stellaris fortress adjusting energy supply. I think habitats are the best, since you can place them strategically and make use of the FTL inhibitors that fortresses give. stellaris fortress adjusting energy supply

 
I think habitats are the best, since you can place them strategically and make use of the FTL inhibitors that fortresses givestellaris fortress adjusting energy supply  It is actually real simple just go into the settings and turn graphics quality and bloom to “low”

2. I had my mods confused. It would be great to get a fix for this. Same bug! @Developers please fix this bug, the enigmatic fortress is an amazing quest chain. It dwarfs all other weapon loadouts in power. To add to that, supply lines for fleets. No pop-up screen, no event. Late game, use a defense station at the center, then put as many fortresses. Laughs in 1. ago. See if any of the planets or perhaps even megastructures you took over have a deficit in credits. Immerse yourself in the exploration of a changing universe full of wonders! Check out this mod and modify your Stellaris experience. Foundation is a city-building simulation game where you create networks of supply and consumption in a medieval village. But you sound bugged, defense platforms are a "starting tech". Super_Girl_118 • 2 min. the fortress never had an armor upgrade. Its kind of funny to me to have a choke point with one or two fortress worlds/ three or five fortress habitats in a choke point with ftl inhibitors active. several FTL inhibitors : to prevent enemy fleets from just flying through the system to the rest of your empire. So as the title says, with the ancient cache and giga structures mod. Be sure to fight any pitched battles either in your own territory or a system you've set to annex as a wargoal. 9 x 1. 1. I like to play my games with . so is it a bug or do i need to start a new game?July 06, 2021 06:55 PM Eastern Daylight Time. Based upon this graph and the outcomes, there is a 1% and half percent chance that you will successfully end with a technology on one gi. That's the idea. Pleased to report record quarterly Adjusted EBITDA (1) of $440 million for Q1 2023. CryptoIve one done better than the previous fortress I built. I have the same issue with all the other mega projects from the cache. 732 likes · 8 talking about this · 56 were here. 23. There is no more efficient way to generate energy. • 7 yr. neutronium armor (t5) is a normal research; dragon scale armor (t6) is from the ether drake. 8 Archetype Play-stylespared to read, better leave. Bring a fleet you know can take down the fortress and still have firepower left to deal with the fortress powering on every 10 seconds. View community ranking In the Top 1% of largest communities on Reddit. leviathans. A planet's one stop center for converting industrial and biowaste into mostly clean, mostly reusable energy and minerals. But recovery must trigger if my choice will be wrong. That should supply you with all the energy you need. New Fortress has agreed to supply via its receiving terminal 20,000-40,000 MMBtu/d of LNG to two. . FTL drives are improved with advancing technology, eventually unlocking drives which can "jump", moving from one system to another in an instant. Food has better base production, but you can't necessarily rely on trading it efficiently for energy. ago. 3 hab will get mining or energy districts. I managed to vanquish the Enigmatic Fortress, but I can't do anything with it. Do not bother playing Poland if:Colonies are player-owned settlements on planets within the sector. Hey all, I'm playing on console, and just got the Enigmatic Fortress for the first time in a game. . You're right. So you need a : a planetary shield generator : to reduce the effects of bombardment. Highest I've ever seen was a single battleship at 10k fleetpower. PsychoX Dec 11, 2018 @ 2:50am. Use 2-1 energy-kinetic weapons, and. So basically, maybe one fortress where I want a FTL inhibitor and fortress-planets if possible, on high risk shokepoints. The build cost is 100 alloys and an additional influence cost on top of that. ; About Stellaris Wiki; Mobile viewComputer system. Of all the tradition trees in Stellaris, Supremacy is one of the best partially because of the finishing benefit of unlocking war doctrines. First time getting this situation. Enigmatic fortress reward choice. Select the option to rearrange the tori on the rods; the other three options will reactivate the fortress. You have 4 options here. For the command to work, you need to open the panel of the desired planet and enter it into the console. same shet, but I just reloaded the game 3 times and loaded an older save, it helped. battery supply chain; AMSTERDAM – Stellantis N. Suddenly it. Situation mechanics [edit | edit source]. Build up new planets with lots of energy production, at the expense of minerals. The ships get close and wipe out my platforms super quick. You just need to counter them with the right ships and weapons. The travel could have minor draws, as does using ship systems from weapon to shields. My 4 attempts to play thru the game recently have all resulted in a. Pleased to report record quarterly Adjusted EBITDA (1) of $440 million for Q1 2023 ; NFE's net income for Q1 2023 was $152 million;. They should, haven't tried it yet myself. How does something that is 4x their dmg so useless against. By: FirePrince. Click to expand. The new update added a logic command for the AI to build fortress worlds once they hit repeatables. ) It is obviously still possible to comeback and win, but to be fighting fleets and maintaining a supply chain, it could make for an interesting dynamic, and force one to. So safely. Stellaris is a sci-fi grand strategy game set 200 years into the future. It relies heavily on Pops working on different Jobs, or mining stations built over various celestial bodies. Earn at least 1000 Energy Credits per month from trade. -50. Fortress do not on any planet, their upgrade stronghold do. ITSigno • 6 yr. I go there, find Enigmatic fortress. Fortress has defense stations that don't rebuild once you take them out so you can kill it eventually in a few tries. I'd hoped for. The whole point of fortress worlds is to provide a choke point that invading fleets have a hard time getting through. If your starting fortress station has an energy deficit of -500, but you have other planets that produce +600 energy, the fortress station's deficit is irrelevant. A planet filled with fortresses doesn't need many cities because fortresses add as much housing as soldier jobs. This Mod Adds Fortress XL to the Stellaris Game. Then get the clerks to sustain the anemities then soldier jobs all the way! Ah what a dumbass I am. 8. Event description and the Curator will give you enough information to choose the correct. The energy cost is problematic early game, especially if you use robots, but that tends to balance out fairly quickly. Showing 1 - 1 of 1 comments. An in. Gain entry by deploying the science ship. You could pay for escort ships to accompany the Supply Corps, only as a monthly fee instead of a flat value, 10-15% of the value of the ship in question, and every supply fleet. So, even taking some of the “weaker” choices is beneficial. stellaris can't build precursor fortress. Subscribe to download[Stop updating]Origin - Fortress Combat Star System - RS. Starhold, Space Torpedoes, Ion Thrusters, Modular Engineering, Advanced Corvette Hulls and Improved Structural Integrity all look fine to him - the last three don't have direct tier 3 follow-ups and the first one is required for Star Fortress anyway. NEW YORK--(BUSINESS WIRE)--Aug. #1. is an energy infrastructure company, which is engaged in providing energy and development services. Anyways, the projected population in 2200 is said to be about 11 billion. pirate240 Sep 26, 2017 @ 12:59pm. 1K votes, 55 comments. Supply and demand covers the rest, in theory. Hi! Quick question for playing tall, so living off a handful of planets for more than 100 years. (theoretically should. Correct. Since the technology is unfamiliar, the exact amount is difficult to determine. name:0 "Fortress: Adjusting Energy Supply" leviathans. The main thing though is to avoid overbuilding. Then I built a fortress with shield dampener and quantum destabilizer (enemy gets -15% fire rate). ago. I commented on that post, but basically adding ordnance and supply would add complexity to the current "throw stack of ships" approach. It is developed by Paradox Development Studio and published by Paradox Interactive. 2101 is the. Ive played previous versions a lot and I am used to balancing resource output by changing priority on a planet level. Summary Highlights. Most of your spaceborne resources will be minerals. Unless you have super advanced point defense, it's probably not worth using. If the planet is a choke point system I'd say just stop there and build the citadel. You can only build one per planet. #1. Energy is a global empire-wide resource. However, this reference in Stellaris IS indeed from a mod, called More Events Reply [deleted]. Steps to reproduce the issue. NEW YORK--(BUSINESS WIRE)--Nov. Stellaris has a history of great total conversion mods, with previous efforts bringing Star Trek and Warhammer 40K to life in the setting. 0 unless otherwise noted. -62 Military Stations (5) heavy stations 8 energy) 1 (fortress 22 energy) -295 Stations Though of a new way to exploit mineral/energy to next level 2 Robotics each planet for maximum efficiency no station at all that surely will give me +++ energy en enough minerals for tremendous fleet. 3. 3. I found it through paying one of those new factions/traders for information and got a "Mission" in my situation log that there was something in the spot I can track. L-Cluster. Use force (military ship in close proximity of the fortress, and then you research it in your event. run. A fleet will initiate FTL travel when any ship in. You can fit about 3 fortresses around it, which will need to have a weapon range of at least 80 (or a hanger with range 100, but early game hangars do pathetic damage and late game hangars are countered by PD). ; About Stellaris Wiki; Mobile view Arkenai7. 80% of the reason I build fortress worlds is for the naval cap 20% is to hold a choke point. I attacked the enigmatic fortress and beat it - however no follow up happened, even after I scanned the whole system and build a starbase After moving my fleets (one of my own and one mercenary fleet) out of the system the health of the fortress recovered, but its shield stayed down and it remained inactive Steps to reproduce the issue. Just saw someone mention Space Empires, and that got me thinking - we really need ordnance and supply in this game. The aim is to enhance some of the mechanics introduced in Federations, Nemesis and Overlord as well as introducing some mechanics of it. Enigmatic Fortress Technologies. The area provides access to several key points, including: terraforming capabilities, uplift capabilities, genetic modification capabilities, new armies. I thought power hubs just increased energy output of the planet by 10%. Whenever i build any of the buildinga they just. The fortresses are still in the game, but you shouldn't be able to ever build them without mods. Be aggressive — unlike standard rules of engagement in the game, getting closer to the Lost often brings more bonuses than risks. Home system research, supply dark matter, Use force, and black hole research. Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button. This is a patch for "Real Space --System Scale" of " [JP] Origin --Fortress Combat. Because Trade is an inefficient resource, unless you pick up bonuses that make it better, and those bonuses require you to pick specific Species Traits, Traditions, etc. Just adding the option to auto-rebuild/upgrade defense platforms as an Edict would be easy to implement. In Stellaris, these provide a steady base rate of power production regardless of the rest of the galaxy. Enigmatic Fortress Fix. I keep ending up at points in my game where I can't fill up my fleet capacity because of the energy maintenence cost. Ok found it, event leviathans. Those factors led New Fortress to meaningfully raise its outlook for the fourth quarter and increase its 2022 goal. This leads to habitats feeling a bit lacklustre in 3. Reply. ago. Stellaris Power Solutions is the leading EPC and Engineering Services company with a regional footprint across Africa and the Middle East. It also changes how exploration works. I haven't tried it but it should probably work. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. Useful Stations was one of my favorite mod. (Nasdaq: NFE) (“NFE” or the “Company”) today reported its financial results for the second quarter of 2023. 3 hab will get mining or energy districts. Which is why you stack them on a specialized world. Without fortress worlds in Stellar. It should maximise your screen or put it on a window. This page was last edited on 17 April 2018, at 17:10. Also, it’s most important to keep the rulers happy, as they have a lot more political power and will change the stability a lot more. Where by each star base intelligently gets energy banks from the planets under your control giving it a resupply value. Ever since it arrived on {capital planet}, we. Your research team will now reach the center of the fortress, which runs on dark matter. enigmatic fortress. . Eine kleine Anleitung zur enigmatischen Festung in Stellaris in der Version 2. This is a little mod that buffs fortresses (large station) within the game. That defeats the purpose. This mod adds 45 new Ascension Perks to the game. Eric_Senpai • 4 yr. Upkeep: look at adjusting your economy to help cover the energy deficit you will run once your fleets undock. what makes matters worse is the lack of power on them, which spawn aberrations like the one I linked. ; About Stellaris Wiki; Mobile viewArkenai7. SUPPLY diverts materials from the landfill and puts them. So 100% of the advanced resources are just used to sell for energy for like 95% of the time you have access to. 1. I would specialize each habitat. In 2. For the. R5: For several games whenever I upgrade strongholds to fortresses they no longer provide any solider jobs unless I downgrade them back to. At the center, put a defense platform (the cheapest one). #footer_privacy_policy | #footer. Had went down the biological ascension path and had a sub species made up with traits benefiting just soldier/army stuff (very strong & resilient were the main ones off the top of my head, can't remember what else I threw in the pot atm) and then just had my fortress. For removing an existing Enigmatic Fortress you would need to edit your save. 2 food base, 5% more than a technician, and that's before. the reward is pretty awesome. If you make the wrong choices, the fortress will re-power, and you will have to fight it again. War. To understand the impacts of building enclosure rehabilitation on the energy consumption of mid to high rise residential buildings in the Lower Mainland and Victoria, a large. With Kinetic artillery coming in a close second with Energy Torpedos. " Tailor-made ship comps against specific enemies can beat higher power fleets easily. You still need a strong fleet but one fleet of Titan/Battleship with X/L weapons should handle it with only minor losses if you aren't in repeat techs yet. I'm physically incapable of writing concisely, so I've put the important section in bold. I've digested one polity that was a bit weaker than I (vassal then pleasant integration) and I just won a war with a Hive MInd (they just would not let me have the 4 worlds I claimed. The technology options we used to get from the Enigmatic Fortress are now forced to 'One of these might happen', with a random percentage roll instead of the guarantees we used to have for winning the objective. 3k dmg with 8 defence platforms. Certain buildings and other sources. Omega_K2 • 5 yr. Unfortunately, the original authors have not updated it for a long time. ago. Runs the specified file with list of commands. The issue though is overkill will likely cut into a significant chunk of DPS. I planned to use a fortress-habitat for one of my shokepoints (a black hole with a L-Gate in. You do not have to build them on tiles with power. Especially if you go the spam corvettes tactic. This fortress world has ~5000 garrison power which means I have to throw my assault armies into a titanic meat grinder like Verdun or waste years with even a pathetic "indiscriminate" planetary. So the diagram above shows you that with 20 star fortresses over your limit (all filled with solar panels) you will generate an extra 500EC - 1000EC depending on bonuses. The enemy spams 300k fleets easy during the crisis. Each Fortress is 9. ; About Stellaris Wiki; Mobile view A star fortress costs 5EC upkeep - so we have a total of +55EC per star fortress. A planet's one stop center for converting industrial and biowaste into mostly clean, mostly reusable. Constructing a starbase requires first fully surveying the desired system. I'm at about 12K V. Where by each star base intelligently gets energy banks from the planets under your control giving it a resupply value. I could raze some mines and build energy instead, but my minerals aren't THAT good (usually between +100 and +200). But in some situations, fortress worlds can be incredibly useful and make the difference between surviving and total defeat. ago. The repaired Dreadnought is the same as listed. As far as boosting energy, you might want to check and be sure that all those energy technician jobs are actually filled. However, just having even the slightest fire rate increase (something like 1/10th of a second fire rate faster than an enemy craft) gives you a single-shot damage lead on the enemy and is likely worth it, since you'll get the killing shot first all other things equal. Honestly, the reasons for adding this system is purely to improve gameplay. Home system research, supply dark matter, Use force, and black hole research. I'd recommend at least 30-35k, or even 40-45k for first try (especially if you're on ironman). What I'm saying is no you can not build more, only the one that is the starbase in the center of every system. I guess that's a question By the time you are in this position, typically the question is just academic anyway. 3k enter, my fortress does absolutely nothing to them. Energy Torps should do more damage than Tach Lances, to counter balance the travel time, maybe even put some splash damage on them. This step lets you use either an army transport to force entry, or a science ship to trigger a power surge. they can also be research stations, but ye, in essence they are now glorified mining stations. Phifty56 • 6 yr. -50 is the correct option - if you select the larger surge the fortress will power up again and murder your scientist. I also wouldn't bother with alloy buildings early on. Energy is good at baseline, and gets better automatically through tech progress. The game should model staging areas and supply lines. In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. You can make a space fortress habitat if you want. I had +5 energy a month. The 2200 UNE scenario starts with 32 Pops, So based on that and the assumption of a pop being a set number of individuals, I present a chart based on the human race. If you've beaten the Enigmatic Fortress and are starting to get physics research options related to it, you should be able to construct these buildings sooner or. 2 I'd rather have more energy districts than minerals. Early ongoing. Obviously, scaling is something that can be adjusted in a very general way, but now that the AI are. I am still pretty early game. leviathans. PROCEDURE. Activate the energy overload edict. Energy Nexus, Alloy Nano-Plant) and just Paradise Domes to supply your housing needs. Especially the military stations should be buffed quite a lot, right now they die pretty much instantly (even a fortress) when one single fleet lands on top of them, making even the starports hold out longer because of the range difference. When i am destroying the fortress the quest doesn't appears Note - I have 2. Maybe it is to add value to federation fleet, which is capped at 500. . several FTL inhibitors : to prevent enemy fleets from just flying through the system to the rest of your empire. Why. You NEEDED at least two or three fleets of battleships/titans loaded with L/X weapons because they were regening way too much at the time. The extra inhibitors are backups. 2. . This may be from a mod, but there is a Dwarf Fortress reference in Imperator: Rome; another Paradox game. 5%. 8. The sector system is one of the more controversial elements of the new Paradox game, but it’s in there for a good reason — micromanaging dozens of planets is fiddly, unnecessary, and limits the game to only the hardest core players. Dosnt matter, bout their tech level, if they had a Scientist at high enough level to do the anomaly then they can. So tired of trying to take on federations when my ability to rebuild is cut off, ships are built and i have to repay + the time to upgrade when yes it should cost and take some time to upgrade but the main cost of a fleet should be food. 5 million MMBtu per annum of liquefied natural gas (LNG), or approximately 8 cargoes a year, at a price indexed to Henry Hub through. Without mods, combat and war becomes laughable outside of maybe the crisis. Just because a planet has an empty building slot doesnt mean you have to build something there- especially if that planet already has lots of open jobs. One Stronghold isn't going to supply enough armies to matter, even for the AI. Even just upgrading one of those Strongholds will give you the FTL inhibitor you seek. . Can someone please suggest a good fortress design? i know it won't kill 5k fleet ever, but can i make it so it will be able to kill 200-1000 force fleets? maybe load it with full large torpedoes and ftl inhibitor?Go to Stellaris r/Stellaris. Every game devolves into the same path. Content is available under Attribution-ShareAlike 3. Then all of the sudden It crashed to…At that point it'll be something like this: 1/3: You get the shields. As the game progresses and you get more buildings slots, you can actually begin to optimize resource habitats (energy, minerals, alloys, consumer goods) toward 0 Habitation Districts, 1 Holo-Theater, whatever specialization building you need (eg. So that +20% is actually more like +11%. You definitely don’t wanna try taking it down with 15-20k, regardless of fleet composition. Almost identical to Tampere, the third-largest city in Finland and the most populous inland city in the Nordic countries. Steps to reproduce the issue. 2. Check out this mod and modify your Stellaris experience. Just because you built a lot of districts doesn't automatically make the workers fill up those jobs, unless you do a little micromanagement and lock the job as a priority, and/or watch and. Thymos May 11, 2019 @ 7:25am. Hover 'Fortress Doctrine' Upload Attachment File(s) attachedI don't know if it works for Stellaris but you can try. Each new adventure holds almost limitless possibilities. Authoritarian, Militarist, Spiritualist + Strong & Traditional species traits to increase the Unity production even further, since Soldier is a worker class job. Have lke 15 bases, 3 colonies. Considering that vanilla scripts for defense station and defense fortress. Combat in general badly needs an overhaul/balance pass. Honestly, the reasons for adding this system is purely to improve gameplay. 0 unless otherwise noted. I made a quick googling and it turns out it should have a popup menu after you power it down/destroy it (this one's not clear). This page was last edited on 11 March 2023, at 19:41. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. The agreement will allow OCI Global to significantly scale up green. However, after I picked the tradition the cost to upgrade to starhold remains the same (500 alloys). Fortress and Citadel are quite irrelevant overall compared to starhold at the time they're online. 1. Not only are we get a whole espionage and spying system, we're also getting a big boost in endgame content with the Stellaris: Nemesis DLC. Against enigmatic because they cannot deal enough damage to the main platform, and the dimensional horror has 100% accuracy and can hit the entire system it is in. am i wrong?Using this adjusts the trade route and the system will be skipped, if possible. Stellaris is weird because it feels like combat heavily favors the aggressor in most circumstances. Example: planet_class pc_continental. Phifty56 • 6 yr. Copyright © 2016. There could be per-jump range modifiers of how far away they are from a 'hidden' supply line of smaller ships assumed to be doing the work. • 1 yr. 5 hyper lanes and earliest middle year with a x25 2400 year crisis. If I. I got some cool techs out of it with reloading a few times, idk if it is the only rewardI agree that building selection is lacking. Eventually they ate that world. I'd recommend at least 30-35k, or even 40-45k for first try (especially if you're on ironman). When I built up a large enough fleet to destroy it the option to “avoid it” or “send a team in” popped up. It is by default determined by the most common type of Districts or Buildings constructed but can be chosen manually at any point. By: Navarre. The Enigmatic Fortress, source of some of the best items in the game. I play Starnet AI on admiral difficulty - starbases are absoultely vital to defend yourself for the first half of the game, but as soon as people start getting battleships they become utterly worthless. The short version is that although on some patches the fortress can be resolved successfully, on other patches it is completely broken. Additionally, talented modders have, in the past, made. Whenever i build the precursor fortress structure everything in the system just dissapears even the fortress. Since energy and minerals have the same base production, selling minerals for energy isn't a great plan. . I have a clearer view of how to use planetary fortress in higher difficulties (I just played 2 games with max, captain difficulty). Defeating the Automated Dreadnought gives the following two choices: Salvage the dreadnought for 5000 energy and 1000 alloys and 30x monthly Engineering output (1000 ~ 5000) Engineering research. A shrine devoted to the worship of Numa, goddess of fortune. the shields and reactor were renamed from "enigmatic" to "dark matter" and fallen empires now have those items. The AI would see my tiny fleet and decide to invade and then smash against my defenses 2-3 times then I'd go take their stuff. 5), though the investment in techs are "consider the same". If your starting fortress station has an energy deficit of -500, but you have other planets that produce +600 energy, the fortress station's deficit is irrelevant. Advanced shields require Strategic Resource to make. You will get much more out of each job if each habitat is doing one thing more or less, as the specialization bonuses can get really high. I have 6 entry points into my domain, so i built a Star Fortress at every point to stop anyone coming in. Another option is having an energy world. Drenched a world of a third party with a criminal branch office on it. The enigma, the riddle. Though given how long a fully built fortress world with shields can take to conquer, the four given by a ring should be plenty for you to get a fleet out to respond to j the threat before The system is conquered without being as much of a resource sink. Just to follow up on this, looking at the files, the odds are now: random_list = { 15 = { add_research. MissedHurry Mar 20, 2020 @ 7:18pm. Enigmatic Fortress research i found the damn thing, beat it and did the chain, did they change it to give 1 of the research options or am i supposed to get all? cus in my game i only get the energy generator to research and nothing else. Hey, can someone give me the latest console command to start the enigmatic fortress event? All i have found is not working : (. The AI has a lot of trouble dealing with them. Players will be tasked with either helping to keep the galaxy under control, or become the actual endgame crisis directly by eating up stars and possibly destroy the entire galaxy. While in game press ALT-ENTER. The conference call may be accessed by dialing (888) 204-4368 (toll free from within the ) or +1-323-994-2093 (from outside of the ) fifteen minutes prior to the scheduled start of the call; please reference “NFE Second Quarter 2023 Earnings Call” or conference code 9499542. Each Fortress is 9. Get battleships and stuff them with energy torps. Stellaris > General Discussions > Topic Details. About this site. Note to self don't accept vassals without checking if they neighbour a FE. It will give you one level of repeatable research that increases Administrative Capacity. The auto cannons make evasion almost impossible so big ships are better than big ones. Underrated Fortress Worlds. All Discussions. Cheniere Energy reached a six year supply deal over the summer with an affiliate of New Fortress Energy tied to the US LNG exporter s Corpus Christi Liquefaction terminal in Texas, according to a rece. So 10x crisis would make them about 700k-1M each. Immerse yourself in the exploration of a changing universe full of wonders! Check out this mod and modify your Stellaris experience. I played one game as space turtles and I focused almost entirely on defenses. A random system with a class A star may house the Enigmatic Fortress, a massive space station guarded by numerous unique defense platforms. In this video, we'll be looking at Fortress Worlds in Stellaris. Though stations still need a stronger buff to make it work out. 3 comments sorted by Best Top New Controversial Q&A. Stellaris Real-time strategy Strategy video game Gaming. Edit gamestate in the save file and set "aggressiveness=high" in "galaxy" section. Select the option to feed dark matter to the fortress. Those have housing=jobs=3, so it would work perfectly with fortresses, that also have housing=jobs=3. Yes you need WAY MORE fortresses to get a ton of fleet cap. The station just got its HP and Shields up and it's just standing there, no MP, it doesnt attack, it doesnt do anything. Habitat build plan that serves role of local market and space bunker. Make them like the nukes of Stellaris. 90 per share. Impossible, only one other empire had the opportunity and I've them outclassed in technology by many decades. This is awful, I always loved doing the enigmatic fortress.