering if there is one for speed. May 15,. (Naval Cap/Energy) than a comparable fleet, otherwise they won't make sense even in the most specific circumstances. With the amount of HP a Behemoth Planetcraft has in the Gigastructural Engineering and More mod, I'm thinking of speccing it for speed - stacking % bonuses from Advanced Afterburners would give it a fair amount of NYOOOOM. This page was last edited on 21 April 2017, at 08:46. Evasion on corvettes is their best defense. Unless you're going for habitat spamming it doesn't have much value until you have the megastructure research, and it's a comparable amount of research time to. Does this give me 110% accuracy before evasion?…With all these new reworks, and bug fixes, and updates. Stellaris. - Compatibility with "Expanded Stellaris Ascension. a battleship costs about the same. R5: A 90 evasion destroyer, attained through extreme luckiness. Cap is 90%. Component bonuses: * Sapient picket computer: +10% * Enigmatic encoder: +20% Repeatable techs play a role. 95% and 100% evasion corvettes have insanely high military power. This mod is intended to improve your stellaris experience with adding bunch of new civics. This is the best shield dps a corvette can do. The Titan class ship is considered one of the best ships to add to your fleets in Stellaris. 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. Same applies to invasion. If you have a 50% armour piercing weapon, that armour becomes 45% effective, no matter how much over 90% you had in excess armour. The thing to remember is that the fleet "cap", isn't. You need a lot of ships to make carriers worthwhile. So in your case it should only be an only an actual 13% chance to hit for every weapon. Chaincat22 • 6 yr. They aren't must grabs by any stretch of the imagination and 10 the leader cap limit is relatively fine considering you can easily go to 13 or 14 before the penalties outweigh the bonuses if you want a leader rush. Wiki. 2): 1 - Admiral Pool Leader #1 ; 2 - Admiral Pool Leader #2 ; 3 - Admiral Pool. FogeltheVogel • Hive Mind • 2 yr. This mod is intended to improve your stellaris experience with adding bunch of new civics. In 1 collection by Chirumiru ShiRoz. Chosen One and Gale Speed admiral. lol It depends on the ship behavior type you select. 4 items. 15 comments Best miggihasahat07 The cap is 90% Grox2006 • Is the cap applied before or after taking in account the tracking in the calculation ? stillnotking • 1 yr. The complete to hit formula is: Chance to hit - Max(0, Evasion - Tracking) Or in other words: The ships evasion is reduced by tracking, that value is then subtracked from the weapons chance to hit. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. The chance-to-hit calculation is: chance to hit = max (0, accuracy - max (0, evasion - tracking)) So, as long as the defender's evasion is higher than the attacker's tracking, it directly reduces the attacker's chance-to-hit by the difference. Letter to Developers: Administrative Capacity. Industrial Designation. 9) of the game. 95% and 100% evasion corvettes have insanely high military power. Frigates are an advanced version. High Tracking Ships will target high evasion ships much more often. Some of the numbers might look something like this (not set in stone and open to debate): -10% naval capacity. Medium. It can however be used without. With all these new reworks, and bug fixes, and updates. 5) Admiral. So, if the attacking ship has +4 to Tracking, that makes the Chance to Hit = 84%. ) Link, the death cap mushroom, is an invasive ectomycorrhizal fungus in North America that was inadvertently introduced from. In detail: Nanite Fleets are small and have 3 types of weapons: - Massive RNG-gun on the mothership. Does accuracy cap at 100 percent. Mechanics [edit source]. It all sounds ridiculous (and it is), but as noted, Al Capone was famously convicted on tax fraud when the FBI couldn't make any other charges stick, despite the fact that he was a nationally famous gangster. Enterprise-B. Excess armies are initially placed in a reserve area behind the frontline and replace any. States the average damage output is ~ 40 vs ~30. First, let’s say I’m planning to use a…It looks like they forgot about machine empires for Libra. 200% evasion ensures that even a shot with 100% accuracy and 100% tracking will miss every time. I'd love to see in the ship designer all the math done right there. non-combat ships are on evasive by default and as such they will run immediately, when a hostile is in the system. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). ; About Stellaris Wiki; Mobile viewOk, I did run a test: The Destroyers *can* reach 90% Evasion, but that doesn't help much against battleships that have some tracking. So you need 90 evasion - but you look at the number after your corvette is in the fleet. Total HP = 2853 with 5. ago. I thought the max number of megastructures you could build simultaneously was 3. I believe 90% is the evasion cap for any ship. 8 Governing ethics attraction. Sapient Picket combat computer. However, I am interested in whether or not a viable evasion-build for destroyers exists in the late game, assuming you have access to all the things you need. 闪避( Evasion )是基于船体类型而区分的一项舰船基本属性,是护卫舰、驱逐舰、运输船以及其他类似的小型船只固有的属性。 可以通过加装推进器、战斗电脑或者特殊模块来增加闪避值。Realistically speaking (and this is also true in stellaris), evasion is a big part of survival in combat at substantial ranges with sublight weaponry. Tracking counters evasion. 3. Yes, they let your Corvette move faster and get into firing range sooner. Should I go for range, or speed+evasion, or disengagement or just upkeep reduction? Also, two "for"s in the caption but can't edit it lol. You get more fire rate and +10 more tracking (40 vs. So then the only thing I can guesstimate is that if the +1 to Chance to Hit was applied instead of the +2 or +4 to Tracking, it would go something like this: +X CtH Bonus (Chance to Hit = Accruacy - (Evasion - Tracking)) (90% - 1 (70% - 60%) = CtH) +1 CtH B. Removed any mention of a 365 day calendar in Stellaris. Renamed several message types in the message settings to prevent duplicated message names. The modifier is shown in the government tab and the only other modifier i have is Amoeba Extirpator which adds +20% damage vs space amoebas. 9 ‘Caelum. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. not sure how that happens, i could switch it to. Stellaris Dev Diary #312 - 3. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. New game needed only for civics - Compatibility with "Unique Ascension Perks". Acquisition of Technology is a separate mod. I do NOT like the move to a hard administrative cap with no way to increase it. 9. Well that's the start of an idea, if I know forums. fighters aren't affected by any of those stats, but they're so small only point defense can stop them, and sometimes that's not enough. #2. This article is for the PC version of Stellaris only. 3. If this were a movie, Paradox would win the Oscar for best Game Update. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. Medium. What I've ended up doing is manually putting resources into each sector's stockpile. ask questions and/or talk about the 4X grand strategy game Stellaris by. paradoxplaza. May 23, 2013 104 174. And they should be a 'fodder' against them. An Artillery Battleship will tend to be loaded with weapons that have a min range. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. Ok I. At some point building more ships isn't an option cause upkeep and naval cap will get you. Sep 25, 2021 @ 11:55pm. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. Does accuracy cap at 100 percent. Paradox have released the latest free update to Stellaris with 3. 1. Chance to Hit = max (0, min (100, accuracy + "Chance to Hit") - max (0, evasion - tracking)) is the correct formula. ago. BETA: Shield Hardening. 2. I use 2A/1S on my armor/hull-regen corvettes and split armor/shield even stevens on everything else. It’s in the wiki but a simple version would be chance to hit= acc- (evasion-tracking) And evasion-tracking can’t be less than 0. With other empires, there are mitigations for Empire Size with Bureaucrats, but I don't see them applying to Coordinators for Machine Empires (Uplink Node). If you're going to cap Habitats, do it at the empire level with some sort of upkeep mechanic, like Starbases, while also granting the ability to depopulate and dismantle habs (especially conquered/integrated habs) at 0. You can’t outrun the bear. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. Cap is 90%. Bah, that makes high track short range weapons useless (as at short range evasion does nothing). Otherwise, use NSC and run 18 fighters on a single ship, 27 on your flagship, and laugh. Edit: Quick search to. Winning battles across the stars is about adapting to the enemy's loadout and. 1 the first in the 3. The total evasion modifier that you need to reach the evasion cap on destroyers is 61%. Weapon components. Paradox Store. These three things are then used by a ship_design to formulate a complete ship. section_template – #Ship Sections. This is a problem. There's a reason they gave Torpedoes a whopping 9x damage bonus against Battleships. Realistically speaking (and this is also true in stellaris), evasion is a big part of survival in combat at substantial ranges with sublight weaponry. country_admin_cap_x: add, mult (Depreciated as of 3. . There are 2 ways Evasion can increase, Adding or Multiplying Thrusters and CPU are additive, Nearly everything else is Multiplicative. Accuracy x (1 - (Evasion - Tracking)) . Example of console command: "add_trait_leader 4 leader_trait_adaptable". Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. It's the next 20 years of researching the appropriate tech that really limits things. Cheaper Alloys cost than armor. darkestkhan Second Lieutenant. Same thing for evasion. I'd love to see in the ship designer all the math done right there. Which reduces your influence and diplomatic weight. Component. Best. Stellaris. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. Stellaris Real-time strategy Strategy video game Gaming. All empires have a soft cap of 100 empire size. Subscribe. For picket I prefer precog because I rather have the tracking. 9 "Caelum" update is now available! The 3. I have tried removing the evasion cap. Can't remember which ones and the wiki doesn't specify. 4 items. 2] [7836] Shields, armor and hull points regen IMMEDIATELY after taking damage. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. Forts can't evade. I just can't find a reason to build this ship type, yet AI insist on building lots of this useless thinginto my federation fleet. still in the battlespace. Psionic admiral gives 15% evasion, so from 80% you get 12 bonus, but cap is 90. Big weapons have little to no tracking, meaning they do get the full. Covettes are countered by small and medium guns, but corvettes have a upper hand on bigger, artillery ships. What you guys think about giving some evasion to ships, should it balance out the current cruiser/battleship meta? I think +20% for corvettes (=80%), +15%. If a ship would normally have 90% accuracy and you have 60% evasion, this means the attacker gets only 30% accuracy. 2. 8, but going 2 or 3 or more over is supposed to be less punitive. Forum list Trending. R5: A 90 evasion destroyer, attained through extreme luckiness. 3. component_template – #Components. It's basically the difference between the Engimatic Encoder being worthless or not for my Corvettes. corvettes with 40% evasion: 51% hit rate corvettes with 20% evasion: 75% hit rate. Anything from a species full of Mother Theresa's to species full of Adolph Hitler's. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. With how many tracking bonuses there are easily available in game it is very possible to reliably hit a 90 evasion corvette with a spinal mount weapon. WilliamTheIII Second Lieutenant. How Hit vs Evasion work is a little unsure. Having the ability to choose their advancement is huge. ago. Paradox Forum. No. The attacker's counter to evasion is Tracking. About this site. Evasion isn't worth much on destroyers, if its worth anything. That way the part of the community that wants admirals to increase fleet cap can have their doom STACK(!) that has -100% ship fire rate and -100% evasion and I don’t have to see another post about admirals affecting fleet cap or else I’ll cry. first item under General. Can confirm that this was tested shortly after 2. Otherwise 95% accuracy and 100% accuracy would be pretty similar. Hm. Accuracy-tracking-evasion-to hit. In Stellaris's case, the math isn't as clean. Latest. Evasion isn't worth much on destroyers, if its worth anything. Shields are better than armor, but they'll still be paper thin. Nanite Factory can upgrade to Nanite Shipyard. The crux of admin cap is that the part of the economy it affects changes significantly over the course of the game, and, as a result, the only reasonable way to treat is to (a. I think, it is not as useful as the 5 % more evasion, as space amboebas get more and more insigifcant as the game goes on, but more evasion stays important. I take you through every viable build currently in the game, why they work and the methodolgy behin. However the nanite fleets look much stronger than they are. 0 was never released to the public instead making patch 3. If you cap. Like, even my BB's with shield cap. Last edited: Sep 30, 2021. Ships' combat behavior is. I'd love to see in the ship designer all the math done right there. A ship_size has a list of slots that can have sections attached to them. Shields can be stacked higher than armour. Corvettes are useful since their high evasion lets them avoid being hit by heavy artillery weapons, but they are absolutely destroyed by carriers. 2) Ringworlds are bread and butter for machines now. Accuracy is a pecentage (% chance to hit assuming evasion is nullified or 0). Yes, they let your Corvette move faster and get into firing range sooner. 296. The AI becomes absolutely terrified of corvettes. Thread starter EXCAT; Start date Sep 30, 2021;. . Hull Technologies now give 10% hull instead of fixed. Shield components now grant +50% more than before, but regen remains the same. If a ship does sit still it should be moments from exploding, or at least, have 0% effective evasion. Destroyers and Cruisers are typically useless in the late-game; they do. Huh. It takes 10 days for armies in orbit to land on a world. Stellaris Dev Diary #312 - 3. Originally she lost her psychic trait, but when another empire with my species as founder ascended she regained it. Subscribe. Can anyone tell me what “chance to hit”, “chance to evade”, “tracking”, “evasion”, and “accuracy” are, and how they all relate to each other? Title says it all… I can’t find clarification on those stats anywhere Related Topics. add modifiers add/substracts a set amount of a resource or attribute to a scope. ErickFTG • 1 yr. Swarm computer. naval cap does not really matter. 9%. Stellaris 3. Crusader Kings III. 50 navy cap is feasible, & command cap is likely to be 50 also. 8. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. Does accuracy cap at 100 percent. Also, I do think there should be a flat boost to the repeatables for fleet cap to a max of 300. C) Counter Evasion with Tracking once you cap at 100 Accuracy. the only time i am never NOT significantly over naval capacity is before i start cranking out ships, so like until 2230. The admiral on the bottom left is the commander of a 240 fleet of destroyers (the first one I built just to see if it's possible). Which is better depends on the target. Noticed also that speed was super high, at 6k. higher naval cap helps get less EC upkeep, but overall going over is not bad at all unless ur mega poorAs you can see, these are all lucrative resources that you usually want as many of as possible. 4. -Traditional. Dark matter thrusters. Large. Obviously to each individual weapon on the ship. More. evasive: fleet retreats as soon as enemies appear. I really think evasion was programmed wrong. They can protect your battleship fleet from torpedo corvettes. R5: it is now possible to have 90% evasion cruisers! You need admiral with guerrila tactician (50% evasion), titan with Ancient target scrambler (+5 flat evasion), subrefuge tradition (+5 flat evasion), boon of the shroud (+40% evasion) and streamlined algorithms (+10% evasion). Consumes power. As for the indicated maximum and minimum ranges, I would. Gestalt Consciousness empires use nodes rather than council leaders. There is also a cap on how many of these megastructures can be built simultaneously, which is 1 but can be increased to a max of 4. Report. Stellaris - [3. The fleet power calculation bugs and cannot handle it. What is the point of 200% in whirlwind?I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. Report. You can encounter them, but then wait to also find. PeerawatZ/ShiRoz Stellaris Mod Collections. Evasion - tracking. 2 percent increase to. 3. Ships being practically unkillable is kind of a bad thing for balance. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. Report. -Slow Breeders or Non-Adaptative. ago. Basically, you cap Evasion at 90% at the time of firing, not before tracking. Space warfare. So in your case it should only be an only an actual 13% chance to hit for every weapon. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The shared stockpile seems to work for a while, but eventually districts just stop using it. During the Chosen One Shroud event, his name showed up. The free 3. Edit: in your example chance to hit is 80. I only occasionally went over leader cap by like 1 or 2 at the most, but even then it's not like it was particularly crippling. Excess power can get you around another 2%. Evasion cannot go higher than 90%, however, so 100%. Reply. Point Defense does more damage per shot - its better at actually destroying incoming attackers because it kills them in less hits, giving them less of an opportunity to damage your fleet - if it hits, which is the critical distinction. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. Content is available under Attribution-ShareAlike 3. Stellaris > General Discussions > Topic Details. I use 2A/1S on my armor/hull-regen corvettes and split armor/shield even stevens on everything else. Weapons that ignore armor and shields. See rule A for why having both is paramount. This is a true 21st century design. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. My sprawl was way over the limit until about 2350 when I started to get tech to make the max larger. Assuming L-Lasers (aka: 5% tracking), your breakeven point with Tachyon Sensors is 45% evasion. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. And only 12. The MacroCanon's situation is that it offers L-tier anti-shield burst damage at a. Also the Capital Building upgrade tech. 122. Thanks, TheBird. ago. Huge alloy production is a must to reinforce fleet casualties. There's nothing wrong with an all-battleship composition. Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. In fact, you can even cap evasion on destroyers which makes them better late game in many situations. What do people do with extra resources, just sell them?. Completing this research gives your Empire a 5% boost to all energy production. Most warfare is settled through space combat. Call of War: World War II. 9 "Caelum" update is currently scheduled to release on September 12th! This update brings a host of new features to previously released DLC, including a habitat rework, trade rebalance, softening of the leader cap, new features and updates to previously released DLCs, plus a plethora of other bug fixes, AI and. 9 but forgot to remove the %. NSC makes carriers more worth running. Defender of the Galaxy does nothing against awakened empires. The influence price can fluctuate, which I will explain more about soon. As usual the people who don't want to adapt are whining, but having players be strategic with resources is a sensible direction. For utility slots the Afterburner makes a lot of sense. Because the final crisis of ACOT: Secrets Beyond the Gates is even more powerful than the end game crisis of Gigastructural Engineering (depends on the settings of course; Endtekk Blokkats are. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. However, the Auxiliary Fire Control is always a strong option. (Note: patch 3. Fir wxample menacing corvettes get an extra 15% evasion and 50% extra chance to retreat in combat. Amanita phalloides (Vaill. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. While bigger weapon slots on ships have higher damage and longer range, they normally also have lower accuracy. How to get: Race: -Any Except Machine. For picket I prefer precog because I rather have the tracking. I do still use destroyers, but as a reduced role of a highly efficent point defense to counter those. The fleet power calculation bugs and cannot handle it. They take a long time to pay themselves off since no one can afford them early on, and are expensive to start in the early game vis-a-vis using the resources for other things that build power. For swarms, it all depends on hitting the coveted 90% evasion cap. Inglorious_Muffin • 6 yr.