Ship designer

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.2.

The Ship Designer (Hotkey F10) is where players may create, update and customize ship templates and defense stations. All designs created or edited apply only to new shipbuilding orders, not to ships already under construction or in the fleet. However, a fleet can be ordered to upgrade to the nearest spaceport in order to update its entire design. When it does so, each ship will upgrade to the latest existing design for its hull size that has a name identical to its current design name (e.g., a Victory class cruiser will upgrade to the most recent "Victory" cruiser design). If there is no such identically-named design, it will upgrade to the most recent design for its hull size, whatever the name.

Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different opponents, and it is convenient for these to have different class names. Ships can be converted to and from such specialized designs and have different names by first making sure there is no design with an identical name and then saving the design the ship should upgrade to under the desired new class name, bumping it at the top of the ship design list for its size.

Clicking the Auto-Generate box on the lower left of the menu orders computer designers to continually update ship designs based on the latest technology research. Note that they do not take account of the enemies that the fleet is facing or may face, so it might choose components that an opponent can counter instead of a less up-to-date component that has proven successful. For example, the computer might auto-generate a design with an advanced laser that is statistically superior although the current enemy has heavily invested in shield technology that will heavily impair laser weapons but is vulnerable to attacks with the existing missile weapons.

Direct involvement in ship design is optional. Since 1.3, an alert icon will appear if a ship design is obsolete, and a toggle enables automatic upgrading of components for player convenience. Stellaris can be played without touching this menu very often, but it is always advisable to be aware of the strengths and weaknesses of current and potential enemies.

Construction cost & Power balance[edit]

Every Ship design has an associated Minerals.png mineral cost for construction. The amount required is determined by the ship size and every added component. More advanced components cost more minerals. Slots can be left unused if not needed.

In addition, ship designs also requires power to support its various components. A design with a negative power balance can not be approved.

A ship with an over-positive power balance enjoys improved performance, proportionate to power required. This gives a percentile buff to Evasion, Combat Speed and Weapon Damage and can be seen on the respective tooltips in the designer. The formula is complicated and leads to diminishing returns towards a 10% bonus. A ship needing 10 power but having 20 would get +5% bonus. A ship with 10/70 Power has only +8%. And a ship with 10/100 has 9%.

Ship types[edit]

The ship type determines the ship's base statistics. Different sections do not affect a ship's stats.

Ship type Hit points Armor Evasion Speed
Corvette 300 2 60% 5.25
Destroyer 600 12 25% 4.5
Cruiser 1600 30 10% 3.75
Battleship 2400 80 5% 3
Defense platform 2000 15 - 0
Defense station 4000 30 - 0
Fortress 8000 44 - 0

Sections[edit]

Each ship is made up of sections. Corvettes, construction ships, and colony ships have a single section, destroyers and defense platforms have two sections, cruisers and battleships three sections and defense stations and fortresses have four. Each section has space for a variety of modules, including space for weapons, power generators and defenses. There is a range of section designs to choose from, and the display shows which sections support which types and sizes of modules.

Science, construction, colony and transport ships cannot be outfitted with weapons.

To add an item to a module, click on the module (in the center part of the menu, identified by Small , Medium , Large , Extra Large , Point-Defense , Torpedo , Hangar , Auxiliary , Common) to see what items can be added.

Corvette Hull Modules[edit]

Core
Name Weapon Slots Utility Slots
Interceptor Small 3 Small 3 Medium 2 Auxiliary 1
Torpedo Boat Small 1 Torpedo 1 Small 3 Medium 2 Auxiliary 1

Destroyer Hull Modules[edit]

Bow
Name Weapon Slots Utility Slots
Artillery Large 1 Medium 3
Gunship Small 2 Medium 1 Medium 3
Picket Ship Small 2 Point-Defense 1 Medium 4
Stern
Name Weapon Slots Utility Slots
Gunship Medium 1 Small 4 Auxiliary 1
Picket Ship Point-Defense 2 Small 4 Auxiliary 1

Cruiser Hull Modules[edit]

Bow
Name Weapon Slots Utility Slots
Artillery Large 1 Medium 3
Broadside Medium 2 Medium 3
Torpedo Small 2 Torpedo 1 Medium 3
Core
Name Weapon Slots Utility Slots
Artillery Medium 1 Large 1 Large 3 Auxiliary 2
Broadside Medium 3 Large 3 Auxiliary 2
Hangar Point-Defense 2 Hangar 1 Large 3 Auxiliary 2
Torpedo Small 2 Torpedo 2 Large 3 Auxiliary 2
Stern
Name Weapon Slots Utility Slots
Broadside Medium 1 Medium 3
Gunship Small 2 Medium 3

Battleship Hull Modules[edit]

Bow
Name Weapon Slots Utility Slots
Artillery Large 2 Large 2 Auxiliary 2
Broadside Small 2 Medium 1 Large 1 Large 2 Auxiliary 2
Hangar Medium 1 Point-Defense 2 Hangar 1 Large 2 Auxiliary 2
Spinal Mount Extra Large 1 Large 2 Auxiliary 2
Core
Name Weapon Slots Utility Slots
Artillery Large 3 Large 6
Broadside Medium 2 Large 2 Large 6
Carrier Small 2 Point-Defense 2 Hangar 2 Large 6
Hangar Medium 4 Hangar 1 Large 6
Stern
Name Weapon Slots Utility Slots
Artillery Large 1 Large 2
Broadside Medium 2 Large 2

Oversized ships and stations[edit]

Military Dictatorship.png Military Dictatorship and Martial Empire.png Martial Empire governments can build an oversized ship while Despotic Empire.png Despotic Empire and Star Empire.png Star Empire governments can build an oversized station. This is available as an extra entry on the Build Menu, usually of the most expensive, largest buildable at the time. The ship or station has the same base values as its basic counterpart except the "Oversized" buff that is applied to it when construction is complete. It is named after the current leader but for all other intents is considered as the original class (including upgrades). A Leader can only build a single oversized ship or station, if one is built and then destroyed or disbanded it cannot be replaced until a new Leader is elected. As with all autocracy specials, species with shorter lifespans will be able to build these ships more often.

Oversized gives the following bonuses:

  • Mod ship weapon damage.png +50% Weapons damage
  • Mod ship hitpoints add.png +50% Ship Hull Points
  • Mod ship shield hp mult.png +50% Shield Hit Points
  • Mod ship armor mult.png +50% Armor

Example: An empire with a leader called "Sidney Beauclair" and the corvette class called "Peregrine" would see a "Sidney Beauclair's Grand Corvette" entry in their shipbuild menu. However, what would actually be built is a "Peregrine" class corvette, named "Sidney Beauclair", with the "Oversized" buff and the resulting increase in statistics.

Subsystems[edit]

On the right side of the designer one can select options for different subsystems of the ship. Most of them are required and it is not possible to design a ship without some version of them, but few of them are optional, having the option to install no subsystem in its slot.

FTL drive[edit]

This subsystem is optional, although without an FTL drive the ship is incapable of moving between systems. See FTL for further information.

Computer System[edit]

This improves various performance, like accuracy, evasion, speed and damage, depending on ship class.

Behaviors
  • Swarm: Ship will charge straight at enemies and try to deal as much damage as possible.
  • Mixed: Ship will have a balanced approach between offense and defense.
  • Artillery: Ship will stay at range and fire its long range weapons on the target.
Ship Class Behavior Basic Intermediate Advanced Sentient Precognitive
Corvette Swarm Nothing
  • Combat Speed +10% Combat speed
  • Evasion +3% Evasion
  • Combat Speed +20% Combat speed
  • Evasion +6% Evasion
  • Combat Speed +20% Combat speed
  • Evasion +6% Evasion
  • Mod ship tracking add.png +5% Accuracy
  • Combat Speed +20% Combat speed
  • Evasion +11% Evasion
Destroyer Mixed
  • Tracking +10% Tracking
  • Evasion +2% Evasion
  • Tracking +12% Tracking
  • Evasion +4% Evasion
  • Tracking +14% Tracking
  • Evasion +4% Evasion
  • Tracking +14% Tracking
  • Mod ship tracking add.png +5% Accuracy
  • Evasion +9% Evasion
  • Tracking +14% Tracking
Cruiser Mixed Nothing
  • Mod ship tracking add.png +2% Accuracy
  • Attack Speed +5% Attack speed
  • Mod ship tracking add.png +4% Accuracy
  • Attack Speed +10% Attack speed
  • Mod ship tracking add.png +4% Accuracy
  • Attack Speed +15% Attack speed
  • Mod ship tracking add.png +4% Accuracy
  • Attack Speed +10% Attack speed
  • Evasion +5% Evasion
Battleship Artillery Nothing
  • Damage +5% Damage
  • Damage +10% Damage
  • Damage +10% Damage
  • Attack Speed +5% Attack speed
  • Mod ship weapon damage.png +5% Damage
  • Mod ship tracking add.png +5% Accuracy
  • Tracking +5% Tracking
Minerals.pngEnergy Credits.png Cost 0 5 10 20 20

Sublight Thrusters[edit]

The thrusters determine how fast the ship maneuvers within a star system. They also increase the chance to evade enemy attack in combat.

Name Minerals.png Power Usage Sublight Speed Combat Speed Evasion Description
Chemical Thrusters 5 5 Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.
Ion Thrusters 10 10 +20% +20% +3% These electric thrusters use beams of ions to generate thrust without the need for propellant.
Plasma Thrusters 15 15 +40% +40% +6% An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
Impulse Thrusters 20 20 +60% +60% +9% These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.

Sensor Array[edit]

Sensors determine how far a ship can detect on galaxy map. They also increase tracking of all weapon systems, which is related to accuracy. While ship-mounted sensors and stations-based sensors have different names and fall in different categories in game, their performances are still the same.

Name Minerals.png Power Usage Tracking Sensor Range Description
Radar System 5 0 20 A planet-bound technology adapted for use in deep space, the radar system provides basic detection and tracking capability for interstellar vessels.
Gravitic Sensors 10 5 +3 30 These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship.
Subspace Sensors 10 10 +6 40 Sensors that detect subspace fluctuations left in the wake of traveling starships. Their sensitivity and range and greater than that of a gravitic sensor array.
Tachyon Sensors 10 15 +9 50 Advances sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.

Science Labs[edit]

Science labs are crucial components equipped to science ships by default. While the basic science lab provides to bonuses there are two alternatives that gives bonuses on survey available after an empire has encountered and communicated with a Curator Enclave.

  • Curator Exploration Lab: +25% Survey speed.
  • Curator Archaeology Lab: -5% Anomaly fail risk; +5% anomaly discovery chance; +25% anomaly research speed.

Military Station Aura Systems[edit]

These are optional systems that give wide aura effects to the ships within their range. Each defense platform or defense stations has one aura slot, while fortress can have up to two aura slots.

Defensive Auras: These auras have positive effects on friendly ships.

  • Support:
    • Nanobot Cloud: +5% monthly hull regen.
    • Capacitor Fields: +20% monthly shield regen. Require Tech aura shield recharger.png Capacitor Fields technology.

Offensive Auras: These auras have negative effects on hostile ships.

  • Inhibitor:
    • Shield Dampener: -25% shield HP and -5% monthly shield regen.
    • Quantum Destabilizer: -15% fire rate. Require Tech aura quantum destabilizer.png Quantum Destabilizer technology.
    • Enigmatic Disruption Field: -10% monthly shield regen and -20% fire rate. Can only be installed on fortress. Available through Enigmatic Fortress event chain.
  • Snare:
    • Subspace Snare: +400% jump charge time, -50% sublight speed and +100% emergency FTL jump cooldown. Incoming hostile fleets are forcibly redirected to this station.
  • Minefield:
    • Proximity Mines: hostile ships within minefield has a daily 20% chance to take 5 - 15 damage ignoring 75% of the armor. This damage can be evaded.

Weapon details[edit]

Legend: Small small , Medium medium , Large large , Hangar hangar , Point-Defense point , Extra Large xl , Torpedo torpedo .

NOTE: The column Average scales the DPS of the weapon by its accuracy.

General Characteristics[edit]

The following table describes the general characteristics of weapons within the same category branch. For a more detailed description of a particular weapon component see the tables below.

Legend: E - Energy, X - eXplosive, K - Kinetic, S - Support.

Category T Windup C ROF Penetration Notes
Min Max
Laser E 0.2 2.3 2.5 3.75
  • Small+15% Armor
  • Medium+30% Armor
  • Large+60% Armor
-20% Shield damage
Energy Lance E 2.2 3.5 6.0 8.85 +90% Armor -33% Shield damage
Plasma E 0.2 2.5 3.0 4.35
  • Small+60% Armor
  • Medium+80% Armor
  • Large+90% Armor
-20% Shield damage
Arc Emitter E 2.2 3.0 6.0 8.6
  • +100% Armor
  • +100% Shield
-100% Shield damage
Disruptor E 0.2 2.0 2.5 3.6 +200% Shield damage
Energy Torpedo E 0.2 2.3 20.0 21.25 +200% Shield damage
ED Matter Disintegrator E 0.2 2.5 2.5 3.85
  • +50% Armor
  • +50% Shield
Crystal Capacitors E 0.2 1.8 2.5 3.5
  • Small+15% Armor
  • Medium+30% Armor
  • Large+60% Armor
Mining Drone Laser E 0.2 2.5 3.0 4.35 +100% Armor
Cloud Void Lightning E 0.2 2.5 3.0 4.35 +50% Armor -25% Shield damage
Energy Siphon E 0.2 2.0 2.5 3.6 +100% Shield damage
Missile X 2.0 3.0 3.0 5.5 5 Missile speed
Swarmer Missile X 0.2 0.8 1.6 2.1 6 Missile speed
Torpedo X 0.2 1.5 20.0 21.35
  • +50% Armor
  • +100% Shield
5 Missile speed
Mass Driver K 0.2 1.8 2.5 3.5
  • Medium+15% Armor
  • Large+30% Armor
+33% Shield damage
Kinetic Artillery K 0.2 1.8 7.0 8.0 +20% Armor +33% Shield damage
Autocannon K 0.2 1.5 1.5 2.35
  • Medium+10% Armor
  • Large+20% Armor
Point-Defense K 0.1 0.1 1.9 2.0 Can attack missiles/strike-crafts
Flak Battery K 0.2 1.8 1.8 2.8 Can attack missiles/strike-crafts
Scout Wing S 2.5 2.5
  • 8 Units
  • Can attack missiles/strike-crafts
Fighter Wing S 2.5 2.5
  • 8 Units
  • Can attack missiles/strike-crafts
Bomber Wing S 10 10
  • +50% Armor
  • +100% Shield
8 Units
Amoeba Flagella S 5 5
  • +50% Armor
  • +100% Shield
4 Units
Swarm Strike S 8 8
  • +66% Armor
  • +100% Shield
8 Units

Energy[edit]

Crystalline Entity weapons are no longer available to player as corresponding techs are not valid for reverse engineering anymore.

Name Size Minerals.png
Energy Credits.png
Damage Range Accuracy Tracking Notes
Min Max CD Avg
Red Laser Small 2.5 5 10 3.75 1.8 30 90% 60% 15% Armor Penetration

-20% Shield Damage

Red Laser Medium 5 13 18 3.75 3.51 50 85% 30% 30% Armor Penetration

-20% Shield Damage

Red Laser Large 7.5 25 43 3.75 7.25 70 80% 5% 60% Armor Penetration

-20% Shield Damage

Blue Laser Small 5 6 11 3.75 2.03 30 90% 60% 15% Armor Penetration

-20% Shield Damage

Blue Laser Medium 10 15 22 3.75 4.19 50 85% 30% 30% Armor Penetration

-20% Shield Damage

Blue Laser Large 20 32 48 3.75 8.53 70 80% 5% 60% Armor Penetration

-20% Shield Damage

UV Laser Small 7.5 8 12 3.75 2.39 30 90% 60% 15% Armor Penetration

-20% Shield Damage

UV Laser Medium 15 16 26 3.75 4.76 50 85% 30% 30% Armor Penetration

-20% Shield Damage

UV Laser Large 30 35 56 3.75 9.7 70 80% 5% 60% Armor Penetration

-20% Shield Damage

X-Ray Laser Small 10 9 13 3.75 2.63 30 90% 60% 15% Armor Penetration

-20% Shield Damage

X-Ray Laser Medium 20 18 30 3.75 5.44 50 85% 30% 30% Armor Penetration

-20% Shield Damage

X-Ray Laser Large 40 39 63 3.75 10.88 70 80% 5% 60% Armor Penetration

-20% Shield Damage

Gamma Laser Small 12.5 11 14 3.75 2.99 30 90% 60% 15% Armor Penetration

-20% Shield Damage

Gamma Laser Medium 25 19 33 3.75 5.89 50 85% 30% 30% Armor Penetration

-20% Shield Damage

Gamma Laser Large 50 42 71 3.75 12.05 70 80% 5% 60% Armor Penetration

-20% Shield Damage

Particle Lance Extra Large 100 144 273 8.85 20.03 100 85% 0% 90% Armor Penetration

-33% Shield Damage

Tachyon Lance Extra Large 120 169 331 8.85 24.01 100 85% 0% 90% Armor Penetration

-33% Shield Damage

Plasma Thrower Small 7.5 8 14 4.35 2.14 40 85% 40% 60% Armor Penetration

-20% Shield Damage

Plasma Thrower Medium 15 18 27 4.35 4.13 60 80% 20% 80% Armor Penetration

-20% Shield Damage

Plasma Thrower Large 30 35 61 4.35 8.27 80 75% 5% 90% Armor Penetration

-20% Shield Damage

Plasma Accelerator Small 10 9 17 4.35 2.53 40 85% 40% 60% Armor Penetration

-20% Shield Damage

Plasma Accelerator Medium 20 22 31 4.35 4.87 60 80% 20% 80% Armor Penetration

-20% Shield Damage

Plasma Accelerator Large 40 45 69 4.35 9.82 80 75% 5% 90% Armor Penetration

-20% Shield Damage

Plasma Cannon Small 12.5 11 19 4.35 2.93 40 85% 40% 60% Armor Penetration

-20% Shield Damage

Plasma Cannon Medium 25 24 38 4.35 5.7 60 80% 20% 80% Armor Penetration

-20% Shield Damage

Plasma Cannon Large 50 48 83 4.35 11.29 80 75% 5% 90% Armor Penetration

-20% Shield Damage

Arc Emitter Extra Large 100 1 184 8.60 9.94 100 100% 100% 100% Armor Penetration

100% Shield Penetration

Focused Arc Emitter Extra Large 120 1 221 8.60 11.10 110 100% 100% 100% Armor Penetration

100% Shield Penetration

Disruptor Small 7.5 4 8 3.60 1.49 40 90% 60% +200% Shield Damage
Disruptor Medium 15 8 18 3.60 3.06 60 85% 30% +200% Shield Damage
Disruptor Large 30 19 35 3.60 6.00 80 80% 5% +200% Shield Damage
Ion Disruptor Small 10 5 10 3.60 1.87 40 90% 60% +200% Shield Damage
Ion Disruptor Medium 20 10 22 3.60 3.77 60 85% 30% +200% Shield Damage
Ion Disruptor Large 40 23 45 3.60 7.55 80 80% 5% +200% Shield Damage
Phase Disruptor Small 12.5 6 12 3.60 2.25 40 90% 60% +200% Shield Damage
Phase Disruptor Medium 25 12 26 3.60 4.48 60 85% 30% +200% Shield Damage
Phase Disruptor Large 50 27 54 3.60 9.00 80 80% 5% +200% Shield Damage
Proton Torpedoes Torpedo 40 130 240 21.25 7.83 70 90% 0% +200% Shield Damage
Neutron Torpedoes Torpedo 60 180 330 21.25 10.80 70 90% 0% +200% Shield Damage
Matter Disintegrator Small 15 13 19 3.85 3.24 40 78% 60% 50% Armor Penetration

50% Shield Penetration

Matter Disintegrator Medium 30 25 43 3.85 6.62 60 75% 30% 50% Armor Penetration

50% Shield Penetration

Matter Disintegrator Large 60 55 100 3.85 14.89 80 74% 5% 50% Armor Penetration

50% Shield Penetration

Mining Drone Laser Small 7.5 8 14 4.35 1.89 40 75% 60% 100% Armor Penetration
Mining Drone Laser Medium 15 18 27 4.35 3.62 30 70% 30% 100% Armor Penetration
Cloud Lightning Medium 10 1 27 4.35 3.21 50 100% 100% 50% Armor Penetration

-25% Shield Damage

Energy Siphon Small 5 3 11 3.60 1.59 40 82% 60% +100% Shield Damage

Explosive[edit]

Explosive weapons have extremely high accuracy and tracking, which make them almost unavoidable. On the other hand, explosive weapons cannot reach enemy immediately after firing as energy and kinetic weapon do. They have HP, speed, evasion, armor and shield like strike craft, and therefore can be countered by enemy point-defense and strike craft.

(As of Patch 1.3, the armors and shields of all explosive weapons are zero, and there is no way to increase them in game, although they have been defined in /common/component_templates)

Name Size Minerals.png Energy Credits.png Damage Range Accuracy Tracking HP Evasion Speed Notes
Min Max CD Avg
Nuclear Missiles Small 2.5 8 12 5.50 1.81 50 100% 70% 1 0% 5
Nuclear Missiles Medium 5 13 27 5.50 3.63 70 100% 70% 1 0% 5
Nuclear Missiles Large 10 30 50 5.50 7.27 90 100% 70% 1 0% 5
Fusion Missiles Small 5 9 14 5.50 2.09 50 100% 70% 2 10% 5
Fusion Missiles Medium 10 16 30 5.50 4.18 70 100% 70% 2 10% 5
Fusion Missiles Large 20 37 57 5.50 8.54 90 100% 70% 2 10% 5
Antimatter Missiles Small 7.5 11 15 5.50 2.36 50 100% 70% 3 20% 5
Antimatter Missiles Medium 15 19 34 5.50 4.81 70 100% 70% 3 20% 5
Antimatter Missiles Large 30 42 65 5.50 9.72 90 100% 70% 3 20% 5
Quantum Missiles Small 10 12 17 5.50 2.63 50 100% 70% 4 30% 5
Quantum Missiles Medium 20 21 39 5.50 5.45 70 100% 70% 4 30% 5
Quantum Missiles Large 40 48 72 5.50 10.90 90 100% 70% 4 30% 5
Marauder Missiles Small 12.5 14 18 5.50 2.90 50 100% 70% 5 40% 5
Marauder Missiles Medium 25 25 40 5.50 5.90 70 100% 70% 5 40% 5
Marauder Missiles Large 50 50 83 5.50 12.09 90 100% 70% 5 40% 5
Swarmer Missiles Medium 20 8 12 2.10 4.76 50 100% 70% 1 200% 6
Whirlwind Missiles Medium 25 10 15 2.10 5.95 50 100% 70% 1 200% 6
Space Torpedoes Torpedo 10 120 215 20.85 9.11 60 100% 0% 2 0% 5 +100% Shield Penetration +50% Armour Penetration
Armored Torpedoes Torpedo 15 140 180 20.85 10.79 60 100% 0% 4 0% 5 +100% Shield Penetration +50% Armour Penetration
Devastator Torpedoes Torpedo 20 180 340 20.85 12.47 60 100% 0% 6 0% 5 +100% Shield Penetration +50% Armour Penetration
Scourge Missile Large 50 52 90 5.35 13.27 90 100% 80% 1 45% 5

Kinetic[edit]

Name Size Minerals.png
Energy Credits.png
Damage Range Accuracy Tracking Notes
Min Max CD Avg
Mass Driver Small 2.5 4 17 3.50 2.28 45 76% 60% +33% Shield Damage
Mass Driver Medium 5 8 36 3.50 4.52 65 72% 30% 15% Armor Penetration

+33% Shield Damage

Mass Driver Large 10 21 74 3.50 9.09 85 67% 5% 30% Armor Penetration

+33% Shield Damage

Coilgun Small 5 5 19 3.50 2.60 45 76% 60% +33% Shield Damage
Coilgun Medium 10 11 39 3.50 5.14 65 72% 30% 15% Armor Penetration

+33% Shield Damage

Coilgun Large 20 25 84 3.50 10.43 85 67% 5% 30% Armor Penetration

+33% Shield Damage

Railgun Small 7.5 6 21 3.50 2.93 45 76% 60% +33% shield damage
Railgun Medium 15 13 44 3.50 5.86 65 72% 30% 15% Armor Penetration

+33% Shield Damage

Railgun Large 30 30 92 3.50 11.67 85 67% 5% 30% Armor Penetration

+33% Shield Damage

Advanced Railgun Small 10 7 23 3.50 3.25 45 76% 60% +33% Shield Damage
Advanced Railgun Medium 20 15 49 3.50 6.58 65 72% 30% 15% Armor Penetration

+33% Shield Damage

Advanced Railgun Large 40 36 100 3.50 13.01 85 67% 5% 30% Armor Penetration

+33% Shield Damage

Gauss Cannon Small 12.5 8 25 3.50 3.58 45 76% 60% +33% Shield Damage
Gauss Cannon Medium 25 17 53 3.50 7.20 65 72% 30% 15% Armor Penetration

+33% Shield Damage

Gauss Cannon Large 50 41 109 3.50 14.35 85 67% 5% 30% Armor Penetration

+33% Shield Damage

Kinetic Battery Large 100 106 218 8 14.17 100 70% 5% 20% Armor Penetration

+33% Shield Damage

Kinetic Artillery Large 120 121 239 8 15.75 100 70% 5% 20% Armor Penetration

+33% Shield Damage

Mega Cannon Extra Large 100 92 300 7.85 22.47 120 90% 0% 50% Armor Penetration

+33% Shield Damage

Giga Cannon Extra Large 120 121 350 7.85 27.00 120 90% 0% 50% Armor Penetration

+33% Shield Damage

Autocannon Small 5 3 15 2.35 3.13 20 82% 65%
Autocannon Medium 10 6 31 2.35 6.29 40 80% 35% 10% Armor Penetration
Autocannon Large 20 16 66 2.35 13.08 60 75% 10% 20% Armor Penetration
Ripper Autocannon Small 7.5 4 16 2.35 3.53 20 82% 65%
Ripper Autocannon Medium 15 8 33 2.35 7.06 40 80% 35% 10% Armor Penetration
Ripper Autocannon Large 30 21 67 2.35 14.22 60 75% 10% 20% Armor Penetration
Stormfire Autocannon Small 10 5 17 2.35 3.53 20 82% 65%
Stormfire Autocannon Medium 20 10 35 2.35 7.85 40 80% 35% 10% Armor Penetration
Stormfire Autocannon Large 40 26 70 2.35 15.72 60 75% 10% 20% Armor Penetration

Point-Defense[edit]

Note: Point-Defense weapons are kinetic type weapons used primarily for destroying small incoming targets such as enemy missiles, torpedoes, and strike craft.

Name Category & Mark S Minerals.png
Energy Credits.png
Damage R A T Notes
Min Max cool Avg
Sentinel Point-Defense Point-Defense I Point-Defense 5 2 3 2.0 1.00 10 80% 10%
Barrier Point-Defense Point-Defense II Point-Defense 7.5 3 4 2.0 1.40 10 80% 20%
Guardian Point-Defense Point-Defense III Point-Defense 10 5 6 2.0 2.20 10 80% 30%
Flak Battery Flak Battery I Medium 15 6 21 2.8 3.62 40 75% 50%
Flak Artillery Flak Battery II Medium 20 8 25 2.8 4.42 40 75% 50%

Strike Craft[edit]

Stats shown are for each of the eight strike craft housed in a single hangar (Amoeba Flagella is an exception, containing only four strike craft).

Name Category & Mark S Minerals.png
Energy Credits.png
Damage R A T H E Notes
Min Max CD Avg
Scout Wing Scout Wing Hangar 20 1 2 2.5 0.42 8 70% 10% 4 10%
Basic Fighter Wing Fighter Wing I Hangar 30 2 3 2.5 0.70 8 70% 20% 5 20%
Improved Fighter Wing Fighter Wing II Hangar 40 3 4 2.5 0.98 8 70% 30% 7 30%
Advanced Fighter Wing Fighter Wing III Hangar 50 4 5 2.5 1.26 8 70% 40% 9 40%
Basic Bomber Wing Bomber Wing I Hangar 30 16 24 10 2.00 8 100% 0% 6 10% 100% shield penetration, 50% armor penetration
Improved Bomber Wing Bomber Wing II Hangar 40 20 30 10 2.50 8 100% 0% 8 20% 100% shield penetration, 50% armor penetration
Advanced Bomber Wing Bomber Wing III Hangar 50 24 36 10 3.00 8 100% 0% 10 30% 100% shield penetration, 50% armor penetration
Amoeba Flagella Amoeba Flagella Hangar 30 16 24 5 2.80 20 70% 0% 10 15% 100% shield penetration, 50% armor penetration
Swarm Strikes Swarm Strike Hangar 50 19 21 8 2.50 8 100% 0% 12 40% 100% shield penetration, 66% armor penetration

Utility Details[edit]

Legend: Small Small , Medium Medium , Large Large , Auxiliary Aux .

There are 4 classes of Utility modules: Reactors, Armor, Shields and Auxiliary components. Reactors are used to power Shields, Weapons, Engines, and Auras. Armor provides a % damage reduction. Shields provide "extra" Hull Points. Auxiliary components have their own slots and grant various bonuses to a ship.

Reactors[edit]

Name Size Minerals.png Minerals Energy Credits.png Energy
1 Fission Reactor Small 5 +10
1 Fission Reactor Medium 10 +20
1 Fission Reactor Large 20 +40
2 Fusion Reactor Small 10 +15
2 Fusion Reactor Medium 20 +30
2 Fusion Reactor Large 40 +60
3 Cold Fusion Reactor Small 15 +20
3 Cold Fusion Reactor Medium 30 +40
3 Cold Fusion Reactor Large 60 +80
4 Antimatter Reactor Small 20 +25
4 Antimatter Reactor Medium 40 +50
4 Antimatter Reactor Large 80 +100
5 Zero-Point Reactor Small 25 +30
5 Zero-Point Reactor Medium 50 +60
5 Zero-Point Reactor Large 100 +120
6 Enigmatic Power Core Small 30 +35
6 Enigmatic Power Core Medium 60 +70
6 Enigmatic Power Core Large 120 +140

Armor[edit]

Name Size Minerals.png Minerals Armor
1 Nanocomposite Armor Small 2 2
1 Nanocomposite Armor Medium 4 4
1 Nanocomposite Armor Large 8 8
2 Ceramo-Metal Armor Small 4 2.5
2 Ceramo-Metal Armor Medium 8 5
2 Ceramo-Metal Armor Large 16 10
3 Plasteel Armor Small 6 3
3 Plasteel Armor Medium 12 6
3 Plasteel Armor Large 24 12
4 Durasteel Armor Small 8 3.5
4 Durasteel Armor Medium 16 7
4 Durasteel Armor Large 32 14
5 Neutronium Armor Small 10 4
5 Neutronium Armor Medium 20 8
5 Neutronium Armor Large 40 16
6 Dragonscale Armor Small 10 4.5
6 Dragonscale Armor Medium 20 9
6 Dragonscale Armor Large 40 18

Damage reduction percentage is proportional to armor value, and then modified by ship size multiplier. When the damage reduction reaches 75%, each point of armor is 50% less effective as previously. Damage reduction cannot exceed 90% regardless of ship size and armor value.

The formula for damage reduction is:

  • Below 75%:

\%\text{Damage Reduction} = \frac{\text{Armor}}{70 \cdot (1 + (\text{Ship Size} - 1) \cdot 0.15)}

  • Above 75%:

\%\text{Damage Reduction} = 75\% + \frac{\text{Armor} - \text{Critical Armor}}{140 \cdot (1 + (\text{Ship Size} - 1) \cdot 0.15)}

  • Critical value of armor is determined by ship size:

\text{Critical Armor}= 52.5 \cdot (1 + (\text{Ship Size} - 1) \cdot 0.15)

  • Maximum value of armor is determined by ship size:

\text{Maximum Armor}= 73.5 \cdot (1 + (\text{Ship Size} - 1) \cdot 0.15)

Ship sizes of corvette, destroyer, cruiser and battleship are 1, 2, 4 and 8 respectively. Sizes of defense platform, defense station and fortress are 4, 8, 16 respectively. All civilian ships have size of 1, while all civilian stations have size of 4. Repaired dreadnought (size 20) is the largest ship player could obtain in game. Any ship larger than size 11 is considered as 11 for armor calculation.

Explicitly:

Ship size Critical armor
75% damage reduction
Maximum armor
90% damage reduction
Corvette 52.5 73.5
Destroyer 60.375 84.525
Cruiser
Defense platform
76.125 106.575
Battleship
Defense station
107.625 150.675
Fortress 131.25 183.75


Armor penetration from weapons is applied as a multiplier directly to the damage reduction percentage, not the ship's numerical armor points. This means no matter the number of armor points a ship has, if it has 90% damage reduction, and is attacked by a 50% armor penetration weapon, it would have an effective 45% damage reduction. This concept can be expressed as the formula:

\text{True }\%\text{Damage Reduction} = \text{Armor }\%\text{Damage Reduction} \cdot (1 - \%\text{Armor Penetration})

Where armor damage reduction is the value calculated from the above damage reduction formula, and all variables are written as decimal percentages (E.G: 90% is 0.9).

Shields[edit]

Name Size Minerals.png Minerals Energy Credits.png Energy Shield HP Shield Regen
1 Deflectors Small 5 2.5 20 +1.2
1 Deflectors Medium 10 5 40 +2.4
1 Deflectors Large 20 10 80 +3.6
2 Advanced Deflectors Small 7.5 5 30 +1.8
2 Advanced Deflectors Medium 15 10 60 +3.2
2 Advanced Deflectors Large 30 20 120 +4.6
3 Shields Small 10 7.5 45 +2.4
3 Shields Medium 20 15 90 +4.0
3 Shields Large 40 30 180 +5.6
4 Advanced Shields Small 12.5 10 70 +3.0
4 Advanced Shields Medium 25 20 140 +4.8
4 Advanced Shields Large 50 40 280 +6.6
5 Hyper Shields Small 15 12.5 105 +3.6
5 Hyper Shields Medium 30 25 210 +5.6
5 Hyper Shields Large 60 50 420 +7.6
6 Enigmatic Deflectors Small 15 15 150 +4.6
6 Enigmatic Deflectors Medium 30 30 300 +6.6
6 Enigmatic Deflectors Large 60 60 600 +8.6

Auxiliary[edit]

Name Size Minerals.png Minerals Energy Credits.png Energy Effects
Crystal-Infused Plating Auxiliary 25 +5% Hull Points
Crystal-Forged Plating Auxiliary 40 +10% Hull Points
Regenerative Hull Tissue Auxiliary 30 +2% Monthly Hull Regen
Shield Capacitors Auxiliary 20 20 +50% Shield Regen (Allows shield regen in battle)
Afterburners Auxiliary 5 5 +10% Combat speed
Afterburners Auxiliary 10 10 +20% Combat speed
Afterburners Auxiliary 20 20 +40% Combat speed
Advanced Afterburners Auxiliary 7.5 10 +15% Combat speed
Advanced Afterburners Auxiliary 15 20 +30% Combat speed
Advanced Afterburners Auxiliary 30 40 +60% Combat speed
Enigmatic Encoder Auxiliary 20 20 +6 Evasion
Enigmatic Decoder Auxiliary 20 20 +3 Accuracy; +3 Tracking

Design Ramifications[edit]

Above are the values, but what do they mean in the context of the game? What is a good ship? What is a good counter to that ship?

Ship Classes[edit]

There are 4 basic military ship classes in the game; 3 of them have to be researched and unlocked in sequence. They go from the small Corvette to the incredibly big and expensive Battleship. As of 1.1, Upgrade times were dropped drastically, making most upgrading of big ships and fleets several orders of magnitude quicker. However it is clearly based on the Mineral cost for the upgrade now, meaning big fleets with considerable updates can still cost corresponding amounts of time.

Corvettes[edit]

Corvettes are the first ship type available and can be be mass produced quickly. Their role drastically changed with 1.3. Their primary defense is their high evasion stat, their secondary the speed with which they close the distance. The choice of combat computer reinforces both. In turn, their layouts are highly limited: either 3 small weapons or 1 small and a Torpedo Launcher. They lost the (pre-1.3) ability to field point defense. Due to their Weaponry choices they are poor at defeating spaceports early on, unless fielded in considerable masses (30+) and even then, casualties have to be expected. As with their historical counterparts on earth, they can be produced by any port (T1-T2), cost little and are quickly produced (2 months with T1 port). However the only reason to build them once bigger ships are available is to quickly fill a DPS need if the enemy lacks in corvette counter weaponry and their large ships are therefore vulnerable to massed torpedo corvette assaults or if the enemy is somehow fielding torpedo corvettes himself.

Destroyers[edit]

These are the first larger vessels and the first true military ships, but they can still be mass produced effectively later on (only needing a T3-T4 spaceport). With exception of Slots X, Torpedoes and Hangar, they can carry every weapon size in the game making them highly useful and variable. Early on they can offer the only access to large and medium slots as well as point defense. Their combat computer favors tracking.

Common combinations include: 1 Large + 1 Medium (to fight Spaceports, Capital Ships of at least Cruiser Size or large Spaceborne aliens), 2 Medium, 2 Small (to fight corvettes with the extra tracking from the computer or other destroyers) and a 4 PD + 2 small build to act as a powerful point-defense and limited corvette screen for the larger ships. Due to their versatility and relative low cost they will likely be the most numerous ship in any fleet once cruisers are available.

Cruisers[edit]

Historical cruisers were a category of ship classes such as frigates suitable for independent operations or to lead a flotilla of small ships, as well as for scouting, relaying fleet messages, support of ground troops, and as secondary participants in major battles between opposing lines of battleships. Given how they were used, they often focused on firepower and/or speed at the expense of defense. Cruisers are designed to have similar roles in game, able to accomplish independent missions such as destroying enemy mining or research stations, chasing weak enemy ships, or being a substitute for larger ships when firepower or a strike craft force is needed but a battleship or carrier is not necessary or available. There is a cheaper/faster production spaceport module for cruisers - it is outside the normal Spaceport line of research. The cruiser combat computer boosts fire rate, which means that high crit and quick firing weapons work best. Defensively they face trade-offs. Cruiser defense benefit substantially from both armor or shields. Shields and HP regeneration can greatly boost endurance in enemy territory, but trades off direct battle survivability. Available armament, enemy weaponry, and modules used by both sides are deciding factors in their design and periodic re-design as fleets evolve. Cruisers in Stellaris have a fore, center, and aft section can be used as limited carriers (1 Hangar) and are the first vessels that can carry fighters.

Battleships[edit]

Battleships are large, powerful, expensive ships, intended to fight ships, bases or monsters of comparable strength or to bombard planets and rarely seen out of port otherwise in order to save on maintenance costs. They have three sections and can be designed as carriers with 1-3 possible strike craft hangars or as long-range weapons platforms. Both approaches serve the purpose of keeping the enemy at long range. Breaking off an unsuccessful battle in time for the battleships to survive is always a consideration for a fleet admiral because losing a battleship fleet is qualitatively different from losing many small ships. While swarms of Corvettes or Destroyers can be raised in a year by using every available spaceport in a large empire, and a mid-level port can turn out some cruisers as well, often only a fraction of an empire's ports can build battleships and even with a wealth of Minerals they can take a year and more to build so building, or rebuilding, a battleship fleet can take a span of years. So an empire's capital ship technology and construction plans are key elements in its grand strategy.

Their combat computer boosts plain damage. Defensively they gain the most from armor, as their high HP benefits more from damage mitigation percentages and they start with a considerable amount of free (built-in) armor as well. In turn, shields give a relatively small bonus to effective HP and also tend to consume power which could be used for more weaponry or support modules. However, their first defense is the long reach of their weapons. Long-range firepower and screening ships keep enemy at a distance. Battleships are built to sustain damage and survive to fight again. This is helped by having smaller screening ships that fight and sustain or evade damage. Battleship HP can be thought of as a reserve saved to ensure the ship will be able to escape battle and fight again, or at times consciously committed to a death ride to finish off enemy heavy ships to gain a substantial tactical or strategic advantage (though this is a role that might be better left to torpedo cruisers and smaller ships).

Utility Slots[edit]

All sections have the exact same amount and size of Utility and Auxiliary Slots. As of 1.3, Battleships can no longer carry Aura support modules. Only stations may use them.

Weapon Slots[edit]

Weapon Sizes[edit]

Most weapon can use one or more of following sizes slots: Small small, Medium medium or Large large. The larger a slot a weapon is placed in, the more damage and range and the less accuracy and tracking it will have. For different sized weapons developed from same technology, the cost of Minerals.png and Energy Credits.png for small, medium and large size weapons are usually 1:2:4. There are also weapons that can't fit in normalized slots. They might go either into Torpedo torpedo, Point-Defense point defense or Extra Large extra large slots. While normalized weapons slot can be found on almost all sectors of ships and stations, special slots as well as Hangar hangar slots are only available on selected modules.

Weapon sizes are not related to weapon types. Flak Battery and Point Defense use Medium medium and Point-Defense slots respectively, but both are point-defense kinetic weapons. Proton Torpedo and Space Torpedo share Torpedo torpedo slot, while the former one is energy weapon and the latter one is explosive weapon with missile-like behaviors (having HP, evasion and speed).

Extra Large Extra large weapons have some other restrictions. They can only be mounted on a battleship's bow with Spinal Mount selected. These weapons outperform any other weapons with incomparable average damage per time and long range. However, they have a firing arc and minimum range which limit their area of effect. So these weapons are only effective when engaging enemies in front of the ship at medium-long range. Typically, they are effective against large targets like battleships as well as besieging enemy stations, but almost useless when swarmed by corvettes or strike craft. An interesting fact is every large Fallen Empire ship is equipped with two extra large weapons. Some guardians also have powerful beam attacks using Extra Large slot with limited firing arc and minimum range.

Point-Defense Point Defenses and Flak Battery are necessary against strike craft and missiles. They have very short range and high rates of fire, shooting down incoming strike craft and missiles when they approach the ship. Due to their low damage, they probably cannot protect a ship well from waves of advanced strike craft, marauder missiles, devastator torpedoes or swarm strike craft later in the game.

Energy Weapons[edit]

This weapon class has by far the best armor penetration, with quite respectable range and accuracy. It also offers the widest range of weapon types. It comes in 6 basic categories:

  • Lasers: Small lasers have notable accuracy with short range, while large lasers have more than twice the range and are quite effective against armored enemies. However, lasers are not good at crushing shields.
  • Plasma: Plasma weapons have similar behavior to lasers at the same cost. They have slightly longer range and higher armor penetration than comparable lasers, but damage and accuracy are lower. Meanwhile, they also have a -20% penalty when hitting shields.
  • Disruptor: Disruptors are specialized against shields. At same level of cost, their average damage is about 1/4 to 1/3 less than corresponding lasers. Unlike lasers and plasma weapons, they have +200% damage bonuses against shields. A good combination of disruptors and lasers can totally break through enemy defenses.
  • Energy Torpedoes: Although having torpedo in their name, they don't have HP, speed and evasion like other missile and torpedo weapons. Similar to disruptors, they are designed to disable enemy shields with +200% damage. Each shot of energy torpedoes can deal huge amount of damage but the cooldown time is also much longer, resulting in a comparable average damage to large disruptors.
  • Energy Lances: These extra large lance weapons have higher damage than any other energy weapons and ignore most enemy armor, but their accuracy and performance against shields are quite poor.
  • Arc Emitters: With absolute accuracy and absolute disregard of enemy defenses, arc emitters can deliver 100% numerical damage onto the hull. However, the range of minimum to maximum damage is so large that the results of fighting with arc emitters are likely to be a game of luck.

Some other energy weapon designs can be obtained via reverse engineering or special projects. Cutting lasers, cloud lightning and energy siphon require analysis of the mining drone, void cloud and tiyanki respectively. These are open to research in the early game and these components are fairly cheap. Their damage stats are not as high as those lasers, but some unique attributes like 100% armor penetration, absolute accuracy and +100% shield damage are very rare in early game and can be a surprise to certain enemies.

Matter disintegrators can be only found on debris of extradimensional invaders. With 50% armor penetration and 50% shield penetration, they are effective against every kind of enemy regardless of their defenses. The large matter disintegrator has unusual high damage which is almost comparable to extra large weapons. Since its cost is simply half that of extra large weapons, matter disintegrators have the best cost/performance among all weapons. The only problem is matter disintegrators have the worst accuracy among all energy weapons and only better than a few kinetic mass drivers, which makes them difficult to fight hordes of corvettes.

Missile Weapons[edit]

Missile weapons are rather different from other weapon types. They have a 100% accuracy and varying tracking values, but in turn can be shot down by Point Defenses (equipped only by destroyers and above).

  • Missiles have the best base range of all weapons. They also have equally high tracking for all slot sizes, giving any ship a good counter to corvettes.
  • Conventional Torpedoes have the ability to skip right past shields, making them especially dangerous to shield-reliant foes, but their weakness is that they lack tracking and are only available for the special torpedo slot.
  • Swarmer missiles are medium slot, shorter ranged missiles that split up with the goal of overwhelming enemy defenses in a saturation attack. Their evasion is so high they can not be shot down.

While they have good range, overall they lack in the short range department. Salvaged technology or research into other areas has to make up for that. Their efficiency is also highly dependent on how well the PD and Fighters operate in any given game patch.

Projectile Weapons[edit]

Projectile weapons have high DPS and bonus damage against shields, but their accuracy, especially in larger slots, is meager. They come in three types:

  • the average Mass drivers whose range even exceeds early energy weapons. Starting with Medium Slot size they also have Armor penetration.
  • the shorter ranged but much faster firing Autocannons. These have higher DPS and stronger Armor Penetration, but lack the bonus against shields.
  • the max range Kinetic Artillery.

It is notable that all point defense weapons are considered Kinetic weapons and the Flak Artillery - a special kind of medium slot Point Defense - is only available through this weapon line.

Hangars[edit]

Fighters/Bombers work like missiles or mobile point defense that can only be replenished out of combat. That would in theory make them suitable for hit and run, but in practice is not a good idea for large ships (due to the high cost of emergency FTL damage). However, Carrier wings can quickly be changed without any cost/upgrade time, as both Bomber and Fighter on the same tier cost the same. That means among the big ships carriers are the best at quickly being retrofitted to changing realities of conflict especially with the changes to retrofitting in 1.1.

Titan Laser[edit]

The Titan Laser is a unique type of weapon that is only used by their namesake Titans and a handful of Guardians. Between the base damage in the thousands and the passive bonuses the enemy will have, any battleship design can be effectively one-shotted by the Titan Laser. However it does suffer all the usual weaknesses of Lances, including Windup time, Weak Tracking, limited firing arc and relative weakness to shields (with heavy shield focus a BB might be there for a 2nd shoot).

Counters[edit]

Energy weapons in general work best burning through armor (Battleships, Armor Cruisers, spaceborne aliens) and are countered by shields, with the notable Exceptions of ED Matter Disintegrator, Energy Torpedo and Disruptor. Each of those weapons has its own set of trade-offs. Missiles make by far the best early long-range and big slot weaponry, with torpedoes in particular countering shield heavy designs and missiles countering corvettes. They are countered very effectively by PD and somewhat by armor and by every other weapon group with late long range weapons too. Kinetic weapons can shred through shields on decent range from the start, due to their high DPS. Strong armor mitigation counters them. As such they can be mostly adaptable. Fighters can counter missile and bomber heavy designs, if normal PD can not keep up. Bombers in turn counter any big ship, due to skipping both shields and armor. They do not work that well against small targets like corvettes.

References[edit]


Game concepts
Governance EmpireGovernment typesPoliciesEdictsLeaderFactionsPopulation
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesSpaceborne aliens
Colonization ColonizationCelestial bodyEconomyBuildingsTechnologyConstructionSpaceportFleet
Diplomacy DiplomacyTradeSubject empireAlliances and federationsAI personalities
Warfare WarfareSpace warfareLand warfareOrbital bombardmentMilitary stationShip designer
Others EthosTraitsTerraformingGenetic modificationSlaveryCrisisPreset empiresEaster eggs