Fleet Maneuvers - Stellaris Wiki (2024)

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Fleet Maneuvers - Stellaris Wiki (1)

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.11.

This article is for the PC version of Stellaris only.

Event chains

Fleet Maneuvers - Stellaris Wiki (2)

Events

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The Guest

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Propulsion Proponent Proclamation

Fleet Maneuvers is a Mid-Game event chain that can trigger if the empire is bordering another empire. It can only happen once per game.

Contents

  • 1 Fleet Maneuvers
  • 2 Fleet Maneuvers: Collisions
  • 3 Fleet Maneuvers: Public Interest
  • 4 Fleet Maneuvers: Promising Officer
  • 5 Maneuvers Concluded
  • 6 Fleet Maneuvers Canceled

Fleet Maneuvers

Fleet Maneuvers - Stellaris Wiki (14)

Commander [commander name] has drawn up plans for a major fleet exercise that will involve a substantial portion of our navy. The location [he or she] has chosen for these maneuvers is the [system name] system, which is close to the border of the [neighbor empire].

The [neighbor main species plural] may see this as a major provocation, but if we cancel the exercise our military will consider it a sign of weakness. After all, [system name] lies within our space - the [neighbor empire] has no right to tell us what we can or cannot do in our own backyard.

Trigger conditions:
  • Mid-Game reached
  • At least 8000 Fleet Power
  • At least one commander
  • Not Gestalt Consciousness
  • Borders an empire that is not Friendly or Protective
  • Both empires are independent
  • Both empires are not at war
Mean time to happen:

Fleet Maneuvers - Stellaris Wiki (17) 320 months

Fleet Maneuvers - Stellaris Wiki (18)

Carry out the maneuvers as planned.

  • Issue Special Project: Conduct Fleet Maneuvers

Fleet Maneuvers - Stellaris Wiki (19)

Cancel the exercise.

  • Canceled Fleet Maneuvers modifier added for 60 months, giving the following effects:
    • −5% Monthly Unity
    • −5% Ship Fire Rate

Fleet Maneuvers: Collisions

Fleet Maneuvers - Stellaris Wiki (22)

The complex maneuvers devised by Commander [commander name] have resulted in several minor collisions during the naval drills currently being held in the [system name] system. Crew casualties were minimal and none of the involved ships suffered critical damage, but they will require some yard work upon the conclusion of the exercise.

Trigger conditions:
  • Fleet Maneuvers
  • 33% chance
Is triggered only by:

The Conduct Fleet Maneuvers special project reaches 50%

Fleet Maneuvers - Stellaris Wiki (24)

At least no ships were lost.

  • 6 ships lose some Hull Points

Fleet Maneuvers: Public Interest

Fleet Maneuvers - Stellaris Wiki (25)

The ongoing naval drills in the [system name] system have attracted considerable media attention on [capital name] and the colonies. Unclassified holo recordings showing some of the more dramatic maneuvers have made the public enamored with the valiant defenders of the [empire name] serving in the fleet. Volunteers are flocking to our naval recruitment stations!

Trigger conditions:
  • Fleet Maneuvers
  • 33% chance
Is triggered only by:

The Conduct Fleet Maneuvers special project reaches 50%

Fleet Maneuvers - Stellaris Wiki (27)

This should reduce costs.

  • Fleet Recruitment Drive modifier added for 60 months, giving the following effects:
    • +20% Ship Build Speed
    • −20% Ship Upkeep

Fleet Maneuvers: Promising Officer

Fleet Maneuvers - Stellaris Wiki (30)

Captain [random name] of the [ship name] has shown a great deal of promise during the ongoing fleet exercises in the [system name] system. The young officer has displayed initiative along with considerable leadership abilities, and the Admiralty has seen fit to immediately promote [him or her] to flag rank.

Trigger conditions:
  • Fleet Maneuvers
  • 33% chance
Is triggered only by:

The Conduct Fleet Maneuvers special project reaches 50%

Fleet Maneuvers - Stellaris Wiki (32)

The fleet is always in need of capable commanders.

  • Gain a level 2 commander with two random traits

Maneuvers Concluded

Fleet Maneuvers - Stellaris Wiki (33)

The fleet maneuvers conducted by the [fleet name] in the [system name] system have been concluded. Commander [fleet commander name] reports that we have learned much from this exercise, in large part due to its immense scale. Despite any potential diplomatic repercussions, the military benefits, at least, have been substantial.

Trigger conditions:
  • Fleet Maneuvers
Is triggered only by:

Finishing the Conduct Fleet Maneuvers special project

Fleet Maneuvers - Stellaris Wiki (35)

A job well done.

  • Fleet Maneuvers modifier added for 120 months, giving the following effects: +10% Ship Fire Rate

Fleet Maneuvers Canceled

Fleet Maneuvers - Stellaris Wiki (37)

The plans to hold a major fleet exercise have been canceled. Continuous delays in moving the allocated forces into position means that to proceed now would seriously impair the readiness level of the entire fleet.

Trigger conditions:
  • Fleet Maneuvers
Is triggered only by:

The Conduct Fleet Maneuvers special project expires

Fleet Maneuvers - Stellaris Wiki (39)

Unfortunate.

Retrieved from ""

Categories:

  • Potentially outdated
  • 3.11
  • Events
Fleet Maneuvers - Stellaris Wiki (2024)

FAQs

How big should my fleet be Stellaris? ›

In the contact page it will show your relative fleet strength compared to each empire, you want it to be green(equal) to all your neighbours if you can. You want it as big as you can get it. I'd say balance fleet bigening based on how powerful your neighbours are until all the territory is filled.

How do you build the best fleet in Stellaris? ›

If you are fighting a large empire, multiple fleets of gunboats and interceptor corvettes are ideal with large numbers and perhaps 1-2 cruisers in said fleet, with a battleship and its escorts being your head fleet to bombard worlds and escort transport fleets.

Can you control ships in Stellaris? ›

Though the player can direct a fleet toward or away from enemies, there is no control over individual ships (unless they make up a fleet on their own) or which ships they target. Each fleet is shown on the screen with a strength number.

What is the naval capacity in Stellaris? ›

Naval capacity represents the number of military ships that an empire can effectively support. Going beyond this limit will increase ship maintenance costs by a percentage proportional to the exceeded capacity.

What is considered a large fleet size? ›

For example, if one parent company is comprised of three 2,000 hp fleets (at different locations), the sum of the fleet's horsepower for purposes of determining fleet size is 6,000 hp, and the combined fleet will be considered a large fleet (greater than 5,000 hp).

What is the best battleship configuration in Stellaris? ›

Similarly, the best design for Battleships right now is the 1xH, 4xM core, the 2xM stern, and whatever bow you want (there's some argument against spinal, actually, since you usually can't fire it while evading... but the alpha strike is undeniably nice).

What is the best fleet for piracy suppression Stellaris? ›

Piracy suppression is greater with smaller ships, even unarmed ones. So in ship designer, make some anti-piracy specific corvettes with nothing on them. Create a handful for each of your trade routes, and put them on patrol. They suppress piracy strongly, and cost practically nothing.

How many colossus can you have Stellaris? ›

Every 800 Fleet capacity you can build one more Colossus until you have 5. Unfortunately this is a fixed limit because all large ships now have their own internal maximum fleet capacity. Paradox has changed the way the limits of large ships as the Titan, Colossus and Juggernaut are calculated.

Why is my fleet power red in Stellaris? ›

It's where they're idling. If the text is red they're idling at full maintenance cost. If their Idling at a starbase they have a green text which is 50% maintenance cost(i think). This is why you'll suddenly see your resources drop slightly when you move your fleets out from a star base to open space.

What is the max planet population in Stellaris? ›

Pops start to decline when a planet is 25% overcrowded. Planet capacity is capped at 500, regardless of free housing or unblocked districts. Pops can go over 500 and will not stop growing (or decline) until the required housing exceeds available housing by 15% (or 25%). species growth by −0.5%.

How many science ships should I build Stellaris? ›

All Empires start off with one science ship that can begin exploring neighboring systems. At the start of any game, players must race to discover as much territory as possible, and the best way to do this is by building at least two more science ships and recruiting scientist leaders to command them.

How many armies can invade a planet Stellaris? ›

And if you bombard fortifications to 0 you deal double damage. 12 armies should be enough for a size 20 planet, but it's gonna be a while and you'll probably suffer casualties. I usually start with 20+ assault armies, with sizes increasing as the game goes on.

What is the average size of planets in Stellaris? ›

Planet size

Planets have a size between 12 and 25. Moons have a size between 10 and 15. Homeworlds have a size between 18 and 21, unless otherwise determined by the empire's origin.

What is the max planet capacity in Stellaris? ›

Planet capacity is capped at 500, regardless of free housing or unblocked districts.

How big are the Titan fleet in Stellaris? ›

Titans also have a strict build limit, with a base of 1 allowed per empire; every 200 naval capacity increases an empire's Titan cap by 1, up to a maximum of 20 Titans at 3800 naval capacity.

References

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