Stellaris Wiki

Civics

Meant as a place to catalogue every component and their stats first and foremost.

Ship types

Here goes a small summary regarding all ship types then (probably) redirect to the main article over at Fleet for meta strategy and in-depth information about each.

Make sure if its best to include modules here or not.

Components

Core

Here goes things like FTL, combat computer, etc.

Weapons

Important calculations to remember:

 


 


 

  Energy

These directed-energy weapons emit focused laser beams at their targets. They are effective at medium to close range, largely ignoring the bulk of enemy armor.
— In-game description.

Energy weapons

Legend:

  •   mineral cost
  •   power draw
  •   average damage per day
  •   damage to shields
  •   shield penetration
  •   armor penetration
  •   weapon range
  •   average days per shot
  •   accuracy
  •   tracking
  •   minimum damage per shot
  •   maximum damage per shot
  •   minimum windup time
  •   maximum windup time
  •   cooldown between shots

Name Costs Damage output Cooldowns
                             
  Red Laser 3 −2.5 2.16 80% 0% 15% 7 11 40 3.75 90% 70% 2 23 25
  Blue Laser 3.5 −5 2.4 80% 0% 15% 8 12 40 3.75 90% 70% 2 23 25
  UV Laser 4 −7.5 2.64 80% 0% 15% 9 13 40 3.75 90% 70% 2 23 25
  X-Ray Laser 4.5 −10 2.88 80% 0% 15% 10 14 40 3.75 90% 70% 2 23 25
  Gamma Laser 5 −12.5 3.12 80% 0% 15% 11 15 40 3.75 90% 70% 2 23 25
  Plasma Thrower 4 −7.5 2.15 67% 0% 40% 8 14 40 4.35 85% 40% 2 25 30
  Plasma Accelerator 5 −10 2.54 67% 0% 40% 9 17 40 4.35 85% 40% 2 25 30
  Plasma Cannon 6 −12.5 2.93 67% 0% 40% 11 19 40 4.35 85% 40% 2 25 30
  Disruptor 4 −7.5 1.5 300% 0% 0% 4 8 40 3.6 90% 70% 2 20 25
  Ion Disruptor 5 −10 1.88 300% 0% 0% 5 10 40 3.6 90% 70% 2 20 25
  Phase Disruptor 6 −12.5 2.25 300% 0% 0% 6 12 40 3.6 90% 70% 2 20 25
  Energy Siphon 3 −10 2.05 250% 0% 0% 6 12 40 3.6 82% 60% 2 20 25
  Matter Disintegrator 10 −15 3.24 100% 50% 50% 13 19 60 3.85 78% 60% 2 25 25
  Cutting Laser 4 −7.5 1.90 100% 0% 100% 8 14 40 4.35 75% 60% 2 25 30
  Amoeba Weapon 7.5 −7.5 2.07 100% 0% 25% 9 15 60 4.35 75% 60% 2 25 30

Name Costs Damage output Cooldowns
                             
  Red Laser 6 −5 4.19 80% 0% 30% 15 22 60 3.75 85% 35% 2 23 25
  Blue Laser 7 −10 4.76 80% 0% 30% 16 26 60 3.75 85% 35% 2 23 25
  UV Laser 8 −15 5.44 80% 0% 30% 18 30 60 3.75 85% 35% 2 23 25
  X-Ray Laser 9 −20 5.89 80% 0% 30% 19 33 60 3.75 85% 35% 2 23 25
  Gamma Laser 10 −25 6.35 80% 0% 30% 20 36 60 3.75 85% 35% 2 23 25
  Plasma Thrower 8 −15 4.14 67% 0% 60% 18 27 60 4.35 80% 20% 2 25 30
  Plasma Accelerator 10 −20 4.87 67% 0% 60% 22 31 60 4.35 80% 20% 2 25 30
  Plasma Cannon 12 −25 5.70 67% 0% 60% 22 31 60 4.35 80% 20% 2 25 30
  Disruptor 8 −15 3.07 300% 0% 0% 8 18 60 3.6 85% 35% 2 20 25
  Ion Disruptor 10 −20 3.78 300% 0% 0% 10 22 60 3.6 85% 35% 2 20 25
  Phase Disruptor 12 −25 4.49 300% 0% 0% 12 26 60 3.6 85% 35% 2 20 25
  Matter Disintegrator 20 −30 6.62 100% 50% 50% 25 43 60 3.85 75% 30% 2 25 25
  Psionic Blast 0 0 103.45 66% 0% 67% 300 700 85 4.35 90% 100% 2 25 30
  Cutting Laser 8 −15 3.62 100% 50% 100% 18 27 30 4.35 70% 30% 2 25 30
  Amoeba Weapon 0 −15 4.05 100% 0% 25% 17 30 60 4.35 75% 30% 2 25 30
  Cloud Lightning 3 −10 3.22 75% 0% 50% 1 27 50 4.35 100% 100% 2 25 30
  Probe Lightning 0 −15 4.69 100% 0% 100% 19 29 60 4.35 85% 30% 2 25 30

Name Costs Damage output Cooldowns
                             
  Red Laser 12 −10 8.53 80% 0% 60% 32 48 80 3.75 80% 5% 2 23 25
  Blue Laser 14 −20 9.71 80% 0% 60% 35 56 80 3.75 80% 5% 2 23 25
  UV Laser 16 −30 10.88 80% 0% 60% 39 63 80 3.75 80% 5% 2 23 25
  X-Ray Laser 18 −40 12.05 80% 0% 60% 42 71 80 3.75 80% 5% 2 23 25
  Gamma Laser 20 −50 13.12 80% 0% 60% 45 78 80 3.75 80% 5% 2 23 25
  Plasma Thrower 16 −30 8.28 67% 0% 80% 35 61 80 4.35 75% 5% 2 25 30
  Plasma Accelerator 20 −40 9.83 67% 0% 80% 45 69 80 4.35 75% 5% 2 25 30
  Plasma Cannon 24 −50 11.29 67% 0% 80% 48 83 80 4.35 75% 5% 2 25 30
  Disruptor 16 −30 6 300% 0% 0% 19 35 80 3.6 80% 5% 2 20 25
  Ion Disruptor 20 −40 7.56 300% 0% 0% 23 45 80 3.6 80% 5% 2 20 25
  Phase Disruptor 24 −50 9 300% 0% 0% 27 54 80 3.6 80% 5% 2 20 25

Name Costs Damage output Cooldowns
                             
  Particle Lance 50 −100 20.03 75% 0% 90% 144 273 100 8.85 85% 0% 22 35 60
  Tachyon Lance 60 −120 24.01 75% 0% 90% 169 331 100 8.85 85% 0% 22 35 60
  Arc Emitter 50 −100 10.76 0% 100% 100% 1 184 100 8.6 100% 100% 22 30 60
  Focused Arc Emitter 60 −120 12.91 0% 100% 100% 1 221 110 8.6 100% 100% 22 30 60
  Titan Lance 100 −300 195.40 75% 0% 90% 4000 6000 150 21.75 85% 0% 30 45 180

Name Costs Damage output Cooldowns
                             
  Proton Torpedoes 15 −40 7.84 300% 0% 0% 130 240 70 21.25 90% 0% 2 23 200
  Neutron Torpedoes 20 −60 10.8 300% 0% 0% 180 330 70 21.25 90% 0% 2 23 200

  Explosive

Space-to-space missiles armed with nuclear warheads. Missiles have excellent range, but they are vulnerable to interception by point-defense systems.
— Quote author

Explosive weapons have extremely high accuracy and tracking, which make them almost unavoidable. On the other hand, explosive weapons cannot reach enemy immediately after firing as energy and kinetic weapon do. They have HP, speed, evasion, armor and shield like strike craft, and therefore can be countered by enemy point-defense and strike craft.

Legend:

  •   mineral cost
  •   power draw
  •   average damage per day
  •   damage to shields
  •   shield penetration
  •   armor penetration
  •   weapon range
  •   missile health
  •   missile speed
  •   missile evasion
  •   missile retarget range
  •   average days per shot
  •   accuracy
  •   tracking
  •   minimum damage per shot
  •   maximum damage per shot
  •   minimum windup time
  •   maximum windup time
  •   cooldown between shots

Name Costs Damage output Cooldowns
                                     
  Nuclear Missiles 3 −2.5 2.30 115% 0% 15% 8 12 70 1 10 0% 20% 4.35 100% 70% 2 25 30
  Fusion Missiles 3.5 −5 2.64 115% 0% 15% 9 14 70 1.5 10 10% 20% 4.35 100% 70% 2 25 30
  Antimatter Missiles 4 −7.5 2.99 115% 0% 15% 11 15 70 2 10 20% 20% 4.35 100% 70% 2 25 30
  Quantum Missiles 4.5 −10 3.33 115% 0% 15% 12 17 70 2.5 10 30% 20% 4.35 100% 70% 2 25 30
  Marauder Missiles 5 −12.5 3.68 115% 0% 15% 14 18 70 3 10 40% 20% 4.35 100% 70% 2 25 30

Name Costs Damage output Cooldowns
                                     
  Nuclear Missiles 6 −5 4.60 115% 0% 25% 13 27 90 2 10 0% 25% 4.35 100% 40% 2 25 30
  Fusion Missiles 7 −10 5.29 115% 0% 25% 16 30 90 3 10 10% 25% 4.35 100% 40% 2 25 30
  Antimatter Missiles 8 −15 6.09 115% 0% 25% 19 34 90 4 10 20% 25% 4.35 100% 40% 2 25 30
  Quantum Missiles 9 −20 6.90 115% 0% 15% 21 39 90 5 10 30% 25% 4.35 100% 40% 2 25 30
  Marauder Missiles 10 −25 7.47 115% 0% 15% 25 40 90 6 10 40% 25% 4.35 100% 40% 2 25 30
  Swarmer Missiles 15 −25 4.76 110% 0% 30% 8 12 100 30 11.5 20% 15% 2.1 100% 50% 2 8 16
  Whirlwind Missiles 20 −30 5.95 110% 0% 30% 10 15 100 40 11.5 20% 15% 2.1 100% 50% 2 8 16

Name Costs Damage output Cooldowns
                                     
  Nuclear Missiles 12 −10 9.20 115% 0% 50% 30 50 110 4 10 0% 30% 4.35 100% 10% 2 25 30
  Fusion Missiles 14 −20 10.80 115% 0% 50% 37 57 110 6 10 10% 30% 4.35 100% 10% 2 25 30
  Antimatter Missiles 16 −30 12.30 115% 0% 50% 42 65 110 8 10 20% 30% 4.35 100% 10% 2 25 30
  Quantum Missiles 18 −40 13.27 115% 0% 50% 48 72 110 10 10 30% 30% 4.35 100% 10% 2 25 30
  Marauder Missiles 20 −50 15.29 115% 0% 50% 50 83 110 12 10 40% 30% 4.35 100% 10% 2 25 30
  Scourge Missile 30 −50 15.29 100% 0% 50% 52 90 120 20 12 75% 40% 5.35 100% 80% 2 25 40

Name Costs Damage output Cooldowns
                                     
  Space Torpedoes 10 −10 8.03 100% 100% 50% 120 215 60 2 8 0% 15% 20.85 100% 0% 2 15 200
  Armored Torpedoes 12 −15 10.07 100% 100% 50% 140 280 60 4 8 0% 15% 20.85 100% 0% 2 15 200
  Devastator Torpedoes 14 −20 12.47 100% 100% 50% 180 340 60 6 8 0% 15% 20.85 100% 0% 2 15 200

Utility

Here goes things like reactors, shields, etc.