Stellaris Wiki
Advertisement

Version

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

Mammalian Fleet

A ship is a spaceborne vessel controlled by an empire. They are the primary way of interacting with objects and entities in the galaxy via specific ship orders. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. All ships must be constructed at a Starbase or Orbital ring with a shipyard module, or with Federations Federations enabled a Mega Shipyard or a Juggernaut. Each shipyard module can construct or upgrade one ship at a time. Ships can be repaired at any controlled, operational starbase above outpost level.

Civilian ships[]

Civilian ships represent all unarmed vessels of an empire and are controlled individually. Their shields, armor, and core components are automatically upgraded once the next tier component tech is unlocked at no cost, and they do not need to return to a Starbase to receive component upgrades. Each civilian ship, excluding transports, has a monthly maintenance cost of Energy Credits 1 energy. Construction and Science ships cost Alloys 100 alloys to build.

Civilian ships use the evasive fleet stance by default, meaning that they will attempt to escape the system whenever a hostile fleet enters it. They can also be set to a passive stance to ignore hostile fleets.

Construction ship[]

Construction ships are used to build every space structure. They are not used up during construction, meaning that they can go on to do other tasks after they have finished their building project. Construction ships also have a Fleet Order that makes them build mining and research stations automatically. Construction ships can construct the following:

Build order Base cost Monthly upkeep Description
Fleet task build outpost action Outpost Influence 75 per hyperlane from closest owned system
Alloys 100 if not Auth machine intelligence Machine Intelligence
Alloys 150 if Auth machine intelligence Machine Intelligence
Energy Credits 1 Energy The Starbase is a space station used to claim star systems and expand your borders. It can only be built in orbit around a star. The full cost is dependent on which star system is being claimed.
Fleet task build mining station action Mining Station Minerals 100 Minerals Energy Credits 1 Energy Mining Stations are used to collect Minerals, Energy Credits and Strategic Resources from uninhabited planets, stars and asteroids. Mining Stations that collect Energy do not cost any upkeep.
Fleet task build research station action Research Station Minerals 100 Minerals Energy Credits 1 Energy Research Stations are used to collect Physics, Society and Engineering research data from uninhabited planets, stars and asteroids.
Fleet task build observation station action Observation Post Minerals 100 Minerals Energy Credits 1 Energy Observation Posts can be built in orbit around planets inhabited by primitive civilizations to study their society.
Fleet order button build megastructure Megastructure Site AlloysUnityInfluence depends on Megastructure Energy Credits 5 Energy Megastructures are truly massive construction projects only possible in the zero-g environment of space.

Specialist tier bulwark 3 on Tier 3 Bulwark subjects can construct Battlewright construction ships, which provide all friendly ships in the same system Mod ship hull regen 5% Daily Hull Regen.

Science ship[]

See also: Surveying

Science ships are the primary method of exploring the galaxy and the stars and systems within it. They require a scientist to operate.

Once crewed, the science ship can conduct a survey of individual objects within a system. During these surveys, it can discover resources present on a celestial body (i.e.: planets, stars, asteroids, etc.). A survey may also result in the discovery of an anomaly. The science ship can also investigate debris left after a space battle which may yield research points or possibly even unlock unique technology options.

Science ships can also assist the research of a planet. Upon activation, the science ship will orbit the planet and boost its research output depending on the skill level of the scientist on board.

Specialist tier scholarium 3 on Tier 3 Scholarium subjects can construct Arctrellis science ships, which penalize all enemy ships with AI combat computers in the same system with −25% to Mod ship tracking add Accuracy, Mod ship fire rate mult Fire Rate, and Mod ship speed mult Ship Speed.

Colony ship[]

See also: Colonization

Colony ships allow an empire to settle habitable planets or megastructures in owned systems. When ordering the construction of a colony ship, the player is given the option of choosing the species or sub-species of the Pop pop(s) that will be sent to the new colony. Pops are neither consumed nor transported in this process. Once constructed, the colony ship may be sent to any habitable world within an owned system to start a colony. Colony ships take one year to build and their upkeep cost is maintained throughout the whole colonization process. Colony ships can also be built through the interface of the planet to be colonized, which automatically queues the colonization order as long as the path is not blocked.

The cost of a colony ship in an organic empire depends on the government and the empire's primary species class.

Primary species Auth democraticAuth oligarchicAuth dictatorialImperialAuth corporate Auth hive mind Origins tree of life
Biological
Trait lithoid Lithoid
MechanicalMachine species Robot Alloys 400 Alloys No No

Empires with the Civic corporate dominion Corporate Dominion or Civic private prospectors Private Prospectors civics can also construct Private Colony Ships, which cost Energy Credits 500 energy instead.

Empires with the Origins lithoid Calamitous Birth origin can also construct Lithoid Meteorites, which cost Minerals 500 minerals instead and have no upkeep cost.

The Trait ruler frontier spirit Frontier Spirit ruler trait reduces the cost of colony ships by −35%.

Transport ship[]

See also: Land warfare

Transport ships are the space based form of assault armies. After an army is recruited, it is automatically embarked in a transport ship which will be orbiting the planet where it was created. While armies have an upkeep cost, transport ships cost no additional Energy Credits energy to maintain. Transport ships are collected in fleets like military ships, but cannot be combined with military ships and are not listed in the fleet manager.

During war, transport ships must be carefully escorted by a military fleet since they are unarmed. Their only purpose is to carry assault armies into enemy planets so that they can occupy them. Transport fleets use the passive fleet stance by default, and can be set to use the aggressive stance, which will cause them to follow a military fleet and land on enemy planets with similar or less army strength. Additionally, some special projects require a transport ship to be completed.

Military ships[]

See also: Space warfare

Military ships represent all armed vessels of an empire and unlike civilian ships they can be grouped together into fleets and led by a Admiral Commander. Military ships require both Energy Credits Energy and Alloys Alloys as monthly maintenance. Military ships have a number of base stats, but derive most of their stats from components. A military ships components can be customized via the ship designer.

Military ships are classified by their hull size, which determines their base combat stats, base cost, and available sections. There are five regular hull sizes available: Corvette, Frigate, Destroyer, Cruiser, and Battleship; the Apocalypse Apocalypse expansion adds a sixth regular hull size – the Titan. Empires with the Origins progenitor hive Progenitor Hive origin can construct more powerful Offspring versions of Corvettes, Destroyers, Cruisers and Battleships, while empires with the Become the Crisis Become The Crisis ascension perk eventually are able to construct Menacing Corvettes, Destroyers and Cruisers.

Titans can only be built at a Citadel-level starbase with a Sb titan assembly yard Titan Assembly Yards or a completed Mega Shipyard. The other regular classes can be built at any starbase or orbital ring with a shipyard module, or at a Mega Shipyard or Juggernaut.

Except for Titans, each ship class has a Voidcraft Voidcraft technology: Standardized <class> Patterns, which reduces Mod spaceport ship build cost mult build cost by −5% and increases Mod ship build speed mult build speed by +25%. Each class also has two Voidcraft Voidcraft hull improvement technologies: Improved <size> Hulls and Advanced <size> Hulls, which each add Mod ship hitpoints add +10% hull points. Corvettes and Frigates share these technologies, rather than each having their own.

Some non-playable factions have access to unique hull sizes not usually available to players. Fallen Empires have Battlecruisers and Escorts, presenting an almost direct upgrade to Battleships and Corvettes respectively. Pirates, Marauders, and associated factions use Raiders, Pirate Frigates, Pirate Cruisers, and Galleons.

Upgrading ships[]

Whenever a design is updated, military ships of that design must be upgraded manually at a starbase or orbital ring with a shipyard module, Mega Shipyard, or Juggernaut. The cost of upgrading a ship is the difference in construction cost between the new design and the current one. If the newer design costs less of a resource than the current one, then the upgrade cost for that resource is 0: resources cannot be gained by refitting a ship. Each ship upgrades individually, with multiple ships being upgraded simultaneously if the starbase (or equivalent) contains multiple shipyards.

When upgrading a ship, the system attempts to use the current version of the same design name. If no design of the same name exists, then the upgrade process retrofits them to the most-recently saved design of the same ship class instead.

Ships obtained from events that contain components not yet researched should not be allowed to upgrade; upgrading these ships replaces the unresearched components with the latest researched ones, even if those are inferior.

Ship size[]

Each class of military ship uses a certain amount of naval capacity and fleet command based on its "size". The regular military ship classes have the following sizes:

Ship class Size Unlocking Tech
Corvette Corvette 1 Tech corvettes Corvettes
Frigate Frigate 1 Space Torpedoes Space Torpedoes
Destroyer Destroyer 2 Destroyers Destroyers
Cruiser Cruiser 4 Tech cruisers Cruisers
Battleship Battleship 8 Tech battleships Battleships
Titan Titan 16 Titans Titans

Naval capacity[]

Mod navy size add Naval capacity represents the number of military ships that an empire can effectively support. Going beyond this limit will increase ship maintenance costs by a percentage proportional to the exceeded capacity. For example, if an empire exceeded its naval capacity by 50%, it would increase the maintenance cost of each ship by 50%. An empire's base naval capacity is 20 and is modified by the following:

Source Flat naval capacity
Resolution custodian reforms Galactic Mobilization Custodian Reform resolution +150
Aetherophasic Engine stage 1
Additional +50 each stage, total: +250
+100
Galactic Force Projection Galactic Force Projection ascension perk +80
Evt Strategic Coordination Center Per stage of Strategic Coordination Center
3 stages, total: +150
+50
Tech doctrine navy size 1 Doctrine: Fleet Support tech line
4 technologies, total: +120
+30
Tech repeatable naval cap Fleet Management Procedures tech
Max 5 times, total: +100
+20
Per Mercenary Liaison Office Mercenary Liaison Office corporate holding, for Auth corporate Corporate empire +10
Per Pirate Free Haven Pirate Free Haven corporate holding, for Auth corporate Corporate empire +10
Per Recruitment Office Recruitment Office overlord holding, for overlord +10
Per Sb mercenary garrison Mercenary Garrison starbase building
Only with Resolution galactic studies Unchained Knowledge resolution level 3 or above
+5
  • Per Sb anchorage Anchorage starbase or orbital ring module
  • Additional +2 with Sb naval logistics Naval Logistics Office building on the starbase or orbital ring
  • Additional +2 with Orbital Assembly Complex Orbital Assembly Complex holding on the planet with orbital ring
+4
Per Job soldier Soldier/Warrior Drone job
Additional +2 with Tech defense army Ground Defense Planning technology
+4
Per Job necromancer Necromancer job
Additional +2 with Tech defense army Ground Defense Planning technology
+2
Per Job duelist Duelist job +2
Source Percentage naval capacity
Unknown Civilian difficulty +100%
Unknown Cadet difficulty +50%
Resolution mutual defense Mutual Defense resolution 5 +50%
Resolution mutual defense Mutual Defense resolution 4 +40%
Civic fanatic purifiers Fanatic Purifiers civic +33%
Civic devouring swarm Devouring Swarm civic +33%
Civic devouring swarm Terravore civic +33%
Civic machine terminator Determined Exterminator civic +33%
Resolution mutual defense Mutual Defense resolution 3 +30%
Supremacist Supremacist diplomatic stance +20%
Fleet Logistics Corp Fleet Logistics Corp tradition +20%
Resolution mutual defense Mutual Defense resolution 2 +20%
Menu icon edicts A Grand Fleet edict +20%
Civic citizen service Citizen Service civic +15%
Civic subspace ephapse Subspace Ephapse civic +15%
Civic naval contractors Naval Contractors civic +15%
Leader trait fleet organizer Fleet Organizer ruler trait +15%
Trait brainslugged Brain Slug Host ruler trait +10%
Diplomatic stance belligerent Belligerent diplomatic stance +10%
Resolution mutual defense Mutual Defense resolution 1 +10%
Menu icon edicts Master's Teachings: Warring States edict +10%
Resolution galactic commerce Galactic Commerce resolution 2 −10%
Resolution defence privatization Defense Privatization resolution 1 −10%
Resolution galactic commerce Galactic Commerce resolution 4 −15%
Resolution rules of war Rules of War resolution 5 −25%
Resolution defence privatization Defense Privatization resolution 2 −25%
Agenda We Come in Peace agenda −25%
Diplomacy issatrapy Satrapy −30%
Specialist subject scholarium Scholarium tier 1 −30%
Resolution defence privatization Defense Privatization resolution 3 −40%
Specialist subject scholarium Scholarium tier 2 −40%
Specialist subject scholarium Scholarium tier 3 −50%
Resolution defence privatization Defense Privatization resolution 4 −60%
Resolution defence privatization Defense Privatization resolution 5 −80%

Maximum Naval Capacity may never exceed 9999 but empires can still build over it as long as their economy supports the upkeep costs.

Titans have a strict build limit, with a base of 1 allowed per empire; every 200 Naval Capacity increases an empire's Titan cap by 1, up to a maximum of 20 Titans at 3800 naval capacity.

Origins progenitor hive Offspring ships have a strict build limit too:

  • Every 10 Naval Capacity increases Offspring Corvette cap by 1
  • Every 20 Naval Capacity increases Offspring Destroyer cap by 1
  • Every 40 Naval Capacity increases Offspring Cruiser cap by 1
  • Every 80 Naval Capacity increases Offspring Battleship cap by 1

Naval Coverage[]

Naval coverage is equal to twice the naval capacity used and is used to calculate power projection.[1] Power projection adds Monthly influence monthly influence based on the ratio of naval coverage to Empire sprawl empire size. If naval coverage equals or exceeds empire size, power projection adds Monthly influence +2 monthly influence; Imperial imperial authority empires gain Monthly influence +3 monthly influence instead. If naval coverage is less than empire size, power projection is scaled by the percentage ratio. For example, with naval coverage of 50 and empire size of 100 (i.e. 50%), power projection would add Monthly influence +1 monthly influence, or Monthly influence +1.5 monthly influence for Imperial imperial authority.

Fleet command limit[]

Fleet command limit determines how large any one individual fleet in an empire can be. An empire's base command limit is 20, increased by the following:

Source Fleet command limit
Galactic Force Projection Galactic Force Projection ascension perk +20
War Games War Games tradition +20
Tech doctrine fleet size 1 Doctrine: Space Combat technology +20
Tech doctrine fleet size 2 Doctrine: Reactive Formations technology +20
Tech doctrine fleet size 3 Doctrine: Interstellar Warfare technology +20
Tech doctrine fleet size 4 Doctrine: Fluid Fleet Templates technology +20
Tech doctrine fleet size 5 Doctrine: Armada Battle Formation technology +20
Civic distinguished admiralty Distinguished Admiralty civic +10
Destroyers Destroyers tech +10
Tech cruisers Cruisers tech +10
Tech battleships Battleships tech +10
Titans Titans tech +10
Tech repeatable command limit Admiralty Support Staff technology (repeatable 5 times) +10

Ship rank[]

As ships partake in battle, they will increase their rank. Ships start with zero experience. Ships gain Special +5 experience every day they are in combat and Special +0.1 experience every day they are suppressing piracy.

Ranks are classified as follows:

Rank Exp Points Mod ship weapon damage Damage Health Hull Points Evasion Evasion
Regular 0-99 0 0 0
Experienced 100-999 +10% 0 0
Veteran 1000-9999 +20% +5% +5%
Elite 10000 +40% +10% +10%

Ship starting experience can be increased by the following:

Source Effect
Menu icon edicts Fleet Supremacy edict +100
Federation military Martial Alliance federation +100
Fleet Academy Built from a Starbase with a Fleet Academy building +100
Federations Built from a Mega Shipyard +100

Colossal ships[]

Colossal ships are are spacecraft built on a gargantuan scale and represent the apex of an empire's economic, scientific, and military might. There are three classes of colossal ships: the Colossus, the Juggernaut, and the Star-Eater. Distinguishing them from regular ships, each Colossal Ship requires a citadel with the the Sb colossus assembly yard Colossal Assembly Yards building to be be constructed and all colossal ships apart from the Star-Eater have a hard limit on how many an empire can construct in a manner similar to megastructures, though they can be rebuilt if lost. Integrating a subject with a colossal ship in its navy will grant the ship to the overlord, bypassing the limit, however these additional ships cannot be rebuilt once lost.

Colossus[]

Apc Loading Screen

Humanoid empire using a World Cracker

The Colossus is a single-purpose weapons platform built around a Planet-Killer weapon slot, a weapon of mass destruction capable of affecting an entire planet or habitable megastructure. The technology to construct such a vessel requires the Colossus Project Colossus Project ascension perk followed by an extensive research project. Each Fallen Empire has a 10% chance to start the game with a Colossus and can build more if they have awakened.

Colossi are unable to attack enemy fleets, as they lack the weaponry to do so. During space battles, a Colossus will follow direct orders and will maneuver straight to its designated target. This means that the Colossus will do things such as going straight through an ongoing space battle to fire upon an enemy planet, unless its stance is set to Evasive.

An empire that owns a Colossus gains the Diplomacy status casus belli holder Colossus casus belli, allowing them to declare a total war on other empires. Similarly, any other empire can use the Diplomacy status casus belli holder Stop Colossus casus belli to declare a total war on the Colossus owner. During a total war, any systems captured by either side will be immediately annexed and the war can only end in the total destruction of either side or a status quo.

  • If a Colossus is destroyed during a total war, nothing happens. The war is still a total war.
  • If a Colossus is built during a regular war, nothing happens and the Colossus can be used as normal. If one side is totally destroyed by the Colossus, the war ends and the war goal is not enforced. The same is true if an empire that owns a Colossus is dragged into a regular war, such as due to Diplomacy federation federation or Diplomacy defensive pact defensive pact.

Using a Colossus causes large amounts of Mod country war exhaustion war exhaustion on the targeted empire, and gives it +50% ethics attraction towards Militarist Militarist and Xenophobe Xenophobe, allowing the diplomatic and political climate of a region to grow increasingly hostile over time.

The Colossus Project Colossus Project ascension perk grants access to a special project which unlocks both the ship and one weapon. After the special project is halfway completed, the empire is prompted to choose a starting Colossus weapon from those they could research (except Deluge Machine). The empire can later research other types of Colossus weapons and retrofit it into their Colossus via the ship designer.

Colossus weapons can only target planets, ringworlds and habitats. Targeting a planet with a pre-FTL civilization requires the Aggressive Interference Native Interference policy.

A Colossus can carry the following weapons:

Weapon Effects Opinion when used (stacks up to 5x) Requirements for research Notes
Ship part global pacifier Global Pacifier
  • The celestial body is irreversibly turned into a Shielded variant
  • It gains a deposit of 10 Society research Society Research
  • −200 Victim
  • −20 Victim's Federation
  • −20 EgalitarianFanatic EgalitarianXenophileFanatic XenophileMilitaristFanatic Militarist
If used on a File:Consecrated worlds.pngPm frame 3 Holy World the Holy Guardians will awaken and declare a war on the perpetrator
Ship part world cracker World Cracker
  • The celestial body is irreversibly destroyed.
  • If it was a habitable planet, it gains a deposit of 4–16 Minerals Minerals.
  • −1000 Victim
  • −100 Victim's Federation
  • −100 EgalitarianFanatic EgalitarianXenophileFanatic Xenophile
NoPacifistFanatic Pacifist Pacifist
Ship part neutron sweep Neutron Sweep
  • All Pops on the planet are killed.
  • The planet gets Mod habitability −30% Habitability for 10 years.
  • −800 Victim
  • −80 Victim's Federation
  • −80 EgalitarianFanatic EgalitarianXenophileFanatic XenophileSpiritualistFanatic Spiritualist
Ship part divine enforcer Divine Enforcer
  • −400 Victim
  • −40 Victim's Federation
  • −40 MaterialistFanatic MaterialistEgalitarianFanatic EgalitarianAuth machine intelligence
AI worlds can be targeted and turned into broken worlds
Ship part nanobot diffuser Nanobot Diffuser
  • All biological and lithoid Pops on the planet are assimilated and gain the Trait cybernetic Cybernetic trait
  • Mechanical Mechanical, Machine species Machine and Hive-minded Hive-Minded Pops are killed instead
  • Owned planets can be targeted if there is any Pop that can be assimilated
  • Perpetrator gains ownership of the planet if not already owned
  • −600 Victim
  • −60 Victim's Federation
  • −60 EgalitarianFanatic EgalitarianSpiritualistFanatic Spiritualist
Civic machine assimilator Driven Assimilator Can be used on pre-FTL worlds but will give Diplomacy opinion −40 opinion with every empire that isn't Xenophobe Xenophobe or Fanatic Xenophobe Fanatic Xenophobe
Ship part devolution beam Devolving Beam
  • All organic armies are destroyed
  • Most organic pops are given the Trait primitive Forcefully Devolved trait, moving them to the pre-sapient strata.
  • 1 organic pop remains sapient
  • If the perpetrator picks the Archaeo-Engineers Archaeo-Engineers ascension perk:
  • −800 Victim
  • −80 Victim's Federation
  • −80 SpiritualistFanatic SpiritualistXenophileFanatic XenophileAuth hive mind
Ancient Relics Ancient Relics DLC
  • If a world is devolved, perpetrator has to wait at least 1 year Time before devolving the same world again
  • If the perpetrator picks the Archaeo-Engineers Archaeo-Engineers ascension perk:
    • AI worlds can be targeted and turned into broken worlds
Ship part deluge Deluge Machine
  • All pops without the Trait aquatic Aquatic trait are killed
  • All districts are removed
  • Planet is terraformed into an Planet ocean Ocean World
  • Owned planet can be targeted
  • If any pops remain, perpetrator gains ownership of the planet if not already owned
  • −600 Victim
  • −60 Victim's Federation
  • −60 Everyone
Ap hydrocentric Hydrocentric ascension perk
  • If used on a File:Consecrated worlds.pngPm frame 3 Holy World, the Holy Guardians will awaken and declare a war on the perpetrator
  • AI worlds can be targeted and turned into broken worlds
  • Ringworlds, Habitats, and Ocean Worlds cannot be targeted

Toxic god[]

The toxic god is a unique Colossus that can be unlocked as part of the Search for the Toxic God situation and does not count towards the single-Colossus limit. It has a weapon that turns habitable planets into Planet toxic Toxic Worlds. Unlike the player-built Colossus the toxic god is armed with strike craft, energy weapons and regenerative hull tissues. Using it has the same Diplomacy opinion Opinion penalties as World Crackers.

Juggernaut[]

Fed Loading Screen

A Humanoid Juggernaut in atmosphere with a city to scale

The Juggernaut is the mobile center of operations of an entire empire, equipped with shipyards that can construct, repair, and upgrade ships the same way a starbase can. It has 10 times the hull points of a Titan and features six Hangar Hangar slots and two turreted Slot XL Extra Large slots. It also has its own set of aura components, which are significantly more powerful than the Titan's auras.

Juggernauts have two shipyards and can thus build or upgrade up to two ships at a time. It cannot build Titans or colossal ships, but it can upgrade or repair them. The Juggernaut can also upgrade itself and will automatically start repairing itself after a battle. It cannot be repaired or upgraded at a starbase. Juggernauts can retreat and go Missing in Action to reappear at the nearest friendly starbase like all regular fleets. Fleets can set a Juggernaut as their homebase, though the target location of a "return to homebase", "repair", or "upgrade" order will fail to update in real time if the Juggernaut is still in motion.

Federation fleets, the Galactic Defense Force, and the Imperial Armada can all have a Juggernaut each, which will consume 32 naval capacity on top of filling out the navy's single-Juggernaut cap. This makes three the most amount of renewable Juggernauts available to a single empire, if they are both the president of a Federation and the Galactic Custodian and have passed Federation navy contribution and Galactic Defense Force resolution respectively.

Fallen Empires spawn with the Juggernaut technology but do not have access to the single-Juggernaut cap and cannot build them.

Star-Eater[]

Crisis Star-Eater

Real scale of a Star-Eater engaging the Galactic Defense Force

The Star-Eater is a massive superweapon used by the Crisis Aspirant after reaching the fifth tier of the Become the Crisis Become the Crisis progression level and declaring war against the Galaxy as an Menace Existential Threat. the main weapon of a Star-Eater is a Star Cracker that targets the core of a star, collapsing the celestial body into a black hole and destroying the surrounding solar system while collecting massive amounts of Dark Matter dark matter to fuel the Aetherophasic Engine. Reaching the final crisis level grants the Crisis Aspirant two Star-Eaters as well as the technology to build more. Unlike Colossi, Star-Eaters are equipped with regular weapon slots and therefore can engage in regular fleet combat and will always cost an unchanging amount of dark matter to build regardless of the design. Star-Eaters do not require components to be fully powered in order to save a design.

All fleets present (including other non-firing Star-Eaters) except the firing Star-Eater will go MIA. If a system contains multiple stars, firing upon any of them destroys all stars in the system. Cracking a star grants dark matter based on the galaxy size:

Galaxy size Dark Matter Dark matter
Tiny 3000
Small 2500
Medium 2000
Large 1500
Huge 1000

Cloaking[]

Cloaking allows a fleet to become invisible and ignore closed borders and will not become MIA if war is declared against the system's current owner. It also allows a Science Ship to conduct Fleet action button active reconnaissance Active Reconnaissance. However most cloaking components will disable shields and even the ones that don't impose certain restrictions on shields. A ship can only cloak every 120 days and will automatically decloak if attacks. Ships and fleets that are cloaked are marked with horizontal stripes on the galaxy map.

Each ship has a Fleet cloaked Cloaking Strength, and each fleet has a Fleet cloaked Cloaking Strength determined by the lowest one of all ships in the fleet. It determines what penalties a fleet will suffer while cloaked as well as how easy it is to detect.

Cloaking Strength Mod ship speed mult Sublight Speed Time Hyper Jump Charge Time Description
Non-Existent Cannot cloak Cannot cloak This fleet is incapable of projecting a Cloaking Field.
Very Low (1) −50% +125% This fleet is capable of projecting a severely unstable Cloaking Field, with significant limitations of Sublight Speed and Hyper Jump Charge Time.
Low (2) −40% +100% This fleet is capable of projecting an unstable Cloaking Field, with major limitations of Sublight Speed and Hyper Jump Charge Time.
Medium (3) −30% +75% This fleet is capable of projecting a Cloaking Field of normal stability, with some limitations of Sublight Speed and Hyper Jump Charge Time.
High (4) −20% +50% This fleet is capable of projecting a high stability Cloaking Field, with minor limitations of Sublight Speed and Hyper Jump Charge Time.

Very High (5)

−10% +25% This fleet is capable of projecting an incredibly stable Cloaking Field, with insignificant limitations of Sublight Speed and Hyper Jump Charge Time.
Exceptional 6+ No penalty No penalty This fleet is capable of projecting an exceptionally stable Cloaking Field, without any limitations of Sublight Speed and Hyper Jump Charge Time.

Fleet cloaked Cloaking Strength can be increased by the following, up to the maximum of 10:

  • +1-5 by cloaking ship Auxiliary Auxiliary components, depending on the size of the ship and the level of the component. A ship without a cloaking device can't cloak, even if it would gain additional strength from other sources.
  • +1 from finishing the Tradition icon subterfuge Subterfuge tradition tree.
  • +1 from the Leader trait trickster Trickster admiral trait.
  • +1 from the Leader trait corsairMaterial Liberator admiral trait (Only with Galactic Paragons Galactic Paragons DLC enabled).
  • +2 from the Leader trait guerilla tacticsGuerilla Tactician destiny trait (Only with Galactic Paragons Galactic Paragons DLC enabled).
  • +2 from the Leader trait fotd scientist Cunning admiral trait.
  • +1 from the Civic criminal heritage Criminal Heritage civic.
  • +2 from the Enigmatic Engineering Enigmatic Engineering ascension perk.
  • +2 from forming a covenant with Whisperers in the Void.
  • +3 if the fleet is inside a Nebula.

A cloaked fleet will be detected if it is within the sensor range of a starbase with Cloaking detection Detection Strength higher than or equal to the fleet's Fleet cloaked Cloaking Strength. Cloaked fleets are also visible to empires that have max Intel Intel on the empire.

References[]

  1. Power projection is only recalculated when Empire sprawl empire size changes; this is likely a bug.
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
Advertisement