Core components

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Version

Outliner top.png
This article has been verified for the current PC version (3.2) 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.

Reactor

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 Colossus Requirements
Cost Power Power Cost Power Power Cost Power Power Cost Power Power Cost Power Power Cost Power Power Power Power Power Power
Fission Reactor icon
Fission Reactor
This energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.
Alloys.png 10 75 Alloys.png 20 140 Alloys.png 40 280 Alloys.png 80 550 Alloys.png 160 1100 Alloys.png 20 200 1650 No.png Tech fission power.png Fission Power
Fusion Reactor icon
Fusion Reactor
Nuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.
Alloys.png 13 100 Alloys.png 26 180 Alloys.png 52 360 Alloys.png 104 720 Alloys.png 208 1450 Alloys.png 26 260 2170 No.png Tech fusion power.png Fusion Power
Cold Fusion Reactor icon
Cold Fusion Reactor
The ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.
Alloys.png 17 130 Alloys.png 34 240 Alloys.png 68 480 Alloys.png 136 950 Alloys.png 272 1900 Alloys.png 34 340 2850 No.png Tech cold fusion power.png Cold Fusion Power
Antimatter Reactor icon
Antimatter Reactor
By harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.
Alloys.png 22 170 Alloys.png 44 320 Alloys.png 88 620 Alloys.png 176 1250 Alloys.png 352 2500 Alloys.png 44 440 3750 No.png Tech antimatter power.png Antimatter Power
Zero-Point Reactor icon
Zero-Point Reactor
These generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.
Alloys.png 28 220 Alloys.png 56 430 Alloys.png 112 800 Alloys.png 224 1550 Alloys.png 448 3200 Alloys.png 56 575 4550 10000 Tech zero point power.png Zero Point Power
Dark Matter Reactor icon
Dark Matter Reactor
These generators appear to somehow draw energy directly from dark matter, providing more ship power than should be possible according to the laws of physics.
Alloys.png 37
Dark Matter.png 1
285 Alloys.png 74
Dark Matter.png 2
550 Alloys.png 148
Dark Matter.png 4
1030 Alloys.png 296
Dark Matter.png 8
2000 Alloys.png 592
Dark Matter.png 16
4200 Alloys.png 74
Dark Matter.png 4
750 6200 10000 Tech enigmatic power core.png Dark Matter Power

FTL drive

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 Alloys.png Cost Power Power Time FTL charge time Fleet action button jump.png Tactical jump Required technology Crisis date Description
Ship part hyper drive 1.png Hyper Drive I 5 10 No.png regular Ships equipped with Hyper Drives travel swiftly between the edges of star systems along interstellar hyperlanes.
Ship part hyper drive 2.png Hyper Drive II 10 15 -25% No.png Tech hyper drive 2.png Hyperlane Breach Points regular
Ship part hyper drive 3.png Hyper Drive III 15 20 -50% No.png Tech hyper drive 3.png Hyperspace Slipstreams regular
Ship part jump drive 1.png Jump Drive 20 30 -70% Yes.png Tech jump drive 1.png Jump Drive 50 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.
Ship part psi jump drive 1.png Psi Jump Drive 20 30 -80% Yes.png
+50% range
Tech psi jump drive 1.png Psi Jump Drives 50 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.

Computer system

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, while staying at the intended distance. The engagement range is determined by the ship's designated role and will apply regardless of 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 into point-blank range with its target, circle around it, and attack.
  • Picket: The ship will move to close range (30) and attack from a position, attempting to intercept incoming enemy ships.
  • Line: The ship will advance to medium range (50), assume formation and then attack everything within range.
  • Artillery: The ship will stay at long range (80) and engage its target from far away. (Mostly applies against stationary targets, everything else is engaged as usual, i.e. the ship will attack it as soon as it gets within range)
  • Carrier: The ship will stay at extreme range (150) and engage from long range.
  • Defense Platforms will reposition themselves around the starbase if other platforms are destroyed, but mostly stay in place and attack everything that gets within their range, dealing as much damage as possible.
Level Alloys.png Cost Power Power Effects
Swarm Picket Line Artillery Carrier Platform Starbase
Ship part computer default.png Basic 0 5 Default for corvette Default for destroyer Default for cruiser
Default for battleship
Default for star-eater
Default for titan Default for juggernaut n/a
  • +5% Mod ship fire rate mult.png Fire rate
  • +10 Tracking Tracking
Tech combat computers 1.png Specialized 5 10
  • +5% Mod ship fire rate mult.png Fire rate
  • +5% Evasion Evasion
  • +5% Mod ship fire rate mult.png Fire rate
  • +10 Tracking Tracking
  • +5% Mod ship fire rate mult.png Fire rate
  • +5% Mod ship tracking add.png Ship accuracy
  • +5% Mod ship fire rate mult.png Fire rate
  • +5% Mod ship weapon range mult.png Weapons range
  • +25% Engagement range
  • +5% Mod ship fire rate mult.png Fire rate
  • +5 Tracking Tracking
  • +10% Mod ship fire rate mult.png Fire rate
  • +20 Tracking Tracking
Tech combat computers 2.png Advanced 10 15
  • +10% Mod ship fire rate mult.png Fire rate
  • +10% Evasion Evasion
  • +10% Mod ship fire rate mult.png Fire rate
  • +20 Tracking Tracking
  • +10% Mod ship fire rate mult.png Fire rate
  • +10% Mod ship tracking add.png Ship accuracy
  • +10% Mod ship fire rate mult.png Fire rate
  • +10% Mod ship weapon range mult.png Weapons range
  • +50% Engagement range
  • +10% Mod ship fire rate mult.png Fire rate
  • +10 Tracking Tracking
  • +15% Mod ship fire rate mult.png Fire rate
  • +30 Tracking Tracking
Tech combat computers 3.png Sapient
Tech sentient ai.png Autonomous
20 25
  • +15% Mod ship fire rate mult.png Fire rate
  • +25% Evasion Evasion
  • +15% Mod ship fire rate mult.png Fire rate
  • +10% Evasion Evasion
  • +30 Tracking Tracking
  • +20% Mod ship fire rate mult.png Fire rate
  • +20% Mod ship tracking add.png Ship accuracy
  • +20% Mod ship fire rate mult.png Fire rate
  • +20% Mod ship weapon range mult.png Weapons range
  • +100% Engagement range
  • +15% Mod ship fire rate mult.png Fire rate
  • +15 Tracking Tracking
  • +10% Mod ship tracking add.png Ship accuracy
n/a
Tech precognition interface.png Precognitive 20 25
  • +15% Mod ship fire rate mult.png Fire rate
  • +15% Evasion Evasion
  • +20% Mod ship speed mult.png Sublight speed
  • +20% Mod ship fire rate mult.png Fire rate
  • +40 Tracking Tracking
  • +15% Mod ship fire rate mult.png Fire rate
  • +15% Mod ship tracking add.png Ship accuracy
  • +10 Tracking Tracking
  • +15% Mod ship fire rate mult.png Fire rate
  • +15% Mod ship weapon range mult.png Weapons range
  • +10 Tracking Tracking
  • +75% Engagement range
  • 10 Tracking Tracking
  • +15% Mod ship fire rate mult.png Fire rate
  • +25 Tracking Tracking
n/a
Allowed ship types Corvette
  • Corvette
  • Destroyer
  • Cruiser
  • Destroyer
  • Cruiser
  • Battleship
  • Star-eater
  • Destroyer
  • Cruiser
  • Battleship
  • Titan
  • Juggernaut
  • Star-eater
  • Cruiser
  • Battleship
  • Titan
  • Juggernaut
  • Star-eater
  • Defense platform
  • Ion Cannon
Starbase

Sublight thrusters

The sublight thrusters determine how fast the ship maneuvers within a star system and increase its Evasion Evasion.

Name Cost Power Power Evasion Evasion Mod ship speed mult.png Sublight Speed
Corvette Destroyer Cruiser Battleship Titan Colossal ships Corvette Destroyer Cruiser Battleship Titan Colossal ships Corvette Destroyer Cruiser Battleship Titan Colossal ships
Chemical Thrusters icon
Chemical Thrusters
Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.
Alloys.png 3 Alloys.png 6 Alloys.png 12 Alloys.png 24 Alloys.png 48 Alloys.png 60 10 20 40 80 160 200
Ion Thrusters icon
Ion Thrusters
These electric thrusters use beams of ions to generate thrust without the need for propellant.
Alloys.png 6 Alloys.png 12 Alloys.png 24 Alloys.png 48 Alloys.png 96 Alloys.png 120 15 30 60 120 240 300 +5 +4 +3 +2 +1 +25%
Plasma Thrusters icon
Plasma Thrusters
An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
Alloys.png 9 Alloys.png 18 Alloys.png 36 Alloys.png 72 Alloys.png 144 Alloys.png 180 20 40 80 160 320 400 +10 +8 +6 +4 +2 +50%
Impulse Thrusters icon
Impulse Thrusters
These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.
Alloys.png 12 Alloys.png 24 Alloys.png 48 Alloys.png 96 Alloys.png 192 Alloys.png 240 25 50 100 200 400 500 +15 +12 +9 +6 +3 +75%
Dark Matter Thrusters icon
Dark Matter Thrusters
These ship thrusters utilize Dark Matter technology to generate propulsion in a manner that appears to defy numerous laws of physics.
Alloys.png 12
Dark Matter.png 1
Alloys.png 24
Dark Matter.png 2
Alloys.png 48
Dark Matter.png 4
Alloys.png 96
Dark Matter.png 8
Alloys.png 192
Dark Matter.png 16
Alloys.png 300
Dark Matter.png 32
30 60 120 240 480 600 +20 +16 +12 +8 +4 +125%

Sensors

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 Alloys.png Cost Power Power Tracking Tracking Mod planet sensor range mult.png Sensor range Requirements
Radar System icon
Radar System
A planet-bound technology adapted for use in deep space, the radar system provides basic detection and tracking capability for interstellar vessels.
2 5 1
Gravitic Sensors icon
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.
4 10 +5 2 Tech sensors 2.png Gravitic Sensors
Subspace Sensors icon
Subspace Sensors
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.
6 15 +10 3 Subspace Sensors Subspace Sensors
Tachyon Sensors icon
Tachyon Sensors
Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.
8 20 +15 4 Tech sensors 4.png Tachyon Sensors

Aura

A Titan’s defensive aura gives a buff to allied ships in the same fleet, while an offensive aura applies a debuff to all enemy ships that are in the system. In either case, the distance from the Titan does not matter.

Meanwhile, a Juggernaut’s aura is always effective system-wide, whether its a defensive or offensive one.

Multiple instances of same aura do not stack. While optional, they do not cost anything.

Aura Ship Target Effects
Quantum Destabilizer.png Quantum Destabilizer Apocalypse.png Titan Enemy Mod ship fire rate mult.png -10% Fire Rate
Shield Dampener.png Shield Dampener Apocalypse.png Titan Enemy Mod ship shield hp mult.png -20% Shield Hit Points
Subspace Snare.png Subspace Snare Apocalypse.png Titan Enemy
  • Mod ship disengagement.png +100% Emergency FTL Jump Cooldown
  • Mod ship disengagement.png -20% Combat Disengagement Chance
Ship part aura inspiring presence.png Inspiring Presence Apocalypse.png Titan Ally Mod ship fire rate mult.png +5% Fire Rate
Nanobot Cloud.png Nanobot Cloud Apocalypse.png Titan Ally
  • Mod ship hull regen.png +1 Daily Hull Regen
  • Mod ship hull regen.png +3 Daily Armor Regen
Ship part aura targeting grid.png Targeting Grid Apocalypse.png Titan Ally Mod ship tracking add.png +10 Tracking
Ship part aura pd penetration.png ECM Emitters Federations Juggernaut Enemy
  • Mod ship weapon damage.png -30% Point Defense Damage
  • Mod ship fire rate mult.png -30% Point Defense Firing Rate
Ship part aura bombardment.png Munitions Plant Federations Juggernaut Ally Damage +30% Orbital Bombardment Damage
Ship part aura strike craft.png Strike Command Federations Juggernaut Ally
  • Mod ship weapon damage.png +20% Strike Craft Damage
  • Mod ship speed mult.png +20% Strike Craft Speed
Ship part aura hyperlane.png Subspace Amplifier Federations Juggernaut Ally
  • Mod ship speed mult.png -40% Hyper Jump Charge Time
  • Mod ship speed mult.png -40% Hyper Jump Cooldown
  • Mod ship speed mult.png -40% Jump Drive Cooldown
Ship part aura range.png Target Acquisition Array Federations Juggernaut Ally Mod ship weapon range mult.png +40% Ship Weapons Range

References

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