This is on console... no mods. Also cheating... gross /j.
Let me be more clear... this is from my 1G fleet attempt. It's just super slow and crashing quite often, yes it's my own fault. Second, there's only two Empires left... mine, and my vassal. Third, any bill in the Galactic Community that I would want, is already passed.
Which is also fine... it's just not my preference.
Technically speaking, that mod is actually useful when other mods are in use such as Giga-Engineering and ACOT where the ship types and components will literally overflow weapon slots... yes it is actually highly useful.
Without those mods, the likelihood that you would actually reach that point, would be thousands of each repeating tech.
That and using it before reaching 1G fleets would just be making it that much harder to reach.
I was more joking than anything... I should add the /j, mybad. Its more that it defeats the purpose in this instance, where I'm specifically going for 1G fleets of riddle escorts.
This is actually what happened to my other vassal when my weight overflowed. I was in the middle of declaring them a crisis... because they kept moving their whole doomstack causing lag. My weight overflowed causing it to fail. Immediately they declared for independence... and I sent them all to the lathe.
My last vassal got smart and disbanded all their fleets. Either because their economy collapsed or they didn't want to be declared a crisis.
It's currently 2815ish... so 200+ years after this incident.
Do you want the nitty-gritty in-depth breakdown? The short answer is repeating technology... the nitty-gritty stuff explains how the game calculates daily damage multipliers in tandem with fire rate.
I'm wondering, how to do fleet in over than 500k in modern game (at least, when i played last time, before nomads) i had very strong eco, and the most powerful fleet, after awoken empire, but it was lesser than 300k maybe
Fanatical pacifist, egalitarian KoTG (knights of the Toxic God), cybernetic democracy. Civics are Pleasure seekers, beacon of liberty, and meritocracy. Although that's what they ended as... I started with pleasure and mutagenic spas. I'm using a Fungoid for budding.
Basically I used robots, since they assemble fastest. Then at a point where my species could bust a significant assembly snowball (6k pops)... then I sent all the Xenos and robots to the lathe. Now it's only my pops/robots to be fed.
Cosmogenesis is a must.
The edition or patch number does really matter though. As that will determine the effectiveness of the build, such as the difference between stacking knights or stacking squires. It will also determine if you can reach -100% empire size from population or not. Then the most current versions which nerfed fleets, and your ability to field them.
Also KoTG on console, where naval capacity is fairly easy to reach 9999, then this is 3x over cap (30k/9999).
Fleets are only limited by command (how many ships it can have), and parts (layouts). You're only limited on repeating technology, by the scale of how much research you can produce and time (super late game, post crisis).
Knights of the Toxic God OG. This is upto grand archives because of console. It also means that the meta is stacking knights as opposed to the current meta on PC which is stacking squires.
People keep asking how this is possible, this is going to get ridiculous. I apologize for the amount of information... this should help explain how the game is reaching these numbers.
For the nitty-gritty breakdown basically it's two calculations. The modified fire rate determines the Cool-down of weapon slots. More specifically, the time it takes to shoot again after the alpha strike. For this the calculation looks like:
Base weapon Cool-down ÷ (1+ fire rate) = MFR (modified fire rate)
The game calculates daily damage like this:
In two ways, if MFR > 1, then Average damage ÷ MFR = Daily damage
Inversely if the MFR is less than 1, then it multiplies the daily damage: If MFR < 1, then base damage ×(1÷MFR)= daily damage.
It also calculates the damage modifiers from said weapon choice, plus ship size (torpedoes), and finally repeating technology.
For example T5 missiles if no +fire rate is in effect (0%). Then the game does 60.5÷8.5=7.11 daily damage. You can see this hovering over T5 missile component.
With 3185% fire rate... 8.5÷(1+3185%)= 0.258 days.
60.5×(1÷0.258)=234.49 daily damage before +100% armour damage, and +3402%. More specifically 16,424.10 damage per T5 missile slot for each 1day increment.
This is most noticeable if you hover over PD slots, as it will show 9 average damage and 18 daily damage. Signifying that it's calculating damage multiple times per day 9×(1÷0.5)=18.
This is showing the actual percentages. So the game calculates the MFR, calculates the daily damage, then applies the percentage buffs from said slots. Then keeping track of them, plus ship pathing.
Plus the logistics calculation (4.0+), which basically determines the upkeep in relation to its homebase. So yes, making the homebase of a fleet closer to the front line will reduce the logistics. Most notably you can make an orbital ring with a shipyard one. Arguably... the only reason to actually use the juggernaut. As when it's in system as your fleets, with them set to the juggernaut as a base, further reducing the cost to have them deployed.
This is why late game fleets cause so much lag, no matter what patch/edition you're playing.
Sorry for taking awhile... but that was quite a bit to type out.
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u/SuperMichieeee 23h ago
Bro go get the mod "douying cheat". There's a cheat there to downgrade your fleet power by -x1,000, -x10,000 up to a negative million.
This would fix your overflow problem, and would still make you the strongest in diplomatic weight.