This article has been verified for the current PC
version (3.7) of the game.
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.
A ship's reactor generates power for its other systems, and a new ship design cannot be created if it has negative power. Excess power slightly increases a ship's evasion, movement speed, and damage.
Reactor |
Corvette |
Destroyer |
Cruiser |
Battleship |
Titan |
Defense platform |
Juggernaut / Star-Eater |
Colossus
|
Required technology
|
Cost |
Power
|
Cost |
Power
|
Cost |
Power
|
Cost |
Power
|
Cost |
Power
|
Cost |
Power
|
Cost |
Power
|
Power
|
Fission Reactor
|
10 |
75
|
20 |
140
|
40 |
280
|
80 |
550
|
160 |
1100
|
20 |
200
|
560 |
3850
|
|
Fission Power
|
Fusion Reactor
|
13 |
100
|
26 |
180
|
52 |
360
|
104 |
720
|
208 |
1450
|
26 |
260
|
730 |
5000
|
|
Fusion Power
|
Cold Fusion Reactor
|
17 |
130
|
34 |
240
|
68 |
480
|
136 |
950
|
272 |
1900
|
34 |
340
|
950 |
6500
|
|
Cold Fusion Power
|
Antimatter Reactor
|
22 |
170
|
44 |
320
|
88 |
620
|
176 |
1250
|
352 |
2500
|
44 |
440
|
1230 |
8460
|
|
Antimatter Power
|
Zero-Point Reactor
|
28 |
220
|
56 |
430
|
112 |
800
|
224 |
1550
|
448 |
3200
|
56 |
575
|
1600 |
11000
|
10000
|
Zero Point Power
|
Dark Matter Reactor
|
37
1 |
285
|
74
2 |
550
|
148
4 |
1030
|
296
8 |
2000
|
592
16 |
4200
|
74
4 |
750
|
2080
32 |
14300
|
10000
|
Dark Matter Power
|
This subsystem is optional, although without an FTL drive the ship is incapable of moving between systems.
Jump drives allow the ship to make a direct jump within a limited range, indicated by a yellow dotted circle. Initiate a jump by selecting the fleet, clicking the "Initiate Jump" button and left-clicking the target. After jumping the fleet spends 200 days recharging, during which time it suffers −50% sublight speed and weapons damage.
FTL drive
|
Cost
|
Power
|
Disengagement Opportunities
|
Hyper jump
|
Tactical jump
|
Required technology
|
Crisis date
|
Description
|
Subspace Drive
|
5
|
5
|
0
|
|
−25% Cooldown −50% Range
|
Subspace Drive
|
regular
|
The Subspace Drive creates microtears in spacetime, allowing vessels to jump to nearby systems. The process becomes incredibly unstable if longer jumps are attempted.
|
Hyper Drive I
|
5
|
10
|
1
|
|
|
Hyperspace Travel
|
regular
|
Ships equipped with Hyper Drives travel swiftly between the edges of star systems along interstellar hyperlanes.
|
Hyper Drive II
|
10
|
15
|
1
|
−25% Charge time
|
|
Hyperlane Breach Points
|
regular
|
Ships equipped with Hyper Drives travel swiftly between the edges of star systems along interstellar hyperlanes.
|
Hyper Drive III
|
15
|
20
|
1
|
−50% Charge time
|
|
Hyperspace Slipstreams
|
regular
|
Ships equipped with Hyper Drives travel swiftly between the edges of star systems along interstellar hyperlanes.
|
Jump Drive
|
20
|
30
|
1
|
−70% Charge time
|
|
Jump Drive
|
25 years earlier
|
The Jump Drive tears ship-sized holes in the very fabric of reality, allowing for near-instantaneous movement between systems. The nature of the space the ship passes through on this journey is still poorly understood.
|
Psi Jump Drive
|
20
|
30
|
2
|
−80% Charge time
|
+50% Range
|
Psi Jump Drives
|
25 years earlier
|
The Psi Jump Drive harnesses the psionic potential of the ship's crew to warp the local space-time continuum, eliminating the distance between the point of origin and the destination. Supposedly.
|
This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type.
When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. The engagement range is determined by the ship's designated role and the effective range of the ship's weapons. Weapon range modifiers will also increase this range. Ships that have similar roles will typically cluster together, stay in formation with each other and attack in groups.
- Swarm: The ship will charge straight at enemies and try to deal as much damage as possible from the range of their shortest range weapon.
- Torpedo: The ship will charge straight at enemies in strafing runs.
- Picket: The ship will advance to medium range and attempt to intercept incoming enemies.
- Line: The ship will hold advance to medium range and hold formation.
- Artillery: The ship will stay at long range, firing its longest range weapons on the target.
- Carrier: The ship will stay at the maximum engagement range of its hangars.
- Platform: The defensive platform will remain stationary and fire at any enemies in range.
- Colossus: The ship will ignore any attackers and carry on with its current task.
Level |
 |
 |
Effects
|
Swarm |
Torpedo |
Picket |
Line |
Artillery |
Carrier |
Platform |
Starbase |
Colossus
|
Basic |
0 |
5
|
Default for corvette
|
Default for frigate
|
Default for destroyer
|
Default for cruiser Default for star-eater
|
Default for battleship Default for titan
|
Default for juggernaut
|
n/a
|
+5% Fire rate
+10 Tracking
|
Only option
|
Specialized |
5 |
10
|
+5% Fire rate
+5% Evasion
|
+5% Explosive weapons damage
|
+5% Fire rate
+10 Tracking
|
+5% Fire rate
+5% Chance to hit
|
+5% Fire rate
+5% Weapons range
|
|
+25% Fire rate
+15 Tracking
|
+10% Fire rate
+20 Tracking
|
n/a
|
Advanced |
10 |
15
|
+10% Fire rate
+10% Evasion
|
+10% Explosive weapons damage
|
+10% Fire rate
+20 Tracking
|
+10% Fire rate
+10% Chance to hit
|
+10% Fire rate
+10% Weapons range
|
|
+30% Fire rate
+20 Tracking
|
+15% Fire rate
+30 Tracking
|
n/a
|
Sapient
Autonomous |
20 |
25
|
+15% Fire rate
+25% Evasion
|
+15% Explosive weapons damage
|
+15% Fire rate
+30 Tracking
+10% Evasion
|
+20% Fire rate
+20% Chance to hit
|
+20% Fire rate
+20% Weapons range
|
|
+35% Fire rate
+25 Tracking
+10% Chance to hit
|
n/a
|
n/a
|
Precognitive |
20 |
25
|
+15% Fire rate
+15% Evasion
+20% Sublight speed
|
+15% Explosive weapons damage
+10 Tracking
|
+20% Fire rate
+40 Tracking
|
+15% Fire rate
+15% Chance to hit
+10 Tracking
|
+15% Fire rate
+15% Weapons range
+10 Tracking
|
- +75% Engagement range
+10 Tracking
|
+35% Fire rate
+35 Tracking
|
n/a
|
n/a
|
Allowed ship types
|
Corvette
|
|
- Corvette
- Destroyer
- Cruiser
|
- Destroyer
- Cruiser
- Battleship
- Star-eater
|
- Frigate
- Destroyer
- Cruiser
- Battleship
- Titan
- Juggernaut
- Star-eater
|
- Cruiser
- Battleship
- Titan
- Juggernaut
- Star-eater
|
- Defense platform
- Ion Cannon
|
Starbase
|
Colossus
|
The sublight thrusters determine how fast the ship maneuvers within a star system and increase its
Evasion.
Sensors determine the ship's detection range on the galaxy map. They also increase tracking of all weapon systems, which is related to accuracy.
Name |
Cost |
Power |
Tracking |
Sensor range |
Hyperlane detection range |
Required technology |
Description
|
Radar System
|
2
|
5
|
|
1
|
2
|
|
A planet-bound technology adapted for use in deep space, the radar system provides basic detection and tracking capability for interstellar vessels.
|
Gravitic Sensors
|
4
|
10
|
+5
|
2
|
3
|
Gravitic Sensors
|
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
|
6
|
15
|
+10
|
3
|
4
|
Subspace Sensors
|
Sensors that detect subspace fluctuations left in the wake of traveling starships. Their sensitivity and range are greater than that of a gravitic sensor array.
|
Tachyon Sensors
|
8
|
20
|
+15
|
4
|
5
|
Tachyon Sensors
|
Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.
|
All offensive auras apply a debuff to all enemy ships that are in the system. A titan's defensive aura gives a buff to allied ships in the same fleet while a starbase, juggernaut, offspring ship's defensive aura gives a buff to all allied ships in the system. Multiple instances of same aura do not stack.
Aura
|
Ship
|
Target
|
Effects
|
 |
FTL Inhibitor
|
Starbase (Starport and above)
|
Hostiles
|
+100% Emergency FTL Jump Cooldown
Enemy ships can only leave the system via the hyperlane they arrived through
|
 |
Quantum Destabilizer
|
Titan
|
Hostiles
|
−10% Fire Rate
|
 |
Shield Dampener
|
Titan
|
Hostiles
|
−20% Shield Hit Points
|
 |
Subspace Snare
|
Titan
|
Hostiles
|
+100% Emergency FTL Jump Cooldown
−20% Combat Disengagement Chance
|
 |
Inspiring Presence
|
Titan
|
Fleet
|
+5% Fire Rate
|
 |
Ancient Target Scrambler
|
Titan
|
Fleet
|
+5% Chance to Evade
|
 |
Nanobot Cloud
|
Titan
|
Fleet
|
+0.25% Daily Hull Regen
+0.75% Daily Armor Regen
|
 |
Targeting Grid
|
Titan
|
Fleet
|
+10 Tracking
|
 |
ECM Emitters
|
Juggernaut
|
Hostiles
|
−30% Point Defense Damage
−30% Point Defense Firing Rate
|
 |
Munitions Plant
|
Juggernaut
|
Allies
|
+30% Orbital Bombardment Damage
|
 |
Strike Command
|
Juggernaut
|
Allies
|
+20% Strike Craft Damage
+20% Strike Craft Speed
|
 |
Subspace Amplifier
|
Juggernaut
|
Allies
|
−40% Hyper Jump Charge Time
−40% Hyper Jump Cooldown
−40% Jump Drive Cooldown
|
 |
Target Acquisition Array
|
Juggernaut
|
Allies
|
+40% Ship Weapons Range
|
 |
Offspring Oversight
|
Offspring ships
|
Allies
|
+55% Accuracy
+55% Evasion
+55% Ship Fire Rate
+55% Sublight Speed
|
 |
Bulwark Battlefield Repairs
|
Battlewright construction ship
|
Allies
|
+0.25% Daily Hull Regen
|
 |
Electromagnetic Disruptor
|
Arctrellis science ship
|
Hostiles
|
- Only applies to ships if they're owned by a
Machine Intelligence empire or using a Sapient or Autonomous combat computer
−25% Accuracy
−25% Ship Fire Rate
−25% Sublight Speed
|