Difference between revisions of "Ship"

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{{version|2.3}}
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{{version|2.7}}
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{{Shipnav}}
 
[[File:Mammalian Fleet.png|thumb|320px|Mammalian Fleet]]
 
[[File:Mammalian Fleet.png|thumb|320px|Mammalian Fleet]]
 
A ship is a spaceborne vessel controlled by an empire. They are the primary way of interacting with objects and entities in the galaxy via specific ship orders. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. All ships must be constructed and repaired at Starbases where there is a Shipyard module. Each Shipyard module can construct one ship at a time.
 
A ship is a spaceborne vessel controlled by an empire. They are the primary way of interacting with objects and entities in the galaxy via specific ship orders. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. All ships must be constructed and repaired at Starbases where there is a Shipyard module. Each Shipyard module can construct one ship at a time.
  
 
== Civilian ships ==
 
== Civilian ships ==
{{SVersion|2.3}}
+
{{SVersion|2.7}}
Civilian ships represent all unarmed vessels of an empire and are controlled individually. They are equipped with shields, armor and core components automatically once the next tier component tech is unlocked at a free cost and do not have to return to a Starbase to receive component upgrades. Each civilian ship except transports have a monthly maintenance cost of {{red|0.75}} {{iconify|Energy}}.
+
Civilian ships represent all unarmed vessels of an empire and are controlled individually. They are equipped with shields, armor and core components automatically once the next tier component tech is unlocked at a free cost and do not have to return to a Starbase to receive component upgrades. Each civilian ship, excluding transports and construction ships, has a monthly maintenance cost of {{red|1}} {{iconify|Energy}}, and each construction ship has a maintenance cost of {{red|0.75}} {{iconify|Energy}}.
  
 
Civilian ships have the [[Space_warfare#Emergency_retreat|evasive]] fleet stance by default meaning that they will attempt to escape the system whenever a hostile fleet enters it.
 
Civilian ships have the [[Space_warfare#Emergency_retreat|evasive]] fleet stance by default meaning that they will attempt to escape the system whenever a hostile fleet enters it.
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=== Colony ship ===
 
=== Colony ship ===
 
{{see also|Colonization}}
 
{{see also|Colonization}}
The large colony ships allow an empire to settle [[Planets#Habitable worlds|habitable]] planets. When ordering the construction of a colony ship, the player is given the option of choosing the species of the [[pop]] that is to be sent to the new colony, inheriting all of its [[traits]] and [[ethics]]. Pops are not consumed nor transported in this process. Once finished, the colony ship may be sent to any [[Planets#Habitable worlds|habitable]] world within range to start a colony. Colony ships take one year to build and their upkeep cost is maintained throughout the whole colonization process. Alternatively, colony ships can also be built through the [[Planet_interface|interface]] of the planet to be colonized. There are four types of colony ships available depending on government.
+
The large colony ships allow an empire to settle [[Planets#Habitable worlds|habitable]] planets. When ordering the construction of a colony ship, the player is given the option of choosing the species of the [[pop]] that is to be sent to the new colony, inheriting all of its [[traits]] and [[ethics]]. Pops are not consumed nor transported in this process. Once finished, the colony ship may be sent to any [[Planets#Habitable worlds|habitable]] world within range to start a colony. Colony ships take one year to build and their upkeep cost is maintained throughout the whole colonization process. Alternatively, colony ships can also be built through the [[Planet_interface|interface]] of the planet to be colonized.
  
{| class="mildtable"
+
The cost of a colony ship in an organic empire depends on the government and the empire's dominant species archetype.
! Type
+
 
! Cost
+
{| class="wikitable plainlist"
! Pops
+
! Primary species
! Requirements
+
! {{icon|democratic}}{{icon|oligarchic}}{{icon|dictatorial}}{{icon|imperial}}{{icon|corporate}}
 +
! {{icon|hive mind}}
 +
! {{icon|tree of life}}
 
|-
 
|-
| Colony Ship
+
| Biological
| {{icon|alloys}} {{red|200}} Alloys<br>{{icon|food}} {{red|200}} Food<br>{{icon|consumer goods}} {{red|200}} Consumer Goods
+
|  
| 1
+
* {{icon|alloys}} 200 Alloys
| Not {{iconify|Gestalt Consciousness}}
+
* {{icon|food}} 200 Food
 +
* {{icon|consumer goods}} 200 Consumer Goods
 +
|
 +
* {{icon|alloys}} 200 Alloys
 +
* {{icon|food}} 500 Food
 +
|  
 +
* {{icon|alloys}} 50 Alloys
 +
* {{icon|food}} 1000 Food
 
|-
 
|-
| Colony Ship
+
| {{iconify|Lithoid}}
| {{icon|alloys}} {{red|200}} Alloys<br>{{icon|food}} {{red|500}} Food
+
|  
| 1
+
* {{icon|alloys}} 200 Alloys
| {{iconify|Hive Mind}}
+
* {{icon|minerals}} 200 Minerals
|-
+
* {{icon|consumer goods}} 200 Consumer Goods
| Colony Ship
+
|  
| {{icon|alloys}} {{red|400}} Alloys
+
* {{icon|alloys}} 200 Alloys
| 2
+
* {{icon|minerals}} 500 Minerals
| {{iconify|Machine Intelligence}}
+
|  
|-
+
* {{icon|alloys}} 50 Alloys
| Private Colony Ship
+
* {{icon|minerals}} 500 Minerals
| {{icon|energy}} {{red|500}} Energy Credits
+
* {{icon|food}} 500 Food
| 1
 
| {{iconify|Corporate Dominion}} if {{iconify|MegaCorp}} is not installed<br>{{iconify|Private Prospectors}} if {{iconify|MegaCorp}} is installed
 
 
|}
 
|}
 +
 +
The cost of a colony ship in a {{iconify|Mechanical}} or {{iconify|Machine Intelligence}} Empire is always {{icon|alloys}} 400 Alloys regardless of the government.
 +
 +
Empires with the {{iconify|Corporate Dominion}} or {{iconify|Private Prospectors}} civics can also construct Private Colony Ships, which cost 500 {{iconify|Energy}} instead.
 +
 +
Empires with the {{iconify|Calamitous Birth}} origin can also construct Lithoid Meteorites, which cost 500 {{iconify|Minerals}} instead.
  
 
=== Transport ship ===
 
=== Transport ship ===
 
{{see also|Land warfare}}
 
{{see also|Land warfare}}
Transports ships are where [[assault armies]] are kept. After an army has been recruited it is automatically embarked in a transport ship which will be orbiting the planet where they were created. Therefore, they cannot be built manually. While armies have an upkeep cost, transport ships cost no additional {{iconify|energy}} to maintain. After a battle transport ships will heal the embarked armies.
+
Transport ships are where [[assault armies]] are kept. After an army has been recruited it is automatically embarked in a transport ship which will be orbiting the planet where they were created. Therefore, they cannot be built manually. While armies have an upkeep cost, transport ships cost no additional {{iconify|energy}} to maintain. After a battle transport ships will heal the embarked armies.
  
During war transport ships must be carefully escorted by a military fleet since they are unarmed. Their only purpose is to carry assault armies into enemy planets so that they can occupy them. Additionally, some situation log projects require a transport ship to be completed.
+
During war transport ships must be carefully escorted by a military fleet since they are unarmed. Their only purpose is to carry assault armies into enemy planets so that they can occupy them. Additionally, some special projects require a transport ship to be completed.
  
 
== Military ships ==
 
== Military ships ==
{{SVersion|2.3}}
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{{SVersion|2.7}}
 
Military ships represent all armed vessels of an empire and unlike civilian ships they can be grouped together into fleets and led by an Admiral. Military ships require both {{iconify|Energy}} and {{iconify|Alloys}} as monthly maintenance. They are designed via the '''[[ship designer]]'''.
 
Military ships represent all armed vessels of an empire and unlike civilian ships they can be grouped together into fleets and led by an Admiral. Military ships require both {{iconify|Energy}} and {{iconify|Alloys}} as monthly maintenance. They are designed via the '''[[ship designer]]'''.
  
Military ships are classified by their hull size, which influences their combat stats, cost, available sections and components and Command Point cost. Each ship takes twice as much time to be built compared to the previous one in the category. There are five available hull sizes, with the Titan and Colossus only available to owners of the Apocalypse DLC. Each ship size has two [[technologies]] that increase its hull points and one technology that increases its evasion.
+
Military ships are classified by their hull size, which influences their combat stats, cost, available sections and components and Command Point cost. Each ship takes twice as much time to be built compared to the previous one in the category. There are four hull sizes available, plus the Titan and Colossus with the {{iconify|Apocalypse}} expansion, and the Juggernaut with the {{iconify|Federations}} expansion. Each ship size has two [[technologies]] that increase its hull points and (up to battleships) one technology that decreases its build cost and increases its build speed.
  
 
=== Upgrading ships ===
 
=== Upgrading ships ===
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If a ship obtained via an event contains components not yet researched the ship should not be allowed to upgrade. Upgrading it will replace the components with the latest researched ones, even if those are inferior.
 
If a ship obtained via an event contains components not yet researched the ship should not be allowed to upgrade. Upgrading it will replace the components with the latest researched ones, even if those are inferior.
  
=== Naval capacity ===
+
=== Naval Capacity ===
 
Naval capacity represents the number of military ships that an empire can manage. Going beyond this limit will increase ship maintenance costs by a percentage equal to the overcame value. For example if an empire exceeded its naval capacity by 50% it will increase the maintenance cost of each ship by 50%. Each empire can build a Titan for each 200 Naval Capacity, up to a maximum of 20 Titans at 3800 naval capacity. An empire's base naval capacity is 20, and is modified by:
 
Naval capacity represents the number of military ships that an empire can manage. Going beyond this limit will increase ship maintenance costs by a percentage equal to the overcame value. For example if an empire exceeded its naval capacity by 50% it will increase the maintenance cost of each ship by 50%. Each empire can build a Titan for each 200 Naval Capacity, up to a maximum of 20 Titans at 3800 naval capacity. An empire's base naval capacity is 20, and is modified by:
 
* [[File:ap galactic force projection.png|21px]] Galactic Force Projection ascension perk adds {{green|+80}}
 
* [[File:ap galactic force projection.png|21px]] Galactic Force Projection ascension perk adds {{green|+80}}
 
* {{icon|soldier}} Each Soldier Job adds {{green|+4}}
 
* {{icon|soldier}} Each Soldier Job adds {{green|+4}}
 
* {{icon|warrior drone}} Each Warrior Drone Job adds {{green|+4}}
 
* {{icon|warrior drone}} Each Warrior Drone Job adds {{green|+4}}
 +
* {{icon|Duelist}} Each Duelist Job adds {{green|+2}}
 
* [[File:Sb anchorage.png|24px]] Each Starbase Anchorage module adds {{green|+4}}, or {{green|+6}} with the Naval Logistics Office building
 
* [[File:Sb anchorage.png|24px]] Each Starbase Anchorage module adds {{green|+4}}, or {{green|+6}} with the Naval Logistics Office building
* Each naval doctrine technology building adds {{green|+30}}
+
* Each naval doctrine technology adds {{green|+30}}
 
* {{icon|Fleet Management Procedures|24px}} Each Fleet Management Procedures repeatable technology adds {{green|+20}} (can only be researched 5 times)
 
* {{icon|Fleet Management Procedures|24px}} Each Fleet Management Procedures repeatable technology adds {{green|+20}} (can only be researched 5 times)
 
* Each Pirate Free Haven corporate building adds {{green|+10}}
 
* Each Pirate Free Haven corporate building adds {{green|+10}}
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* {{iconify|Brain Slug Host}} ruler trait  increases Naval Capacity by {{green|+10%}}
 
* {{iconify|Brain Slug Host}} ruler trait  increases Naval Capacity by {{green|+10%}}
 
* [[File:Mod shroud unavailable.png|24px]] Covenant: End of the Cycle increases Naval Capacity by {{green|+100%}}
 
* [[File:Mod shroud unavailable.png|24px]] Covenant: End of the Cycle increases Naval Capacity by {{green|+100%}}
* {{iconify|Federation}} member empires have reduced Naval Capacity by {{red|-20%}} (capacity is set aside for use by the Federation fleet)
+
* {{iconify|Federation}} member empires can have reduced Naval Capacity by {{red|-10%/-20%/-30%}} to be set aside for use by the Federation fleet, depending on Fleet Contribution law.
 
* {{iconify|Satrapy}} empires have reduced Naval Capacity by {{red|-30%}}
 
* {{iconify|Satrapy}} empires have reduced Naval Capacity by {{red|-30%}}
  
Maximum Naval Capacity may never exceed 9999. This is not a hard cap on the number of ships an empire can support; it is fully possible to exceed this limit as long as an empire can afford the increased maintenance fees for all of its ships. In fact, the AI will frequently build over its naval capacity if it has the resources to maintain their fleets. Because of this, it may likewise be necessary to build over your naval capacity, especially when you're preparing to go to war against an AI with equivalent or better fleet power (though, in this case, players should also look into increasing their naval capacity whenever possible, if only to reduce maintenance costs).
+
Maximum Naval Capacity may never exceed 9999. This is not a hard cap on the number of ships an empire can support; it is fully possible to exceed this limit as long as an empire can afford the increased maintenance fees for all of its ships. In fact, the AI will frequently build over its naval capacity if it has the resources to maintain its fleets. Because of this, it may likewise be necessary for a player to build over naval capacity, especially when preparing to go to war against an AI with equivalent or better fleet power.
  
 
=== Command Limit ===
 
=== Command Limit ===
Command Limit is a limit on how large any one individual fleet in an empire can be. An empire's base command limit is 20, increased by the following (the hardcoded maximum is 500, but cannot be reached without mods):
+
Command Limit is a limit on how large any one individual fleet in an empire can be. An empire's base command limit is 20, increased by the following (the hardcoded maximum is 500 but cannot be reached without mods):
 
* {{green|+10}} per hull type technology
 
* {{green|+10}} per hull type technology
 
* {{green|+20}} per fleet doctrine technology
 
* {{green|+20}} per fleet doctrine technology
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Maximum attainable Command Limit without mods: 260
 
Maximum attainable Command Limit without mods: 260
 +
 +
Outliner format: <current command usage>/<fleet command limit> (<template's planned usage>)
  
 
=== Ship Rank ===
 
=== Ship Rank ===
As ships partake in battle they will increase their rank. Ships, when built, start off with zero experience. Ships built in starbases with a [[Starbase#Fleet_Academy|fleet academy]] apart from the required [[shipyard]] are granted {{green|100}} experience points and therefore start as ''experienced''. Ships get {{green|+1}} experience point every day they are in combat.  
+
As ships partake in battle they will increase their rank. Ships, when built, start off with zero experience. Ships get {{green|+1}} experience every day they are in combat and {{green|+0.1}} experience every day they are suppressing piracy.
  
 
Ranks are classified as follows:
 
Ranks are classified as follows:
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! Rank
 
! Rank
 
! Exp Points
 
! Exp Points
! Effects
+
! {{icon|ship damage}} Damage
 +
! {{icon|health}} Hull Points
 +
! {{iconify|Evasion}}
 
|- id="Ship Exp Regular"
 
|- id="Ship Exp Regular"
 
| Regular
 
| Regular
| {{hover|Points set as default|0}}-100
+
| {{hover|Points set as default|0}}-99
| None
+
| '''0'''
 +
| '''0'''
 +
| '''0'''
 
|- id="Ship Exp Experienced"
 
|- id="Ship Exp Experienced"
 
| Experienced
 
| Experienced
| 100-1000
+
| {{hover|3 months, and 10 days in combat; 0 days|100}}-999
| {{icon|weapons damage}} {{green|+10%}} Damage
+
| {{green|+10%}}
 +
| '''0'''
 +
| '''0'''
 
|- id="Ship Exp Veteran"
 
|- id="Ship Exp Veteran"
 
| Veteran
 
| Veteran
| 1000-10000
+
| {{hover|2 years, 9 months, and 10 days in combat; 2 years, and 6 months|1000}}-9999
| {{icon|weapons damage}} {{green|+20%}} Damage<br>{{icon|ship hull points }} {{green|+5%}} Hull points<br>{{icon|evasion}} {{green|+5%}} Evasion
+
| {{green|+20%}}
 +
| {{green|+5%}}
 +
| {{green|+5%}}
 
|- id="Ship Exp Elite"
 
|- id="Ship Exp Elite"
 
| Elite
 
| Elite
| 10000
+
| {{hover|27 years, 9 months, and 10 days in combat; 27 years, and 6 months|10000}}
| {{icon|weapons damage}} {{green|+40%}} Damage<br>{{icon|ship hull points }} {{green|+10%}} Hull points<br>{{icon|evasion}} {{green|+10%}} Evasion
+
| {{green|+40%}}
 +
| {{green|+10%}}
 +
| {{green|+10%}}
 +
|}
 +
 
 +
Ship starting experience can be increased by the following factors.
 +
{| class="wikitable"
 +
! Factor
 +
! Effect
 +
|-
 +
| {{icon|edict}} Fleet Supremacy edict
 +
| {{green|+100}}
 +
|-
 +
| [[File:Federation military.png|24px]] Martial Alliance federation
 +
| {{green|+100}}
 +
|-
 +
| [[File:Fleet Academy.png|24px]] Built from a Starbase with a Fleet Academy building
 +
| {{green|+100}}
 +
|-
 +
| {{icon|mgc}} Built from a Mega Shipyard
 +
| {{green|+100}}
 
|}
 
|}
 +
 +
===Colossal ships ===
 +
Colossal ships are the largest ships that can be built. There are two classes of colossal ships, the Colossus and the Juggernaut. Each require the starbase to have the [[File:sb colossus assembly yard.png|24px]] Colossal Assembly Yards building before they can be constructed, and each can only be constructed once. They can be reconstructed when they are destroyed. Colossal ships cannot be merged with regular fleets.
 +
 +
==== Juggernaut ====
 +
[[File:Humanoid Juggernaut.png|thumb|300px|Real scale of a humanoid juggernaut compared to a titan]]
 +
{{expansion|fed}}
 +
The Juggernaut is a colossal ship which can construct, repair and upgrade ships the same way a Starbase can. It has 10 times the hull points of a Titan and feature six {{iconify|Hangar}} slots and two turreted {{iconify|Extra Large}} slots. It also has its own set of [[Core_components#Aura|aura components]], which are significantly more powerful than the Titan's own. In addition to the empire limit of one, federation fleets can support a single Juggernaut.
 +
 +
Juggernauts have two shipyards and can build, repair or upgrade up to two ships at a time. It cannot build Titans or Colossi but it can upgrade or repair them. The Juggernaut can also upgrade itself and will automatically start repairing itself after a battle. It cannot be repaired or upgraded at a starbase. Juggernauts can retreat and go Missing in Action to reappear at the nearest friendly starbase like all regular fleets. Fleets can set a Juggernaut as their homebase.
 +
 +
Fallen Empires cannot build Juggernauts.
 +
 +
==== Colossus ====
 +
{{expansion|apc}}
 
[[File:Apc Loading Screen.png|thumb|300px|Humanoid empire using a World Cracker]]
 
[[File:Apc Loading Screen.png|thumb|300px|Humanoid empire using a World Cracker]]
 +
The Colossus is a colossal ship that has a single weapon slot which can be equipped with a weapon of mass destruction capable of affecting an entire planet. The technology required to build them can be accessed by taking the [[File:ap colossus project.png|21px]] Colossus Project [[ascension perk]]. Each Fallen Empire has a 10% chance to get a Colossus at start and they can build as well after they Awakened.
 +
 +
Colossi are unable to attack enemy fleets, as they lack the weaponry to do so. During space battles a Colossus will follow direct orders and will maneuver straight to its designated target. This means that the Colossus will do things such as going straight through an ongoing space battle to fire upon an enemy planet, unless its stance is set to Evasive.
  
=== Colossus ===
+
An Empire that owns a Colossus gains the ability to declare Total Wars on other Empires. Similarly, any Empire can declare Total Wars on the Colossus owner. During a Total War, any systems captured by either side will be immediately annexed and the war can only end in the total destruction of either side or a status quo.
{{expansion|apc}}
+
* If a Colossus is destroyed during a Total War, nothing happens. The war is still a Total War.
The colossus is a unique military ship that requires the [[File:ap colossus project.png|21px]] Colossus Project [[ascension perk]] and has a single slot which can be equipped with a weapon of mass destruction. It has no weapons to defend itself although its Hull points are significantly higher compared to average ships (three times greater than those of titan) and can be equipped with defense components. During space battles the Colossus will follow direct orders, such as going through the battlefield to fire upon an enemy planet. Only one colossus can be constructed at a time and it cannot be merged into fleets.
+
* If a Colossus is built during a regular war, nothing happens and the Colossus can be used as normal. If one side is totally destroyed by the Colossus, the war ends and the war goal is not enforced. The same is true if an Empire that owns a Colossus is dragged into a regular war, usually because of {{iconify|Federation}} or {{iconify|Defensive Pact}}.
  
Weapons of mass destruction can only be used during a Total War and as such cannot be fired during wars started from {{iconify|Federation}} members or {{iconify|Defensive Pact}}s.
+
Using a Colossus causes large amounts of War Exhaustion on the targeted empire, and gives it +50% Ethics Attraction towards {{iconify|Militarist}} and {{iconify|Xenophobe}}, which can cause the diplomatic and political climate in the region to grow even more hostile over time.
  
The ascension perk does not directly unlock the Colossus hull or its weapons; rather, thay are only available after finishing the associated special project. After the special project is halfway completed the empire will be prompted to choose a weapon of mass destruction. A Colossus can carry the following weapons:
+
The [[File:ap colossus project.png|21px]] Colossus Project [[ascension perk]] does not directly unlock the Colossus hull or its weapons; rather, the perk grants access to an associated special project which, once finished, will unlock both the ship and its weapon. After the special project is halfway completed the empire will be prompted to choose a starting Colossus weapon. The empire can later research other types of Colossus weapons and retrofit it into their Colossus via the ship designer.
  
{| class="wikitable"
+
A Colossus can carry the following weapons, which can only target planets, ringworlds and habitats:
 +
{| class="wikitable plainlist"
 
! Weapon
 
! Weapon
! Effect
+
! Effects
! Opinion
+
! Opinion when used
! Requirements
+
! Requirements for research
 
! Notes
 
! Notes
|-
+
|- id="Global Pacifier"
 
| [[File:Ship part global pacifier.png|25px]] Global Pacifier
 
| [[File:Ship part global pacifier.png|25px]] Global Pacifier
| If fired on a planet it permanently turns it into a Shielded World<br>If fired on a habitat or ringworld it turns into a Shielded variant
 
| {{red|-200}} Victim<br>{{red|-20}} Victim's Federation
 
 
|  
 
|  
 +
* The celestial body is irreversibly turned into a Shielded variant.
 +
* It gains a deposit of 10 {{iconify|Society}} Research.
 +
|
 +
* {{red|−200}} Victim
 +
* {{red|−20}} Victim's {{iconify|Federation}}
 
|  
 
|  
* The world will gain a deposit of 10 {{iconify|Society}} Research
+
| If used on a Holy World the Holy Guardians will awaken and declare a Total War on the perpetrator.
* If used on a Holy World the Fallen Empire will awaken and declare war on the Colossus owner
+
|- id="World Cracker"
|-
 
 
| [[File:Ship part world cracker.png|25px]] World Cracker
 
| [[File:Ship part world cracker.png|25px]] World Cracker
| If fired on a planet it turns it into a Shattered World<br>If fired on a habitat it vaporizes it<br>If fired on a ringworld segment the segment is irreparably destroyed
 
| {{red|-1000}} Victim<br>{{red|-100}} Everyone not allied with the attacker
 
| Not {{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist
 
 
|  
 
|  
* {{iconify|Fanatic Purifiers}} and {{iconify|Determined Exterminator}} empires gain 600-1000 {{iconify|Unity}} on first use
+
* The celestial body is irreversibly destroyed.
* If a habitable world is shattered it will gain a deposit of 4-16 {{iconify|Minerals}}
+
* If it was a habitable planet, it gains a deposit of 4–16 {{iconify|Minerals}}.
* If Earth is shattered there is a 33% chance of creating a wormhole between Sol and another system
+
|
* If used on a Holy World the Fallen Empire will awaken and declare war on the Colossus owner
+
* {{red|−1000}} Victim
|-
+
* {{red|−100}} Everyone
 +
| {{icon|no}}{{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist
 +
|
 +
* {{icon|fanatic purifiers}}{{icon|determined exterminator}} empires gain 600–3000 {{iconify|Unity}} on first use.
 +
* If used on a Holy World the Holy Guardians will awaken and declare a Total War on the perpetrator.
 +
* If Earth is shattered there is a 50% chance of creating a wormhole with another system.
 +
* Can be test fired on uninhabited planets.
 +
|- id="Neutron Sweep"
 
| [[File:Ship part neutron sweep.png|25px]] Neutron Sweep
 
| [[File:Ship part neutron sweep.png|25px]] Neutron Sweep
| All Pops are killed and the world can be colonized
 
| {{red|-800}} Victim<br>{{red|-80}} Victim's Federation
 
| Not {{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist<br>Not {{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist
 
 
|  
 
|  
* The planet also gets {{red|-30%}} {{iconify|Habitability}} for 10 years
+
* All Pops on the planet are killed.
|-
+
* The planet gets {{red|−30%}} {{iconify|Habitability}} for 10 years.
 +
|
 +
* {{red|−800}} Victim
 +
* {{red|−80}} Everyone
 +
|
 +
* {{icon|no}}{{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist
 +
* {{icon|no}}{{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist
 +
| {{icon|fanatic purifiers}}{{icon|determined exterminator}} empires gain 600–3000 {{iconify|Unity}} on first use.
 +
|- id="Divine Enforcer"
 
| [[File:Ship part divine enforcer.png|25px]] Divine Enforcer
 
| [[File:Ship part divine enforcer.png|25px]] Divine Enforcer
| All Pops become {{iconify|Spiritualist}}<br>All {{iconify|Mechanical}} and {{iconify|Hive-Minded}} Pops are killed
 
| {{red|-400}} Victim<br>{{red|-40}} Victim's Federation
 
| {{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist<br>{{iconify|Telepathy|24px}} technology
 
 
|  
 
|  
* The planet also gets {{green|+999%}} Spiritualist ethic attraction for 10 years
+
* All Pops on the planet become {{iconify|Spiritualist}}.
* Owned worlds can be targeted but will also get {{red|-20%}} {{iconify|Happiness}} for 10 years
+
* {{iconify|Mechanical}}, {{icon|machine intelligence}} Machine Unit and {{iconify|Hive-Minded}} Pops are killed instead.
|-
+
* The planet gets {{green|+999%}} {{iconify|Spiritualist}} ethic attraction for 10 years.
 +
* Owned planets can be targeted but will also gain {{red|−20%}} {{iconify|Happiness}} for 10 years.
 +
|
 +
* {{red|−400}} Victim
 +
* {{red|−40}} Victim's {{iconify|Federation}}
 +
|
 +
* {{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist
 +
* {{iconify|Telepathy|24px}}
 +
|
 +
|- id="Nanobot Diffuser"
 
| [[File:Ship part nanobot diffuser.png|25px]] Nanobot Diffuser
 
| [[File:Ship part nanobot diffuser.png|25px]] Nanobot Diffuser
| Planet is instantly acquired<br>All Pops gain the {{iconify|Cybernetic}} trait<br>All {{iconify|Mechanical}} and {{iconify|Hive-Minded}} Pops are killed
+
|  
| {{red|-600}} Victim<br>{{red|-60}} Victim's Federation
+
* All biological Pops on the planet are assimilated and gain the {{iconify|Cybernetic}} trait.
 +
* {{iconify|Mechanical}}, {{icon|machine intelligence}} Machine Unit and {{iconify|Hive-Minded}} Pops are killed instead.
 +
* Owned planets can be targeted if there is any Pop that can be assimilated.
 +
* Perpetrator gains ownership of the planet if not already owned.
 +
|
 +
* {{red|−600}} Victim
 +
* {{red|−60}} Victim's {{iconify|Federation}}
 
| {{iconify|Driven Assimilator}}
 
| {{iconify|Driven Assimilator}}
 
|  
 
|  
 
|}
 
|}
Using a weapon of mass destruction causes large amounts of War Exhaustion on the targeted empire, and gives it +50% Ethics Attraction towards {{iconify|Militarist}} and {{iconify|Xenophobe}}.
 
  
{{ConceptsNavbox}}
 
 
[[Category:Game concepts]]
 
[[Category:Game concepts]]
 
[[Category:Colonization]]
 
[[Category:Colonization]]

Latest revision as of 08:58, 10 August 2020

Version

Outliner top.png
This article has been verified for the current PC version (2.7) of the game.
Mammalian Fleet

A ship is a spaceborne vessel controlled by an empire. They are the primary way of interacting with objects and entities in the galaxy via specific ship orders. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. All ships must be constructed and repaired at Starbases where there is a Shipyard module. Each Shipyard module can construct one ship at a time.

Civilian ships[edit]

Civilian ships represent all unarmed vessels of an empire and are controlled individually. They are equipped with shields, armor and core components automatically once the next tier component tech is unlocked at a free cost and do not have to return to a Starbase to receive component upgrades. Each civilian ship, excluding transports and construction ships, has a monthly maintenance cost of 1 Energy Credits.png Energy, and each construction ship has a maintenance cost of 0.75 Energy Credits.png Energy.

Civilian ships have the evasive fleet stance by default meaning that they will attempt to escape the system whenever a hostile fleet enters it.

Construction ship[edit]

Construction ships are used to build every space structure. They are not used up during construction meaning that they can go on to do other tasks after they have finished their building project. Fleet Orders allow the construction ship to build the following:

Build order Cost Maintenance Description
Fleet task build outpost action.png Outpost Alloys.png depends on Government
Influence.png 75 per hyperlane from closest owned system
Energy Credits.png 1 Energy The Starbase is a space station used to claim star systems and expand your borders. It can only be built in orbit around a star. The full cost is dependent on which star system is being claimed.
Fleet task build mining station action.png Mining Station Minerals.png 100 Minerals Energy Credits.png 1 Energy Mining Stations are used to collect Minerals, Energy Credits and Strategic Resources from uninhabited planets, stars and asteroids. Mining Stations that collect Energy do not cost any upkeep.
Fleet task build research station action.png Research Station Minerals.png 100 Minerals Energy Credits.png 1 Energy Research Stations are used to collect Physics, Society and Engineering research data from uninhabited planets, stars and asteroids.
Fleet task build observation station action.png Observation Post Minerals.png 100 Minerals Energy Credits.png 1 Energy Observation Posts can be built in orbit around planets inhabited by primitive civilizations to study their society.
Fleet order button build megastructure.png Megastructure Site Alloys.png depends on Megastructure
Influence.png depends on Megastructure
Energy Credits.png 5 Energy Megastructures are truly massive construction projects only possible in the zero-g environment of space.

Science ship[edit]

See also: Surveying

Science Ships are the primary method of exploring the galaxy and the stars and systems within it. They require a scientist to operate.

Once crewed, the Science ship can conduct a survey of individual objects within a system. During these surveys, it can discover resources present on a celestial body (i.e.: planets, stars, asteroids, etc.). A survey may also result in the discovery of an anomaly. Furthermore, an object needs to be surveyed only once and any future hidden resources (such as strategic resources) will be automatically revealed once the requisite technology is researched. The Science ship can also survey debris left after a space battle which may yield research points or possibly even unlock unique technology options.

Science ships can also assist the research of a planet. Upon activation, the science ship will orbit the planet and boost its research output depending on the skill level of the scientist on board.

Colony ship[edit]

See also: Colonization

The large colony ships allow an empire to settle habitable planets. When ordering the construction of a colony ship, the player is given the option of choosing the species of the pop that is to be sent to the new colony, inheriting all of its traits and ethics. Pops are not consumed nor transported in this process. Once finished, the colony ship may be sent to any habitable world within range to start a colony. Colony ships take one year to build and their upkeep cost is maintained throughout the whole colonization process. Alternatively, colony ships can also be built through the interface of the planet to be colonized.

The cost of a colony ship in an organic empire depends on the government and the empire's dominant species archetype.

Primary species Auth democratic.pngAuth oligarchic.pngAuth dictatorial.pngImperialAuth corporate.png Auth hive mind.png Origins tree of life.png
Biological
  • Alloys.png 200 Alloys
  • Food.png 200 Food
  • Consumer goods.png 200 Consumer Goods
  • Alloys.png 200 Alloys
  • Food.png 500 Food
  • Alloys.png 50 Alloys
  • Food.png 1000 Food
Trait lithoid.png Lithoid
  • Alloys.png 200 Alloys
  • Minerals.png 200 Minerals
  • Consumer goods.png 200 Consumer Goods
  • Alloys.png 200 Alloys
  • Minerals.png 500 Minerals
  • Alloys.png 50 Alloys
  • Minerals.png 500 Minerals
  • Food.png 500 Food

The cost of a colony ship in a Trait mechanical.png Mechanical or Auth machine intelligence.png Machine Intelligence Empire is always Alloys.png 400 Alloys regardless of the government.

Empires with the Civic corporate dominion.png Corporate Dominion or Civic private prospectors.png Private Prospectors civics can also construct Private Colony Ships, which cost 500 Energy Credits.png Energy instead.

Empires with the Origins lithoid.png Calamitous Birth origin can also construct Lithoid Meteorites, which cost 500 Minerals.png Minerals instead.

Transport ship[edit]

See also: Land warfare

Transport ships are where assault armies are kept. After an army has been recruited it is automatically embarked in a transport ship which will be orbiting the planet where they were created. Therefore, they cannot be built manually. While armies have an upkeep cost, transport ships cost no additional Energy Credits.png energy to maintain. After a battle transport ships will heal the embarked armies.

During war transport ships must be carefully escorted by a military fleet since they are unarmed. Their only purpose is to carry assault armies into enemy planets so that they can occupy them. Additionally, some special projects require a transport ship to be completed.

Military ships[edit]

Military ships represent all armed vessels of an empire and unlike civilian ships they can be grouped together into fleets and led by an Admiral. Military ships require both Energy Credits.png Energy and Alloys.png Alloys as monthly maintenance. They are designed via the ship designer.

Military ships are classified by their hull size, which influences their combat stats, cost, available sections and components and Command Point cost. Each ship takes twice as much time to be built compared to the previous one in the category. There are four hull sizes available, plus the Titan and Colossus with the Apocalypse.png Apocalypse expansion, and the Juggernaut with the Federations Federations expansion. Each ship size has two technologies that increase its hull points and (up to battleships) one technology that decreases its build cost and increases its build speed.

Upgrading ships[edit]

Military ships must be upgraded manually when an upgraded design is created. The cost for upgrading each ship is simply the difference in construction cost between the new design and the old one. Each ship upgrades individually, with multiple ships being upgraded simultaneously if the starbase contains multiple shipyards.

When upgrading a ship, the system will attempt to use the most recent version of the same class name. If no design of the same class name is available, then the upgrade process will retrofit them to the most-recently saved design of the same size instead.

If a ship obtained via an event contains components not yet researched the ship should not be allowed to upgrade. Upgrading it will replace the components with the latest researched ones, even if those are inferior.

Naval Capacity[edit]

Naval capacity represents the number of military ships that an empire can manage. Going beyond this limit will increase ship maintenance costs by a percentage equal to the overcame value. For example if an empire exceeded its naval capacity by 50% it will increase the maintenance cost of each ship by 50%. Each empire can build a Titan for each 200 Naval Capacity, up to a maximum of 20 Titans at 3800 naval capacity. An empire's base naval capacity is 20, and is modified by:

  • Ap galactic force projection.png Galactic Force Projection ascension perk adds +80
  • Job soldier.png Each Soldier Job adds +4
  • Job soldier.png Each Warrior Drone Job adds +4
  • Job duelist.png Each Duelist Job adds +2
  • Sb anchorage.png Each Starbase Anchorage module adds +4, or +6 with the Naval Logistics Office building
  • Each naval doctrine technology adds +30
  • Tech repeatable naval cap.png Each Fleet Management Procedures repeatable technology adds +20 (can only be researched 5 times)
  • Each Pirate Free Haven corporate building adds +10
  • Each Mercenary Liaison Office corporate building adds +10
  • Each Strategic Coordination Center level adds +50
  • Civic citizen service.png Citizen Service civic increases Naval Capacity by +15%
  • Civic subspace ephapse.png Subspace Ephapse civic increases Naval Capacity by +15%
  • Civic naval contractors.png Naval Contractors civic increases Naval Capacity by +15%
  • Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal civics increase Naval Capacity by +33%
  • Tradition prosperity fleet logistical corps.png Fleet Logistics Corps / Automated Underway Replenishment supremacy tradition increases Naval Capacity by +20%
  • Menu icon policies and edicts.png Master's Teachings: Warring States edict increases Naval Capacity by +10%
  • Menu icon policies and edicts.png Grand Fleet unity ambition increases Naval Capacity by +20%
  • Leader trait fleet organizer.png Fleet Organizer ruler trait increases Naval Capacity by +15%
  • Trait brainslugged.png Brain Slug Host ruler trait increases Naval Capacity by +10%
  • Mod shroud unavailable.png Covenant: End of the Cycle increases Naval Capacity by +100%
  • Diplomacy federation.png Federation member empires can have reduced Naval Capacity by -10%/-20%/-30% to be set aside for use by the Federation fleet, depending on Fleet Contribution law.
  • Diplomacy issatrapy.png Satrapy empires have reduced Naval Capacity by -30%

Maximum Naval Capacity may never exceed 9999. This is not a hard cap on the number of ships an empire can support; it is fully possible to exceed this limit as long as an empire can afford the increased maintenance fees for all of its ships. In fact, the AI will frequently build over its naval capacity if it has the resources to maintain its fleets. Because of this, it may likewise be necessary for a player to build over naval capacity, especially when preparing to go to war against an AI with equivalent or better fleet power.

Command Limit[edit]

Command Limit is a limit on how large any one individual fleet in an empire can be. An empire's base command limit is 20, increased by the following (the hardcoded maximum is 500 but cannot be reached without mods):

  • +10 per hull type technology
  • +20 per fleet doctrine technology
  • +10 per Admiralty Support Staff technology (repeatable, but only 5 times)
  • +10 Civic distinguished admiralty.png Distinguished Admiralty civic
  • +20 Tradition supremacy war games.png War Games \ Three-Dimensional Awareness \ Combat Variable Mitigation supremacy tradition
  • +20 Ap galactic force projection.png Galactic Force Projection ascension perk

Maximum attainable Command Limit without mods: 260

Outliner format: <current command usage>/<fleet command limit> (<template's planned usage>)

Ship Rank[edit]

As ships partake in battle they will increase their rank. Ships, when built, start off with zero experience. Ships get +1 experience every day they are in combat and +0.1 experience every day they are suppressing piracy.

Ranks are classified as follows:

Rank Exp Points Mod ship weapon damage.png Damage Health Hull Points Evasion Evasion
Regular 0-99 0 0 0
Experienced 100-999 +10% 0 0
Veteran 1000-9999 +20% +5% +5%
Elite 10000 +40% +10% +10%

Ship starting experience can be increased by the following factors.

Factor Effect
Menu icon policies and edicts.png Fleet Supremacy edict +100
Federation military.png Martial Alliance federation +100
Fleet Academy.png Built from a Starbase with a Fleet Academy building +100
MegaCorp.png Built from a Mega Shipyard +100

Colossal ships[edit]

Colossal ships are the largest ships that can be built. There are two classes of colossal ships, the Colossus and the Juggernaut. Each require the starbase to have the Sb colossus assembly yard.png Colossal Assembly Yards building before they can be constructed, and each can only be constructed once. They can be reconstructed when they are destroyed. Colossal ships cannot be merged with regular fleets.

Juggernaut[edit]

Real scale of a humanoid juggernaut compared to a titan

The Juggernaut is a colossal ship which can construct, repair and upgrade ships the same way a Starbase can. It has 10 times the hull points of a Titan and feature six Hangar Hangar slots and two turreted Slot XL.png Extra Large slots. It also has its own set of aura components, which are significantly more powerful than the Titan's own. In addition to the empire limit of one, federation fleets can support a single Juggernaut.

Juggernauts have two shipyards and can build, repair or upgrade up to two ships at a time. It cannot build Titans or Colossi but it can upgrade or repair them. The Juggernaut can also upgrade itself and will automatically start repairing itself after a battle. It cannot be repaired or upgraded at a starbase. Juggernauts can retreat and go Missing in Action to reappear at the nearest friendly starbase like all regular fleets. Fleets can set a Juggernaut as their homebase.

Fallen Empires cannot build Juggernauts.

Colossus[edit]

Humanoid empire using a World Cracker

The Colossus is a colossal ship that has a single weapon slot which can be equipped with a weapon of mass destruction capable of affecting an entire planet. The technology required to build them can be accessed by taking the Ap colossus project.png Colossus Project ascension perk. Each Fallen Empire has a 10% chance to get a Colossus at start and they can build as well after they Awakened.

Colossi are unable to attack enemy fleets, as they lack the weaponry to do so. During space battles a Colossus will follow direct orders and will maneuver straight to its designated target. This means that the Colossus will do things such as going straight through an ongoing space battle to fire upon an enemy planet, unless its stance is set to Evasive.

An Empire that owns a Colossus gains the ability to declare Total Wars on other Empires. Similarly, any Empire can declare Total Wars on the Colossus owner. During a Total War, any systems captured by either side will be immediately annexed and the war can only end in the total destruction of either side or a status quo.

  • If a Colossus is destroyed during a Total War, nothing happens. The war is still a Total War.
  • If a Colossus is built during a regular war, nothing happens and the Colossus can be used as normal. If one side is totally destroyed by the Colossus, the war ends and the war goal is not enforced. The same is true if an Empire that owns a Colossus is dragged into a regular war, usually because of Diplomacy federation.png Federation or Diplomacy defensive pact.png Defensive Pact.

Using a Colossus causes large amounts of War Exhaustion on the targeted empire, and gives it +50% Ethics Attraction towards Militarist.png Militarist and Xenophobe.png Xenophobe, which can cause the diplomatic and political climate in the region to grow even more hostile over time.

The Ap colossus project.png Colossus Project ascension perk does not directly unlock the Colossus hull or its weapons; rather, the perk grants access to an associated special project which, once finished, will unlock both the ship and its weapon. After the special project is halfway completed the empire will be prompted to choose a starting Colossus weapon. The empire can later research other types of Colossus weapons and retrofit it into their Colossus via the ship designer.

A Colossus can carry the following weapons, which can only target planets, ringworlds and habitats:

Weapon Effects Opinion when used Requirements for research Notes
Ship part global pacifier.png Global Pacifier
  • The celestial body is irreversibly turned into a Shielded variant.
  • It gains a deposit of 10 Society Research Society Research.
  • −200 Victim
  • −20 Victim's Diplomacy federation.png Federation
If used on a Holy World the Holy Guardians will awaken and declare a Total War on the perpetrator.
Ship part world cracker.png World Cracker
  • The celestial body is irreversibly destroyed.
  • If it was a habitable planet, it gains a deposit of 4–16 Minerals.png Minerals.
  • −1000 Victim
  • −100 Everyone
No.pngPacifist.pngFanatic Pacifist.png Pacifist
  • Civic fanatic purifiers.pngCivic machine terminator.png empires gain 600–3000 Unity.png Unity on first use.
  • If used on a Holy World the Holy Guardians will awaken and declare a Total War on the perpetrator.
  • If Earth is shattered there is a 50% chance of creating a wormhole with another system.
  • Can be test fired on uninhabited planets.
Ship part neutron sweep.png Neutron Sweep
  • All Pops on the planet are killed.
  • The planet gets −30% Mod habitability.png Habitability for 10 years.
  • −800 Victim
  • −80 Everyone
  • No.pngSpiritualist.pngFanatic Spiritualist.png Spiritualist
  • No.pngPacifist.pngFanatic Pacifist.png Pacifist
Civic fanatic purifiers.pngCivic machine terminator.png empires gain 600–3000 Unity.png Unity on first use.
Ship part divine enforcer.png Divine Enforcer
  • All Pops on the planet become Spiritualist.png Spiritualist.
  • Trait mechanical.png Mechanical, Auth machine intelligence.png Machine Unit and Hive-minded.png Hive-Minded Pops are killed instead.
  • The planet gets +999% Spiritualist.png Spiritualist ethic attraction for 10 years.
  • Owned planets can be targeted but will also gain −20% Mod pop happiness.png Happiness for 10 years.
  • −400 Victim
  • −40 Victim's Diplomacy federation.png Federation
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist
  • Tech telepathy.png Telepathy
Ship part nanobot diffuser.png Nanobot Diffuser
  • All biological Pops on the planet are assimilated and gain the Trait cybernetic.png Cybernetic trait.
  • Trait mechanical.png Mechanical, Auth machine intelligence.png Machine Unit and Hive-minded.png Hive-Minded Pops are killed instead.
  • Owned planets can be targeted if there is any Pop that can be assimilated.
  • Perpetrator gains ownership of the planet if not already owned.
  • −600 Victim
  • −60 Victim's Diplomacy federation.png Federation
Civic machine assimilator.png Driven Assimilator