Utility components#Regenerative Hull Tissue. 2 (I) , +1. M. Of course, this again takes up a very valuable slot that could have been used for something else. You can see the effect directly if you put two afterburners in and watch the numbers. This page was last edited on 7 February 2022, at 03:21. Looking beyond scientific and “professional” roles. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. Habitable Worlds Survey. For instance, the horror has 3 regen components, 100000 hit. they are equipped with regenerative hull tissue modules (Ether Drake has 2 according to the wiki) 2 of those modules combined with the 100,000 armor points of the Ether Drake results in an armor regeneration of 2000 points per day. For defensive components, hull is the way to go. 0 unless otherwise noted. It has more durability than shields, shield penetrators are more common, anti shield weapons are strong, and theirs not a lot which counters it. Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. Reduced upkeep scaling with empire size by two thirds, reduced efficiency scaling by half. As for the whales, I think if you attack and kill some, something happens but I dont recall. In any case, I don't think Regenerative Hull Tissue gets applied to starbases. Does Espionage let you steal Regenerative Hull Tissue and other "acquisition-only" techs? I must know. Your perfect start is ruined, you got the Irassians yet again. I was just playing the 2. In general, Unity is generally more valuable and useful than before and is used for many internal matters, while Influence is used mostly externally. That’s right, this is now done by a ship auxiliary module, Regenerative Hull Tissue. Only skeletons of great empires, some Marauders I haven't bothered cleaning up (even though they have the audacity to try and raid me), a few. Stellaris already includes a massive amount of content, and one of the hardest things as a new content designer is to avoid retelling stories. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. You do NOT need the original mod for this to work. For Amoebas pacify gave the following: Ability to fly through, take over, and colonize their systems. In Stellaris you will often encounter spaceborne aliens, end game crises, fallen empires, and other enemy empires that you end up clearing out or attacking during war. But, regenerative hull tissue feels more than a little strong, especially if you get it early enough. When I look at the stack there are three pieces of information that don't add up. This thread is archived. Yeah, this is actually pretty straightforward stuff. r/Stellaris. However, it's pretty worthless. Regenerative hull tissue seems nearly useless. I'll summarize the changes below, which are all tested and verified. Allows players to change their starbase loadout. I was just playing the 2. It takes forever, but basically marauders take out base, start to leave, base comes up and fires, repeat for about 10 years until they die or get. Spamming nothing but Corvettes is a. No_Share_7606 • Another way to look at it is that if you want some regen, switching it to the aura frees an aux component (and give an extra +0. Events. I was thinking that was the case, but I can't locate any tool tips on the ship (magnifying glass icon), either on the armor, or hull info or the armor icon. 2 (I) , +1. (Will not work if combined fleet is over command limit, or any of the ship selected cannot be merged into fleets. ReplyI have a simple set of rules when I play, the tiyanki are my special friends while all amoebas except for bubbles is fair game for their regenerative hull tissue. Best. 3. Advanced Afterburners has even more value now in helping artillery ships 'out run' their chasers, which can completely change how combat dynamics work, etc. This page was last edited on 7 February 2022, at 03:21. Stellaris. I dont know if -10% daily hull regen is getting 10% hull damage daily. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. Protect is easier to maintain. I was just playing the 2. Is this useful only for corvettes and destroyers? I don't understand why this component does not scale Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. From the incoming 3. This is when you need more armor and really benefit armor regen, from regenerative hull tissue. (Not. 2 (I) , +1. Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. 9. 2 beta game play that has left me scratching my head. 3. List of resources. 5% daily hull and 1% daily armour regeneration, but in practice also only does 5% of that and hence would take 4000 days (or 11 and a bit years) to fully repair the hull of a ship. Just don't build more than the amount of nanite deposits because those are all you get. The thing is, it's 20% of whatever the number of science is required to complete it AT THAT MOMENT. Except for mainly regenerative hull tissue so my ships can heal on the move. Obviously, using destroyers like this isn't a good idea because you'll end up with fragile and relatively expensive ship (well, compared to a Corvette). I'll summarize the changes below, which are all tested and verified. This is when you need more armor and really benefit armor regen, from regenerative hull tissue. (It's located at SteamsteamappscommonStellarisinterfacemain. 0 values used for war exhaustion, the state of combat balance, even things like the multiple FTL methods and old border system - all of these things are or were not a problem if you approached the game in a. ) Select the fleet, right click on the starbase, and select "enter orbit". Shields regen at its listed rate regardless of condition. sprawl rework, and some of the little changes like the regenerative hull tissue and selling minor artifacts being balanced. Gave progress on "regenerative hull tissue" which guatarnteed the tech with maybe a 10-25% head start. Hull : A small change in the damage to the hulls. Especially, for the Regenerative Hull Tissue (RHT) components, they changed a lot in the recent updates. 0. 5% Hull Regen to 0. The lessons learned from this research will have the potential to. CryptoRegenerative Hull Tissue +2 Armor regeneration +1 Hull Regeneration heals your ships each day, useful for making hit and run tactics even more effective. View community ranking In the Top 1% of largest communities on Reddit. When installed on your ships, this tech can automatically repair your hull and armor at an even greater rate than the Regenerative Hull Tissue technology. They pop up every now and then in your systems while wandering around, usually right at the moment when the sanctions coming will destroy your economy enough to lose a crucial war, in a system that's on the opposite of where all your fleet is. Vote. Regenerative Hull Tissue: 10000: 3 Regenerative Hull Tissue Analyzed Space Amoeba or Tiyanki debris A genetically altered version of silicon-based bacteria could potentially be manipulated to regenerate non-organic materials. The Nanobot Cloud aura can be fitted to Titans, with effects slightly stronger than Regenerative Hull Tissue. Physics research. I'm facing AI enemies that primarily use a combination of weapons. This will also affect the regeneration of leviathans and other entities that. In the early-mid game when your ships have 500-2000 HP its slow but noticeable and gives your fleets the ability to operate in enemy territory for much longer before they need to return to base. 1 Libra. Nanite Repair System: 10 1: 10 +15% Daily Hull Regen +20% Daily Armor Regen Is Regenerative Hull Tissue worth it in Stellaris? Are there other options that are better? Should we only use starbases for fleet repair? Lets dive in and find out! Regenerative Hull Tissue - it says: Daily Hull +1 Daily Armor +2 That's all? Not in percentages, just points? No matter the size of the ship? Titans have 10K hull, Juggernaut has 100K. So out of combat, it's +0. Regenerative Hull Tissue. 2. 6(II) , +2. I have not lost a single ship. Whales give you regenerative Hull Tissue too but as a salvage when killling them, you get amoeba flagella from the space amoebas. They start in a unique system called Chor’s Compass which contains their Caravaneer Citadel and two out of three caravan fleets: Racket Industrial Enterprise, the Numistic Order, and the. I have tested and verified this math in game. So if your ship is down to 50% hull, it. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. Regenerative Hull Tissue can be acquired by defeating various spaceborne aliens. While I do think Armor is better than Shields overall, the Invincible-class Battleship will not work as advertised. 对该项目的细节说明请添加至相关页面. 0 (Actual), Amazing Space Battles, UI Overhaul. I guess what it does makes more sense. I don't see a major issue with your carrier design. Nov 16, 2023Is Regenerative Hull Tissue worth it in Stellaris? Are there other options that are better? Should we only use starbases for fleet repair? Lets dive in and find out!Regenerative Hull Tissue - it says: Daily Hull +1 Daily Armor +2 That's all? Not in percentages, just points? No matter the size of the ship? Titans have 10K hull,. There are two types of crises: those caused by outside entities that make an appearance after the end-game start year, and those caused by player and AI empires (except Fallen Empires ). No_Share_7606 •Another way to look at it is that if you want some regen, switching it to the aura frees an aux component (and give an extra +0. Regenerative hull tissue’s self repair is 1/10 of the listed value when in combat. 5/variable. 4 though, and this didn't seem to be a problem in that version. They keep regenerating their armor. Also, menacing ships only cost minerals even if you install advanced tech such as. If you have access to Living Metal then your ships will heal slowly over time without the need to return to a starbase. 14 votes, 29 comments. Or frees a trait slot on your admiral (where it beats the armor regen by 1%). Nov 20, 2017 651 349. Each ship should have a range band where it wants to stay at, and choose weapons accordingly. It is entirely independent. The Engineer admiral trait gives hull and armor regeneration, but this cannot necessarily be counted on for any particular admiral to have. I rather like the space amoeba swarms though. Having your ships selfheal is a great. 5% of the. Now if you give them regenerative hull tissue they'll be regenerating 1% of their armor daily, which – with double the armor components – will be twice as much as normal defense platforms. Despite all its nerfs, Regenerative Hull Tissue is a strong contender by default, for example. ago by EmotionalIdiot42 Starbases and Regenerative Hull Tissue Since regenerative hull. Shields are pointless, so every utility slot is filled to the brim with more armor, while Regenerative hull tissue keeps the armor and hull repaired & Auxiliary Fire Control helps to improve weapon accuracy. The probability depends on the accuracy of the weaponry and the condition of the hull, the more damaged it is, the greater the risk. EDIT: It's been brought to my attention that this math is incorrect, as the Tooltip for Regenerative Hull Tissue is not accurate. I put it on cruisers in the midgame before BBs, Auxiliary fire control and regenerative tissue. Second level plating is awsome, but hard to find. 4. 1 Libra. 6(II) , +2. This article is for the PC version of Stellaris only. 3. With ship tech unlocked so haphazardly, auto-design'll have you putting out completely sub-optimal fleets for a solid chunk of the game. To my knowledge, this can stack, meaning that with the proper Stern, the Battleship can have 3 of these. First of all, shields daily hull regen is +1. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. More posts from the Stellaris community. Though I found that you can get a bit of this flavor by using picket corvettes with one laser and one autocannon plus regenerative hull tissue. Reply reply [deleted] • [removed]. that struck me while rereading all our Tiyanki-related content was that killing them allows you to research the Regenerative Hull Tissue, but their superior healing abilities don’t have any. 365 days just comes to a meager 365 hull and 730 armor. . 4. 0 unless otherwise noted. Fleet Maneuvers. given the point that you have to defeat a guardian and spend precious nanites this will make them way underused or not even woth it. I'd like to gauge how strong this is, mostly it depends i guess on how fast a "tick" of healing goes. Damage control system - attempts to repair damage in battle, similar to regenerative hull tissue but works much faster, but can only repair up to a certain limit Upgraded versions of auxiliary fire control component. I already had Regenerative Hull Tissue researched. and AI dont use Regenerative Hull tissue, or crystal infused plating upgrades, a battleship fleet with those upgrades, along with full gunnship cores with. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles. Redirect page. However, self-repairing is slower than dock-repairing (2% per day or 60%. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. Warfare. . 4. 5 dmg / day; 8,000 Hull; 11 Armor;As far as I am aware, there are currently no plans on making Living Metal or Nanites more useful. Everything is glorious. ago. 2% for hull, 5. The calculation to predict this outcome, which in game testing then proved correct, is: 0. taggedjc • 7 yr. As the game progresses, battles end faster. Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. 3. I've reached an unusual spot in my 2. Mcgan Lt. 每日装甲再生: +1. The effective health pool of armor is just quite massive against those go to weapons. 8k. Regenerative Hull Tissue Buff 3. Seems like armor got a massive buff. So a faster fleet with short range weapons might force a. It regens a whopping 1 hull per day, so on a battle ship that would take nearly 10 years to heal it back . Spam PD. orThe Hunt for the Hyacinth. And you can add 20 L Modules to it. Stellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A gort32 • Additional comment actions. Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. Right there with you. So, is there somethere real numbers for regen? First of all, shields daily hull regen is +1. All shield techs except. First of all, shields daily hull regen is +1. I was just playing the 2. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. permeakra Major. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. 6(II) , +2. I've reached an unusual spot in my 2. Well, I think they accidentally added the zeros in the wrong place, cause this is broken AF. with my platforms and AI platforms when they get disabled they'll say disabled for a second then get a few points of hull and armor healing and pop right back into the fight. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. You can change some keybindings by changing main. ; Issue a special project to repair and use it that costs 50000 Engineering research. I've reached an unusual spot in my 2. 2x regenerative hull tissue Total HP = 3050 with 2 HP daily regen (2 hull) I get a bit more HP from the crystal armor than I do in HP from the shields III or the armor III, and I thought about maxing out the hull HP with fit #2, while adding two of the regenerative hull tissue, but I read they only restore1 hull HP per day each. 6(II) , +2. A destroyer that's taken 50% will take over a year to regenerate back to full health. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Tall empires, especially Inward Perfection empires with the purity tree to boost fortress health further, can have extremely tanky fortresses. Some examples are Gigastructural Planetcraft or Systemcraft. Big ships last longer so they get more value out of it. 392K subscribers in the Stellaris community. They are not hostile unless attacked. 0. That was already the case in 3. The hull regeneration is great to. New comments cannot be posted. A helpful workaround is to research and equip your fleets with Regenerative Hull Tissue technology, which will gradually repair your hull and armor. oh boy. ago. The bottom line for a battleship is that there is no bottom line. 2 (I) , +1. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. So, if it requires 1000 science points to complete, you'll get 200 of that right off the bat. I've reached an unusual spot in my 2. As I mathed in the other thread about this topic; with 3 armor plates and just regenerative hull tissue, a ship's armor repairs essentially all of the damage from a single proton launcher within it's shot cooldown time. 315. Agreed, leader upkeep costs are minimal. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). To my knowledge, this can stack, meaning that with the proper Stern, the Battleship can have 3 of these. Especially, for the Regenerative Hull Tissue (RHT) components, they changed a lot in. DISCLAIMER. Whales give you regenerative Hull Tissue too but as a salvage when killling them, you get amoeba flagella from the space amoebas. It also stacks. A damaged hull can help prevent damage. Going with anything else is a massive power drop and not at all worth it. Disruptor/Emitter - Low damage, directly damages hull. These come in three forms: shields, armor, and hull. On your corvette fleets, you want afterburners to maximize evasion and speed. Her group determines how. I'll summarize the changes below, which are all tested and verified. This is both due to the prevalence of shield piercing or shield damage bonus weapons (both in the meta and by the AI) and due to how armor Regen is tied to hull Regen. It depends on the situation. If they moved it to a daily or even weekly scheme then I would be interested. Stellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A Velorian • Additional comment actions. 1 Libra 4. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. That is screenshot taken with the phone. 0(?)I have played Stellaris a fair bit, and Crystal-Infused Plating has always been a fairly simple mid-tier version of Crystal-Forged Plating, costing Rare Crystals to build, and grants a flat amount of hull. Stellaris. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. Regenerative hull tissue gives 1 hull and 2 armor/day. Things like Regenerative Hull Tissue. Stellaris Wiki Active Wikis. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. tech_regenerative_hull_tissue tech_doctrine_fleet_size_1 tech_doctrine_fleet_size_2 tech_doctrine_fleet_size_3 tech_doctrine_fleet_size_4The same issue arises if you use other sources of regeneration, such as the admiral leader_trait_engineer_2 trait that claims to give 0. It's the same number of ships but carrying more advanced weapons. Destroyers have Artillery section which allows you to slap one L-sized weapon on your destroyer. Empire event chains. However, it's pretty worthless. There is a Synopsis with the - Guides, Gameplays, Videos and more other about this game. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). Regenerative Hull Tissue is a close contender, but is locked behind actually finding the tech and is much weaker in effect. 05% hull regen per Regenerative Hull Tissue component I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). You will unlock the Regenerative Hull Tissue tech, which can be used in ship armor design, and if for some reason it’s already unlocked, you will get a 50% research boost to it. I have played multiple games and researched many crystal debris but the most I get are throwers and regenerative hull tissue. Locked post. TheAddiction2 Autocrat • 7 yr. 5. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. They can be found in special predetermined systems and rival moons in size and mass. Hull has the most HP, the fewest weapons with bonuses against it, and works just like Armour. The entire point of Regenerative Hull Tissue is to extend how long it takes before you need to repair. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. Stellaris > General Discussions > Topic Details. I can heal ships only by upgrading, as I have figured out. 4 changed how the value is interpreted to match how percentages are specified for production and upkeep modifiers, etc. What links here; Related changes; Special pages; Printable version; Permanent link; Page information"STELLARIS 3. ask questions and/or talk about the 4X grand strategy game Stellaris by. 再生舰体组织 Regenerative Hull Tissue. The year is 2306 and I am by far the strongest empire. Reactor Boosters, Shield Capacitors, and Regenerative Hull Tissue (for the most part, Auxiliary Fire Control and Afterburners are the only utility components worth researching) Colony ship upgrades Synchronized Defenses Planetary Shields Mining Station / Research Station upgrades, level 3 and above (levels 1 and 2 are usually worthwhile)Go to Stellaris r/Stellaris • by Ham_The_Spam. HP in a prolongued fight because of the shield regeneration per day (if you don't use regenerative hull tissue). The only other real use for nanites is the nanite auto repair system for starships. So why doesn't Stellaris use this mechanic? Something like 2-5% attrition per jump. until now that the Regenerative Hull Tissue got buffed and it's only a minor bonus instead of a huge advantage. No one summons Megatron!Then, click on the leftmost "merge fleet" button on top of the multiple fleet info, or press G to merge the fleets. This article is for the PC version of Stellaris only. - Armor and Shield Hardeners have been reworked. 2 (I) , +1. Stacking hit chance is best in slot. Jump to latest Follow Reply. 6 (II) , +2. ; About Stellaris Wiki; Mobile viewRoseElise • 3 yr. I dont often use them but i like themStellaris. . Also some admirals have the regen trait buts its rare. I've reached an unusual spot in my 2. I'll summarize the changes below, which are all tested and verified. Stellaris Regenerative Hull Tissue is a revolutionary new way to prevent and repair damage caused by space exploration. All aux slots can stack. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. 2. Per the 3. Regenerative Hull Tissue can be acquired by defeating various spaceborne aliens. As long as there is regeneration, it doesnt matter which unit it is on. So out of combat, it's +0. Members Online. Regenerative hulls isn't going to give you the repairs you need during war time, its more of a convenience if you're out killing space cows and don't want to come back to base. They end up in the destroyer role with small packs. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 1% Hull Regen. The regen from Regenerative Hull Tissue is displayed as 100 times its actual value. maybe someone could make a mod where they could be tamed or bred. First of all, shields daily hull regen is +1. Now, daily regen does not work the same in combat, according to what I found in another reddit post, daily combat regen is 20% of the listed 'daily. +7 tech for Ancient Dreadnought. 4%. That is the regenerative hull tissue which comes from amoebas and such. 3 have the issue where enemy fleets pick targets within only one ship class at a time?. tech_regenerative_hull_tissue tech_doctrine_fleet_size_1 tech_doctrine_fleet_size_2 tech_doctrine_fleet_size_3 tech_doctrine_fleet_size_4 tech_doctrine_fleet_size_5 tech_interstellar_fleet_traditionsThat's fine. Despite all its nerfs, Regenerative Hull Tissue is a strong contender by default, for example. - Enigmatic Encoder now gives Disengagement. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). This. = I've always [felt. But thats a price im willing to pay if it means that i can defeat the Spaceborn Enemies again. After activating every relevant edict available and a relic, hiring three mercenary fleets, and pumping out a. Servile pops should no longer retain the trait if they become zombies. ago. 5% hull/armour regen per day they have. Same thing is happening now as I replace the blue lasers with gamma lasers. I'm facing AI enemies that primarily use a combination of weapons. Stellaris Cheats; Technology Codes;. A counter would be if for example Disruptors would stop the regeneration. 2 beta game play that has left me scratching my head. The rock-paper-scissors. 2 = static regeneration (2ARM/1HUL) + hit halts regenThe space whales are largely irrelevant. Get those thruster upgrades. You can also combine regenerative hull tissue with crystal plating to deal with disruptors and arc emitters. ReplyStellaris has a way for the AI to design ships, they just don't use it. Some modules do, like Shield Capacitors, but I don't ever remember seeing Regenerative Hull Tissue among. Original creator of the mod: Sam_. 18 Badges. Battleships still outclass Cruisers for Strike Craft roles, since a Carrier Battleship can equip a Spinal Mount bow. LystAP. 1% Armor Regen and 0. Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. Regenerative hull tissue seems nearly useless. ”. Thats on the beta branch. Crystal Hull is effective, with hit and run doctrine and a skilled Trickster Admiral. I've actually lost a few close fights because my. - Armor, Shield and Hull values added by components have been adjusted to new vanilla scaling - Armor and Shield Hardeners have been reworked - Regenerative Hull Tissue values have been rebalanced - Vanilla component "Nanite repair systems" has been rebalanced - Enigmatic Encoder now gives Disengagement Opportunities just like in vanilla628 votes, 34 comments. 5% daily armor regen, which would fully repair an almost destroyed ship in 400 days. 对该项目的细节说明请添加至相关页面. I'm wondering if 3. 4 ‘Cepheus’ Preliminary Patch Notes". MyAntichrist. Especially, for the Regenerative Hull Tissue (RHT) components, they changed a lot in. 2 beta game play that has left me scratching my head. Legacy Wikis. Targeted Gene. 3. ShareWas the starbase just occupied? It sometimes needs time to heal. Is there a consistent way to get it? Archived post. Enigmatic Encoders and Decoders can be acquired by defeating the Enigmatic Fortress. 2 patch (been too busy), but currently Stellaris' tooltips are kind of terrible. Its Regenerative Hull Tissue/Nanite Repair System that need to be applied. Especially, for the Regenerative Hull Tissue (RHT) components, they changed a lot in the recent updates. Especialy when there far from a starbase to repair. 2. Guardian regeneration speed discussion. This article is for the PC version of Stellaris only. Its space ameobas that give you the hull regen tech and they are always hostile. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. . I guess what it does makes more sense. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. 2 (I) , +1. The Bulwark disintegrator field will also mean any unbidden fleet will be dropped down to 1 hull point over the course of 200 days (assuming they have unyielding).