StellarisDB

Adaptive Tendrils

point defence weapon component

Adaptive Tendrils is a point defence weapon component in Stellaris 4.5.2. It deals 0–0 damage every 3 days (30 combat ticks) at range 40, accuracy 90% and tracking 50%. It costs 26.5 Alloys, 185.5 Food, 0 Rare Crystals, 0.56 Dark Matter and uses 23 power. Unlocked by Adaptive Tendrils.

Cost
26.5Alloys185.5Food0Rare Crystals0.56Dark Matter
Power
-23
Damage
0–0
Cooldown
3 days
Range
40
ID
EVASION_GUN_6

Weapon stats

From weapon_components.csv (in common/component_templates), base values before technologies and modifiers.

How it's counted

Damage multipliers against hull, shields and armor are shares of the damage. Cooldown and windup are combat ticks in the CSV, 10 a day (our reading of the defines); damage a day = (min + max) ÷ 2 ÷ cooldown in days.

Damage
0–0
Cooldown
3 days (30 ticks)
Damage a day
0
Range
40
Accuracy
90%
Tracking
50%
Hull damage
100%
Shield damage
100%
Armor damage
100%
Shield penetration
0%
Armor penetration
0%
Windup
0.5–2 days

Cost and upkeep

Cost
26.5Alloys185.5Food0Rare Crystals0.56Dark Matter
Upkeep a month
0.76Food0.15Alloys

Upgrade line

upgrades_to in the files: a design auto-upgrades to the next one when it is researched.

  1. Evasion Darts
  2. →Adaptive Tendrils

How to get it

  • Ship uses weaver components
  • Empire
    • Uses bio-ships

In the game

Fires bio-munitions that emit fields of adaptive energy, allowing fleets to dance effortlessly out of harm's way.

ID

EVASION_GUN_6

Source: common/component_templates/00_biogenesis_weapons.txt and weapon_components.csv, Stellaris Cygnus v4.5.2 (9776).

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