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Eu4 espionage tutorial
Eu4 espionage tutorial












Over all these shots damage will average out to the middle of the range (in this case 14), so RNG really doesn't have as much of an impact through damage as it might seem at first. Note that over the course of a battle you tend to fire hundreds or thousands of times. All values in the range are equally likely to be rolled. Our coilgun has a range of 7-21, meaning it'll do 7 damage at the least, and 21 damage at most. All weapons have a range of possible damage values they can inflict, and the game will randomly pick one within this range. The first thing that happens is the Damage Roll. So we hit our enemy ship! It'll go down now, right? If only it was that simple. So it very much depends on the enemy ship types how much tracking and accuracy you want.īlowing stuff up: Health, damage, and reloading However, against the battleship you will also hit only 40% of the time. If, however, you use a weapon with 40% accuracy and 70% tracking, the corvette will have 0% effective evasion (the tracking completely negates the evasion, and even has a bit of overkill), and you'll hit 40% of the time. But if your enemy has 5% evasion (common for battleships) you hit 65% of the time. If your weapon has accuracy 70 but 0 tracking, and the enemy has 60% evasion (common for corvettes), that means only 10% of your shots are going to land. The difference in their performance depends on how good the enemy is at evading. Weapons tend to have either fairly good accuracy and low tracking, or medium accuracy and a lot of tracking. After all, they both increase your eventual chance to hit. You might be wondering what the real difference is between accuracy and tracking. This means that there's a 67% chance of the shot connecting and doing damage. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. Accuracy describes how good the weapon is at firing at an enemy ship in general. In our example, the enemy has an effective evasion of 63 - 55 = 8%.įinally we have Accuracy. The tracking value is subtracted from the enemy's evasion to form Effective Evasion. Our coilgun has a tracking of 50%, and our lvl 2 sensors add another 5%, giving our shot a tracking value of 55%. Tracking means how good a gun is at predicting where the enemy will move next and adapt accordingly. The attacker's counter to evasion is Tracking. The enemy corvette has an evasion of 63%. After all, it's much easier to turn a small fighter than a three-mile long battleship. Smaller ships with good thrusters tend to have good evasion. This is a measure of how maneuverable the ship is and how well it can react to enemy fire. įirst and foremost is the enemy's Evasion. There are three stats that together form the total Chance To Hit. Now we're going to see if we actually hit. Now we've engaged the enemy corvette and our weapon is in range to fire. How you minimize your losses in defeat is just as important as how you maximize the casualties you inflict in victory.įinally, we'll look at a practical example of an enemy fleet composition, and we see how we can build our own fleet to counter it as best we can. Once we understand what goes into a ship, we'll talk about one of the most important yet most often ignored aspects of Stellaris combat: retreat and disengagement. What's the difference between shields and armor? When do you use lasers and when do you use missiles? What are all these obscure rare weapon types? Then, we'll take a more in depth look at how different modules and weapon types work. We'll fire a weapon at an enemy ship and go through each step to see what happens during combat. First, I'll explain what the different stats mean through an example. But if you want to truly be the best at warfare, to beat enemies many times bigger than you while using a fleet that's as manageable and economical as possible, you need to understand how combat works. After all, there's this nifty auto-complete button for your ship design, how bad could that be? And sure, it'll do, most of the time. You might think it can't matter that much. Hull? Shields? Cooldown? Power? Damage? Tracking? Range? What does all this mean? What is important and what is not? When you're designing your ships there's a lot of information you have to keep track of. "They only have 2k fleet power, while my fleet is 3k!" So you attack, and they completely wipe the floor with you. So you just press the autocomplete button, build a bunch of these ships, and start a war. You opened that ship designer and wondered what on Earth (or whatever your homeplanet is) all these numbers mean.














Eu4 espionage tutorial