Utility components

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This article has been verified for the current PC version (3.6) 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.

Defenses[edit | edit source]

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[edit | edit source]

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 Barriers, Psionic Shields and Dark Matter Deflectors can be obtained through normal research. Psionic Barriers can only be acquired via The Doorway event; 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 Menu icon strategic resource.png Strategic Resource to make.
  • Consumes power.
Component Small Small Medium Medium Large Large Description
Cost Power Power Shield Shields Shield Regen Cost Power Power Shield Shields Shield Regen Cost Power Power Shield Shields Shield Regen
Ship part shield 1.png Deflectors Alloys.png 5 15 75 0.5 Alloys.png 10 30 190 1.2 Alloys.png 20 60 450 3 Energy deflector screens can stop a limited amount of incoming enemy fire before overloading. Their main drawback is that they consume large amounts of power.
Ship part shield 2.png Improved Deflectors Alloys.png 7 20 100 0.6 Alloys.png 13 40 250 1.6 Alloys.png 26 80 600 4.0 These updated deflector screens are capable of soaking up even more punishment before they overload.
Ship part shield 3.png Shields Alloys.png 9 25 125 0.8 Alloys.png 17 50 315 2.1 Alloys.png 34 100 750 5.1 These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection.
Ship part shield 4.png Advanced Shields Alloys.png 9
Exotic gases.png 0.25
35 165 1.1 Alloys.png 17
Exotic gases.png 0.50
70 415 2.7 Alloys.png 34
Exotic gases.png 1.00
140 990 6.6 An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier.
Ship part shield 5.png Hyper Shields Alloys.png 12
Exotic gases.png 0.33
45 220 1.4 Alloys.png 22
Exotic gases.png 0.66
90 550 3.6 Alloys.png 44
Exotic gases.png 1.33
180 1320 8.7 These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none.
Ship part dark matter shield.png Dark Matter Deflectors Alloys.png 16
Dark Matter.png 0.25
55 280 1.8 Alloys.png 29
Dark Matter.png 0.50
110 700 4.6 Alloys.png 57
Dark Matter.png 1.00
220 1680 11.1 These deflectors utilize dark matter to deflect incoming projectiles in a way that seems to utterly defy the laws of nature.
Ship part psi shield.png Psionic Barrier Alloys.png 7 0 100 1.4 Alloys.png 13 0 250 3.6 Alloys.png 26 0 600 8.7 These barriers are generated out of pure psychic energy by a cadre of psionic specialists. They will be able to stop some incoming fire, like our Energy deflector systems, but without the prohibitive power consumption.
Ship part psi shield.png Psionic Shields Alloys.png 21
Zro.png 0.11
75 360 2.0 Alloys.png 38
Zro.png 0.22
150 900 5.0 Alloys.png 74
Zro.png 0.33
300 2160 12.5 These extremely powerful shields are generated out of pure psychic energy by a cadre of psionic specialists. Their powers are further augmented by large arrays of psi emitters.

Armor[edit | edit source]

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 Menu icon strategic resource.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 Description
Alloys.png Cost Armor Armor Alloys.png Cost Armor Armor Alloys.png Cost Armor Armor
Ship part armor 1.png Nanocomposite Armor 10 100 20 250 40 600 Reinforced nanocomposite hull plating can provide an extra layer of protection that could be the difference between life and death in a combat situation.
Ship part armor 2.png Ceramo-Metal Armor 13 130 26 325 52 780 A combination of different metals and ceramics that result in a strong armor without sacrificing flexibility.
Ship part armor 3.png Plasteel Armor 17 170 34 425 68 1020 Plasteel is an elastic material that combines many of the qualities of plastics and metal. It is relatively cheap to produce and can be used to augment ship armor.
Ship part armor 4.png Durasteel Armor 17 220 34 550 68 1320 This strong yet flexible material is capable of withstanding severe punishment. It serves well as ship armor.
Ship part armor 5.png Neutronium Armor 22 290 44 725 88 1740 This incredibly dense and strong material can resist firepower that would turn armor made of any other alloys into slag.
Ship part dragon armor.png Dragonscale Armor 29 370 57 925 114 2220 The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures.

Plating[edit | edit source]

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.png 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.png Rare Crystals to build.
Component Small Small Medium Medium Large Large Description
Rare crystals.png Cost Health Hull Rare crystals.png Cost Health Hull Rare crystals.png Cost Health Hull
Ship part crystal armor 1.png 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.
Ship part crystal armor 2.png 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[edit | edit source]

Auxiliary modules go in Auxiliary 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 researhing the technology with the same name.

Name Cost Power Power usage Effects Description
Ship part reactor booster 1.png Reactor Booster Alloys.png 5 Power +20 Power Generation Additional power generation systems increase the ship's reactor output.
Ship part reactor booster 2.png Improved Reactor Booster Alloys.png 10 Power +50 Power Generation The discovery of fusion power allows for better reactor boosters to be fitted onto our ships.
Ship part reactor booster 3.png Advanced Reactor Booster Alloys.png 15 Power +100 Power Generation The discovery of antimatter power allows for highly advanced reactor boosters that can greatly enhance ship reactors.
Ship part afterburners 1.png Afterburners Alloys.png 4 10 Mod ship speed mult.png +10% Sublight Speed
Evasion +5% Evasion
Afterburners provide additional combat speed for the ship.
Ship part afterburners 2.png Advanced Afterburners Alloys.png 6 20 Mod ship speed mult.png +20% Sublight Speed
Evasion +10% Evasion
These improved afterburners provide even more combat speed for the ship.
Ship part armor hardener 1.png Reactive Armor Alloys.png 10
Rare crystals.png 1
15 Armor +15% Armor Hardening Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor.
Ship part armor hardener 2.png Living Reactive Armor Alloys.png 30
Living Metal.png 1
25 Armor +25% Armor Hardening Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire.
Ship part auto repair.png Regenerative Hull Tissue Alloys.png 20 10 Mod ship hull regen.png +5% Daily Hull Regen
Mod ship hull regen.png +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.
Ship part nanite repair system.png Nanite Repair System Alloys.png 10
Nanites.png 1
10 Mod ship hull regen.png +15% Daily Hull Regen
Mod ship hull regen.png +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.
Ship part shield recharger.png Shield Capacitor Alloys.png 10
Exotic gases.png 1
20 Shield +10% Shield Hit Points These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields.
Ship part shield hardener 1.png Shield Hardener Alloys.png 10
Exotic gases.png 1
15 Shield +15% Shield Hardening With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields.
Ship part shield hardener 2.png Advanced Shield Hardener Alloys.png 30
Zro.png 1
25 Shield +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.
Ship part computer default.png Auxiliary Fire-Control Alloys.png 10 10 Mod ship tracking add.png +5 Chance to Hit By installing an auxiliary fire-control system our ships can afford to make more advanced calculations, increasing accuracy.
Ship part enigmatic decoder.png Enigmatic Decoder Alloys.png 20 20 Mod ship tracking add.png +5 Chance to Hit
Tracking +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.
Ship part enigmatic encoder.png Enigmatic Encoder Alloys.png 20 20 Mod ship disengagement.png +1 Disengagement Opportunities The Enigmatic Encoder scrambles flight path data according to some indeterminable design before feeding it back to fleet command.
Ship part orbital trash dispersal.png Orbital Trash Disperser Alloys.png 10 10 Damage +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.
Ship part composer covenant.png Mark of the Composer Alloys.png 20
Zro.png 2
10 Mod ship hull regen.png +15% Daily Hull Regen
Mod ship hull regen.png +20% Daily Armor Regen
The mark of our Shroud Patron amplifies our psionic abilities and allows us to influence entire ships.
Ship part eater covenant.png Mark of the Eater Alloys.png 20
Zro.png 2
10 Mod ship tracking add.png +5 Chance to Hit
Damage +25% Orbital Bombardment Damage
The mark of our Shroud Patron amplifies our psionic abilities and allows us to influence entire ships.
Ship part instrument covenant.png Mark of the Instrument Alloys.png 20
Zro.png 2
10 Mod ship speed mult.png +25% Sublight Speed
Upkeep −5% Upkeep
The mark of our Shroud Patron amplifies our psionic abilities and allows us to influence entire ships.
Ship part whisperers covenant.png Mark of the Whisperers Alloys.png 20
Zro.png 2
10 Evasion +15% Evasion The mark of our Shroud Patron amplifies our psionic abilities and allows us to influence entire ships.

Strategy[edit | edit source]

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:

  • Regenerative Hull Tissue, and its upgraded version, Nanite Repair System, can be slotted to any ship, making it one of the most reliable sources of regeneration. However, they both take up a precious Auxiliary auxiliary slot and the Nanite Repair System requires very valuable Nanites.png Nanites in order to function.
  • The Nanobot Cloud aura can be fitted to Titans, with effects slightly stronger than Regenerative Hull Tissue. Of course, this again takes up a very valuable slot that could have been used for something else.
  • 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.
  • A Juggernaut accompanying a fleet can act as a mobile starbase, repairing allied ships.
  • Capturing an enemy starbase and using it as a forward base allows you to repair and upgrade inside enemy territory.

References[edit | edit source]


Game concepts
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