StellarisDB

Adaptive Spore Launcher

point defence weapon component

Adaptive Spore Launcher 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 11.5 Alloys, 80.5 Food, 0.25 Exotic Gases, 0 Dark Matter and uses 13 power. Unlocked by Adaptive Spore Launcher.

Cost
11.5Alloys80.5Food0.25Exotic Gases0Dark Matter
Power
-13
Damage
0–0
Cooldown
3 days
Range
40
ID
HEALING_GUN_4

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
Missile speed
400
Missile evasion
30%
Missile health
6

Cost and upkeep

Cost
11.5Alloys80.5Food0.25Exotic Gases0Dark Matter
Upkeep a month
0.34Food0.07Alloys

Upgrade line

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

  1. Advanced Spore Launcher
  2. →Adaptive Spore Launcher
  3. →Intelligent Adaptive Spore Launcher

How to get it

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

In the game

Pods that saturate the battlefield with adaptive spores provide smart healing to all allied vessels within range.

ID

HEALING_GUN_4

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

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