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version 3.7.
This article is for the PC version of Stellaris only.
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,
Medium, and
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.
Pros |
Cons
|
- Effective against most energy weapons.
- Inherent regeneration makes them sustainable out-of-the-box for operations away from base.
- Cheaper
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 Resource to make.
- Consumes power.
|
Component
|
Small |
Medium |
Large
|
Notes
|
Cost |
Power |
Shields |
Regen
|
Cost |
Power |
Shields |
Regen
|
Cost |
Power |
Shields |
Regen
|
Deflectors |
5 |
15 |
75 |
0.5 |
10 |
30 |
190 |
1.2 |
20 |
60 |
450 |
3 |
|
Improved Deflectors |
7 |
20 |
100 |
0.6 |
13 |
40 |
250 |
1.6 |
26 |
80 |
600 |
4.0 |
|
Shields |
9 |
25 |
125 |
0.8 |
17 |
50 |
315 |
2.1 |
34 |
100 |
750 |
5.1 |
|
Advanced Shields |
9
0.25 |
35 |
165 |
1.1 |
17
0.50 |
70 |
415 |
2.7 |
34
1.00 |
140 |
990 |
6.6 |
|
Hyper Shields |
12
0.33 |
45 |
220 |
1.4 |
22
0.66 |
90 |
550 |
3.6 |
44
1.33 |
180 |
1320 |
8.7 |
|
Dark Matter Deflectors |
16
0.25 |
55 |
280 |
1.8 |
29
0.50 |
110 |
700 |
4.6 |
57
1.00 |
220 |
1680 |
11.1 |
- Can only be acquired through reverse-engineering Fallen Empire or Awakened Empire ships
|
Psionic Barrier |
7 |
0 |
100 |
1.4 |
13 |
0 |
250 |
3.6 |
26 |
0 |
600 |
8.7 |
- Can only be acquired via The Doorway event
- If the ship has a
Psi-Phase Field Generator cloaking does not nullify shields
|
Psionic Shields |
21
0.11 |
75 |
360 |
2.0 |
38
0.22 |
150 |
900 |
5.0 |
74
0.33 |
300 |
2160 |
12.5 |
- Can only be acquired as a psionically ascended empire through Shroud events
- If the ship has a
Psi-Phase Field Generator cloaking does not nullify shields
|
Ancient Suspension Field |
12
8 |
45 |
125 |
1.8 |
22
10 |
90 |
315 |
4.6 |
44
12 |
180 |
750 |
11.1 |
- Can only be acquired by excavating the Target from Orbit archaeological site
- Also provides +15% Shield Hardening
- The
Archaeo-Engineers ascension perk increases shield hit points by 60%
|
Armor forms the second layer of hit points of a ship.
Pros |
Cons
|
- Effective against kinetic weapons.
- Does not consume power.
- Does not require
Strategic Resources to build.
- Since 3.6, Overall, Armor has 33% more hitpoints than Shields when tiers are equal.
|
- 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 than shields.
|
Component
|
Small |
Medium |
Large
|
Notes
|
Cost |
Armor
|
Cost |
Armor
|
Cost |
Armor
|
Nanocomposite Armor |
10 |
100 |
20 |
250 |
40 |
600 |
|
Ceramo-Metal Armor |
13 |
130 |
26 |
325 |
52 |
780 |
|
Plasteel Armor |
17 |
170 |
34 |
425 |
68 |
1020 |
|
Durasteel Armor |
17 |
220 |
34 |
550 |
68 |
1320 |
|
Neutronium Armor |
22 |
290 |
44 |
725 |
88 |
1740 |
|
Dragonscale Armor |
29 |
370 |
57 |
925 |
114 |
2220 |
- Can only be acquired by defeating a space dragon guardian
|
Ancient Pulse Armor |
22
8 |
170 |
44
10 |
425 |
88
12 |
1020 |
- Can only be acquired by excavating the Crashed Starship archaeological site
- Also includes the effects of
Deflectors
- The
Archaeo-Engineers ascension perk doubles shield hit points
Power needed: 25 | 50 | 100
|
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 can be acquired either by completing the Crystalline Entity event chain, by reverse-engineering destroyed Crystalline Entities, or through searching an abandoned ship left by Caravaneers.
Pros |
Cons
|
- Few weapon weaknesses (Energy Torpedoes, Matter Disintegrators, Mining Lasers).
- Does not consume power.
- Does not cost
Alloys.
- The only layer that matters against bypassing weapons.
- More hull allows for greater chances of emergency jump, thus increasing longterm survivability.
- Far, far cheaper than any other source of health, point for point.
|
- Fewer available percentage bonuses.
- No repeatables.
- 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 to build.
|
Component
|
Small |
Medium |
Large |
Description
|
Cost |
Hull
|
Cost |
Hull
|
Cost |
Hull
|
Crystal-Infused Plating |
0.25 |
65 |
0.50 |
160 |
1.00 |
390 |
An alloy of elements harvested from the ultra-hard Crystalline Entities lines the inner layers of this plating, improving hull integrity.
|
Crystal-Forged Plating |
0.33 |
110 |
0.65 |
275 |
1.30 |
660 |
Modifications to the process of forging the crystalline alloy further improves its durability.
|
Auxiliary modules go in
Auxiliary slots and have a variety of effects. Regenerative Hull Tissue can be acquired by defeating various spaceborne aliens. Nanite Repair Systems can be acquired after defeating the Scavenger Bot. Orbital Trash Dispersers can be acquired via the Racket Industrial Enterprise. Enigmatic Encoders and Decoders can be acquired by defeating the Enigmatic Fortress. Marks can be obtained by gaining maximum favor with a Shroud patron. Other components are simply obtained by researching the technology with the same name.
Name |
Cost |
Power usage
|
Effects
|
Description
|
Reactor Booster |
5 |
|
+20 Power Generation |
Additional power generation systems increase the ship's reactor output.
|
Improved Reactor Booster |
10 |
|
+50 Power Generation |
The discovery of fusion power allows for better reactor boosters to be fitted onto our ships.
|
Advanced Reactor Booster |
15 |
|
+100 Power Generation |
The discovery of antimatter power allows for highly advanced reactor boosters that can greatly enhance ship reactors.
|
Afterburners |
4 |
10 |
+10% Sublight Speed
+5% Evasion |
Afterburners provide additional combat speed for the ship.
|
Advanced Afterburners |
6 |
20 |
+20% Sublight Speed
+10% Evasion |
These improved afterburners provide even more combat speed for the ship.
|
Reactive Armor |
10
1 |
15 |
+15% Armor Hardening |
Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor.
|
Living Reactive Armor |
30
1 |
25 |
+25% Armor Hardening |
Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire.
|
Regenerative Hull Tissue |
20 |
10 |
+5% Daily Hull Regen
+10% Daily Armor Regen |
These bacteria are imprinted with the ship's structural design and will attempt to restore hull integrity should it be compromised.
|
Nanite Repair System |
10
1 |
10 |
+15% Daily Hull Regen
+20% Daily Armor Regen |
A highly effective hull auto-repair system comprised of billions of microscopic nanomachines was found among the smoking remains of the Scavenger, and has been repurposed for our uses. Whether the Scavenger pilfered this system from an ancient derelict, or was originally constructed with it remains unknown.
|
Shield Capacitor |
10
1 |
20 |
+10% Shield Hit Points |
These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields.
|
Shield Hardener |
10
1 |
15 |
+15% Shield Hardening |
With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields.
|
Advanced Shield Hardener |
30
1 |
25 |
+25% Shield Hardening |
Zro particles raised to a high energy state add fluctuations to our shields that can deflect certain weapons that would otherwise easily penetrate the fields.
|
Auxiliary Fire-Control |
10 |
10 |
+5 Chance to Hit |
By installing an auxiliary fire-control system our ships can afford to make more advanced calculations, increasing accuracy.
|
Enigmatic Decoder |
20 |
20 |
+5 Chance to Hit
+5 Tracking |
While producing average results in standard tests, the accuracy of Enigmatic Decoder's prediction algorithms seemingly increases as the target's flight path grows more erratic.
|
Enigmatic Encoder |
20 |
20 |
+1 Disengagement Opportunities |
The Enigmatic Encoder scrambles flight path data according to some indeterminable design before feeding it back to fleet command.
|
Orbital Trash Disperser |
10 |
10 |
+25% Orbital Bombardment Damage |
This component overwhelms planetary defensive grids with trash data by spamming them with millions of minute, high-velocity projectiles. Ships equipped with this component cause more damage during orbital bombardment.
|
Mark of the Composer |
20
2 |
10 |
+15% Daily Hull Regen
+20% Daily Armor Regen |
The mark of our Shroud Patron amplifies our psionic abilities and allows us to influence entire ships.
|
Mark of the Eater |
20
2 |
10 |
+5 Chance to Hit
+25% Orbital Bombardment Damage |
The mark of our Shroud Patron amplifies our psionic abilities and allows us to influence entire ships.
|
Mark of the Instrument |
20
2 |
10 |
+25% Sublight Speed
−5% Upkeep |
The mark of our Shroud Patron amplifies our psionic abilities and allows us to influence entire ships.
|
Mark of the Whisperers |
20
2 |
10 |
+15% Evasion |
The mark of our Shroud Patron amplifies our psionic abilities and allows us to influence entire ships.
|
Cloaking devices are modules that allow ships to
Activate Cloaking. Each ship can only have one cloaking device.
Name
|
Corvette / Frigate / Science Ship
|
Destroyer
|
Cruiser
|
Battleship / Titan
|
Shield nullification
|
Cost
|
|
|
Cost
|
|
|
Cost
|
|
|
Cost
|
|
|
Basic Cloaking Field Generator
|
20
5
|
20
|
+1
|
Cannot be mounted on larger ships
|
100%
|
Advanced Cloaking Field Generator
|
|
25
|
+2
|
|
25
|
+1
|
Cannot be mounted on larger ships
|
100%
|
Elite Cloaking Field Generator
|
|
35
|
+3
|
|
35
|
+2
|
|
70
|
+1
|
Cannot be mounted on larger ships
|
100%
|
Dark Matter Cloaking Field Generator
|
|
45
|
+4
|
|
45
|
+3
|
|
90
|
+2
|
|
180
|
+1
|
50%
|
Psi-Phase Field Generator
|
|
45
|
+5
|
|
45
|
+4
|
|
90
|
+3
|
|
180
|
+2
|
100% unless using Psionic Shields or Psionic Barriers
|