Console:Ship designer

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This article has been verified for the current console version (2.8) of the game.

The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. If a ship of a design is under construction or being upgraded, the design cannot be edited. 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.

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. An alert icon will appear if a ship design is obsolete, and a toggle enables automatic upgrading of components for player convenience.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.

Cost[edit source]

Every ship design has an associated cost to build. This is the sum of the costs of its sections and components. All of them cost Alloys.png Alloys and some advanced components also cost Strategic.png Strategic Resources. The build time is determined by the ship type.

The base monthly upkeep of a ship is determined as a percentage of its total build cost. Civilian vessels only cost Energy.png Energy Credits as upkeep, while Military ships also cost Alloys.png Alloys. Upkeep is split into 2 parts:

  • Hull Upkeep: determined by the ship type.
  • Component Upkeep: around 0.833% of its build cost in Energy.png Energy Credits and around 0.15% of its build cost in Alloys.png Alloys. Strategic Resource will also increase upkeep by a bit.

Upgrading[edit source]

If a Ship design is edited, a fleet containing ships of that design can be ordered to return to a shipyard to upgrade. Upgrading will take all ships of a given name to the most recent design with the same name (e.g. a Victory-class will upgrade to the design for the Victory-class). Switching designs is done in the fleet manager via the Retrofit button - in this case, "upgrading" the fleet will switch all ships of the appropriate hull type to the newly selected ship design. This is useful for maintaining two designs of a type and switching between them.

If you delete a ship design that is currently in use, ships in a fleet will automatically be designated for a retrofit to the most recently changed ship design of that hull type. There must always be one design per hull type. The upgrade button will send the fleet back to a shipyard to change designs. (e.g. if you have a fleet of Victory-class corvettes and then make a Constellation-class of corvette and delete the design for the Victory-class, all Victory-class corvettes will be automatically marked for upgrading to the Constellation-class)

Upgrade cost is the build cost for the new ship type minus the build cost for the old ship type. This can return resources if the new design is cheaper than the old design or uses different strategic resources in construction. (e.g. Hyper Shields require Exotic gases.png Exotic Gases while Dark Matter Deflectors require Dark Matter.png Dark Matter. Switching from Hyper Shields to Dark Matter Deflectors will cost Dark Matter but also refund Exotic Gas to your stockpile.)

Power[edit source]

Power is generated by the ship's reactor, as well as any Reactor Booster components the ship might have. Many components and subsystems require power to operate. A ship design cannot be approved if it has a negative power balance.

Excess power will give a small bonus to the ship's evasion, speed, and weapon damage using the following formula:

Types[edit source]

The type of the ship determines its base statistics.

Type Sections Fleet Size.png Command Points Alloys.png Base cost Time Build time Small Slot Equivalent (W/U/A) Mod ship hitpoints add.png Base hull Mod ship evasion mult.png Base evasion Mod ship speed mult.png Base speed Mod ship disengagement.png Disengagement Chance Piracy suppression.png Piracy Suppression Mod ship upkeep mult.png Hull upkeep
Corvette 1 1 30 60 3 3 1 300 60% 160 1.0 10 1% build cost in Energy.png Energy
0.33% build cost in Alloys.png Alloys
Destroyer 2 2 60 120 6 6 1 800 35% 140 1.5 8
Cruiser 3 4 120 240 12 16 2 1800 10% 120 1.5 6
Battleship 3 8 240 480 24 24 2 3000 5% 100 1.25 4
Titan 3 16 480 1800 24+T 48 3 10000 5% 100 1.25 0
Juggernaut 1 32 1032 3600 50 84 4 100000 2% 80 No.png 0 0.3% build cost in Energy.png Energy
0.1% build cost in Alloys.png Alloys
Colossus 1 32 10000 20000 C 24 0 30000 2% 80 No.png 0
Defense platform 2 1 60 120 8 12 2 1000 0% 6 No.png 2 None
Ion Cannon 1 8 2000 1080 T 24 0 10000 0% 6 No.png 0

Defense platforms also have +20% bonus to Mod ship weapon range mult.png weapons range.

Components[edit source]

The capabilities and statistics of a ship are based not just on the ship's type but on what components are equipped to the ship. Most components have an individual cost that adds to build cost and to upkeep cost for ships with upkeep costs. The initial cost may be in Alloys.png Alloys or any of several strategic resources, but upkeep costs are limited to Energy.png Energy and Alloys.png Alloys. Downgrading components or leaving slots empty can lower the build and upkeep costs of ships of that design. When changing components in a design, ships can be upgraded at a shipyard for the change in costs (downgrading designs is also done with the "upgrade" button, but will return resources). Upgrading ships when you do not have sufficient resources will cause them to wait at the shipyard until the resources become available and upgrade as soon as the resources become available. If you have neither reserves nor income of the required resources (e.g. you have 0(+0) Dark Matter.png Dark Matter for Dark Matter Thrusters) then the ships will idle at the shipyard indefinitely.

All Ships have similar Core components, displayed on the right side of the star-background part of the ship designer UI. Most of these slots cannot be left empty (the exception being an FTL Drive, but this component is necessary for inter-system travel; a ship without one will be stuck in the system it was built in). Immobile ship types (Defense Platforms and Ion Cannons) have limited slots to reflect that they are immobile. Titans and Juggernauts have an additional slot for auras. The article on core components goes into detail on what options are available, what stats those options have, and any special mechanics related to the components.

All Ships have slots for Weapon components and Utility components. These slots can be left empty. What specific slots are available will change based on what Sections are used in the design (see below). Weapon component slots are at the top of the star background part of the UI, separated by section. Utility component slots are on the bottom, also separated by section. There are a great amount of options for these types of slots, so please reference the articles on each type for what can be fitted in the slots as well as statistics and mechanics.

Sections[edit source]

Each ship and station is made up of 1-3 sections, and each section may have its own design. Ship section designs vary based on where they are in the ship (bow, core, stern), while station section designs are all the same. Each section design has space for a variety of offensive and defensive modules. For example, one station section may be designed to carry a single Large large weapon or four Small small weapons. Changing sections is done by clicking the section name in the top-center of the Ship Designer UI, above the star background. Changing sections will reset all component slots to being empty.

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 , Guided , Hangar , Auxiliary , Core , Titan , World destroyer) to see what items can be added.

The components that can be placed in Small , Medium , Large , and Extra large weapon slots, as well as Point defense , Guided , Hangar , Titan , and World destroyer slots, can be found on the Weapon components page. The components that can be placed in Small , Medium , and Large utility slots, as well as Auxiliary slots, are found on the Utility components page.

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 Guided
  • Small or Point defense

Corvette sections[edit source]

Name Weapon Slots Utility Slots
Interceptor Small 3 Small 3 Auxiliary 1
Missile Boat Small 1 Guided 1 Small 3 Auxiliary 1
Picket Ship Small 2 Point defense 1 Small 3 Auxiliary 1

Destroyer sections[edit source]

Name Weapon Slots Utility Slots
Artillery Large 1 Small 6
Gunship Small 2 Medium 1 Small 6
Picket Ship Small 2 Point defense 1 Small 6
Name Weapon Slots Utility Slots
Gunship Medium 1 Auxiliary 1
Interceptor Small 2 Auxiliary 1
Picket Ship Point defense 2 Auxiliary 1

Cruiser sections[edit source]

Name Weapon Slots Utility Slots
Artillery Large 1 Medium 4
Broadside Medium 2 Medium 4
Torpedo Small 2 Guided 1 Medium 4
Name Weapon Slots Utility Slots
Artillery Medium 1 Large 1 Medium 4
Broadside Medium 3 Medium 4
Hangar Point defense 2 Hangar 1 Medium 4
Torpedo Small 2 Guided 2 Medium 4
Name Weapon Slots Utility Slots
Broadside Medium 1 Auxiliary 2
Gunship Small 2 Auxiliary 2

Battleship sections[edit source]

Name Weapon Slots Utility Slots
Artillery Large 2 Large 3
Broadside Small 2 Medium 1 Large 1 Large 3
Hangar Medium 1 Point defense 2 Hangar 1 Large 3
Spinal Mount Extra large 1 Large 3
Name Weapon Slots Utility Slots
Artillery Large 3 Large 3
Broadside Medium 2 Large 2 Large 3
Carrier Small 2 Point defense 2 Hangar 2 Large 3
Hangar Medium 4 Hangar 1 Large 3
Name Weapon Slots Utility Slots
Artillery Large 1 Auxiliary 2
Broadside Medium 2 Auxiliary 2

Titan sections[edit source]

Name Weapon Slots Utility Slots
Titan Bow Titan 1 Large 6
Name Weapon Slots Utility Slots
Titan Core Large 4 Large 6
Name Weapon Slots Utility Slots
Titan Stern Large 2 Auxiliary 3

Colossus sections[edit source]

Name Weapon Slots Utility Slots
Colossus World destroyer 1 Large 6

Juggernaut sections[edit source]

Name Weapon Slots Utility Slots
Juggernaut Extra large 2 Hangar 6 Medium 5 Large 21 Auxiliary 4

Defense platform sections[edit source]

Defense platforms consist of two sections, both having the same set of choices.

Defense platform
Name Weapon Slots Utility Slots
Light Small 4 Medium 3 Auxiliary 1
Medium Medium 2 Medium 3 Auxiliary 1
Heavy Large 1 Medium 3 Auxiliary 1
Point-Defense Point defense 4 Medium 3 Auxiliary 1
Missile Guided 2 Medium 3 Auxiliary 1
Hangar Hangar 1 Medium 3 Auxiliary 1

Ion Cannon sections[edit source]

Name Weapon Slots Utility Slots
Ion Cannon Core Titan 1 Large 6

References[edit source]

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