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=== 消灭敌人 === {{main|太空战|舰船设计器}} Regardless of what the player's ultimate plan is for a game, it is vital that they maintain a capable fleet of combat ships to be able to both attack and defend against foreign aggression. Even in the early stages of the game, the player's empire may find itself under attack from space pirates or hostile aliens; thus having a respectable military presence is of vital importance throughout the campaign. There are seven types of ships in the game (from smallest to largest): Corvettes, Destroyers, Cruisers, Battleships, Titans, Colossi, and Juggernaut. Each empire starts the game with the blueprints for Corvettes as well as a fleet of three Corvettes, along with a starbase with a Shipyard module for constructing more of them. Researching the appropriate {{iconify|Engineering}} technologies will unlock blueprints for building ever-larger ships; Destroyers, Cruisers, Battleships, and Titans in that order. Colossi, on the other hand, are unlocked via a special Ascension Perk and the associated Special Project. The Ship Designer menu (F9 by default) allows players to custom-build each classification of ships using techs they have unlocked over the course of the game. Each classification of ship takes up 1, 2, 4, 8 and 16 {{iconify|naval capacity}} respectively, as well as the same amount of {{iconify|fleet command limit}}. Every empire will have a "Naval Capacity." This number is a soft cap and represents the total empire-wide naval size that a player can have without incurring increased upkeep costs on its ships. Naval Capacity can be expanded through research, traditions, or building the appropriate Naval Capacity increasing buildings on a player's starbases and planets. Military Fleets have a "fleet command limit" which represents the size and complexity an admiral is capable of commanding. It is a hard cap on the number of ships able to be organized in one fleet and can be increased through traditions, technologies, and the {{iconify|Distinguished Admiralty}} civic. Large fleet sizes benefit from easier deployments and lower overhead, as fewer admirals are needed to command the navy, but can also lead to reduced flexibility when deploying single, massive armadas to meet multiple threats across distant reaches of the galaxy. Sometimes, several smaller fleets operating well under the maximum command limit may be advantageous. Consider your strategic and tactical needs carefully when organizing your navy. In addition to military spaceships, the empire can also militarize its starbases by installing the appropriate Buildings and Modules on them as well as building Defense Platforms to defend the starbase from attacks. A fully fortified starbase with a full complement of Defense Platforms can command enough military power to rival even entire fleets; backing it up with a fleet of your own can create an almost unbreakable defense. For each ship design, the player must first decide on which [[Ship_designer#Sections|section]](s) to use for the ship's hull. Each section provides a number of weapon slots, used for attacking enemy ships, and utility slots, used for defensive systems and power. These slots typically come in one of four sizes - {{icon|slot s}}mall, {{icon|slot m}}edium, {{icon| slot l}}arge, and e{{icon| slot xl}}tra large - although there are also some special types of slots used for {{icon|slot pd}}oint-defense modules, {{icon|slot h}}angars for drones and other strike craft, {{icon|slot a}}uxiliary systems, {{icon|slot g}}uided weapons like missiles and torpedoes, {{icon|slot t}}itan weapons to put on Titan-sized ships, and {{icon|slot wd}}orld destroyer weapons for Colossi. Each ship contains space for five subsystems - one each for an FTL module, combat computer, thrusters, a reactor, and sensors. Defense Platforms do not have FTL drives or Thrusters. Each ship runs on Power, supplied to it by the ship's reactor and the reactor boosters in the auxiliary slots. Almost every module that is not armor or a reactor drains the ship's total available Power, which must be at least 0 in order for the design to be usable. In general, components in larger slots deal more damage, have longer ranges, and/or absorb more damage, but also consume more Power, cost more {{iconify|alloys}} to build, and are less accurate. Players will often build ships with small weapons to fight smaller ships (since small weapons are harder to avoid) and large weapons to fight larger ships. The are three main weapon types in Stellaris and they are specialized in their own ways, with each one having its own set of strengths and weaknesses: *Energy weapons (lasers, lances, plasma throwers) have the best armor penetration modifiers out of all the weapon types and are very accurate, but have a somewhat limited short range and, with the exception of disruptors, deal reduced damage to shielded targets. *Kinetic weapons (mass drivers, artillery, autocannons) are excellent at destroying shields and have a good range, but are somewhat inaccurate and deal reduced damage against armor. *Explosive weapons (missiles, torpedoes, rockets) are 100% accurate and track enemy ships, meaning their damage is unavoidable and they can roll for higher damage than other weapon types, but they must travel to hit their target and can be shot down by strike craft, flak, and point-defense, negating their damage completely if that happens. There are also four defensive statistics associated with each ship: *Evasion shows the probability that the ship avoids all damage from a single shot of an enemy weapon. *Shields act as the first line of defense on the ship. They can absorb a limited amount of damage before they deactivate for recharging. *Armor acts as the second line of defense on the ship and protects the ship's hull from any incoming damage that made it past the shields. It is usually sturdier than shields but cannot normally be repaired without docking the ship at a level 2 starbase or higher. *Hull points are the last layer of defense a ship has and signifies the amount of damage dealt to the ship itself. If the hull points reach 0, the ship will be destroyed no matter what. Hull points also cannot be normally repaired without docking the ship at a level 2 starbase or higher. If the builds of the enemy ships are known, it is fairly simple to construct and adapt ship designs to hard counter them. For example, if the enemy is using ship designs of battleships with a lot of armor and explosive weapons, then an equivalently powerful fleet of destroyers with point-defense modules and energy weapons will probably make short work of them. When viewing a fleet in-game, players can see the fleet's estimated power, as well as its composition below it (with one diamond representing corvettes, two for destroyers, and so on). It is important to remember that the fleet's power is an ''estimation'' of their strength only; a less "powerful" fleet equipped appropriately is entirely capable of contending with more powerful fleets in battle. Selecting a fleet - whether it be directly or through the Outliner - will bring up a detailed view of all ships within it, and allow the player to issue commands, as they might do with civilian ships. While learning the basics of fleet logistics is not too difficult, some of the more important tasks for the player to be familiar with include splitting and merging, repairing, upgrading, and reinforcing.
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