This article is for the PC 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.
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.
- Main article: FTL
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. After jumping the fleet spends 120 days recharging, during which time it suffers -50% sublight speed and weapons damage.
|FTL drive||Cost||Power||Jump charge time||Other|
|Hyper Drive I||5||10|
|Hyper Drive II||10||15||-25%|
|Hyper Drive III||15||20||-50%|
|Jump Drive||20||30||-70%||Can make jumps|
|Psi Jump Drive||20||30||-80%||Can make jumps with +50% range|
This component improves various performance, like accuracy, evasion, speed and damage, depending on ship class.
- Swarm: Ship will charge straight at enemies and try to deal as much damage as possible.
- Picket: The Ship will advance to close range and attempt to intercept enemy ships and missiles.
- Line: 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.
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||Power Usage||Sublight speed||Evasion||Description|
|Chemical Thrusters||3||10 ×||Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.|
|Ion Thrusters||6||15 ×||+25%||+5%||These electric thrusters use beams of ions to generate thrust without the need for propellant.|
|Plasma Thrusters||9||20 ×||+50%||+10%||An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.|
|Impulse Thrusters||12||25 ×||+75%||+15%||These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.|
|(unrecognized string “dark matter propulsion tech” for Template:Icon) Dark Matter Thrusters||15||30 ×||+100%||+20%||These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.|
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 station-based sensors have different names and fall into different categories in game, their performances are still the same.
This optional subsystem for Titans grants an aura which gives a negative effect to nearby enemy ships or a positive effect to nearby friendly ships. While optional, they do not cost anything.
Multiples of the same aura do not stack.