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This article has been verified for the current PC version (3.10) of the game.

On the right side of the designer, one can select options for different subsystems of the ship. Most of them are required and it is not possible to design a ship without some version of them, but few of them are optional, having the option to install no subsystem in its slot.

Reactor[]

A ship's reactor generates power for its other systems, and a new ship design cannot be created if it has negative power. Excess power slightly increases a ship's evasion, movement speed, and damage.

Reactor Corvette Destroyer Cruiser Battleship Titan Defense platform Juggernaut / Star-Eater Colossus Required technology
Cost Power Power Cost Power Power Cost Power Power Cost Power Power Cost Power Power Cost Power Power Cost Power Power Power Power
Fission Reactor 10 75 20 140 40 280 80 550 160 1100 20 200 560 3850 Fission Power
Fusion Reactor 13 100 26 180 52 360 104 720 208 1450 26 260 730 5000 Fusion Power
Cold Fusion Reactor 17 130 34 240 68 480 136 950 272 1900 34 340 950 6500 Cold Fusion Power
Antimatter Reactor 22 170 44 320 88 620 176 1250 352 2500 44 440 1230 8460 Antimatter Power
Zero-Point Reactor 28 220 56 430 112 800 224 1550 448 3200 56 575 1600 11000 10000 Zero Point Power
Dark Matter Reactor 37
1
285 74
2
550 148
4
1030 296
8
2000 592
16
4200 74
4
750 2080
32
14300 10000 Dark Matter Power

FTL drive[]

This subsystem is optional, although without an FTL drive the ship is incapable of moving between systems.

Jump drives allow the ship to make a direct jump within a limited range, indicated by a yellow dotted circle. Initiate a jump by selecting the fleet, clicking the "Initiate Jump" button and left-clicking the target. After jumping the fleet spends 200 days recharging, during which time it suffers −50% sublight speed and weapons damage.

FTL drive Cost Power Power Disengagement Opportunities Hyper jump Tactical jump Required technology Crisis date Description
Subspace Drive 5 5 0 −25% Cooldown
−50% Range
Subspace Drive regular The Subspace Drive creates microtears in spacetime, allowing vessels to jump to nearby systems. The process becomes incredibly unstable if longer jumps are attempted.
Hyper Drive I 5 10 1 Hyperspace Travel regular Ships equipped with Hyper Drives travel swiftly between the edges of star systems along interstellar hyperlanes.
Hyper Drive II 10 15 1 −25% Charge time Hyperlane Breach Points regular Ships equipped with Hyper Drives travel swiftly between the edges of star systems along interstellar hyperlanes.
Hyper Drive III 15 20 1 −50% Charge time Hyperspace Slipstreams regular Ships equipped with Hyper Drives travel swiftly between the edges of star systems along interstellar hyperlanes.
Jump Drive 20 30 1 −70% Charge time Jump Drive 25 years earlier The Jump Drive tears ship-sized holes in the very fabric of reality, allowing for near-instantaneous movement between systems. The nature of the space the ship passes through on this journey is still poorly understood.
Psi Jump Drive 20 30 2 −80% Charge time +50% Range Psi Jump Drives 25 years earlier The Psi Jump Drive harnesses the psionic potential of the ship's crew to warp the local space-time continuum, eliminating the distance between the point of origin and the destination. Supposedly.

Computer system[]

This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type.

When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. The engagement range is determined by the ship's designated role and the effective range of the ship's weapons. Weapon range modifiers will also increase this range. Ships that have similar roles will typically cluster together, stay in formation with each other and attack in groups.

  • Swarm: The ship will charge straight at enemies and try to deal as much damage as possible from the range of their shortest range weapon.
  • Torpedo: The ship will charge straight at enemies in strafing runs.
  • Picket: The ship will advance to medium range and attempt to intercept incoming enemies.
  • Line: The ship will hold advance to medium range and hold formation.
  • Artillery: The ship will stay at long range, firing its longest range weapons on the target.
  • Carrier: The ship will stay at the maximum engagement range of its hangars.
  • Platform: The defensive platform will remain stationary and fire at any enemies in range.
  • Colossus: The ship will ignore any attackers and carry on with its current task.
Level Power Effects
Swarm Torpedo Picket Line Artillery Carrier Platform Starbase Colossus
Basic 0 5 Default for corvette Default for frigate Default for destroyer Default for cruiser
Default for star-eater
Default for battleship
Default for titan
Default for juggernaut n/a
  • +5% Fire rate
  • Tracking +10 Tracking
Only option
Specialized 5 10
  • +5% Fire rate
  • Evasion +5% Evasion
Damage +5% Explosive weapons damage
  • +5% Fire rate
  • Tracking +10 Tracking
  • +5% Fire rate
  • +5% Chance to hit
  • +5% Fire rate
  • +5% Weapons range
  • +25% Engagement range
  • +25% Fire rate
  • Tracking +15 Tracking
  • +10% Fire rate
  • Tracking +20 Tracking
n/a
Advanced 10 15
  • +10% Fire rate
  • Evasion +10% Evasion
Damage +10% Explosive weapons damage
  • +10% Fire rate
  • Tracking +20 Tracking
  • +10% Fire rate
  • +10% Chance to hit
  • +10% Fire rate
  • +10% Weapons range
  • +50% Engagement range
  • +30% Fire rate
  • Tracking +20 Tracking
  • +15% Fire rate
  • Tracking +30 Tracking
n/a
Sapient
Autonomous
20 25
  • +15% Fire rate
  • Evasion +25% Evasion
Damage +15% Explosive weapons damage
  • +15% Fire rate
  • Tracking +30 Tracking
  • Evasion +10% Evasion
  • +20% Fire rate
  • +20% Chance to hit
  • +20% Fire rate
  • +20% Weapons range
  • +100% Engagement range
  • +35% Fire rate
  • Tracking +25 Tracking
  • +10% Chance to hit
n/a n/a
Precognitive 20 25
  • +15% Fire rate
  • Evasion +15% Evasion
  • +20% Sublight speed
  • Damage +15% Explosive weapons damage
  • Tracking +10 Tracking
  • +20% Fire rate
  • Tracking +40 Tracking
  • +15% Fire rate
  • +15% Chance to hit
  • Tracking +10 Tracking
  • +15% Fire rate
  • +15% Weapons range
  • Tracking +10 Tracking
  • +75% Engagement range
  • Tracking +10 Tracking
  • +35% Fire rate
  • Tracking +35 Tracking
n/a n/a
Allowed ship types Corvette
  • Frigate
  • Cruiser
  • Corvette
  • Destroyer
  • Cruiser
  • Destroyer
  • Cruiser
  • Battleship
  • Star-eater
  • Frigate
  • Destroyer
  • Cruiser
  • Battleship
  • Titan
  • Juggernaut
  • Star-eater
  • Cruiser
  • Battleship
  • Titan
  • Juggernaut
  • Star-eater
  • Defense platform
  • Ion Cannon
Starbase Colossus

Sublight thrusters[]

The sublight thrusters determine how fast the ship maneuvers within a star system and increase its Evasion Evasion.

Name Cost Power Power Evasion Evasion Sublight Speed
Corvette Destroyer Cruiser Battleship Titan Colossal ships Corvette Destroyer Cruiser Battleship Titan Colossal ships Corvette Destroyer Cruiser Battleship Titan Colossal ships
Chemical Thrusters icon
Chemical Thrusters
Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.
3 6 12 24 48 60 10 20 40 80 160 200
Ion Thrusters icon
Ion Thrusters
These electric thrusters use beams of ions to generate thrust without the need for propellant.
6 12 24 48 96 120 15 30 60 120 240 300 +5 +4 +3 +2 +1 +25%
Plasma Thrusters icon
Plasma Thrusters
An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
9 18 36 72 144 180 20 40 80 160 320 400 +10 +8 +6 +4 +2 +50%
Impulse Thrusters icon
Impulse Thrusters
These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.
12 24 48 96 192 240 25 50 100 200 400 500 +15 +12 +9 +6 +3 +75%
Dark Matter Thrusters icon
Dark Matter Thrusters
These ship thrusters utilize Dark Matter technology to generate propulsion in a manner that appears to defy numerous laws of physics.
12
1
24
2
48
4
96
8
192
16
300
32
30 60 120 240 480 600 +20 +16 +12 +8 +4 +125%

Sensors[]

Sensors determine the ship's detection range on the galaxy map. They also increase tracking of all weapon systems, which is related to accuracy.

Name Cost Power Power Tracking Tracking Sensor range Hyperlane detection range Required technology Description
Radar System 2 5 1 2 A planet-bound technology adapted for use in deep space, the radar system provides basic detection and tracking capability for interstellar vessels.
Gravitic Sensors 4 10 +5 2 3 Gravitic Sensors These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship.
Subspace Sensors 6 15 +10 3 4 Subspace Sensors Subspace Sensors Sensors that detect subspace fluctuations left in the wake of traveling starships. Their sensitivity and range are greater than that of a gravitic sensor array.
Tachyon Sensors 8 20 +15 4 5 Tachyon Sensors Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.

Aura[]

All offensive auras apply a debuff to all enemy ships that are in the system. A titan's defensive aura gives a buff to allied ships in the same fleet while a starbase, juggernaut, offspring ship's defensive aura gives a buff to all allied ships in the system. Multiple instances of same aura do not stack.

Aura Ship Target Effects
FTL Inhibitor Starbase (Starport and above) Hostiles
  • +100% Emergency FTL Jump Cooldown
  • Enemy ships can only leave the system via the hyperlane they arrived through
Quantum Destabilizer Titan Hostiles −10% Fire Rate
Shield Dampener Titan Hostiles −20% Shield Hit Points
Subspace Snare Titan Hostiles
  • +100% Emergency FTL Jump Cooldown
  • −20% Combat Disengagement Chance
Inspiring Presence Titan Fleet +5% Fire Rate
Ancient Target Scrambler Titan Fleet +5% Chance to Evade
Nanobot Cloud Titan Fleet
  • +5% Daily Hull Regen
  • +15% Daily Armor Regen
Targeting Grid Titan Fleet +10 Tracking
ECM Emitters Federations Juggernaut Hostiles
  • −30% Point Defense Damage
  • −30% Point Defense Firing Rate
Munitions Plant Federations Juggernaut Allies Damage +30% Orbital Bombardment Damage
Strike Command Federations Juggernaut Allies
  • +20% Strike Craft Damage
  • +20% Strike Craft Speed
Subspace Amplifier Federations Juggernaut Allies
  • −40% Hyper Jump Charge Time
  • −40% Hyper Jump Cooldown
  • −40% Jump Drive Cooldown
Target Acquisition Array Federations Juggernaut Allies +40% Ship Weapons Range
Offspring Oversight Overlord Offspring ships Allies
  • +55% Accuracy
  • +55% Evasion
  • +55% Ship Fire Rate
  • +55% Sublight Speed
Bulwark Battlefield Repairs Overlord Battlewright construction ship Allies +0.25% Daily Hull Regen
Electromagnetic Disruptor Overlord Arctrellis science ship Hostiles
  • Only applies to ships if they're owned by a Machine Intelligence empire or using a Sapient or Autonomous combat computer
  • −25% Accuracy
  • −25% Ship Fire Rate
  • −25% Sublight Speed

References[]

Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthicsLeader
Governance EmpireOriginGovernmentCivicsPoliciesEdictsFactionsTechnologyTraditionsSituations
Economy ResourcesPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
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