As a general rule regeneration gets more value the longer combat goes on. #14. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). Go to Stellaris r/Stellaris. MyAntichrist. General. 25% daily hull regen and +0. Regenerative Hull Tissue Buff 3. While I do think Armor is better than Shields overall, the Invincible-class Battleship will not work as advertised. 2 beta game play that has left me scratching my head. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. What does not influence fleet power: shield regen (capacitors) ; combat speed (afterburners) ; hull regen (regenerative hull tissue) ; accuracy from combat computer or enigmatic decoder (even extremely large amount of it when I fiddled with game files) ; tracking from combat computer, decoder or sensors , same as above ; armor. When I first started playing EU4 I thought naval attrition was, and still is, an excellent solution to exploring everywhere and conquering anyplace immediately. I had a fleet with about 20k military power, and at this point all my weapons were red lasers. Description Stellaris - Pulsar Stations - v2. Remember that your ships will do less damage as the hull takes damage (all the way down to the 50%). After activating every relevant edict available and a relic, hiring three mercenary fleets, and pumping out a. Targeted Gene. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. Advanced Afterburners has even more value now in helping artillery ships 'out run' their chasers, which can completely change how combat dynamics work, etc. Regenerative Hull Tissue Sensor T2 4 Missile T3 3 Plasma Cannon T2 3 Artillery T1 3 Kinetic T3 3 Plasma Cannon T2 6 Autocannon T2 4 Flak T1 4 Shield T3 6 Armor T3; Regenerative Hull Tissue Sensor T2; 防守策略. First of all, shields daily hull regen is +1. All aux slots can stack. As I mathed in the other thread about this topic; with 3 armor plates and just regenerative hull tissue, a ship's armor repairs essentially all of the damage from a single proton launcher within it's shot cooldown time. 3. report. On your corvette fleets, you want afterburners to maximize evasion and speed. In 3. 5000. 0(?)I have played Stellaris a fair bit, and Crystal-Infused Plating has always been a fairly simple mid-tier version of Crystal-Forged Plating, costing Rare Crystals to build, and grants a flat amount of hull. Lol. 前置科技:. Armor not repairing. Empire event chains. A helpful workaround is to research and equip your fleets with Regenerative Hull Tissue technology, which will gradually repair your hull and armor. 0. The ship design minimizes the cost of converting to fight an enemy or the losses from an unexpected load-out. First of all, shields daily hull regen is +1. The effective health pool of armor is just quite massive against those go to weapons. 4 standard: unlock, build speed, hull integrity. Big ships last longer so they get more value out of it. Only one design is available for each loadout. Amoeba Breeding Program: 5000: 2 Amoeba Flagella Analyzed Space Amoeba debris Mid/late-game artillery fleets can put out upwards of thousands of damage per day from well outside a starbase's effective range. I believe this modifier is supposed to add a set amount of daily regeneration. Stellaris: Battle Royale, sounds like a great narrative for those peaceful enclaves. Space England can make your life difficult. Especially, for the Regenerative Hull Tissue (RHT) components, they changed a lot in the recent updates. The exceptions to this are the space amoebae (Amoeba Breeding Program and Regenerative Hull Tissue) and the elite crystalline entities. I think its 10 days before it can begin to repair. The regen from Regenerative Hull Tissue is displayed as 100 times its actual value. 6. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. 290 hull points. After conquering the L cluster you can research nanite transmuters, which turn 1 nanites into 2 each of motes, crystals and gas. I have not lost a single ship. The Caravaneers are a space-based coalition of traders who send out fleets across the galaxy to offer great deals to every empire that is not genocidal. 2 (I) , +1. 3 special: section choise extention and buff improvement. Thats on the beta branch. Stellaris already includes a massive amount of content, and one of the hardest things as a new content designer is to avoid retelling stories. IIRC it is 2% hull regen and +5% armor. Members Online. reason 3: normally by the time juggernauts are unlocked, you only really need 1 or 2 more rounds of upgrades. Ascension perks. Original creator of the mod: Sam_. I think it is also true for a Nanobot Cloud titan aura. Enigmatic Encoders and Decoders can be acquired by defeating the Enigmatic Fortress. If you have a Titan designed to include the Nanobot Cloud aura then all the. Changes: - Armor, Shield and Hull values added by components have been adjusted to new vanilla scaling. 5. Armor and hull regeneration speed appears to be 50% faster than expected. Some of the extremely helpful bits are: 1] absolutely, positively, get regenerative hull tissue. This article is for the PC version of Stellaris only. unless you're micro-managing a Paradox game. Except for mainly regenerative hull tissue so my ships can heal on the move. 3. It depends on the situation. Capacity Boosters: tech_capacity_boosters. I can bet its more like 0. Advanced Afterburners has even more value now in helping artillery ships 'out run' their chasers, which can completely change how combat dynamics work, etc. Really no reason to use them when the Menacing Corvette is so insane. The tradition costs penalty being multiplicative, the AI not getting pirates, the endless colossus CB spam, the enigmatic fortress, the original/2. Tachyon Lance + 4 Kinetic Artillery is definitely a viable design in the new meta, but not something you can mass like in 3. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. 5% of hull and armor daily not in battle (maybe 1% of armor if tissue do not stack). 3. A place to share content, ask questions and/or talk about the 4X grand strategy…So you need to repair regularly, or use regenerative hull tissue for slow regeneration. Having your ships selfheal is a great. If they moved it to a daily or even weekly scheme then I would be interested. 4. Stellaris. Regenerative tissue is good since when fleet do their cruise they could regenerate so we are saving some time for repairs. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 每日船体再生: +0. For. 4% Nanite Repair System: Now provides: – Hull Daily Regen +0. However, keep in mind that installing this on any ships requires Nanites, which are found exclusively in the mysterious L-Cluster. The country must be able to research said tech (weight > 0, fulfils potential trigger) copy_random_tech_from = { who = <country> category = computing (optional) area = physics (optional) progress = 0. I'm attacking star bases and they wont die. From the incoming 3. Nope, it wasn't. . ago. Bull and Cow Calf and Hatchling. Regenerative Hull Tissue Buff 3. Best. 1. This article is for the PC version of Stellaris only. Content is available under Attribution-ShareAlike 3. Nov 16, 2023Is Regenerative Hull Tissue worth it in Stellaris? Are there other options that are better? Should we only use starbases for fleet repair? Lets dive in and find out!Regenerative Hull Tissue - it says: Daily Hull +1 Daily Armor +2 That's all? Not in percentages, just points? No matter the size of the ship? Titans have 10K hull,. The lessons learned from this research will have the potential to. R5: I spawned between two fallen empires and next to fanatical purifiers. Wow thats bloody sweet. Business, Economics, and Finance. Join. Here's my copy-paste on my thoughts on the new meta and the most dominant ship designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships by far the best "all-rounder" ship. Stellaris AAR: No Love, No Comfort. 392K subscribers in the Stellaris community. It regens a whopping 1 hull per day, so on a battle ship that would take nearly 10 years to heal it back . 2. I've completed the amoeba research and I've been given the choice of regenerative hull tissue or the 5%, but it looks like the animals are still red to me. Especially, for the Regenerative Hull Tissue (RHT) components, they changed a lot in. 3. Damage control system - attempts to repair damage in battle, similar to regenerative hull tissue but works much faster, but can only repair up to a certain limit Upgraded versions of auxiliary fire control component. 对该项目的细节说明请添加至相关页面. ago. Against crisis though i might equip some of my ships with crystal platingjust give them more survivability. Go to Stellaris r/Stellaris. You can change some keybindings by changing main. +7 tech for Ancient Dreadnought. Well, I think they accidentally added the zeros in the wrong place, cause this is broken AF. A destroyer that's taken 50% will take over a year to regenerate back to full health. I'm facing AI enemies that primarily use a combination of weapons. 2 beta game play that has left me scratching my head. 05% hull regen per Regenerative Hull Tissue componentI usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). Is regenerative hull tissue worth it over the shield capacitor? It regenerates 2 armor and 1 hull every day. Random Dec 22, 2018 @ 1:25am. [In Stellaris, weapons get more powerful a lot faster than defenses get tougher. When the ship get hit, the regeneration stops for a little time, but it goes on when the ship not get hit, even during the battle. 再生舰体组织. oh boy. “It’s the shitblizzard Randy. You also might consider the (recently buffed) Regenerative Hull Tissue, but personally I feel that if you're using Corvettes you want maximum speed so Afterburner is the way to go. Physics research. Nanite Repair Systems can be acquired after defeating the Scavenger Bot. . 2 (I) , +1. Shields form the first layer of hit points of a ship. Anyway, as soon as I get regenerative hull tissue this won't be a problem, I hope at least. The probability depends on the accuracy of the weaponry and the condition of the hull, the more damaged it is, the greater the risk. ago by EmotionalIdiot42 Starbases and Regenerative Hull Tissue Since regenerative hull. 2. And like before, if you already researched it, you will get 90-10000 Society Research depending on game time. Also some admirals have the regen trait buts its rare. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. 6, the Regenerative Hull Tissue auxiliary-slot item, gives +10% daily regen for Armor. I do afterburners on large ships and regenerative hull tissue on corvettes. 1% Hull Regen. This will also affect the regeneration of leviathans and other entities that make use of these ship components. Of course, this again takes up a very valuable slot that could have been used for something else. Habitable Worlds Survey. 392K subscribers in the Stellaris community. popular-all-random-usersAskReddit-gaming-worldnews-news-pics-movies-todayilearned-funny-mildlyinteresting-nottheonion-explainlikeimfive-tifu. A battleship with 4180 max hull and 2 Regenerative Hull Tissue components regenerated 209 hull in 10 days out of combat. Stellaris > General Discussions > Topic Details. Hi there, Currently Devouring Swarm of Hive mind gives regeneration based on percentage. 1 (III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. SkiRich Jul 26, 2021 @ 8:41pm. This program optimizes a Stellaris ship based on enemy intelligence - Stellaris-Ship-Optimizer/guardian intelligence. ; About Stellaris Wiki; Mobile view Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. Changes: - Armor, Shield and Hull values added by components have been adjusted to new vanilla scaling. And yes its OP as fuck. Laiders72 May 11, 2016 @ 11:08am. the crystal infused plating adds 5% to hull dmg per unit in slot A. 2 beta game play that has left me scratching my head. 2 beta game play that has left me scratching my head. So you need to repair regularly, or use regenerative hull tissue for slow regeneration. The challenge in regenerative hull tissue is genetically modifying microbes to be able to turn into and form hull/armor. I'm wondering if 3. Destroyers have Artillery section which allows you to slap one L-sized weapon on your destroyer. However, it's pretty worthless. Typically you either get access to Regenerative Hull Tissue + 50% progress, or an empire-wide bonus that gives every ship 5% more evasion. 3rd and 4th time I brought first 50, then 75K worth of fleetpower to show the thing who is boss -that used to be enough to deal with basically any Leviathan before the way regeneration works was changed- and failed horribly. Regenerative Hull Tissue. 2 (I) , +1. 2 (I) , +1. ; About Stellaris Wiki; Mobile viewRoseElise • 3 yr. Stellaris already tries to do this but it doesn't really feel like it works in its current balance. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. 花1分钟创建用户后就能进行编辑 :) 登录 注册. “Upgrade/apply all starbases” button to quickly change all starbases in your empire. Event chains. So definitely choose that option. Taking any damage at all will reset this timer. This page was last edited on 7 February 2022, at 03:21. 对该项目的细节说明请添加至相关页面. A lot of weapons have a minimum range of 45. Warfare. Changing regenerative hull tissue to percentage-based regen was a massive buff to most of the leviathans, such that they can often win by attrition fights which they'd otherwise easily lose. Utility components#Regenerative Hull Tissue. Regenerative Hull Tissue can be acquired by defeating various spaceborne aliens. And on your larger ships, you want the Aux fire control or enigmatic decoders, to maximize your weapons' effectiveness. I dont often use them but i like themStellaris. Major updates have been made to the Unity system in Stellaris. It has more durability than shields, shield penetrators are more common, anti shield weapons are strong, and theirs not a lot which counters it. The Engineer admiral trait gives hull and armor regeneration, but this cannot necessarily be counted on for any particular admiral to have. ago. 6(II) , +2. New comments cannot be posted and votes cannot be cast. View community ranking In the Top 1% of largest communities on Reddit. 2: Stack speed buffs. Stellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A Velorian • Additional comment actions. 0. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day depending on the class of shields you equip. The big downside is that losing hull will lower combat performance and speed by half the percentage of the lost hull. In that time you might as well go back to a Starbase. But by and large, the only reason to kill them is out of malice. Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. There are two interesting range bands in Stellaris. Anyone else had this issue?The scourge will completely destroy star ports they defeat, which can leave you without places to repair your fleet. Stellaris Dev Diary #313 - 3. I've reached an unusual spot in my 2. My ships tend to come out of most fights with few losses - although lots and lots of armour damage that needs to be repaired. Also, in the long run, being able to repair fleets daily is a huge benefit, both in prolonged battles and logistically, so I usually stack Regenerative Hull. Only skeletons of great empires, some Marauders I haven't bothered cleaning up (even though they have the audacity to try and raid me), a few. Question about Regenerative Hull Tissue. This is not a good Fix as it nerfs the Module for our Ships too (but also on Enemy Ships). " Looks like a potential gamechanger for ship builds. That is the regenerative hull tissue which comes from amoebas and such. A destroyer that's taken 50% will take over a year to regenerate back to full health. It's basically a stronger Regenerative Hull Tissue. 0. This will also affect the regeneration of leviathans and other entities that make use of these ship components. 3. @alessandro: I haven't played since 1. CryptoRegenerative Hull Tissue +2 Armor regeneration +1 Hull Regeneration heals your ships each day, useful for making hit and run tactics even more effective. Guardians are extremely powerful Spaceborne aliens added in various DLCs. That was already the case in 3. That’s right, this is now done by a ship auxiliary module, Regenerative Hull Tissue. I guess what it does makes more sense. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). Unlock the Regenerative Hull Tissue technology; Add 50% research progress if already unlocked; Gain 90-10000 Society. Allows players to change their starbase loadout. Horizon Signal. 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. Single L-sized weapon costs 88-116 alloys while also draining a lot of power. regenerative hull tissue is an early game technology with no strategic resources, there's also the nanite repair systems which are nanites obviously, I'm not aware of the ability to heal ships with living metal but I've also never actually gotten any. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. You get regenative hulls from amobea study or killing them for debris. With the "Taxation of Subjects" policies, you can turn your Vassals and Protectorates into Tributary Vassals and Tributary Protectorates, respectively. As for regen hull, well if you have ever watched a firefight in the slower speeds just for fun you can see that during a firefight the damage will outpace the hull regen so in my opinion stacking these is. But you can shrug off kinetic artillery and auto cannons. This will also affect the regeneration of leviathans and other entities that. Some extra large ships - with regenerative features (eg: regen hull tissue) + regen Admiral + regen aura from Titan + more - sometimes have so much either Armor or Hull or Regen that when slightly damaged and when regenerating they have an "Overflow Situation" and disappear (are destroyed). Horizon Signal. I was just playing the 2. copy_random_tech_from - Adds a random tech from the target country within the given category and tech area constraints. To my knowledge, this can stack, meaning that with the proper Stern, the Battleship can have 3 of these. Now if you give them regenerative hull tissue they'll be regenerating 1% of their armor daily, which – with double the armor components – will be twice as much as normal defense platforms. 5% daily armor regen, which would fully repair an almost destroyed ship in 400 days. The rock-paper-scissors. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. Shields are pointless, so every utility slot is filled to the brim with more armor, while Regenerative hull tissue keeps the armor and hull repaired & Auxiliary Fire Control helps to improve weapon accuracy. - Vanilla component "Nanite repair systems" has been rebalanced. Especially, for the Regenerative Hull Tissue (RHT) components, they changed a lot in. . oh boy. 0. BTW, there is totally another problem that hull regenerate for even disengaged - ships run away with flag - ships. Then I’ll also attempt for regenerative hull tissue, and I’ll put that on every design I use the whole game in the a slot. They have inherent regeneration of 1% of their base health per day. yeah this. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I'm facing AI enemies that primarily use a combination of weapons. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something serious most of the damage is essentially wasted as overkill). The Nanobot Cloud aura can be fitted to Titans, with effects slightly stronger than Regenerative Hull Tissue. 18 Badges. This article is for the PC version of Stellaris only. Comet Sighted. 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. 例如:“异种保护区”(建筑)的特殊说明. Stellaris Wiki Active Wikis. This article is for the PC version of Stellaris only. I was just playing the 2. Percentage based damage is super strong against crisis fleets. I've reached an unusual spot in my 2. Also devouring swarm gives it as a base but its 0. Stellaris Regenerative Hull Tissue is a revolutionary new way to prevent and repair damage caused by space exploration. I prefer armor Regen and have a slight armor favoritism. Things like Regenerative Hull Tissue. No one summons Megatron!Then, click on the leftmost "merge fleet" button on top of the multiple fleet info, or press G to merge the fleets. No it's never worth it. I'm facing AI enemies that primarily use a combination of weapons. Whales give you regenerative Hull Tissue too but as a salvage when killling them, you get amoeba flagella from the space amoebas. 9 ‘Caelum’ is Out, What’s Next?. Definitely. Nerf to hull/armour regeneration is not a nerf to shields, so just favouring one playstyle over other, and limiting number of options. SirBlackAxe. So, is there somethere real numbers for regen? First of all, shields daily hull regen is +1. All fleets are even numbers of kinetic and energy ships unless fighting something specific. Also in real navies the really small ship classes aren't blue water capable but in stellaris even corvettes can traverse the galaxy by themselves. Ship Building is a major feature of Stellaris. In that time you might as well go back to a Starbase. I'll summarize the changes below, which are all tested and verified. Regenerative hull tissue’s self repair is 1/10 of the listed value when in combat. - Armor and Shield Hardeners have been reworked. And shields have a higher maximum value (1250 HP) vs. Agreed, leader upkeep costs are minimal. regenerative hull tissue) on all your ships. Redirect page. The hull regeneration is great to. 415K subscribers in the Stellaris community. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. Jan 8, 2021. Laser - Medium damage, great against armor, poor against shields. Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. Engineering research. Regenerative Hull Tissue: 10000: 3 Regenerative Hull Tissue Analyzed Space Amoeba or Tiyanki debris A genetically altered version of silicon-based bacteria could potentially be manipulated to regenerate non-organic materials. Unlock the Regenerative Hull Tissue technology; Add 50% research progress if already unlocked; Gain 90-10000 Society. Graduate Degree Programs in Regenerative medicine (including stem cells and tissue engineering) Master of Engineering in Biomedical Engineering (MEng) Biomedical. I don't know if there is a minimum final hit percentage, but the calculation is something like your accuracy - (their evasion - your tracking) = hit chance. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). Afterburners are your utility component of choice for the excellent sublight speed bonus they give. - A cheap and early alternative to regenerative-tissue - Repairs ship hull and armor Escape Pod Hunters - A "Morale Weapon" per-say - Creates an Aura that slightly reduces the performance of enemy ships Long-Range Scanner - Gives ships a major sensor range boost Missile Jamming Field - An extremely expensive and high ship-power componentThe way it is, in my experience, regeneration of hull/armor is too strong on starbases and on large ships with the regenerating hull. Regenerative hull tissue’s self repair is 1/10 of the listed value when in combat. 0 values used for war exhaustion, the state of combat balance, even things like the multiple FTL methods and old border system - all of these things are or were not a problem if you approached the game in a. 6(II) , +2. Hull has the most HP, the fewest weapons with bonuses against it, and works just like Armour. 8. First of all, shields daily hull regen is +1. share. I'm facing AI enemies that primarily use a combination of weapons. This new module just feels like a "I counter your counter" type of deal, which I don't usually enjoy since it tends to lead to "I counter your counter that's countering my counter". Regenerative Hull Tissue vs Crystal-Infused Plating: The "A" Slot Question. 5% daily hull and 1% daily armour regeneration, but in practice also only does 5% of that and hence would take 4000 days (or 11 and a bit years) to fully repair the hull of a ship. Shields form the first layer of hit points of a ship. I haven't tested this in game, but at in theory, the math of regenerating hull VS crystal hull says you need to survive about a month of getting shot for nano to win out. Like the first option, the same concept applies here. Disruptor/Emitter - Low damage, directly damages hull. Defense platform base hull points upgrade from 1,000 to. 66 Badges. Regenerative Hull Tissue + engineer commander+ Titan battle ship heals = no longer need repairs. " Looks like a potential gamechanger for ship builds. Then again, it can just give itself regenerative hull tissue in the field. Experienced a 3+ year fight between a starbase (with regenerative hull plating) and the shard where neither side was able to kill the other. • 18 days ago. Imagine it from the perspective of the society who raised her, in news pieces. 前置科技:. But in some tests i got real numbers like 0. Taking an admiral with the engineer trait (0,5% hull/armor per day) is better. in some battles where there are multiple enemy fleets in a system I have had my ships go into repair mode inbetween fights (while the other fleets are inactive or mine just havnt decided to engage them yet. * As with any mod that affects game play, NOT achievement compatible. Fleet Maneuvers. Mass Extinction Through the Ages. They pop up every now and then in your systems while wandering around, usually right at the moment when the sanctions coming will destroy your economy enough to lose a crucial war, in a system that's on the opposite of where all your fleet is. ; About Stellaris Wiki; Mobile viewRandom Dec 22, 2018 @ 1:25am. I rather like the space amoeba swarms though. I've reached an unusual spot in my 2. It can help heal like 50 hull between systems I guess? If you get down to where 50-100 hull makes that much difference you are in bad shape to begin with. Each ship should have a range band where it wants to stay at, and choose weapons accordingly. This page was last edited on 7 February 2022, at 03:21. 8k. No it's never worth it. Is this useful only for corvettes and destroyers? I don't understand why this component does not scale Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. 6 (II) , +2. Yes its more expensive. Whales give you regenerative Hull Tissue too but as a salvage when killling them, you get amoeba flagella from the space amoebas. . The hull regen one isn't that useful since living metal and regenerative hull tissue are relatively easy to get your hands on. If it was a higher percentage or ticked up per day maybe but right now, especially as I'm a wormhole species, I don't see the point. I was just playing the 2. In any case, I don't think Regenerative Hull Tissue gets applied to starbases. I am certain that in-combat regeneration was a thing in earlier versions of Stellaris - maybe versions pre-2. So out of combat, it's +0. 6(II) , +2. 3. No_Share_7606 •Another way to look at it is that if you want some regen, switching it to the aura frees an aux component (and give an extra +0. Log In. 365 days just comes to a meager 365 hull and 730 armor. So the most shield regen I've been able to stick onto a cruiser is ~35 with shields up to Hyper and zeropoint power. Also, menacing ships only cost minerals even if you install advanced tech such as. - Armor and Shield Hardeners have been reworked.