For defensive posturing, the hangar module is the best due to its arbitrarily high threat count. The additions are very cool but the mod makes the game too easy. 5 and below they cannot declare war on empires considered Equivalent. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. There are only a handful of archaeo weapons that are upgrades on end-game level tech, and they simply aren't worth the huge number of relics you need to spend to use them. I'm in the middle of a game on the new patch, trying out all the archaeo goodies, and as much as I want to try fully outfitting my fleets with the new toys, the cap is holding me back. First things first, the defence stations, there are five, including the vault itself. Stellaris: Titan Interdictor Module . ago. Xenomorphs. 9+. "Ancient" techs are very much a trope of this genre that Stellaris was almost entirely missing, and they're frankly just quite cool for the ways they give you totally different. Then, split the fleet into 3 groups of 4. 6 update. It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). Ancient Soul Prism. Pulse Armor gives 100% more shields than it normally does, and Suspension Field gives 60% more shields. For the more gimmicky Leviathans (Stellar Wraith and Enigmatic Fortress), they sell you information on how best to deal with their gimmicks. A fallen empire is an ancient empire which has fallen from the peak of their power and turn inward. > This version of the mod is for Stellaris 3. Only a certain amount of workers can work on a project at a time so excess workers can go to a second project and then a third and so on. If they're outranged, they just get destroyed without being able to shoot back, so short-ranged weapons are just a bad idea. the game has evasion capped at 90% for balacing purposes. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. over 50 new technologies and 11 doomsday weapons - including planet destroying, star system destroying and anti-fleet super-weapons. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. 03. 8. Ah, just checked, I never knew about that, yes it's working. 1. Description. Instead you will have to find them, mostly from excavating Archaeological Sites. When you actually need to defend against an attack though, battery modules with a single starport for repairs, upgrades, and mild reinforcement is the best. I guess I can handwave away corvettes. 1. Relics can change the game significantly, and using them effectively can easily shift the odds in your favor. Fallen empires are vestigial remnants of millennia old, extremely powerful empires that have become stagnant and decadent over the ages. Larger weapons tend to have much higher damage and. The multipliers are different, so sometimes the ancient stuff is better than other weapons. Fighters get shot down, missle get intercepted, plasma and disrupters. r/Stellaris. OH, also if you didn't know, Guardian weapons have a built in +30% damage to guardian enemies, while the Ancient crafted weapons have a +50% built in bonus to guardian enemies. Primitive civilization event chains. Created by Lavo. The Blade has a passive effect of a 25% boost to army morale and increases planetary sensor range by 2 systems. (so projectile weapons and null void beams wouldn't do extra damage), there are still a ton of shield-skipping weapons in the game. 8. Description. ago. Ancient Battlefield feature; Toy Factory Complex feature; Wetware Computer feature Unstable Tectonics Nanomechanics Supersolid Materials Superfluid Materials. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. 7. You starting weapons should make up the backbone of your fleet throughout the entire game. If you liked Ancient Cache of Technologies (ACOT) mod, you may have noticed that when playing there exist some missed opportunities for new content. It's a weird issue (I've eliminated all mods bar ACOT to test) & it seems to be the root of the problem. 0 unless otherwise noted. Description Discussions 190 Comments 7979 Change Notes. for making StarNet AI and allowing me to use it -tommythunderbolt for additional sound files -LeethalGambits's Stargate weapons with sound and more -SoG-Geongeon's Stargate Emblems Pack. 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 presumably still more powerful due to their ridiculous bonuses), known as the Stellarborne. New Weapons: A few new special weapons for more dakka. (There goes over 600-700 artifacts) One fleet consumes over 2000-2500 minor artifacts and now I get stuck waiting for years to decades to build another cool fleet full of ancient weapons. The best ship builds in Stellaris. Stellaris: Ancient Caches of Technologies: Sins of the Fallen Empires . They will never appear in hyperlane choke points and a few of them require distance from all empires to. More. Check Out This Mod. 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. 2) Due to 3. Description. . WealthyAardvark • 4 yr. In that case, a fantastic and straightforward alternative is the Neutron Sweep, which eliminates all pops on the planet in one fell swoop. However, a good number would be between 20,000 – 30,000 fleet power. This command will make all AI empires accept player proposals. 3. They need to be inside your borders to be excavated, so you need to build a starbase there and grow your empire. 3 patch. It was announced on 2016-09-15 [1]. I have fractured worlds but there is nothing in there that lets me get the precursor ships. Jump to latest Follow Reply. If they're outranged, they just get destroyed without being able to shoot back, so short-ranged weapons are just a bad idea. It adds additional tiers beyond what the base game has, now with 10 tiers of laser, mass driver and missiles. Originally posted by WALLY: The most cost effective fleet build ive found is missle/torp corvettes. Subscribe to downloadExtra Events 3. 0 - 3. Stellaris: Titan Interdictor Module . Sins of the Prophets: Stellaris v0. As these are available only with the Ancient Relics DLC, when that DLC is not enabled, sites which are still available may have an alternate reward or no reward for such chapters. The new archo weapons really mess with balance and I just don't have the energy or time to flesh those out as well as keep the other ones up to date with. There are only a handful of archaeo weapons that are upgrades on end-game level tech, and they simply aren't worth the huge number of relics you need to spend to use them. In the original release version of the game I reliably went with energy weapons and was happy with the results. Long term, sure, there aren't repeatable techs for hull, so as time goes on disruptor type weapons can't be further defended against (this is why they are good against the fallen empires, since they are deep into repeatable techs and don't use crystal plating). -LeethalGambits's Stargate weapons with sound and more-SoG-Geongeon's Stargate Emblems Pack (only used few emblems. arcehotec seems about early rushes for me, the weapons, aside from some niche uses fall behind t5 some even t3 or t2 components really hard, it lets you bypass an huge portion of the tectree though, and you can skip past most other weapons towards ascentions or megaenginering , with the downside that you have to redoo all of that to get intoo the repeatables, and once you have outscaled the. Artifacts can be used in the “Society Management” screen, under the “Relics” tab. Rather than attempt the unenviable task of recreating Stellaris for Quest 2, this. I take you through every viable build currently i. However, none of it shows up in the values listed in the ship designer; you have to create the ship then inspect it, and you will see that. Available only with the Distant Stars DLC enabled. Also the precursor secrets unlock one special building each. L-Cluster. "Ascension - Biological Module" is a late-game mod expanding biological path for normal and hive empires. Titans. Steam Workshop: Stellaris. - The Blokkats, ravenous galaxy harvesters intended to fill the role of vanilla's mysterious Hunters. First Choice. They get laser properties, but longer range comparable to K Artillery. I don't think the Phanon Corps is something you're supposed to beat in a single assault on their system. 0 has been discontinued in favor of Extra Ship Components NEXT Full tech tree image--- github repository [github. There is still some polishing to do, like the state of Destroyer ships and some other questionably powerful weapons. Component. Ancient weapons also have a 50% damage boost towards guardians. Stellaris > Workshop > force728's Workshop. Only issue is they cost a ton of minor artifacts, and ships that field a lot of S-slot weapons tend to also die a lot. Age of Wonders 4 Empire of Sin Cities:. Stellaris Wiki Active Wikis. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. Store: Story pack. L-Cluster. They are marked with a skull icon both in the fleet power box and on the galactic map, and the exact strength number can only be seen with debug mode on. Here are our Stellaris tips to help you out. 4. I've always felt that organics were a bit underpowered compared to psi and synth paths. No, there is not. This. An army that uses energy weapons will tear through your ships if all you’ve got is armor. With Ancient Proficiency it's a 54 damage, 50 durability weapon with a spear's fast attack speed. Image 1: Was checking out the map before starting my first game, when I noticed an extragalactic system. . Behind their history lies great many secrets yet to be rediscovered. Getting the event chain is necessary to unlock the It Followed Me Home achievement. Plasma has -75% to shields and +100% armor and +50% hull. 3. Marauders. The pulse armor is only outclassed by t6 items if you unlocked the perk. the way it looks or behaves. This will slaughter entire fleets. This mod expands the psionics of Stellaris, allowing you to run your entire civilization around their psionic potentials. The chance of any specific event triggering is that event's weight divided by the sum of the weights. The only guaranteed anomalies are the ones in non-randomly created systems at galaxy generation, which I think are all from Distant Stars and Ancient Relics. Using arc emittor+cloud lightning battleships should also deal extreme damage to their fleets, but they get destroyed extremely quick. Enigmatic Observers finishing a Battlecruiser. Bravery - Affects how willing the empire is to declare rivalry or go to war with someone stronger. One of the first things that. Destroy entire worlds with terrifying new planet-killer weapons, fight against (or alongside) ruthless space pirates, and maybe discover a few non-violent game features as well. Most events can happen multiple times per game. . When you build or restore and ecumenopolis in Stellaris your districts will be converted into arcologies. Fallen Empires are not to be trifled with in Stellaris. ai_weight, ONLY the value is zero. Last edited by Duder ; Apr 30 @ 3:47pm. Examples, Generator & More. The ancient refinery gives 3 jobs and +40% planetary rare resource output. Large weapons are great on a Titan or Battleship for artillery shots on large targets like a starbase or another Titan/Guardian. If you can, research more advanced. I think they're overpowered what about you. Atharaphelun • 2 yr. Stellaris Wiki Active Wikis. 7, the Ancient Relics DLC also introduces Archaeotech Weapons, which are unlocked by the Archaeotech Society Research tree. Why would you ever use Ancient Marco batteries. Subscribe. Overview. Offensive weapons don't even list the bonus against the component, with the only location listing it against the individual ships. Doesn't seem like silos or anything else increase it. Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. Description. Technologies . However you require to grab ascension perk for sweet and relevant buff. However this option will only become possible after finding some ancient blueprints. If they have 90% evasion which they should by that stage of the game, you can easily out attrition the contingency fleets. I have come back to Stellaris after a few months, and I'm looking at this Archaeo-Engineers Ascension Perk, how good does it make the ancient weapons/armour in comparison to their mid-late game equivalents? The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo-Engineering, but also Technological Ascendancy. And I've gotten the tech in 4 separate games since the latest DLC was released. As these are available only with the Ancient Relics DLC, when that DLC is not enabled, sites which are still available may have an alternate reward or no reward for such chapters. If not, totally ignored. Stellaris Real-time strategy Strategy video game Gaming. 2019-06-04 / 2. Energy weapons also have a "special" kinds of weapons (Disruptors and Arc Emitters) that ignore both shields and armor, all damage goes directly to the hull but the overall damage can be pretty low. Damage will be increased by 33% with the Archaeo-Engineers ascension perk, and 15% with the Rubricator relic. For example Hegemonic Imperialists which is a combination of either Authoritarian, Militarist and/or Xenophobe ethics prefers energy weapons. - Gravitic weapons. *. If you enjoy it then it's worth it. A searchable list of all Stellaris Archaeological Site IDs for use in console commands on Windows, Mac and Linux (Steam). Report. Such a long list of. By analyzing the few fragments that could be recovered from the ancient wireless information depots on the. Same with repeatable techs, empire effects and such. 19/$9. So it's just a constant sink. With a ship in orbit acting as a relay, the colony's scientists will carefully scan the moon's surface in order to get to the heart of the matter. Stellaris: MCR The Expanse Ships. #2. Large. Still pretty good, easily top 5 among one-handers, but not incredible. Copy Command. This mod adds 62 new weapons to extend the vanilla weapon tree, with the aim of doubling the number of weapons and technologies in a way that is. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. 99. 5, so macro batteries have no business dealing T1. Cheap to build, only 50 artifacts and not much upkeep. an ancient warship of old locked in patrol mode. Forced to use Ancient Weapons : r/Stellaris • 11 hr. Additionally, each of the ~300 techs belongs to one of 12 subcategories divided between the areas (most appearing pre-dominantly in one area though not exclusively). Large. Paradox / Steam. Like am I missing something with them because they just seem overall worse then there normal counter part outside of not having a limited min range. Fractured worlds need to be managed due to hostile entities on them however so there can be a lot to do. That leaves missiles and hangars as the only weapons that fit those requirements of having no minimum range and a high (100+) maximum range. The preview doesn't seem to show any bonuses at all, like your battleships have 237 speed in the ship designer, but the ships in open space show something like 500+. Three million fleet power isn't much in the grand scheme of things. Weapons that bypass armor or shields are preferred. Play like a virus-empire & infect enemy pops, or cause xeno outbreaks with your gene-mutations. Looking forward to the update when it's ready, this Mod is up there with Giga in terms of quality, highly recommend. Description: > This version of the mod is for Stellaris 3. The 2 M weapons mostly balance out the third L. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. The influence cost is a base of 75, multiplied by the number of hyperlane jumps, including bypasses, between the target systems and the empire's closest owned. 1 Expansion features 2 Free features 3 Dev diaries 4 References Expansion features Said Ancient Relics: Collect and acquire valuable relics in your adventures as. Stellaris. Weapon ranges play a very big part in ship combat. I think this would make a lot a sense from a thematic perspective, after all, ancient empire with their ancient ships and ancient weapons. Uncover the ruins of long-dead civilizations in Relic Worlds to piece together the story of their rise and eventual downfall. Description. You can ask curators from contact list how your fleet compares against the big bois. Unity, Engineering Research, and Energy, along with minor artifacts. Ancient Proficiency deals +80% damage with either Ancient or Guardian weapons. Lost Amoeba is an anomaly event chain triggered by investigating the Movement in the Clouds anomaly that can appear on gas giants. com] "Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Improbable Orbit. Then add in L slot sniper lasers as a companion to Plasma/Disruptor weapons. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing pre-dominantly in one area though not exclusively). Stellaris: Leviathans story pack feature breakdown by Stellaris' game director Martin "Wiz" Anward. bombers), because they do a lot of damage, even if slower, less evasive, etc. The story pack is accompanied by the free 2. Bravery - Affects how willing the empire is to declare rivalry or go to war with someone stronger. Ancient Proficiency deals +80% damage with either Ancient or Guardian weapons. In fact each mod has defines and conditions that kick in if the other is installed. Install Advanced Weapons (2. They can be found in special predetermined systems and rival moons in size and mass. 7. My fleet's power is much higher than theirs, they don't hurt me. Content is available under Attribution-ShareAlike 3. bound existence. Endgame is battleship X energy weapon with fullhouse L neutron launchers stacked up with energy weapon repeatables up to the moon. Biopsionic Mastery enables biological ascension to be combined with others while using my patch. These will play similar to how Stellaris already operates (albeit with minor changes) at least until any major production can be done on the mod. Description. Like most of the Guardians in Stellaris, the Tiyanki Matriarch can be safely beaten by any fleet of 40k+ Power. There are two types of crises: those caused by outside entities that make an appearance after the end-game start year, and those caused by player and AI empires (except Fallen Empires ). Paradox / Steam. Getting the event chain is necessary to unlock the It Followed Me Home achievement. Ships. I hope you'll enjoy it!What Robots Need To Survive. Stellaris: Apocalypse is a full expansion which redefines stellar warfare for all players with a host of new offensive and defensive options. Description. Designed to be a spiritual successor to Star Wars Weapons Legacy, Star Wars Weapons and Ship Components is an entirely re-imagined version of that mod with the intent of being more vanilla and compatibility friendly while bringing the authentic sounds and projectile effects for the Star Wars weapons we all. I suppose the more corvettes/frigates you have containing auto cannons the better outcome you will have in the cq battle. About this mod. - More Galaxy setup option. and it works section-wide, not ship-wide. I experienced this downside in my game, when the war ended in a white peace. A fallen empire fleet is usually 50k in strength, and typically has a lot of defence armies. Robot populations automatically receive the 'Mechanical' Trait, which means they add +200 percent habitability to any planet. r/Stellaris. Very good example would be dealing with Unbidden crisis faction because they have a poor range on their extremely strong weapons. passive - +2 civic slots active - +10 year modifier, +25% faction approval, -25% crime Cheaper Alloys cost than armor. The 3k minor artifact cap is pretty painful now. 150 - 2000 Alloys; if . Believe in yourself, you got this! Just take the components off the ships. It adds additional tiers beyond what the base game has, now with 10 tiers of laser, mass driver and missiles. They are more hp than shields. This Mod Adds Advanced Weapons (2. Weak To. Ancient Refineries. Archaeotechnologies allow players to recreate ancient technologies and buildings for powerful and unique effects, turning the secrets of the past into the weapons of the future. I was thinking about bioweapons for espionage. 9 Continued. These plasma projectiles are extremely. but the issue with missing weapons should at least be fixed) Self service: If you wan. It certainly made sense when minor artifacts couldn't be. Ancient Refineries. Requirements: Has at least 1 science ship in orbit. Society research. Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button. System: Max systems, line computer, afterburners, and auxiliary fire control. Stellaris: Larabee’S Modified Star Wars Weapons . txt" triggers event ancrel. About This Content. Technologies . 4 update, which is out now: Payback Origin Changes If you defeat the Debt Collectors three times, the MSI will use the Humiliate war goal against you. Essentially, they can survive in any environment. My other idea is probably easier to implement. Stellaris Wiki Active Wikis. 8. At the same time, they can't move further away either so a minimum range means they can't shoot back against enemies that get in close so that's also a bad idea. Ancient Battle Site: 1-5 Minor artifacts 18x society output (350 ~ 100000) 6-10 Minor artifacts 75% chance Random Tier 2 Technology 25% chance. Also crystal infused/forged plating can add to hull. If you beat the supercrisis, you basically get to cheat and gain godmode powers. By analyzing the few fragments that could be recovered from the ancient wireless information depots on the. It offers a completely new tech tier with an unique way to obtain it. You don't really need anti-shield ships for Unbidden. Compatible. ago. 7, the Ancient Relics DLC also introduces Archaeotech Weapons, which are unlocked by the Archaeotech Society Research tree. txt" the events ancrel. Stellaris: Ancient Caches of Technologies: Sins of the Fallen Empires . for making StarNet AI and allowing me to use it -tommythunderbolt for additional sound files -LeethalGambits's Stargate weapons with sound and more -SoG-Geongeon's Stargate Emblems Pack. Second, from a gameplay perspective, as it is impractical to be built a fleet exclusively relying on archaeo ship components, the archaeo-engineering Ascencion perk is somewhat flawed as you can't really. Compatible with 3. Darvin3 • 1 yr. The 3k minor artifact cap is pretty painful now. Computer system. I hope you'll enjoy it!I'm mostly writing this because I was searching for a similar post before trying out the NSC mod. Aviable Languages: -English. For instance, Ancient Web Slingers are just a straight upgrade on Guardian Point Defense, but a single Carrier Battleship fleet will cost 672 minor relics to use two web. 2 (e793) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Federations, Aquatics Do you have mods enabled? No Sure, the Ancient Ruination Glare is solid if you want your titans dealing damage instead of constantly running, Ancient Defensive Web Slingers are always solid if somewhat pricey, and Ancient Driller Drones are good if you have a solution to enemy shields including on their strike craft, but all of those are niche weapons and the defensive. Escorts generally carry 4 Small weapons and 4 Point Defense, and a Large weapon to fight bigger ships. There's a -50 option for a smaller surge and a -500 option for a larger surge. . ORIGINAL STORY 14/5/19: Paradox Interactive has unveiled a brand-new story pack for its wonderful. Here is another great guide on steam. The Zenith of Fallen Empires expands Stellaris’ gameplay to let you steal the divine flame of knowledge from a Fallen Empire and take their place as the galactic hegemon. Ship Design Components. Table of Content show. Core Cracking. Stellaris. The event in the last image happens within 30 days. Unlike normal empires, a Fallen Empire is fully developed at the start of the game, and due to their. BETA: Shield Hardening. Caravaneers. No idea if this has been reported by anyone yet, but currently the Mod makes weapons do only 1 damage since the 3. Sins of the Prophets: Stellaris. ago. All the work put into ship roles like Carriers, Escort Carriers, and even smaller ships like Cruisers, is pretty much moot, since running anything that isn't a Neutron Launcher is. Mod: Caretakers. The event chain offers two mutually exclusive paths which both have eventual rewards and drawbacks. Enclaves. With energy weapons. More. You can get droning optimizations from the main mining drone base, even if you have chosen the "destructive" option. Simply the same weapons in the base game, times two. Shuttle Crash. A year ago, there was a contest to make archaeology event mod in my community. Lasers are more acurate, which is why DPS is usually higher; however, damage from Plasma is higher per hit and the accuracy can easily be fixed with sensor upgrades. If a ship of a design is under construction or being upgraded, the design cannot be edited. They are marked with a skull icon both in the fleet power box and on the galactic map, and the exact strength number can only be seen with debug mode on. It will add additional. the episode of the X-Files where Mulder falls in love with Dr. It can only happen once per game. I would totally research a tech that let me choose the color of my energy weapons. Ancient Macro Batteries have worse average damage than T2 kinetics (ok, the small slot version is slightly better), but they have a T3 alloy cost and power usage plus the additional minor artifact cost. Energy Weapons (Lasers, Neutron Launchers etc. 196. Also for personal taste I really enjoy NSC2 as it adds more normal ship types, expands the current ones, and increases Starbase module count. 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. Consumes power. A ship is a spaceborne vessel controlled by an empire. 129. This mod adds 62 new weapons to extend the vanilla weapon tree, with the aim of doubling the number of weapons and technologies in a way that is vanilla friendly. Also remember to stack only shields, as you can get the aura from the Phanon corps that removes the ability for enemy weapons to bypass shields and they also give a module that gives +100% shields. $19. However, a good number would be between 20,000 – 30,000 fleet power. First things first, the defence stations, there are five, including the vault itself. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Go to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. Fractured worlds need to be managed due to hostile entities on them however so there can be a lot to do. (Ship count, as distinct from fleet power. Top 1% Rank by size. Archaeotechnologies: the good, bad, and ugly. I think it's fair to say that we can. has access to special Ancestor ship utilities, and uses stronger energy weapons that offer high armor damage and penetration. Extra Ship Components (For neat weapons based on things like psionics or gravity manipulation) Guilli's Planet Modifiers (For very neat stuff like precursor modifiers, habitat modifiers, ringworld modifiers, wonderous worlds, etc) Ancient Cache of Technologies (New tech tiers based on. – Nanite weapons and armors. Apocalypse is a paid expansion that was released along with Stellaris v2. In the game Spore, the Planet Buster is an antimatter bomb that is inserted in the center of the planet, causing the planet's core to split into. They will keep the ship at even longer. The game caps you at 5 boxes per run, but there's way more outcomes then that, not even counted the hundreds of "nothings" you'll get. The dev intent is probably that you're supposed to have one or at most two "Elite" fleets using ArchaeoTech, with the rest of your fleets using regular Tech. 66 comments. L1UN4R 3 yr.