Core components

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Revision as of 16:29, 30 March 2018 by LogicMage (talk | contribs) (Sublight thrusters)
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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.

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
Minerals.png Cost Power Power Minerals.png Cost Power Power Minerals.png Cost Power Power Minerals.png Cost Power Power Minerals.png Cost Power Power Minerals.png Cost Power Power
Tech fission power.png Fission Reactor 20 75 40 140 100 280 200 550 400 1100 40 200
Tech fusion power.png Fusion Reactor 25 100 50 180 130 360 260 720 450 1450 50 260
Tech cold fusion power.png Cold Fusion Reactor 30 130 60 240 160 480 320 950 500 1900 60 340
Tech antimatter power.png Antimatter Reactor 35 170 70 320 190 620 380 1250 550 2500 70 440
Tech zero point power.png Zero-Point Reactor 40 220 80 430 220 800 440 1550 1054 3200 80 575
Tech enigmatic power core.png Dark Matter Reactor 45 285 90 550 250 1030 500 2000 1370 4200 90 750

FTL drive

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 Minerals.png Cost Power 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

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.
  • 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.
Level Minerals.pngPower Cost Effects
Swarm Picket Line Artillery Platform Starbase
Ship part computer default.png Basic 5 Default for corvette Default for cruiser Default for destroyer Default for battleship
Default for titan
Default for defense platform
  • Tracking +20% Tracking
Default for starbase
  • Attack Speed +5% Fire rate
  • Tracking +10% Tracking
Tech combat computers 1.png Specialized 10
  • Evasion +5% Evasion
  • Attack Speed +5% Fire rate
  • Attack Speed +5% Fire rate
  • Tracking +10% Tracking
  • Attack Speed +5% Fire rate
  • Mod ship tracking add.png +5% Accuracy
  • Attack Speed +5% Fire rate
  • Mod ship weapon range mult.png +5% Weapon range
  • Attack Speed +5% Fire rate
  • Tracking +5% Tracking
  • Attack Speed +10% Fire rate
  • Tracking +20% Tracking
Tech combat computers 2.png Advanced 15
  • Evasion +10% Evasion
  • Attack Speed +10% Fire rate
  • Attack Speed +10% Fire rate
  • Tracking +20% Tracking
  • Attack Speed +10% Fire rate
  • Mod ship tracking add.png +10% Accuracy
  • Attack Speed +10% Fire rate
  • Mod ship weapon range mult.png +10% Weapon range
  • Attack Speed +10% Fire rate
  • Tracking +10% Tracking
  • Attack Speed +15% Fire rate
  • Tracking +30% Tracking
Tech combat computers 3.png Sapient 20
  • Evasion +25% Evasion
  • Attack Speed +15% Fire rate
  • Evasion +10% Evasion
  • Attack Speed +15% Fire rate
  • Tracking +30% Tracking
  • Attack Speed +20% Fire rate
  • Mod ship tracking add.png +20% Accuracy
  • Attack Speed +20% Fire rate
  • Mod ship weapon range mult.png +20% Weapon range
  • Attack Speed +15% Fire rate
  • Tracking +15% Tracking
  • Mod ship tracking add.png +10% Accuracy
n/a
Tech precognition interface.png Precognitive 20
  • Evasion +15% Evasion
  • Combat Speed +20% Combat speed
  • Attack Speed +15% Fire rate
  • Attack Speed +20% Fire rate
  • Tracking +40% Tracking
  • Attack Speed +15% Fire rate
  • Mod ship tracking add.png +20% Accuracy
  • Tracking +10% Tracking
  • Attack Speed +15% Fire rate
  • Mod ship weapon range mult.png +15% Weapon range
  • Tracking +10% Tracking
  • Attack Speed +15% Fire rate
  • Tracking +25% Tracking
n/a
Allowed ship types Corvette Corvette
Destroyer
Cruiser
Destroyer
Cruiser
Battleship
Destroyer
Cruiser
Battleship
Titan
Defense platform Starbase

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 Evasion Description
Tech thrusters 1.png Chemical Thrusters 3 10 × Fleet Size.png Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.
Tech thrusters 2.png Ion Thrusters 6 15 × Fleet Size.png +25% +5% These electric thrusters use beams of ions to generate thrust without the need for propellant.
Tech thrusters 3.png Plasma Thrusters 9 20 × Fleet Size.png +50% +10% An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
Tech thrusters 4.png Impulse Thrusters 12 25 × Fleet Size.png +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 × Fleet Size.png +100% +20% These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.

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. While ship-mounted sensors and station-based sensors have different names and fall into different categories in game, their performances are still the same.

Name Minerals.png Cost Power Power Tracking Tracking Sensor Range Description
Ship part sensor 1.png Radar System 2 5 1 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 4 10 +5% 2 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 6 15 +10% 3 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 8 20 +15% 4 Advances sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.

Aura

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.

Aura Type Aura effect
Shield Dampener Offensive -20% Shield shield hit points
Quantum Destabilizer Offensive -10% Mod ship fire rate mult.png fire rate
Subspace Snare Offensive +100% emergency FTL jump cooldown
-20% combat disengagement chance
Inspiring Presence Defensive +5% Mod ship fire rate mult.png fire rate
Targeting Grid Defensive +10% Tracking tracking
Nanobot Cloud Defensive +1 daily hull regen
+3 daily armor regen

References

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