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This article may contain outdated information that is inaccurate for the current version of the game.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 1.5.

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 Since 1.3, an alert icon will appear if a ship design is obsolete, and a toggle enables automatic upgrading of components for player convenience.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 require power to support the 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%.

Maintenance Cost[edit]

Every ship also has a maintenance cost, in an amount of energy and minerals.
A ship's maintenance cost in Minerals.png minerals is 0.3% of its total Minerals.png minerals construction cost, while its maintenance cost in Energy Credits.png energy is 0.4% of its total Minerals.png minerals construction cost.
Note that both values depend solely on the construction cost of the ship, not on its energy systems.

Ship types[edit]

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

Ship type Hull points Armor Evasion speed Section Base cost
Corvette 300 2 (2%) 60% 1.75 1 60
Destroyer 600 12 (14%) 25% 1.25 2 120
Cruiser 1600 30 (29%) 10% 1.25 3 360
Battleship 2400 80 (55%) 5% 0.75 3 720
Defense platform 5000 15 (15%) - 0 2 80-100
Defense station 10000 30 (21%) - 0 4 160-200
Fortress 15000 44 (25%) - 0 4 260-340

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.

All sections of the same type have the same utility slots, with only the weapon slots being different. Weapon slots trade at a fixed ratio, with the following being equivalent:

  • Extra Large
  • Large or Hangar
  • Medium or Torpedo
  • Small or Point-Defense

The one exception is the Destroyer Picket Ship Bow, with one fewer Small weapon equivalent, but an extra Medium utility slot.

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
Interceptor Small 2 Small 4 Auxiliary 1
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

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 component 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 Tech combat computers 1.png Intermediate Tech combat computers 2.png Advanced Tech combat computers 3.png Sentient Tech precognition interface.png 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% Fire rate
  • Mod ship tracking add.png +4% Accuracy
  • Attack Speed +10% Fire rate
  • Mod ship tracking add.png +4% Accuracy
  • Attack Speed +15% Fire rate
  • Mod ship tracking add.png +4% Accuracy
  • Attack Speed +10% Fire rate
  • Evasion +5% Evasion
Battleship Artillery Nothing
  • Damage +5% Damage
  • Damage +10% Damage
  • Damage +10% Damage
  • Attack Speed +5% Fire rate
  • 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 sublight thrusters determine how fast the ship maneuvers within a star system. They also increase the chance to evade enemy attacks in combat.

Name Minerals.png Power Usage Sublight Speed Combat Speed Evasion Description
Tech thrusters 1.png Chemical Thrusters 5 5 Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.
Tech thrusters 2.png Ion Thrusters 10 10 +20% +20% +3% These electric thrusters use beams of ions to generate thrust without the need for propellant.
Tech thrusters 3.png Plasma Thrusters 15 15 +40% +40% +6% An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
Tech thrusters 4.png 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 the ship's detection range on the 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
Ship part sensor 1.png 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.
Ship part sensor 2.png 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.
Ship part sensor 3.png 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.
Ship part sensor 4.png 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 no bonuses there are two alternatives that gives bonuses on survey available after an empire has encountered and communicated with a Curator Enclave.

  • Science lab (default): No bonuses
  • 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. Requires 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. Requires 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 the minefield have a daily 20% chance to take 5 - 15 damage ignoring 75% of the armor. This damage can be dodged.

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 the various weapon types. These attributes are constant across technology tiers. For example, the entry for Laser applies to Red Laser, Blue Laser, X-Ray Laser, etc. For more details, including attributes that vary by tech tier, see the tables farther below. Note: the windup is the time it takes until the weapon can fire. In-game, the 'cooldown' of a weapon is the windup and cooldown combined into one value.

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
Shard Throwers K 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]

Combat stat damage energy.png Crystalline Entity weapons are no longer available to players as corresponding techs are not valid for reverse engineering anymore.
Name Size Minerals.png
Energy Credits.png
Damage Range Accuracy Tracking Notes
Min Max Time CD Avg AvgD30 NORM
Tech lasers 1.png Red Laser Small 2.5 5 10 3.75 1.80 68 1.80 30 90% 60% -20% Shield Shield Damage 15% Armor Armor Penetration
Tech lasers 1.png Red Laser Medium 5 13 18 3.75 3.51 140 1.76 50 85% 30% -20% Shield Shield Damage 30% Armor Armor Penetration
Tech lasers 1.png Red Laser Large 7.5 25 43 3.75 7.25 306 1.81 70 80% 5% -20% Shield Shield Damage 60% Armor Armor Penetration
Tech lasers 2.png Blue Laser Small 5 6 11 3.75 2.03 77 2.03 30 90% 60% -20% Shield Shield Damage 15% Armor Armor Penetration
Tech lasers 2.png Blue Laser Medium 10 15 22 3.75 4.19 167 2.10 50 85% 30% -20% Shield Shield Damage 30% Armor Armor Penetration
Tech lasers 2.png Blue Laser Large 20 32 48 3.75 8.53 360 2.13 70 80% 5% -20% Shield Shield Damage 60% Armor Armor Penetration
Tech lasers 3.png UV Laser Small 7.5 8 12 3.75 2.39 90 2.39 30 90% 60% -20% Shield Shield Damage 15% Armor Armor Penetration
Tech lasers 3.png UV Laser Medium 15 16 26 3.75 4.76 189 2.38 50 85% 30% -20% Shield Shield Damage 30% Armor Armor Penetration
Tech lasers 3.png UV Laser Large 30 35 56 3.75 9.70 410 2.43 70 80% 5% -20% Shield Shield Damage 60% Armor Armor Penetration
Tech lasers 4.png X-Ray Laser Small 10 9 13 3.75 2.63 99 2.63 30 90% 60% -20% Shield Shield Damage 15% Armor Armor Penetration
Tech lasers 4.png X-Ray Laser Medium 20 18 30 3.75 5.44 216 2.72 50 85% 30% -20% Shield Shield Damage 30% Armor Armor Penetration
Tech lasers 4.png X-Ray Laser Large 40 39 63 3.75 10.88 459 2.72 70 80% 5% -20% Shield Shield Damage 60% Armor Armor Penetration
Tech lasers 5.png Gamma Laser Small 12.5 11 14 3.75 2.99 113 2.99 30 90% 60% -20% Shield Shield Damage 15% Armor Armor Penetration
Tech lasers 5.png Gamma Laser Medium 25 19 33 3.75 5.89 234 2.95 50 85% 30% -20% Shield Shield Damage 30% Armor Armor Penetration
Tech lasers 5.png Gamma Laser Large 50 42 71 3.75 12.05 509 3.01 70 80% 5% -20% Shield Shield Damage 60% Armor Armor Penetration
Tech energy lance 1.png Particle Lance Extra Large 100 144 273 8.85 20.03 834 2.50 100 85% 0% -33% Shield Shield Damage 90% Armor Armor Penetration
Tech energy lance 2.png Tachyon Lance Extra Large 120 169 331 8.85 24.01 1000 3.00 100 85% 0% -33% Shield Shield Damage 90% Armor Armor Penetration
Tech plasma 1.png Plasma Thrower Small 7.5 8 14 4.35 2.14 77 2.14 40 85% 40% -20% Shield Shield Damage 60% Armor Armor Penetration
Tech plasma 1.png Plasma Thrower Medium 15 18 27 4.35 4.13 158 2.07 60 80% 20% -20% Shield Shield Damage 80% Armor Armor Penetration
Tech plasma 1.png Plasma Thrower Large 30 35 61 4.35 8.27 336 2.07 80 75% 5% -20% Shield Shield Damage 90% Armor Armor Penetration
Tech plasma 2.png Plasma Accelerator Small 10 9 17 4.35 2.53 91 2.53 40 85% 40% -20% Shield Shield Damage 60% Armor Armor Penetration
Tech plasma 2.png Plasma Accelerator Medium 20 22 31 4.35 4.87 186 2.44 60 80% 20% -20% Shield Shield Damage 80% Armor Armor Penetration
Tech plasma 2.png Plasma Accelerator Large 40 45 69 4.35 9.82 399 2.46 80 75% 5% -20% Shield Shield Damage 90% Armor Armor Penetration
Tech plasma 3.png Plasma Cannon Small 12.5 11 19 4.35 2.93 105 2.93 40 85% 40% -20% Shield Shield Damage 60% Armor Armor Penetration
Tech plasma 3.png Plasma Cannon Medium 25 24 38 4.35 5.70 217 2.85 60 80% 20% -20% Shield Shield Damage 80% Armor Armor Penetration
Tech plasma 3.png Plasma Cannon Large 50 48 83 4.35 11.29 459 2.82 80 75% 5% -20% Shield Shield Damage 90% Armor Armor Penetration
Tech arc emitter 1.png Arc Emitter Extra Large 100 1 184 8.60 9.94 370 1.24 100 100% 100% 100% Shield Shield Penetration 100% Armor Armor Penetration
Tech arc emitter 2.png Focused Arc Emitter Extra Large 120 1 221 8.60 11.10 444 1.39 110 100% 100% 100% Shield Shield Penetration 100% Armor Armor Penetration
Tech disruptors 1.png Disruptor Small 7.5 4 8 3.60 1.49 54 1.49 40 90% 60% +200% Shield Shield Damage
Tech disruptors 1.png Disruptor Medium 15 8 18 3.60 3.06 117 1.53 60 85% 30% +200% Shield Shield Damage
Tech disruptors 1.png Disruptor Large 30 19 35 3.60 6.00 243 1.5 80 80% 5% +200% Shield Shield Damage
Tech disruptors 2.png Ion Disruptor Small 10 5 10 3.60 1.87 68 1.87 40 90% 60% +200% Shield Shield Damage
Tech disruptors 2.png Ion Disruptor Medium 20 10 22 3.60 3.77 144 1.89 60 85% 30% +200% Shield Shield Damage
Tech disruptors 2.png Ion Disruptor Large 40 23 45 3.60 7.55 306 1.49 80 80% 5% +200% Shield Shield Damage
Tech disruptors 3.png Phase Disruptor Small 12.5 6 12 3.60 2.25 81 2.25 40 90% 60% +200% Shield Shield Damage
Tech disruptors 3.png Phase Disruptor Medium 25 12 26 3.60 4.48 171 2.24 60 85% 30% +200% Shield Shield Damage
Tech disruptors 3.png Phase Disruptor Large 50 27 54 3.60 9.00 365 2.5 80 80% 5% +200% Shield Shield Damage
Tech energy torpedoes 1.png Proton Torpedoes Torpedo 40 130 240 21.25 7.83 370 3.92 70 90% 0% +200% Shield Shield Damage
Tech energy torpedoes 2.png Neutron Torpedoes Torpedo 60 180 330 21.25 10.80 510 5.40 70 90% 0% +200% Shield Shield Damage
Tech extradimensional weapon 1.png Matter Disintegrator Small 15 13 19 3.85 3.24 128 3.24 40 78% 60% 50% Shield Shield Penetration 50% Armor Armor Penetration
Tech extradimensional weapon 1.png Matter Disintegrator Medium 30 25 43 3.85 6.62 272 3.31 60 75% 30% 50% Shield Shield Penetration 50% Armor Armor Penetration
Tech extradimensional weapon 1.png Matter Disintegrator Large 60 55 100 3.85 14.89 620 3.72 80 74% 5% 50% Shield Shield Penetration 50% Armor Armor Penetration
Tech mining drone weapon 1.png Mining Drone Laser Small 7.5 8 14 4.35 1.89 77 1.89 40 75% 60% 100% Armor Armor Penetration
Tech mining drone weapon 1.png Mining Drone Laser Medium 15 18 27 4.35 3.62 158 1.81 30 70% 30% 100% Armor Armor Penetration
Tech space cloud weapon 1.png Cloud Lightning Medium 10 1 27 4.35 3.21 98 1.61 50 100% 100% -25% Shield Shield Damage 50% Armor Armor Penetration
Tech space whale weapon 1.png Energy Siphon Small 5 3 11 3.60 1.59 63 1.59 40 82% 60% +100% Shield Shield Damage

Explosive[edit]

Combat stat damage explosive.png 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.
Name Size Minerals.png
Energy Credits.png
Damage Range Accuracy Tracking HP Evasion Speed Notes
Min Max Time CD Avg AvgD30 NORM
Tech missiles 1.png Nuclear Missiles Small 2.5 8 12 4.35 2.29 70 2.29 70 100% 70% 1 0% 6 +15% Shield Shield Damage
Tech missiles 1.png Nuclear Missiles Medium 5 13 27 4.35 4.59 140 2.30 90 100% 70% 2 0% 6 +15% Shield Shield Damage 15% Armor Armor Penetration
Tech missiles 1.png Nuclear Missiles Large 10 30 50 4.35 9.19 280 2.30 110 100% 70% 4 0% 6 +15% Shield Shield Damage 30% Armor Armor Penetration
Tech missiles 2.png Fusion Missiles Small 5 9 14 4.35 2.64 81 2.64 70 100% 70% 1 10% 6 +15% Shield Shield Damage
Tech missiles 2.png Fusion Missiles Medium 10 16 30 4.35 5.28 161 2.64 90 100% 70% 2 10% 6 +15% Shield Shield Damage 15% Armor Armor Penetration
Tech missiles 2.png Fusion Missiles Large 20 37 57 4.35 10.80 329 2.70 110 100% 70% 4 10% 6 +15% Shield Shield Damage 30% Armor Armor Penetration
Tech missiles 3.png Antimatter Missiles Small 7.5 11 15 4.35 2.98 91 2.98 70 100% 70% 1 20% 6 +15% Shield Shield Damage
Tech missiles 3.png Antimatter Missiles Medium 15 19 34 4.35 6.09 186 3.05 90 100% 70% 2 20% 6 +15% Shield Shield Damage 15% Armor Armor Penetration
Tech missiles 3.png Antimatter Missiles Large 30 42 65 4.35 12.29 375 3.07 110 100% 70% 4 20% 6 +15% Shield Shield Damage 30% Armor Armor Penetration
Tech missiles 4.png Quantum Missiles Small 10 12 17 4.35 3.33 102 3.33 70 100% 70% 2 30% 6 +15% Shield Shield Damage
Tech missiles 4.png Quantum Missiles Medium 20 21 39 4.35 6.89 210 3.45 90 100% 70% 4 30% 6 +15% Shield Shield Damage 15% Armor Armor Penetration
Tech missiles 4.png Quantum Missiles Large 40 48 72 4.35 13.79 420 3.45 110 100% 70% 8 30% 6 +15% Shield Shield Damage 30% Armor Armor Penetration
Tech missiles 5.png Marauder Missiles Small 12.5 14 18 4.35 3.67 112 3.67 70 100% 70% 2 40% 6 +15% Shield Shield Damage
Tech missiles 5.png Marauder Missiles Medium 25 25 40 4.35 7.47 228 3.74 90 100% 70% 4 40% 6 +15% Shield Shield Damage 15% Armor Armor Penetration
Tech missiles 5.png Marauder Missiles Large 50 50 83 4.35 15.28 466 3.82 110 100% 70% 8 40% 6 +15% Shield Shield Damage 30% Armor Armor Penetration
Tech swarmer missiles 1.png Swarmer Missiles Medium 20 8 12 2.10 4.76 150 2.38 60 100% 70% 1 200% 6
Tech swarmer missiles 2.png Whirlwind Missiles Medium 25 10 15 2.10 5.95 188 2.98 60 100% 70% 1 200% 6
Tech torpedoes 1.png Space Torpedoes Torpedo 10 120 215 20.85 8.03 335 4.02 60 100% 0% 2 0% 5 100% Shield Shield Penetration 50% Armor Armor Penetration
Tech torpedoes 2.png Armored Torpedoes Torpedo 15 140 280 20.85 10.07 420 5.04 60 100% 0% 4 0% 5 100% Shield Shield Penetration 50% Armor Armor Penetration
Tech torpedoes 3.png Devastator Torpedoes Torpedo 20 180 340 20.85 12.47 520 6.24 60 100% 0% 6 0% 5 100% Shield Shield Penetration 50% Armor Armor Penetration
Tech scourge missile 1.png Scourge Missile Large 50 52 90 5.35 13.27 426 3.32 90 100% 80% 1 45% 5 -- STATS TO BE CONFIRMED

(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)

Kinetic[edit]

Combat stat damage kinetic.png
Name Size Minerals.png
Energy Credits.png
Damage Range Accuracy Tracking Notes
Min Max Time CD Avg AvgD30 NORM
Tech mass drivers 1.png Mass Driver Small 2.5 4 17 3.50 2.28 95 2.28 45 76% 60% +33% Shield Shield Damage
Tech mass drivers 1.png Mass Driver Medium 5 8 36 3.50 4.52 196 2.26 65 72% 30% +33% Shield Shield Damage 15% Armor Armor Penetration
Tech mass drivers 1.png Mass Driver Large 10 21 74 3.50 9.09 428 2.27 85 67% 5% +33% Shield Shield Damage 30% Armor Armor Penetration
Tech mass drivers 2.png Coilgun Small 5 5 19 3.50 2.60 108 2.60 45 76% 60% +33% Shield Shield Damage
Tech mass drivers 2.png Coilgun Medium 10 11 39 3.50 5.14 225 2.57 65 72% 30% +33% Shield Shield Damage 15% Armor Armor Penetration
Tech mass drivers 2.png Coilgun Large 20 25 84 3.50 10.43 491 2.61 85 67% 5% +33% Shield Shield Damage 30% Armor Armor Penetration
Tech mass drivers 3.png Railgun Small 7.5 6 21 3.50 2.93 122 2.93 45 76% 60% +33% Shield Shield Damage
Tech mass drivers 3.png Railgun Medium 15 13 44 3.50 5.86 257 2.93 65 72% 30% +33% Shield Shield Damage 15% Armor Armor Penetration
Tech mass drivers 3.png Railgun Large 30 30 92 3.50 11.67 549 2.92 85 67% 5% +33% Shield Shield Damage 30% Armor Armor Penetration
Tech mass drivers 4.png Advanced Railgun Small 10 7 23 3.50 3.25 135 3.25 45 76% 60% +33% Shield Shield Damage
Tech mass drivers 4.png Advanced Railgun Medium 20 15 49 3.50 6.58 288 3.29 65 72% 30% +33% Shield Shield Damage 15% Armor Armor Penetration
Tech mass drivers 4.png Advanced Railgun Large 40 36 100 3.50 13.01 612 3.25 85 67% 5% +33% Shield Shield Damage 30% Armor Armor Penetration
Tech mass drivers 5.png Gauss Cannon Small 12.5 8 25 3.50 3.58 149 3.58 45 76% 60% +33% Shield Shield Damage
Tech mass drivers 5.png Gauss Cannon Medium 25 17 53 3.50 7.20 315 3.6 65 72% 30% +33% Shield Shield Damage 15% Armor Armor Penetration
Tech mass drivers 5.png Gauss Cannon Large 50 41 109 3.50 14.35 675 3.59 85 67% 5% +33% Shield Shield Damage 30% Armor Armor Penetration
Tech kinetic artillery 1.png Kinetic Battery Large 100 106 218 8.00 14.17 648 3.54 100 70% 5% +33% Shield Shield Damage 20% Armor Armor Penetration
Tech kinetic artillery 2.png Kinetic Artillery Large 120 121 239 8.00 15.75 720 3.94 100 70% 5% +33% Shield Shield Damage 20% Armor Armor Penetration
Tech mass accelerator 1.png Mega Cannon Extra Large 100 92 300 7.85 22.47 784 2.81 120 90% 0% +33% Shield Shield Damage 50% Armor Armor Penetration
Tech mass accelerator 2.png Giga Cannon Extra Large 120 121 350 7.85 27.00 942 3.375 120 90% 0% +33% Shield Shield Damage 50% Armor Armor Penetration
Tech autocannons 1.png Autocannon Small 5 3 15 2.35 3.13 117 3.13 20 82% 65%
Tech autocannons 1.png Autocannon Medium 10 6 31 2.35 6.29 241 3.11 40 80% 35% 10% Armor Armor Penetration
Tech autocannons 1.png Autocannon Large 20 16 66 2.35 13.08 533 3.27 60 75% 10% 20% Armor Armor Penetration
Tech autocannons 2.png Ripper Autocannon Small 7.5 4 16 2.35 3.53 130 3.53 20 82% 65%
Tech autocannons 2.png Ripper Autocannon Medium 15 8 33 2.35 7.06 267 3.53 40 80% 35% 10% Armor Armor Penetration
Tech autocannons 2.png Ripper Autocannon Large 30 21 67 2.35 14.22 572 3.56 60 75% 10% 20% Armor Armor Penetration
Tech autocannons 3.png Stormfire Autocannon Small 10 5 17 2.35 3.53 143 3.53 20 82% 65%
Tech autocannons 3.png Stormfire Autocannon Medium 20 10 35 2.35 7.85 293 3.93 40 80% 35% 10% Armor Armor Penetration
Tech autocannons 3.png Stormfire Autocannon Large 40 26 70 2.35 15.72 624 3.93 60 75% 10% 20% Armor Armor Penetration

Point-Defense[edit]

Combat stat damage point defence.png Point-Defense weapons are Kinetic type weapons used primarily for destroying small incoming targets such as enemy Missiles, Torpedoes, and Strike Craft.

They may shoot at larger enemy ships, but their very short range makes this a less than ideal strategy.

Name S Minerals.png
Energy Credits.png
Damage Range Accuracy Tracking Notes
Min Max Time CD Avg AvgD30 NORM
Tech pd tracking 1.png Sentinel Point-Defense Point-Defense 5 2 3 2.0 1.00 40 1.00 10 80% 10%
Tech pd tracking 2.png Barrier Point-Defense Point-Defense 7.5 3 4 2.0 1.40 56 1.40 10 80% 20%
Tech pd tracking 3.png Guardian Point-Defense Point-Defense 10 5 6 2.0 2.20 88 2.20 10 80% 30%
Tech flak batteries 1.png Flak Battery Medium 15 6 21 2.8 3.62 149 1.81 40 75% 50%
Tech flak batteries 2.png Flak Artillery Medium 20 8 25 2.8 4.42 182 2.21 40 75% 50%

Strike Craft[edit]

Combat stat damage strike craft.png 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 S Minerals.png
Energy Credits.png
Damage Range Accuracy Tracking HP Evasion Notes
Min Max CD Avg NORM
Scout Wing Hangar 20 1 2 2.5 0.42 0.84 8 70% 10% 4 10% Point Defense
Tech strike craft 1.png Basic Fighter Wing Hangar 30 2 3 2.5 0.70 1.4 8 70% 20% 5 20% Point Defense
Tech strike craft 2.png Improved Fighter Wing Hangar 40 3 4 2.5 0.98 1.96 8 70% 30% 7 30% Point Defense
Tech strike craft 3.png Advanced Fighter Wing Hangar 50 4 5 2.5 1.26 2.52 8 70% 40% 9 40% Point Defense
Tech strike craft 1.png Basic Bomber Wing Hangar 30 16 24 10 2.00 4.00 8 100% 0% 6 10% 100% Shield Shield Penetration 50% Armor Armor Penetration
Tech strike craft 2.png Improved Bomber Wing Hangar 40 20 30 10 2.50 5.00 8 100% 0% 8 20% 100% Shield Shield Penetration 50% Armor Armor Penetration
Tech strike craft 3.png Advanced Bomber Wing Hangar 50 24 36 10 3.00 6.00 8 100% 0% 10 30% 100% Shield Shield Penetration 50% Armor Armor Penetration
Tech amoeba strike craft 1.png Amoeba Flagella Hangar 30 16 24 5 2.80 2.80 20 70% 0% 10 15% 100% Shield Shield Penetration 50% Armor Armor Penetration
Tech swarm strike craft 1.png Swarm Strikes Hangar 50 19 21 8 2.50 5.00 8 100% 0% 12 40% 100% Shield Shield Penetration 66% Armor 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 all other components. 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 Power generation
Tech fission power.png Fission Reactor Small 5 +10
Tech fission power.png Fission Reactor Medium 10 +20
Tech fission power.png Fission Reactor Large 20 +40
Tech fusion power.png Fusion Reactor Small 10 +15
Tech fusion power.png Fusion Reactor Medium 20 +30
Tech fusion power.png Fusion Reactor Large 40 +60
Tech cold fusion power.png Cold Fusion Reactor Small 15 +20
Tech cold fusion power.png Cold Fusion Reactor Medium 30 +40
Tech cold fusion power.png Cold Fusion Reactor Large 60 +80
Tech antimatter power copy.png Antimatter Reactor Small 20 +25
Tech antimatter power copy.png Antimatter Reactor Medium 40 +50
Tech antimatter power copy.png Antimatter Reactor Large 80 +100
Tech zero point power.png Zero-Point Reactor Small 25 +30
Tech zero point power.png Zero-Point Reactor Medium 50 +60
Tech zero point power.png Zero-Point Reactor Large 100 +120
Tech enigmatic power core.png Enigmatic Power Core Small 30 +35
Tech enigmatic power core.png Enigmatic Power Core Medium 60 +70
Tech enigmatic power core.png Enigmatic Power Core Large 120 +140

Armor[edit]

Name Size Minerals.png Minerals Armor
Tech ship armor 1.png Nanocomposite Armor Small 2 2
Tech ship armor 1.png Nanocomposite Armor Medium 4 4
Tech ship armor 1.png Nanocomposite Armor Large 8 8
Tech ship armor 2.png Ceramo-Metal Armor Small 4 2.5
Tech ship armor 2.png Ceramo-Metal Armor Medium 8 5
Tech ship armor 2.png Ceramo-Metal Armor Large 16 10
Tech ship armor 3.png Plasteel Armor Small 6 3
Tech ship armor 3.png Plasteel Armor Medium 12 6
Tech ship armor 3.png Plasteel Armor Large 24 12
Tech ship armor 4.png Durasteel Armor Small 8 3.5
Tech ship armor 4.png Durasteel Armor Medium 16 7
Tech ship armor 4.png Durasteel Armor Large 32 14
Tech ship armor 5.png Neutronium Armor Small 10 4
Tech ship armor 5.png Neutronium Armor Medium 20 8
Tech ship armor 5.png Neutronium Armor Large 40 16
Tech dragon armor.png Dragonscale Armor Small 10 4.5
Tech dragon armor.png Dragonscale Armor Medium 20 9
Tech dragon armor.png 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 Power usage Shield HP Shield Regen
Tech shields 1.png Deflectors Small 5 2.5 20 +1.2
Tech shields 1.png Deflectors Medium 10 5 40 +2.4
Tech shields 1.png Deflectors Large 20 10 80 +3.6
Tech shields 2.png Improved Deflectors Small 7.5 5 30 +1.8
Tech shields 2.png Improved Deflectors Medium 15 10 60 +3.2
Tech shields 2.png Improved Deflectors Large 30 20 120 +4.6
Tech shields 3.png Shields Small 10 7.5 45 +2.4
Tech shields 3.png Shields Medium 20 15 90 +4.0
Tech shields 3.png Shields Large 40 30 180 +5.6
Tech shields 4.png Advanced Shields Small 12.5 10 70 +3.0
Tech shields 4.png Advanced Shields Medium 25 20 140 +4.8
Tech shields 4.png Advanced Shields Large 50 40 280 +6.6
Tech shields 5.png Hyper Shields Small 15 12.5 105 +3.6
Tech shields 5.png Hyper Shields Medium 30 25 210 +5.6
Tech shields 5.png Hyper Shields Large 60 50 420 +7.6
Tech enigmatic deflector.png Enigmatic Deflectors Small 15 15 150 +4.6
Tech enigmatic deflector.png Enigmatic Deflectors Medium 30 30 300 +6.6
Tech enigmatic deflector.png Enigmatic Deflectors Large 60 60 600 +8.6
Tech psionic shield.png Psionic Shields Small 15 15 150 +4.6
Tech psionic shield.png Psionic Shields Medium 30 30 300 +6.6
Tech psionic shield.png Psionic Shields Large 60 60 600 +8.6

Auxiliary[edit]

Name Size Minerals.png Minerals Energy Credits.png Power usage Effects
Tech crystal armor 1.png Crystal-Infused Plating Auxiliary 25 +5% Hull Points
Tech crystal armor 2.png Crystal-Forged Plating Auxiliary 40 +10% Hull Points
Tech regenerative hull tissue.png Regenerative Hull Tissue Auxiliary 30 +2% Monthly Hull Regen
Tech shield rechargers 1.png Shield Capacitors Auxiliary 20 20 +50% Shield Regen (Allows shield regen in battle)
Tech afterburners 1.png Afterburners Auxiliary 20 10 +25% Combat speed
Tech afterburners 2.png Advanced Afterburners Auxiliary 40 20 +50% Combat speed
Tech enigmatic encoder.png Enigmatic Encoder Auxiliary 20 20 +6 Evasion
Tech enigmatic decoder.png 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 mass-produced quickly. Their role drastically changed with 1.3. Their primary defense is their high evasion stat, their secondary is 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 Weapon choices they are poor at defeating spaceports early on, unless fielded in considerable masses (30+) and even then, casualties have to be expected. The corvette can be produced by any spaceport, costs little and is made quickly (2 months with a T1 port). The corvettes are quick and can be very effective against large enemy battleships and cruisers that lack weapons with good tracking, such as missiles. Corvettes have low armor and shields so caution is advised.

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 extra large weapons, Torpedoes and Hangars, they can carry every weapon size in the game making them highly useful and variable. The bow and stern sections allow for a variety of weapon slots. Early on they can offer the only access to large and medium slots as well as point defense. Their combat computer favors a balanced approach between artillery and swarm.

Destroyers get an extra bonus to tracking, which makes them an ideal counter to the quick and evasive corvette. This combined with their point defenses allows the destroyer to be a ship that can fit in every situation, be it to protect large battleships or additional firepower in the early games' mass corvette fleets. 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 is not necessary or available. The cruiser combat computer boosts fire rate and accuracy, which allows it to deal large amounts of damage. Defensively they face trade-offs with their low evasion chance . Cruiser defense benefit substantially from both armor and shields. Shields and HP regeneration can greatly boost endurance in enemy territory, but at expense of direct battle survivability. It also has access to all but the very largest weapons. This in combination with their damage increasing combat computer lets cruisers output considerable damage, where 2 cruisers can outclass a battleship in damage values. The available sections are a fore, center, and aft section. The center section can also be changed to a hangar core, allowing for strike craft to be equipped.

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 battleships to survive is always a consideration for a fleet admiral because replacing battleships can become very costly very fast. 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. 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. Shields can be added when the diminishing returns of armor value becomes too much. However, their first defense is the long reach of their weapons. Long-range firepower and screening ships keep the enemy at a distance. Battleships are built to provide sustained damage and survive to fight again. This is helped by having smaller screening ships such as destroyers fight and sustain damage that would've otherwise gone to the battleship. A battleship is most effective when it is placed in the back of a battle, where it can keep shooting without having to turn. The battleships large amount of hull points can be used as meat shield in situations where an enemies' damage is not enough to destroy it, but enough to destroy other smaller ships.

Utilities[edit]

All sections of a particular ship class have exactly the same amount and size of Utility and Auxiliary Slots. Utility slots provide various bonus to the performance of a ship. In the small, medium and large slots, the challenge is to reach a balance between power generation, shields and armor values most optimal for the current situation. Against an enemy using only energy weapons, shields are invaluable, but not having a healthy balance in armor/shields can catch a fleet off-guard. The auxiliary slot can be filled with various components, such as the afterburner to increase non-FTL speed. As of 1.3, Battleships can no longer carry Aura support modules. Only stations may use them.

Weapons[edit]

Weapon Sizes[edit]

Most weapons can use one or more of the following size 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 minerals and Energy Credits.png energy for small, medium and large size weapons are usually 1:2:4. There are also weapons that can't fit in the regular 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 sections.

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 an 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 the xl 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 and range, they are not a reliable source of damage but they can significantly increase a ship's survivability.

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 with corresponding sections).

  • 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 shot).

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. A well-rounded force will not be caught off-guard, but outfitting a fleet to counter a specific enemy may result in a swift and cheap victory.

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