Console:Core components

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Version

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Please help with verifying or updating older sections of this article. At least some were last verified for version 1.7.

This article is for the console version of Stellaris only.

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.

FTL drive

Main article: FTL

This subsystem is optional, although without an FTL drive the ship is incapable of moving between systems.

Computer System

This component improves various performance, like accuracy, evasion, speed and damage, depending on ship class.

Behaviors
  • Swarm: Ship will charge straight at enemies and try to deal as much damage as possible.
  • Mixed: Ship will have a balanced approach between offense and defense.
  • Artillery: Ship will stay at range and fire its long range weapons on the target.
Ship Class Behavior Basic Tech combat computers 1.png Intermediate Tech combat computers 2.png Advanced Tech combat computers 3.png Sentient Tech precognition interface.png Precognitive
Corvette Swarm Nothing
  • Combat Speed +10% Combat speed
  • Evasion +3% Evasion
  • Combat Speed +20% Combat speed
  • Evasion +6% Evasion
  • Combat Speed +20% Combat speed
  • Evasion +6% Evasion
  • Mod ship tracking add.png +5% Accuracy
  • Combat Speed +20% Combat speed
  • Evasion +11% Evasion
Destroyer Mixed
  • Tracking +10% Tracking
  • Evasion +2% Evasion
  • Tracking +12% Tracking
  • Evasion +4% Evasion
  • Tracking +14% Tracking
  • Evasion +4% Evasion
  • Tracking +14% Tracking
  • Mod ship tracking add.png +5% Accuracy
  • Evasion +9% Evasion
  • Tracking +14% Tracking
Cruiser Mixed Nothing
  • Mod ship tracking add.png +2% Accuracy
  • Attack Speed +5% Fire rate
  • Mod ship tracking add.png +4% Accuracy
  • Attack Speed +10% Fire rate
  • Mod ship tracking add.png +4% Accuracy
  • Attack Speed +15% Fire rate
  • Mod ship tracking add.png +4% Accuracy
  • Attack Speed +10% Fire rate
  • Evasion +5% Evasion
Battleship Artillery Nothing
  • Damage +5% Damage
  • Damage +10% Damage
  • Damage +10% Damage
  • Attack Speed +5% Fire rate
  • Mod ship weapon damage.png +5% Damage
  • Mod ship tracking add.png +5% Accuracy
  • Tracking +5% Tracking
Minerals.pngEnergy Credits.png Cost 0 5 10 20 20

Sublight Thrusters

The sublight thrusters determine how fast the ship maneuvers within a star system. They also increase the chance to evade enemy attacks in combat.

Name Minerals.png Power Usage Sublight Speed Combat Speed Evasion Description
Tech thrusters 1.png Chemical Thrusters 5 5 Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.
Tech thrusters 2.png Ion Thrusters 10 10 +20% +20% +3% These electric thrusters use beams of ions to generate thrust without the need for propellant.
Tech thrusters 3.png Plasma Thrusters 15 15 +40% +40% +6% An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
Tech thrusters 4.png Impulse Thrusters 20 20 +60% +60% +9% These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.

Sensor Array

Sensors determine the ship's detection range on the galaxy map. They also increase tracking of all weapon systems, which is related to accuracy. While ship-mounted sensors and stations-based sensors have different names and fall in different categories in game, their performances are still the same.

Name Minerals.png Power Usage Tracking Sensor Range Description
Ship part sensor 1.png Radar System 5 0 20 A planet-bound technology adapted for use in deep space, the radar system provides basic detection and tracking capability for interstellar vessels.
Ship part sensor 2.png Gravitic Sensors 10 5 +3 30 These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship.
Ship part sensor 3.png Subspace Sensors 10 10 +6 40 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.
Ship part sensor 4.png Tachyon Sensors 10 15 +9 50 Advances sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.

Science Labs

Science labs are crucial components equipped to science ships by default. While the basic science lab provides no bonuses there are two alternatives that gives bonuses on survey available after an empire has encountered and communicated with a Curator Enclave.

  • Science lab (default): No bonuses
  • Curator Exploration Lab: +25% Survey speed.
  • Curator Archaeology Lab: -5% Anomaly fail risk; +5% anomaly discovery chance; +25% anomaly research speed.

Military Station Aura Systems

These are optional systems that give wide aura effects to the ships within their range. Each defense platform or defense stations has one aura slot, while fortress can have up to two aura slots.

Defensive Auras: These auras have positive effects on friendly ships.

Support:

  • Nanobot Cloud: +5% monthly hull regen.
  • Capacitor Fields: +20% monthly shield regen. Requires Tech aura shield recharger.png Capacitor Fields technology.

Offensive Auras: These auras have negative effects on hostile ships.

Inhibitor:

  • Shield Dampener: -25% shield HP and -5% monthly shield regen.
  • Quantum Destabilizer: -15% fire rate. Requires Tech aura quantum destabilizer.png Quantum Destabilizer technology.
  • Enigmatic Disruption Field: -10% monthly shield regen and -20% fire rate. Can only be installed on fortress. Available through Enigmatic Fortress event chain.

Snare:

  • Subspace Snare: +400% jump charge time, -50% sublight speed and +100% emergency FTL jump cooldown. Incoming hostile fleets are forcibly redirected to this station.

Minefield:

  • Proximity Mines: hostile ships within the minefield have a daily 20% chance to take 5 - 15 damage ignoring 75% of the armor. This damage can be dodged.

References

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