Utility components

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This article is for the PC version of Stellaris only.

Defenses

Small Small, Medium Medium, and Large large utility components increase the durability of a ship by providing extra hit points. These come in three forms: shields, armor, and hull.

Shields

Shields form the first layer of hit points of a ship. They have inherent regeneration of 1% of their base health per day. All shield techs except Psionic Shields and Dark Matter Deflectors can be obtained through normal research. Psionic Shields can only be acquired as a psionically ascended empire through the appropriate Shroud Event; Dark Matter Deflectors can only be acquired through reverse-engineering Fallen or Awakened Empire ships.

Pros Cons
  • Effective against most energy weapons.
  • Inherent regeneration makes them sustainable out-of-the-box for operations away from base.
  • Cheaper than armor.
  • Vulnerable to kinetic weapons.
  • Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning).
  • Consumes power.
Component Small Small Medium Medium Large Large
Minerals.png Cost Power Power Shield Shields Minerals.png Cost Power Power Shield Shields Minerals.png Cost Power Power Shield Shields
Tech shields 1.png Deflectors 5 15 50 10 45 125 15 105 315
Tech shields 2.png Improved Deflectors 7 20 65 14 50 160 28 125 405
Tech shields 3.png Shields 9 25 85 18 65 215 36 150 525
Tech shields 4.png Advanced Shields 12 30 110 24 75 275 48 185 685
Tech shields 5.png Hyper Shields 15 35 140 30 85 350 45 210 875
Tech enigmatic deflector.png Dark Matter Deflectors 20 45 180 40 115 450 80 280 1150
Tech psionic shield.png Psionic Shields 25 50 200 50 125 500 100 315 1250

Armor

Armor forms the second layer of hit points of a ship. All armor techs can be obtained through normal research except for Dragonscale armor which must be obtained by defeating the Ether Drake.

Pros Cons
  • Effective against kinetic weapons.
  • Does not consume power.
  • Vulnerable to energy weapons.
  • Penetrated by some exotic weapons (Disruptors, Arc Emitters, and Cloud Lightning).
  • Lacks inherent regeneration (but can gain it through some exotic sources).
  • More costly than shields.
Component Small Small Medium Medium Large Large
Minerals.png Cost Armor Armor Minerals.png Cost Armor Armor Minerals.png Cost Armor Armor
Tech ship armor 1.png Nanocomposite Armor 10 50 20 125 40 315
Tech ship armor 2.png Ceramo-Metal Armor 13 65 26 160 52 405
Tech ship armor 3.png Plasteel Armor 17 85 34 215 68 525
Tech ship armor 4.png Durasteel Armor 22 110 44 275 88 685
Tech ship armor 5.png Neutronium Armor 28 140 56 350 112 875
Tech dragon armor.png Dragonscale Armor 36 185 72 460 144 1150

Plating

Hull is the last layer of a ship's hit points; the ship is destroyed if the hull points reach 0. All ships have some inherent hull points; this can be increased with these Plating components.

These are only acquirable by reverse-engineering destroyed Crystalline Entities.

Pros Cons
  • Few weapon weaknesses (Energy Torpedoes, Matter Disintegrators, Mining Lasers).
  • Does not consume power.
  • Fewer available percentage bonuses.
  • Hull damage reduces ship performance.
  • Lacks inherent regeneration (but can gain it through some exotic sources).
  • More costly than shields.
Component Small Small Medium Medium Large Large
Minerals.png Cost Mod ship hitpoints add.png Hull Minerals.png Cost Mod ship hitpoints add.png Hull Minerals.png Cost Mod ship hitpoints add.png Hull
Tech crystal armor 1.png Crystal-Infused Plating 22 110 44 275 88 685
Tech crystal armor 2.png Crystal-Forged Plating 36 185 72 460 144 1150

Auxiliary

Auxiliary modules go in Auxiliary Auxiliary slots and have a variety of effects. Regenerative Hull Tissue can be acquired by defeating various spaceborne aliens. Enigmatic Encoders and Decoders can be acquired by defeating the Enigmatic Fortress.

Name Size Minerals.png Minerals Energy Credits.png Power usage Effects
Tech reactor boosters 1.png Reactor Booster Auxiliary 5 +20 power
Tech reactor boosters 2.png Improved Reactor Booster Auxiliary 10 +50 power
Tech reactor boosters 3.png Advanced Reactor Booster Auxiliary 15 +100 power
Tech regenerative hull tissue.png Regenerative Hull Tissue Auxiliary 20 +1 daily hull regeneration
+2 daily armor regeneration
Tech nanite repair system.png Nanite Repair System Auxiliary 40 +3 daily hull regeneration
+4 daily armor regeneration
Tech shield rechargers 1.png Shield Capacitors Auxiliary 10 20 +10% shields
Tech afterburners 1.png Afterburners Auxiliary 4 10 +10% speed
+5% evasion
Tech afterburners 2.png Advanced Afterburners Auxiliary 6 20 +20% speed
+10% evasion
Tech auxiliary fire control.png Auxiliary Fire-Control Auxiliary 10 10 +5% Accuracy
Tech enigmatic encoder.png Enigmatic Encoder Auxiliary 20 20 +20% Evasion
Tech enigmatic decoder.png Enigmatic Decoder Auxiliary 20 20 +5% Accuracy
+5% Tracking

Strategy

Hull and armor regeneration

While shields have inherent regeneration, hull and armor do not. This means that, at default, damaged ships cannot be restored to full fighting capability without returning to base, which limits operations far away from starbases. Therefore, securing at least one source of hull and armor regeneration is useful, especially for offensive operations. Options include:

  • Living Metal.png Living metal is a cost-effective option, since it does not take up any ship slots, and is potentially available to all empires. However, as a strategic resource, not all empires may have a source within their borders, and the supply could potentially be raided.
  • Tech regenerative hull tissue.png Regenerative Hull Tissue can be slotted to any ship, making it one of the most reliable sources of regeneration. However, the regeneration rate does not scale with hit points, and it takes up a precious Auxiliary auxiliary slot.
  • The Nanobot Cloud aura can be fitted to Titans, with effects slightly stronger than Regenerative Hull Tissue. Of course, this also takes up a very valuable slot that could have been used for something else.
  • The Engineer admiral trait gives hull and armor regeneration, but this cannot necessarily be counted on for any particular admiral to have.
  • Civic devouring swarm.png Devouring Swarms have inherent hull and armor regeneration.
  • Psionically ascended empires may have an option for hull and armor regeneration as a Shroud boon. However, this cannot be counted on to be an option at any given time.
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