Console:Utility components

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This article has been verified for the current console version (2.2) of the game.

Utility components are devices that can be installed on military ships to enhance their defensive capabilities and thus increase their survivability in combat against enemies.


Small Small, Medium Medium, and Large large utility components increase the durability of a ship by providing extra hit points. These come in three forms: shields, armor, and hull.


Shields form the first layer of hit points of a ship. They have inherent regeneration of 1% of their base health per day. All shield techs except Psionic Shields and Dark Matter Deflectors can be obtained through normal research. Psionic Shields can only be acquired as a psionically ascended empire through the appropriate Shroud Event; Dark Matter Deflectors can only be acquired through reverse-engineering Fallen or Awakened Empire ships.

Pros Cons
  • Effective against most energy weapons.
  • Inherent regeneration makes them sustainable out-of-the-box for operations away from base.
  • CheaperAlloys.png Alloys cost than armor.
  • Vulnerable to kinetic weapons.
  • Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning).
  • Advanced shields require Strategic.png Strategic Resource to make.
  • Consumes power.
Component Small Small Medium Medium Large Large
Cost Power Power Shield Shields Cost Power Power Shield Shields Cost Power Power Shield Shields
Ship part shield 1.png Deflectors Alloys.png 5 15 50 Alloys.png 10 30 125 Alloys.png 20 60 300
Ship part shield 2.png Improved Deflectors Alloys.png 7 20 65 Alloys.png 13 40 160 Alloys.png 26 80 390
Ship part shield 3.png Shields Alloys.png 9 25 85 Alloys.png 17 50 215 Alloys.png 34 100 510
Ship part shield 4.png Advanced Shields Alloys.png 9
Exotic gases.png 0.25
35 110 Alloys.png 17
Exotic gases.png 0.50
70 275 Alloys.png 34
Exotic gases.png 1.00
140 660
Ship part shield 5.png Hyper Shields Alloys.png 12
Exotic gases.png 0.33
45 145 Alloys.png 22
Exotic gases.png 0.66
90 365 Alloys.png 44
Exotic gases.png 1.33
180 870
Ship part dark matter shield.png Dark Matter Deflectors Alloys.png 16
Dark Matter.png 0.25
55 185 Alloys.png 29
Dark Matter.png 0.50
110 465 Alloys.png 57
Dark Matter.png 1.00
220 1110
Ship part psi shield.png Psionic Barrier Alloys.png 7 0 65 Alloys.png 13 0 160 Alloys.png 26 0 390
Ship part psi shield.png Psionic Shields Alloys.png 21
Zro.png 0.11
75 240 Alloys.png 38
Zro.png 0.22
150 600 Alloys.png 74
Zro.png 0.33
300 1440


Armor forms the second layer of hit points of a ship. All armor techs can be obtained through normal research except for Dragonscale armor which must be obtained by defeating the Ether Drake.

Pros Cons
  • Effective against kinetic weapons.
  • Does not consume power.
  • Does not require Strategic.pngStrategic Resources to build.
  • Vulnerable to energy weapons.
  • Penetrated by some exotic weapons (Disruptors, Arc Emitters, and Cloud Lightning).
  • Lacks inherent regeneration (but can gain it through some exotic sources).
  • Cost more Alloys.png Alloys than shields.
Component Small Small Medium Medium Large Large
Alloys.png Cost Armor Armor Alloys.png Cost Armor Armor Alloys.png Cost Armor Armor
Ship part armor 1.png Nanocomposite Armor 10 50 20 125 40 300
Ship part armor 2.png Ceramo-Metal Armor 13 65 26 160 52 390
Ship part armor 3.png Plasteel Armor 17 85 34 215 68 510
Ship part armor 4.png Durasteel Armor 17 110 34 275 68 660
Ship part armor 5.png Neutronium Armor 22 145 44 365 88 870
Ship part dragon armor.png Dragonscale Armor 29 185 57 465 114 1110


Hull is the last layer of a ship's hit points; the ship is destroyed if the hull points reach 0. All ships have some inherent hull points; this can be increased with these Plating components.

These are only acquirable by completing the Crystalline Entity event chain or by reverse-engineering destroyed Crystalline Entities.

Pros Cons
  • Few weapon weaknesses (Energy Torpedoes, Matter Disintegrators, Mining Lasers).
  • Does not consume power.
  • Does not cost Alloys.png Alloys.
  • The only layer that matters against bypassing weapons.
  • More hull allows for greater chances of emergency jump, thus increasing longterm survivability.
  • Fewer available percentage bonuses.
  • Hull damage reduces ship performance.
  • Most non standard weapons come with a bonus against hull in addition of the armor or shield bonus.
  • Only Null Void Beam suffer from penalty against hull
  • Lacks inherent regeneration (but can gain it through some exotic sources).
  • Must use Rare crystals.png Rare Crystals to build.
Component Small Small Medium Medium Large Large Description
Rare crystals.png Cost Mod ship hitpoints add.png Hull Rare crystals.png Cost Mod ship hitpoints add.png Hull Rare crystals.png Cost Mod ship hitpoints add.png Hull
Ship part crystal armor 1.png Crystal-Infused Plating 0.25 110 0.50 275 1.00 660 An alloy of elements harvested from the ultra-hard Crystalline Entities lines the inner layers of this plating, improving hull integrity.
Ship part crystal armor 2.png Crystal-Forged Plating 0.33 185 0.65 465 1.30 1110 Modifications to the process of forging the crystalline alloy further improves its durability.


Auxiliary modules go in Auxiliary Auxiliary slots and have a variety of effects. Regenerative Hull Tissue can be acquired by defeating various spaceborne aliens. Enigmatic Encoders and Decoders can be acquired by defeating the Enigmatic Fortress.

Name Size Cost Power Power usage Effects
Ship part reactor booster 1.png Reactor Booster Auxiliary Alloys.png 5 +20 power
Ship part reactor booster 2.png Improved Reactor Booster Auxiliary Alloys.png 10 +50 power
Ship part reactor booster 3.png Advanced Reactor Booster Auxiliary Alloys.png 15 +100 power
Ship part auto repair.png Regenerative Hull Tissue Auxiliary Alloys.png 20 +1 daily hull regeneration
+2 daily armor regeneration
Ship part auto repair.png Nanite Repair System Auxiliary Alloys.png 10
Nanites.png 1
+3 daily hull regeneration
+4 daily armor regeneration
Ship part shield recharger.png Shield Capacitors Auxiliary Alloys.png 10
Exotic gases.png 1
20 +10% shields
Ship part afterburners 1.png Afterburners Auxiliary Alloys.png 4 10 +10% speed
+5% evasion
Ship part afterburners 2.png Advanced Afterburners Auxiliary Alloys.png 6 20 +20% speed
+10% evasion
Ship part computer default.png Auxiliary Fire-Control Auxiliary Alloys.png 10 10 +5 Accuracy
Ship part orbital trash dispersal.png Orbital Trash Disperser Auxiliary Alloys.png 10 10 +25% Orbital Bombardment Damage
Ship part enigmatic encoder.png Enigmatic Encoder Auxiliary Alloys.png 20 20 +20% Evasion
Ship part enigmatic decoder.png Enigmatic Decoder Auxiliary Alloys.png 20 20 +5 Accuracy
+5 Tracking


Hull and armor regeneration[edit]

While shields have inherent regeneration, armor and hull do not. This means that, by default, damaged ships cannot be restored to full fighting capability without returning to a starbase, which limits operations far away from said starbases. Therefore, securing at least one source of hull and armor regeneration is useful, especially for lengthy offensive operations. Options include:

  • Tech regenerative hull tissue.png Regenerative Hull Tissue can be slotted to any ship, making it one of the most reliable sources of regeneration. However, the regeneration rate does not scale with hit points, they both take up a precious Auxiliary auxiliary slot.
  • The Engineer admiral trait gives hull and armor regeneration, but this cannot necessarily be counted on for any particular admiral to have.
  • Civic devouring swarm.png Devouring Swarms have inherent hull and armor regeneration.
  • Psionically ascended empires may have an option for hull and armor regeneration as a Shroud boon. However, this cannot be counted on to be an option at any given time.


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