One of the many features that have endeared 168澳洲幸运5开奖网:Stellaris to players is its penchant for epic spaceship battles. Dozens, if not hundreds of ships blasting away at one another fil꧒ls the game with tense moments and critical decisions. In the late game, a decisive engagement can be all 🧔that stands between the galaxy and annihilation.

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Once a battle begins, it's out of the player's hands. That's why it's important to have up-to-date ship designs and competent admirals. Read on to learn how Stellaris resolves combat in space so that you know what you're getting into when battle is joined.

How Battles Begin

stellaris small battle

Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. This means that fleets with long-range weaponry can engage enemies from further away. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed.

Ships' combat behavior is determined by their class. Corvettes try to get to close range to deal quick damage and soak up hits, while larger vessels maintain a wider distance to bring their larger guns to bear.

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How Ship Targeting Works

stellaris energy weapons fire

Fleets usually try to focus fire on a single vessel, bringing it down before moving on to the next target. If a ship is not within range of the fleet's main target, it will fire on the most viable alternative. The fleet's target is up to the commanding Admiral - as the player, you have no say in which enemy vessels your fleets prioritize.

Each weapon on a ship has a cooldown listed in days, so weapons with shorter cooldown periods can be fired more often. However, the fleet with the smaller number of vessels in a combat encounter gets a scaling bonus to their fire rate to even the odds - the more they're outnumbered by, the faster they can reload and fire!

A more experienced Admiral increases the fire rate of their fleet. Every level the Admiral has gained over the course of their career reduces weapon cooldown in their fleet by three percent.

Every time a weapon is fired, its chance to hit is expressed as a percentage equal to the weapon's Accuracy minus the target's Evasion. Hence, a weapon with an Accuracy of ninety firing on a ship with an Evasion of ten has an ⛄eighty percent chance of hitting the target.

Some weapons have a Tracking stat, each point of which negates a point of its target's Evasion.

Point Defense

Point Defense weapons and Flak Guns, usually mounted on picket ships, deal low range and damage but generally have a high Tracking. Their purpose is to shoot down missiles, torpedoes, and strike craft and pre♚vent them from dealing damage to their inten🐼ded target. These small targets have Evasion stats and the chance of shooting them down is determined the same way as any other weapon being fired.

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How Damage Is Dealt

stellaris doomed fleet

Whenever a ship is hit by a weapon, it suffers damage. Damage is applied first to a ship's Shields, then to its Armor, then finally to its Hull. When a ship's Hull reaches zero, it is destroyed.

Each weapon type has defenses that it excels against or has trouble penetrating. Laser weapons, for example, generally deal half damage against Shields but fifty percent more damage to Armor. Some weapons, notably Disruptors, ignore Shields and/or Armor altogether and go straight to the layer beneath!

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How Ships Disengage

a ship's shields defelct an energy weapon in Stellaris

Unless your empire has the No Retreat Doctrine enabled, ships will attempt to withdraw from the battle if they become too heavily damaged. Each time a ship takes damage while its Hull is under fifty percent of its maximum integrity, there is a chance the captain will order the vessel to disengage. This chance increases the more heavily-damaged the ship is, and capital ships are more likely to retreat when damaged than corvettes as they attempt to save the thousands of lives on ℱboard an♏d the expense to the empire of building a new warship.

Disengaged ships do not participate in the remainder of the battle, neither dealing nor receiving damage, and rejoin their fleet after the battle ends.

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How To Retreat

stellaris multiple ships thrusters shields

After a battle has gone on for thirty or more days, you can cut your losses by ordering the fleet to perform an emergency FTL jump. Click the button on the battle screen and all surviving ships will escape at light-speed without taking the usual safety precautions. Each ship in the fleet has an individual chance of being destroyed, but🀅 the risk is relatively small unless the ship in q🃏uestion is already damaged heavily.

After the emergency jump, the fleet will be considered missing in action and unavailable for duty. You won't even be able to see it on the map. Eventually, the missing fleet will reappear within your borders - the further they were from friendly space, the longer it will take.

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