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Weapon components

Revision as of 00:07, 1 February 2019 by Lissidragon (talk | contribs) (Null Void Beam: +400 would be 500% dmg which matches the setup of this page. Fixing previous change from myself. https://imgur.com/a/JqoJSCw)

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Please help with verifying or updating older sections of this article. At least some were last verified for version 2.1.

This article is for the PC version of Stellaris only.
For detailed tables, see Weapon components/Detailed tables.

Weapon components are devices that can be attached to military ships and are used to attack, damage and destroy other ships, specifically any ships that have been designated as valid targets.

Contents

Overview

Ingame, a weapon has following stats:

  • Cost: How many resources required to build.
  • Power Usage: How many power it will consume.
  • Type: Which category this weapon belongs to.
  • Damage: How many damage will be delivered per hit when hit a target with 100% efficiency. Larger weapon inflicts much more damage than smaller one.
  • Cooldown: Cooldown time(day) between two attacks.
  • Accuracy: Chance to hit against a target with zero evasion.
  • Tracking: How many evasion value will be ignored by this weapon. Smaller weapon has higher tracking.
  • Range: How far this weapon can reach. Larger weapon have bigger range.
  • Average Damage: How many damage will be delivered per game day with 100% efficiency, against a target with zero evasion.
  • Damage multipler: The effciency against various defense type.

Many weapons come in multiple sizes. Larger sizes have lower   tracking, but greater   weapons range and raw damage while smaller sizes conversely have higher   tracking but lesser   weapons range and raw damage. Compared to a   small weapon, a   large weapon typically has about 50% less   tracking, twice the range, and deals about 150% more damage per size. This means that larger weapons are generally more effective against larger, slower ships, and smaller weapons are more effective against smaller, faster ships.

Energy weapon

Based on   Physics technology, energy weapons use energy-based attacks and are generally good against armor but are poor against shields. Energy weapons can be divide into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating.

Energy weapons generally have better accuracy, lower damage and shorter range compared to kinetic weapons. Advanced energy weapons require   Rare Crystals and   Exotic Gases to build.

Anti-Armor

Standard energy weapon that stong against armor and weak against shield. Laser, Plasma and Lance belong to this category.

Laser

Laser is the basic energy weapon. They fire focused beam of light at targets, causing damage through the generation of intense heat. Good against armor, but poor against shield.

  • Can fit into   Small,   Medium and   Large slots
  • 4.6 day cooldown
  • 90% accuracy
  • 50% damage against   shield
  • 150% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Red Laser     10 5 6-16 (11.0) 40 50% 2.15
    20 10 15-40 (27.5) 60 30% 5.38
    40 20 36-96 (66.0) 80 5% 12.91
  Blue Laser     13 7 8-21 (14.5) 40 50% 2.83
    26 13 20-53 (36.5) 60 30% 7.14
    52 26 48-126 (87.0) 80 5% 17.02
  UV Laser     17 10 10-27 (18.5) 40 50% 3.61
    34 17 25-68 (46.5) 60 30% 9.09
    68 34 60-162 (111.0) 80 5% 21.71
  X-Ray Laser     17
  0.25
13 13-35 (24.0) 40 50% 4.69
    34
  0.50
23 33-88 (60.5) 60 30% 11.83
    68
  1.00
45 78-210 (144.0) 80 5% 28.17
  Gamma Laser     22
  0.33
17 17-46 (31.5) 40 50% 6.16
    44
  0.65
30 43-115 (79.0) 60 30% 15.45
    88
  1.30
59 102-276 (189.0) 80 5% 36.97

Plasma

Plasma weapons eject destructive balls of high-energy plasma. These projectiles are extremely effective at eating through ship armor. Very effective against armor and hull but deal negligible damage against shield.

  • Can fit into   Small,   Medium and   Large slots
  • 5.1 day cooldown
  • 80% accuracy
  • 25% damage against   shield
  • 200% damage against   armor
  • 150% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Plasma Thrower     17 10 12-25 (18.5) 30 40% 2.90
    34 17 30-63 (46.5) 50 20% 7.29
    68 34 72-150 (111.0) 70 5% 17.41
  Plasma Accelerator     17
  0.25
13 16-33 (24.5) 30 40% 3.84
    34
  0.50
23 40-83 (61.5) 50 20% 9.64
    68
  1.00
45 86-198 (142.0) 70 5% 23.05
  Plasma Cannon     22
  0.33
17 20-42 (31.0) 30 40% 4.86
    44
  0.65
30 50-105 (77.5) 50 20% 12.15
    88
  1.30
59 120-252 (186.0) 70 5% 29.17

Lance

Lance is a heavy energy weapon that fire focused particle beams and cause massive damage. Essentially a massive laser weapon, the size of emitter arrays limits their use to Battleships.

  • Can fit into   Extra-Large slots
  • 8.0 day cooldown
  • 85% accuracy
  • 50% damage against   shield
  • 200% damage against   armor
  • 150% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Particle Lance     176
  2.60
200 600-1500 (1050.0) 150 0% 111.56
  Tachyon Lance     229
  3.38
250 800-2000 (1400.0) 150 0% 148.75

Anti-Hull

Energy weapon that are good at destroying hull. Mining Laser, Launcher and Matter Disintegrator belong to this category.

Mining Laser

Salvaged from ancient mining drones, these weapons use strong-focus lenses in combination with an oscillating firing frequency help create lasers strong enough to mine asteroids, or shoot down hostiles. Useful at early-game.

  • Can fit into   Small and   Medium slots
  • 4.0 day cooldown
  • 70%-75% accuracy
  • 50% damage against   shield
  • 125% damage against   armor
  • 175% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Accuracy
 
Tracking
 / 
Average Damage
  Cutting Laser     13 7 9-22 (15.5) 30 75% 40% 2.90
    26 13 23-55 (39.0) 60 70% 20% 6.82

Launcher

These weapon fire energy projectiles consists of tightly concentrated protons or neutrons, capable of causing immense damage to the hull of enemy ships. They have very high DPH and extremely long cooldown.

  • Can fit into   Large slots
  • 16.0 day cooldown
  • 90% accuracy
  • 50% damage against   shield
  • 150% damage against   armor
  • 175% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Proton Launchers     88
  1.30
70 360-800 (580.0) 130 0% 32.62
  Neutron Launchers     114
  1.69
90 468-1040 (754.0) 130 0% 42.41

Matter Disintegrator

Salvaged from Extradimensional Invaders, these weapons are created by applying 5th-dimensional energy manipulation principles on lower dimensional planes. Very good overall stats.

  • Can fit into   Small,   Medium and   Large slots
  • 4.5 day cooldown
  • 90% accuracy
  • 50% damage against   shield
  • 150% damage against   armor
  • 200% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Matter Disintegrator     29
  0.43
25 20-49 (34.5) 60 60% 6.89
    57
  0.85
50 50-123 (86.5) 90 30% 17.29
    114
  1.69
100 120-294 (207.0) 120 5% 41.40

Penetrating

Exotic energy weapons that ignore shields and armor completely, dealing damage directly to the hull. Their potential damage per shot is very high but is also highly unpredictable. Disruptor, Cloud Lightning and Arc Emitter belong to this category.

Disruptor

Disruptors fire high-energy bolts that weaken and destory the molecular bonds that hold the target's constituent atoms together, capable of wreak havoc directly on hull and crew.

  • Can fit into   Small and   Medium slots
  • 6.1 day cooldown
  • 100% accuracy
  • Ignore   shield and   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Disruptor     17 10 1-18 (9.5) 30 60% 1.55
    34 17 1-45 (23.0) 50 35% 3.77
  Ion Disruptor     17
  0.25
13 1-23 (12.0) 30 60% 1.96
    34
  0.50
23 1-58 (29.5) 50 35% 4.83
  Phased Disruptor     22
  0.33
17 1-30 (15.5) 30 60% 2.54
    44
  0.65
30 1-75 (38.0) 50 35% 6.22

Cloud Lightning

Salvaged from Void Clouds, these weapon use the same gas composition together with a specialized condult to emit powerful lightning. Useful in mid-late game.

  • Can fit into   Large slots
  • 6.0 day cooldown
  • 100% accuracy
  • Ignore   shield and   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Accuracy
 
Tracking
 / 
Average Damage
  Cloud Lightning     17 40 1-136 (68.5) 60 100% 30% 11.41

Arc Emitter

This is a powerful weapon that launch a lightning arc of chaotic energy at targets, ignore armor and shields.

  • Can fit into   Extra-Large slots
  • 8.1 day cooldown
  • 100% accuracy
  • Ignore   shield and   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Arc Emitter     176
  2.60
200 1-1300 (650.5) 150 0% 80.30
  Focused Arc Emitter     229
  3.38
250 1-1700 (850.5) 150 0% 105.00

Anti-Shield

Energy weapons that strong against shield but weak against armor and hull. Related technologies can only be obtained from events or salvages.

Energy Siphon

Based on   Society technology, this weapon drain energy from enemy ships by adapting the tiyanki method of siphoning energy from gaseous matter. Useful in early game.

  • Can fit into   Small slots
  • 4.0 day cooldown
  • 75% accuracy
  • 200% damage against   shield
  • 25% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Accuracy
 
Tracking
 / 
Average Damage
  Energy Siphon     15 10 10-27 (18.5) 50 75% 50% 3.46

Null Void Beam

Can be learnt from the null void, this weapon can actually destroy energy by harnessing the entropic nature of the null void. Useful in early-mid game.

  • Can fit into   Small,   Medium and   Large slots
  • 4.4 day cooldown
  • 90% accuracy
  • 500% damage against   shield
  • 25% damage against   armor
  • 25% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Null Void Beam     13 7 6-16 (11.0) 60 60% 2.25
    26 13 15-40 (27.5) 90 30% 5.62
    52 26 36-95 (65.5) 120 5% 13.39

Kinetic Weapon

Based on   Engineering technology, kinetic weapons fire solid projectiles. They're good against shields but poor against armor.

Kinetic weapons generally have lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. Advanced kinetic weapons require   Volatile Motes to build.

Mass Driver

Mass Driver is the basic kinetic weapon. These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds towards targets at high speeds. Good against shield, weak against armor.

  • Can fit into   Small,   Medium and   Large slots
  • 3.45 day cooldown
  • 75% accuracy
  • 150% damage against   shield
  • 50% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Mass Driver     10 5 5-16 (10.5) 50 50% 2.28
    20 10 13-40 (26.5) 75 30% 5.76
    40 20 30-96 (63.0) 100 5% 13.69
  Coilgun     13 7 7-21 (14.0) 50 50% 3.04
    26 13 18-53 (35.5) 75 30% 7.71
    52 26 42-126 (84.0) 100 5% 18.26
  Railgun     17 10 8-27 (17.5) 50 50% 3.80
    34 17 20-68 (44.0) 75 30% 9.56
    68 34 48-162 (105.0) 100 5% 22.82
  Advanced Railgun     17
  0.25
13 11-35 (23.0) 50 50% 4.99
    34
  0.50
23 28-88 (58.0) 75 30% 12.60
    68
  1.00
45 66-210 (138.0) 100 5% 30.00
  Gauss Cannon     22
  0.33
17 14-46 (30.0) 50 50% 6.52
    44
  0.65
30 35-115 (75.0) 75 30% 16.30
    88
  1.30
59 84-276 (180.0) 100 5% 39.12

Autocannons

Autocannon is a large-caliber ballistic weapon that fire cased explosive shells. The main advantage of these cannons is their high rate of fire and excellent tracking, but they deal little damage against armor.

  • Can fit into   Small slots
  • 2.3 day cooldown
  • 85% accuracy
  • 150% damage against   shield
  • 25% damage against   armor
  • 125% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Autocannon     17 10 8-16 (12.0) 30 75% 4.43
  Ripper Autocannon     17
  0.25
13 10-21 (15.5) 30 75% 5.72
  Stormfire Autocannon     22
  0.33
17 14-27 (20.5) 30 75% 7.57

Kinetic Battery

Kinetic Battery is a very long-range artillery capable of hurling powerful rounds over extreme distances with a large degree of accuracy.

  • Can fit into   Large slots
  • 6.4 day cooldown
  • 75% accuracy
  • 200% damage against   shield
  • 50% damage against   armor
  • 125% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Kinetic Battery     88
  1.30
70 150-450 (300.0) 120 0% 35.15
  Kinetic Artillery     114
  1.69
90 195-585 (390.0) 120 0% 45.70

Mega Cannon

Mega cannon is an enormous mass accelerator cannon that can only be placed in a spinal mount and fires monstrously powerful rounds over vast distances.

  • Can fit into   Extra-Large slots
  • 9.0 day cooldown
  • 75% accuracy
  • 150% damage against   shield
  • 75% damage against   armor
  • 125% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Mega Cannon     176
  2.60
200 700-2000 (1350.0) 150 0% 112.50
  Giga Cannon     229
  3.38
250 900-2600 (1750.0) 150 0% 145.83

Explosive Weapon

Based on   Engineering technology, explosive weapons fire guided projectiles that carry an explosive payload. Missile can be divide into 3 categories: Missiles, Swarmer missiles and Torpedos.

All explosive weapons go in a special   Guided slot. They have very long range compared with other   Medium weapons, have 100% accuracy and ignore shields, but their projectiles can be shot down by point defense weapons and strike craft, so their actual Average Damage depends on enemy's point-defense capabilities.

Most advanced explosive weapons require   Volatile Motes to build.

Missiles

Standard explosive weapons. They are strong against shield and hull, but weak against point-defense weapons.

Normal Missiles

Space-to-space missiles equipped with various warheads. Although based on old pre-space technology, these fire-and-forget weapons can be surprisingly effective at range. They offer a balance between damage and survivability against point defense.

  • 6.8 day cooldown
  • 100% accuracy
  • 18 speed
  • 100 retargeting range
  • Ignore   shield
  • 100% damage against   armor
  • 125% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
 
Hull
 
Evasion
  Nuclear Missiles     20 10 30-40 (35.0) 100 25% 5.14 6 0%
  Fusion Missiles     26 13 39-52 (45.5) 100 25% 6.69 7 10%
  Antimatter Missiles     34 17 51-68 (59.5) 100 25% 8.75 8 20%
  Quantum Missiles     34
  0.50
22 66-88 (77.0) 100 25% 11.32 9 30%
  Marauder Missiles     44
  0.65
26 86-114 (100.0) 100 25% 14.70 10 40%

Scourge Missiles

Salvaged from Prethoryn Scourge and based on   Society technology, these self-propelled projectile weapons spreading horrific destruction, good against all defense method.

NOTE: the name and efficiency of this weapon seems unchanged from old game version, possibly forgotten by staff when balancing numbers.

  • 5.0 day cooldown
  • 100% accuracy
  • 18 speed
  • 120 retargeting range
  • Ignore   shield
  • 150% damage against   armor
  • 150% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Accuracy
 
Tracking
 / 
Average Damage
 
Hull
 
Evasion
  Large Scourge Missile     65 35 135-175 (155.0) 120 100% 5% 31.00 15 40%

Swarmer Missiles

These smaller missiles are launched in volleys and have been specifically designed to overwhelm enemy point-defense systems. Swarmer missiles deal less damage than missiles, but they have very high hull points and fast fire rate, which makes them ideal baits.

  • 3.8 day cooldown
  • 100% accuracy
  • 18 speed
  • 100 retargeting range
  • Ignore   shield
  • 100% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
 
Hull
 
Evasion
  Swarmer Missiles     34 17 20-27 (23.5) 100 30% 6.18 30 0%
  Whirlwind Missiles     44
  0.65
26 33-48 (40.5) 100 30% 10.65 40 0%

Torpedos

Torpedos are essentially very large, slow-moving missiles, equipped with more powerful warheads. Torpedos have very slow fire rate, inflict massive damage upon hit and do well against armor, but are very fragile and slow.

  • 21.1 day cooldown
  • 100% accuracy
  • 15 speed
  • 100 retargeting range
  • Ignore   shield
  • 150% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
 
Hull
 
Evasion
  Space Torpedoes     34 17 165-265 (215.0) 80 10% 10.18 8 0%
  Armored Torpedoes     34
  0.50
26 215-345 (280.0) 80 10% 13.27 11 0%
  Devastator Torpedoes     44
  0.65
32 275-445 (360.0) 80 10% 17.06 14 0%

Strike Craft

Based on   Engineering technology, strike craft hangars do not attack the enemy directly, but instead launch small ships to attack. Like explosive weapons, strike craft ignore shields but can be shot down by point defenses, especially flak cannons. All strike craft go in a special   hangar slot. Lost strike craft regenerate at the rate of 0.13 strike craft per day, or 7.7 days per strike craft.

The DPS takes into account the number of strike craft per hangar. However, note that this is a very optimistic estimate as strike craft appear to only spend a fraction of the time actually firing, and will be shot down by enemy fire.

Fire rate, Weapon damage, and Strike craft damage modifier only affects military power of the strike craft themselves. It does not affect the actual battle.

Basic Strike Craft

These manned strike craft are launched from a mothership and rely on their speed and small size to survive long enough to punch through enemy defenses. Good against armored ships.

  • 8 units per hangar
  • 2.0 day cooldown
  • 100% accuracy
  • 8 attack range
  • Ignore   shield
  • 150% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Tracking
 / 
Average Damage
 
Shield
 
Hull
 
Evasion
 
Speed
  Scout Wing     40 20 2-4 (3.0) 50% 12.00 0 30 50% 300
  Basic Strike Craft     40 34 2-8 (5.0) 60% 20.00 10 35 55% 300
  Improved Strike Craft     68 45 4-9 (6.5) 70% 26.00 20 40 80% 350
  Advanced Strike Craft     88 59 6-12 (9.0) 70% 36.00 30 45 80% 400

Amoeba

Based on   Society technology, an empire can breed amoeba and use its Flagellas as effective strike craft. Useful in early-mid game.

  • 8 units per hangar
  • 5.0 day cooldown
  • 70% accuracy
  • 10 attack range
  • Ignore   shield
  • 150% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Tracking
 / 
Average Damage
 
Hull
 
Evasion
 
Speed
  Amoeba Flagella     60 30 16-26 (21.0) 50% 33.60 50 50% 300

Swarm Strikers

Based on   Society technology, these cloned and miniaturized Prethoryn specimen can be controlled, which may be used as strike craft.

NOTE: the efficiency of this weapon seems unchanged from old game version, possibly forgotten by staff when balancing numbers.

  • 10 units per hangar
  • 8.0 day cooldown
  • 100% accuracy
  • 10 attack range
  • Ignore   shield
  • Ignore 66%   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Tracking
 / 
Average Damage
 
Armor
 
Hull
 
Evasion
 
Speed
  Swarm Strikers     100 80 8-12 (10.0) 0% 12.50 20 80 80% 400

Point-defense weapons

Point-defense weapons are capable of targeting and destroying missiles and strike craft, preventing them from dealing damage to the ship. It's very inefficient against common warships because it deals negligible damage against armor. They come in two types: Flaks and Point-Defense.

All point-defense weapons use   Point-Defense slot.

Flak Cannon

Based on   Engineering technologies, these gun batteries fire shrapnel rounds at close range. They're particularly lethal to enemy strike craft.

  • 0.5 day cooldown
  • 75% accuracy
  • 100% damage against   shield
  • 25% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Flak Battery     8 5 1-3 (2.0) 30 50% 3.00
  Flak Cannons     10 7 1-4 (2.5) 30 60% 4.50
  Flak Artillery     13 10 2-6 (4.0) 30 70% 6.00

Point-Defense

Based on   Physics technologies, these hull-mounted countermeasures are often essential for larger military vessels. They're good at shooting down missiles.

  • 0.5 day cooldown
  • 75% accuracy
  • 100% damage against   shield
  • 25% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Sentinel Point-Defense     8 5 1-4 (2.5) 30 10% 3.75
  Barrier Point-Defense     10 7 1-6 (3.5) 30 20% 5.62
  Guardian Point-Defense     13 10 2-8 (5.0) 30 30% 7.50

Titanic Weapons

These weapons are used by Titans and Ion Cannons, can destroy a normal enemy ship of any size in a single hit from extreme range. All of them share the same stats, good at destroying targets with low evasion.

NOTE: titanic weapons do not classified as an energy weapon nor kinetic weapon, so it will not benefit from repeatable technologies.

  • 21.75 day cooldown
  • 85% accuracy
  • 75% damage against   shield
  • 150% damage against   armor
  • 125% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Perdition Beam     456
  6.76
500 5000-10000 (7500.0) 250 0% 293.10
  Ion Cannon     456
  6.76
N/A 5000-10000 (7500.0) 250 0% 293.10

World Destroyer Weapons

See Colossus. Although technically mounted on a special weapon slot, these weapons are not used in ship-to-ship combat. Instead, they affect planets.


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