Stellaris Wiki
Active discussions


Outliner top.png
C - This article is considered a C-class article on the wiki quality scale


The weapon sections should have a different icon for power usage instead of energy credits The rate of fire (cooldown) should be listed next to min/max/dps. The first section has that, and all others do not. If anyone ever figures out things like missile projectile travel speed or hitpoints those should be added.

Component / ModuleEdit

Should we make a component/module stats page or throw it all on this page? Christopholes (talk) 21:08, 10 May 2016 (CEST)

We should start by having it all here. If it turns out too large, we'll split then. Premature optimization splitting is the root of all evil. ~ Meneth (talk) 21:13, 10 May 2016 (CEST)
All right I'll start making tables later. Christopholes (talk) 21:15, 10 May 2016 (CEST)
I don't have an account or anything, and this is the first thing I have ever posted on a wiki so don't shoot me for doing it wrong, but I have been playing the game since it came out basically none stop. I started to compile a list of each weapon and the damage they do based on a Damage Per Minute Module, so that I could see the long term advantages versus the disadvantages of each weapon to find out how they handle in long term engagements versus the single shot stat that you get in the game. Is this something you would be interested in having for the wiki? I was going to make the list for myself and my friends that play the game to help and see what weapons are best used when and where, and eventually planned on including the energy cost, as well as the range of each individual type, but I haven't gotten that far yet. I will check back in a day or two to see if you responded or not to my inquiry on this matter. -MadHatter
@MadHatter post the table in discussion if you're unsure, or a link to it. -PG908 (too lazy to log in)
Alright, cool. I will work on putting something together over the weekend on Google Spreadsheets and get the link up here as soon as I can. It will probably be missing a few of the weapons from them, because I haven't had the opportunity to research all of the technology yet, but hopefully I can get that done as well over the weekend. -MadHatter
Alright, so I got it started and figured I would share what I have done with you guys for now so you can see that layout and format I am doing, as well as to let me know what you think of it, anything you would like to see added to it, anything you don't like about it. Feedback would be very much appreciated.
Looks like you guys did something else, so never mind. -MadHatter

What does the "Windup" column mean? — Preceding unsigned comment added by (Talk) 19:36, 26 May 2016‎ (CEST)

From what I gathered it represents activation time. ~ SolSys (talk) 10:16, 29 May 2016 (CEST)

Slot theory for class/section balanceEdit

I had some thoughts on how the Devs balanced the seperate ship (sections). I call it the "slot theory". Basically the sections are designed in a way that the count of slots always adds to the same. For this calculation 1 medium slot counts like 2 small. 1 large as 2 medium or 4 small. And 1 hangar equals 1 large slot.

Example Corvette:

  • Interceptor: 3 small weapons, 5 small utility = 3 weapon + 5 utility = 8 slots
  • Shifter: 1 small weapon, 2 medium utiltiy, 3 small utility = 1 weapon + 7 utitlity = 8 slotes
  • Striker: 1 medium weapon, 1 small weapom, 5 small utility = 3 weapon + 5 utility = 8 slots

The other ships end up with the followign slot distribution:

  • Corvette: 8
  • Destoryer: 8/8; 9/8 for hope breaker
  • Cruiser: 10/13/9
  • Battleship: 21/23/20

This math seems to work out through all ship sections except the hope breaker (where I am not even sure why. It makes total sense that one small slot was shifted to utility, so the sum should not change). It helps that with exception of the Shifter and Hope breaker all sections have the same Utility slot layout. This would have value for modding and ship design alike. How the slots a distributed clearly identifies a role for a certain section. Shifter would be ideal for a midgame "PD guard for Longrange weapon ships" design, for example. Or really just any "Corvette tank" design. Due to having inferior weapon, superior utility slots.

--The Founder (talk) 12:33, 3 June 2016 (CEST)

This section was originally written prior to the weapons rework (when corvettes could still field PD). Let's see if it still holds up afterwards with the new slots. Overall it does seem as if the new types of slots are simply subtypes of existing ones. All they realy did is lock them into specific shipsizes/hull sections, to add some opportunity cost and control the total count on the battlefield for those special weapons:
Point Defense is a special type of Small slot. The picket Destroyer section has an extra Medium Utility Module to offset the difference
Torpedos are a special type of Medium Slot.
Hangars still a special type of Large Slot.
XL weapons kind of count like two L slots, based on the single example we have.
Auxilary Utility slots are simply locked by shipsize. Nothing else
I would also guess that Small slot equivalents translate to Medium Slot Auxilary equivalent. Or that small Aux Slots only count as half a small weapon slot. If so, small Aux Slots now is the smalest denominator.
Weponslot distribution by hullsizes:
  • Corvette: 3
  • Destroyer: 4/2; Picket has 3, but +1 medium Utility Slot
  • Cruiser: 4/6
  • Battleship: 8/12/4

--The Founder (talk) 22:59, 6 February 2017 (CET)

Point DefenceEdit

How exactly PD weapons work?

How much hit damage one can to destroy particular missile/torpedo/small craft?

How many time/shots PD have before torpedo hits?

How PD in different slots divide incoming missile volleys?

Is any evasion percent for torpedos?

How "swarm" missiles exactly work?

How work fighters?

Is any difference in behavior "flac" L PD? — Preceding unsigned comment added by (Talk) 21:03, 5 June 2016‎ (CEST)

I wish there were clear answers, but there are not. The inclaritiy/issues here a big reason missiles do not work as intended yet and might be subject to heavy change in future patches:
  • They try to hit the missile, before it hit's it's target. They do hit missiles not aimed at the own craft. If no missile is in range, they will shoot at ships.
  • That is a big question/prone to future rebalancing. As far as can be told bigger missiles/torps do not have lineary bigger HP. They should have 2 and 4 times as many HP. Having many missiles is beneficial - the 1.1.0 itteration of hte gamerules.
  • This is a formula depending on Missiles Speed, PD Range and PD cooldown. But since PD shoots at missiles targetting other craft, this is not really that much of a question. Yes you can build PD screening ships. That is obviously what the Shifter Crovette core is there for.
  • They shoort the first missile/torp comming into range. There is no overkill of torps/missiles as far as can be told
  • There is some data something like this was intended. But no clear data if it is in and working as intended, as evasion calculation itself might be faulty.
  • By being a shitton of missiles and thus overwhelming PD in a Saturation Attack.
  • Fighters are effectively mobile PD. The shoot down Bomber and Missile weapons equally. They seem to be able to keep up with the frontline. Can't quite make out if they follow the agressive ships of your side or rush headfirst into enemy backyard ships. Might be prone to future changes
--The Founder (talk) 09:30, 6 June 2016 (CEST)
upd: I have find a little data talking on hangar craft in game resources
  • All F&B have range 8, All fighters have speed 3.5, bombers - 3.0; Swarm fighter have speed 2 and range 6
  • 1/2/3 fighters have 8/10/12 hits, bombers a 1 hp higher - 9/11/13 (what a scanty difference!), default scout "fighter" - 7, swarm - 15 hits. All F*B have ZERO shields and armor. Any clues about evasion, the sad possibility that it is zero too (PD guns have quite low accuracy).
  • All fighters have shield dam. multiplier 1(normal damage), zero shield and armor penetration, bombers instead have 100% shield pen and 50% armor pen. Swarm fighter have 100% shield pen. and 66% armor pen.
  • All craft have 3.4% regen. per day (I dunno how they make rounding that 0.2.. hp/day regen)
  • All craft have 100% accuracy.
  • 4(?) crafts per hangar?
  • According to this numbers it is not too difficult to evaluate almost all fighter-PD rival :)
  • Any data about missile HP at all.
  • Fighter have speed 3.5. Missiles AND torpedoes have speed 5(!). I can't figure is a fighters really better with rockets via PD or at all.
  • I am not sure can "normal" guns target craft and missiles at all. To make target choice game use some algorithm, it seems that small and weak targets have a penalty to target them. Maybe PD guns have different algorithm (also, it low range gives less choice). I am not sure can bombers target fighters or craft.
The fun additional thing - a little change of game resources one will put spaceports and civil stations to the design menu.
The spaceport menu is very bugged. 7-piece station wouldn't fit into screen. Open weapons slots have main section only, and the station have ANY open utility slots at all. Due to this, you can't fit any reactor modules, and so, the spaceport can be fitted only by cheater "space station laser/gun/missile" with 0 energy consumption. And you can't fit it manually due to absence of tech.
Mining/research/outpost station can be freely refitted, but it have a little of weapon slots and only 3 utility slots.
Terraform/observation/wormhole have not any slots at all.
Outpost station have a very funny utility component - a "border_extruder". Oh, yes! In fact there are even three grades of it with 15/20/25 "extrusion range", but I can't manage to get other two (the only other difference is a strange line " ai_weight={weight=1/2/3}) — Preceding unsigned comment added by (Talk) 07:02, 8 June 2016 (CEST)

Noticeable changes 1.2.0 betaEdit

Excess power now gives a percentile bonus to Evade Chance. Exact formula unknown. Example values (corvette): +1% at 2, +4% at 12, 5% at 22, 6% at 32

Weapon ranges have been changed and max range increased. Red+Blue Laser now goes 30/50/70 units in all 3 sizes. Red Shard Emiter is 20/60/80 — Preceding unsigned comment added by The Founder (Talk) 01:23, 22 June 2016‎ (CEST

The Excess Power value is also applied to ship Speed, and double the value is applied to weapon damage(at least with Lasers). The actual value for a given score of extra power also seems to change depending on loadout, giving smaller returns for a more heavily-equipped ship. — Preceding unsigned comment added by (Talk) 02:41, 3 July 2016 (CEST)
A bit of testing later, and the damage bonus applies to all weapon types. The formula seems to be (Excess Boost) = 20% * (1 - Power Required/Power Supplied ), or 20% * (1 - Power Required / (Excess Power + Power Required) ), and half this value for the Speed and Evasion bonus. Ship type does not seem to matter, as I gained identical results with a Corvette, Destroyer and Battleship that had the same Power Requirements. — Preceding unsigned comment added by (Talk) 06:06, 3 July 2016 (CEST)
Very valuable information. Thanks for gathering that. Sounds solid enough you can work it into the wiki article. Basing it on power required would certainly account for diferences between ship size (bigger ships need more power due to more weapons). One question I have remaining is if we can get ahead by using smaler tier weapons (lower draw) without shields/other static power draw, thus getting more bonus and more effective damage. — Preceding unsigned comment added by The Founder (Talk) 06:38, 3 July 2016 (CEST)
The defence gain is negligable even on Corvettes, since the increase is a percentage boost to the static number(e.g a ship with an Evade of 20, and a Power boost of 5%, would have an Evade of 21). The offence boost on the other hand could be worthwhile. Cutoff points would be 33% excess(for 5%), 100% for 10%, or 300% for 15%. On a similar note, the main power drain on a Battleship is it's module, so it would be fairly easy to get these numbers by skipping that part. — Preceding unsigned comment added by (Talk) 07:09, 3 July 2016 (CEST)

How much are strike crafts sized to calculate damage reduction?Edit

Currently there are no strike crafts using armor to protect themselves, but user modding may use strike craft armor. So I want a clear answer that how strike craft armor is worked.
- Guess 1: Strike craft armor uses ship armor calculator and strike crafts are sized 1 (or less?).
- Guess 2: Strike craft armor directly comes out to the damage reduction, for example, 0.9 armor means 90% damage reduction.
In my further in-game test, an armor value 52.5 is marked as 52, so that it can't directly be the damage reduction.
The remaining question is that how much are strike crafts sized to calculate damage reduction. 13:17, 5 March 2017 (CET)

Unexplained values: Cooldown, WindupEdit

What units are these values in? In comparing the values in this article to the game data (Stellaris/common/component_templates/weapon_components.ods) the windup values match, but the cooldown values seem to have been scaled by a factor of approximately 0.15. (What is "windup" anyway? It's not explained anywhere in this wiki.) --Super aardvark (talk) 22:49, 8 March 2017 (CET)

Never mind, after some googling I figured it out. The values in the game data are in deciseconds. The windup values in the article are the same, but the cooldown values are in seconds and include the average windup. --Super aardvark (talk) 23:11, 8 March 2017 (CET)

General Characteristics TableEdit

I'm struggling to work out what the "General Characteristics" table is telling me. Implication is it is some sort of summary table of the Energy/Kinetic/Explosive info below. There is a chance that if I don't understand it, some others won't either --PaulMClem (talk) 12:38, 25 May 2017 (CEST)

What part of it did you find hard to understand? If it's the column labels, they have tooltips. --Super aardvark (talk) 20:24, 25 May 2017 (CEST)
As an example, can you explain about the line for "Shard Throwers"? They are described as "K" but I can't see any reference to "Shard Throwers" in the Kinetic table below. Also searched the Wiki and can find no other reference to a "Shard Thrower". Just don't know how this table relates to the ones below, which it says it's a summary of --PaulMClem (talk) 23:40, 25 May 2017 (CEST)
I've updated the paragraph introducing the table; hopefully it makes it clearer what the table shows. As for Shard Throwers specifically... I don't know. If it's in this table, there should be one or more weapons of that type in the Kinetic Weapons table below. --Super aardvark (talk) 04:15, 26 May 2017 (CEST)
The table was created closer to launch to give users a general overview of the weapon types. Since then, there several updates/changes done to the system and in the process of updating some data has been duplicated to the tables below. Overall, the page needs some editing, but it will do for now. ~ SolSys (talk) 11:04, 26 May 2017 (CEST)

Unexplained columns in weapon chartsEdit

"CD" for cooldown is pretty standard, though anyone who didn't know it would have a hard time figuring it out.

But I can't figure out what "AvgD30" and "NORM" are supposed to be.

Croald (talk) 19:00, 30 December 2017 (CET)

Hover your cursor over the terms and you get an explanation pop-up. AvgD30 stands for damage-per-cycle (i.e. 30days/1 month) if 100% of attacks are hits. NORM stands for "Average Damage per cycle normalised to small"... though TBH I also don't know what that one means. A better explanation might help. ShiroSWR (talk) 07:59, 31 December 2017 (CET)
The article requires a bit of a rework [no ETA at this point] -- at which point some of the esoteric columns are to be removed. ~ SolSys (talk) 09:39, 31 December 2017 (CET)


I think this article is way too long now, much like the technology article used to be. I'm splitting off weapons and utility modules. --Evil4Zerggin (talk) 04:15, 28 February 2018 (CET)

I agree, but I think it should be taken even further: The core components part should be also split, ship sections are probably to small on their own, the bottom section [design] is littered with references to older patches so it needs to be rewritten or simply removed for now. This page should become a "portal hub" for ship design and also include ship related modifiers -- bonus tables for build cost/speed? -- and similar stuff [like the main tech page does for tech]. ~ SolSys (talk) 09:26, 28 February 2018 (CET)

Defense Platform UpkeepEdit

Ship Designer in 2.7.2 says defense platforms have upkeep for me. Can anyone confirm this and if so, edit the page to reflect that?

What in the Universe happened to the Main page?!Edit

Hey, I noticed that for some strange reason, the main page of ship designer does NOT display normally, but rather shows up as one long file with hyperlinks at the top and bottom.

I have also confirmed that the page continues to show up this way under the following circumstances: restarting computer, using different network, using different browser, using different computer. Also, I can confirm that the rest of the wiki shows up normally, including this talk page.

I checked the edit history, but there's nothing in the last month, and I definitely accessed it in that time with no problems. So, can anyone else (preferably someone skilled with wiki-code) confirm this? I made a point to test it in several ways, as I mentioned above, but I guess it's possible it's still just me somehow.

Lastly, in addition to the the messed-up format that was the main problem, I noticed the following line of text that I thought might be significant right below the table listing "Game concepts" pages near the bottom:

Retrieved from "" (note that the quotation marks are copied, not added by me).

I hope someone more knowledgeable than me can figure this out... Thank you in advance!

Bookwyrm1357 (talk) 12:04, 7 June 2021 (UTC)

FYI, the problem I mentioned above is no longer happening to me. Of course, I see no one has replied to my previous post, so I assume no one was waiting with bated breath for this news. But if someone reads this in the future, no need to investigate anymore. There's STILL nothing in the Edit history, so I guess the problem fixed itself. Normally I'd assume my computer just glitched or the network was bad yesterday or something, but as I detailed above, I made a point to test that hypothesis before posting any of this, as I didn't want to bother anyone if it were just a problem with my computer or something.
This whole experience, of a weird bug appearing on multiple (2 each, if you were wondering) computers, browsers, and networks, without any explanation, and then resolving itself the next day, also without explanation, is the weirdest thing that's happened to me in quite some time... But since no one seems to be listening, I'll stop talking. :)
Just wanted to post an update in case someone DID read my original post and felt obliged to investigate.
Bookwyrm1357 (talk) 06:43, 9 June 2021 (UTC)


Imho the equasion is not very relateable since you only see the surplus of power (or whats missing), hence it should consider that value, which is


As the formula states




you can expand it to




So the final formula for better readability should be


Return to "Ship designer" page.