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

Stellaris How To Defeat Every Endgame Crisis

The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. If a ship of a design is under construction or being upgraded, the design cannot be edited. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different opponents, and it is convenient for these to have different class names.

Clicking the Auto-Generate box on the lower left of the menu orders computer designers to continually update ship designs based on the latest technology research and the selected ship role. Note that they do not take account of the enemies that the fleet is facing or may face, so it might choose components that an opponent can counter instead of a less up-to-date component that has proven successful. For example, the computer might auto-generate a design with an advanced laser that is statistically superior although the current enemy has heavily invested in shield technology that will heavily impair laser weapons but is vulnerable to attacks with the existing missile weapons.

Direct involvement in ship design is optional. An alert icon will appear if a ship design is obsolete, and a toggle enables automatic upgrading of components for player convenience. Stellaris can be played without touching this menu very often, but it is always advisable to be aware of the strengths and weaknesses of current and potential enemies.

Cost[]

Every ship design has an associated cost to build. This is the sum of the costs of its sections and components. All of them cost Alloys Alloys and some advanced components also cost Menu icon strategic resource Strategic Resources. The build time is determined by the ship type.

The base monthly upkeep of a ship is determined as a percentage of its total build cost. Civilian vessels only cost Energy Credits Energy Credits as upkeep, while Military ships also cost Alloys Alloys. Upkeep is split into 2 parts:

  • Hull Upkeep: determined by the ship type.
  • Component Upkeep: around 0.833% of its build cost in Energy Credits Energy Credits and around 0.15% of its build cost in Alloys Alloys. Strategic Resource will also increase upkeep by a bit.

Upgrading[]

If a ship design is edited, a fleet containing ships of that design can be ordered to return to a shipyard to upgrade. Upgrading will take all ships of a given name to the most recent design with the same name (e.g. a Victory-class will upgrade to the design for the Victory-class). Switching designs is done in the fleet manager via the Retrofit button - in this case, "upgrading" the fleet will switch all ships of the appropriate hull type to the newly selected ship design. This is useful for maintaining two designs of a type and switching between them.

If you delete a ship design that is currently in use, ships in a fleet will automatically be designated for a retrofit to the most recently changed ship design of that hull type. There must always be one design per hull type. The upgrade button will send the fleet back to a shipyard to change designs. (e.g. if you have a fleet of Victory-class corvettes and then make a Constellation-class of corvette and delete the design for the Victory-class, all Victory-class corvettes will be automatically marked for upgrading to the Constellation-class)

The upgrade cost is the difference in build cost between the new ship type and the old ship type. This will refund resources if the new design is cheaper or uses different strategic resources in construction. (e.g. Hyper Shields require Exotic gases Exotic Gases while Dark Matter Deflectors require Dark Matter Dark Matter. Switching from Hyper Shields to Dark Matter Deflectors will cost Dark Matter but also refund Exotic Gas to your stockpile.)

Power[]

Power is generated by the ship's reactor, as well as any Reactor Booster components the ship might have. Many components and subsystems require power to operate. A ship design cannot be approved if it has a negative power balance.

Excess power will give a small bonus to the ship's evasion, speed, and weapon damage using the following formula:

Types[]

The type of the ship determines its base statistics. Defense platforms also have +20% bonus to Mod ship weapon range mult weapons range.

Type Sections Fleet Size CPs Alloys Base cost Time Build time Small Slot Equivalent (W/U/A) Mod ship hitpoints add Base hull Mod ship evasion mult Base evasion Mod ship speed mult Base speed Mod ship disengagement Disengagement Chance Piracy suppression Piracy Suppression Mod ship upkeep mult Upkeep
Corvette 1 1 30 60 3 3 1 200 60% 160 1.0 10 1% build cost in Energy Credits Energy
0.33% build cost in Alloys Alloys
Frigate 1 1 30 90 3 4 1 400 20% 120 1.0 10
Destroyer 2 2 60 120 6 6 1-2 600 35% 140 1.5 8
Cruiser 3 4 120 240 12 16 2-3 1800 10% 120 1.5 6
Battleship 3 8 240 480 24 24 2-3 3000 5% 100 1.25 4
Titan 3 16 480 1800 40 48 3 15000 5% 100 1.25 0
Juggernaut 1 32 960 3600 48 84 4 100000 2% 100 No 0 0.3% build cost in Energy Credits Energy
0.1% build cost in Alloys Alloys
Colossus 1 0 1000 20000 W 24 0 30000 2% 80 No 0
Defense platform 2 1 60 60 8 12 2 3000 0% 6 No 2 None
Ion Cannon 1 8 1000 480 16 24 0 10000 0% 6 No 0

Empires with the Origins progenitor hive Progenitor Hive origin can construct Offspring versions of Corvette, Destroyer, Cruiser and Battleship ships, which are visually larger, that have their hull, armor and shields increased by 50%, their weapon range increased by 25%, their cost and upkeep doubled, and an additional core component slot dedicated to Ship part offspring aura Offspring Oversight.

Menacing ships[]

Menacing ships are only available to empires that took the Become the Crisis Become the Crisis ascension perk and reached the required Crisis Level. Menacing ships' cost and upkeep are not impacted by installed components, but they can be reduced by percentage modifiers. They only have one section each.

Type Fleet Size Command Points Cost Time Build time Small Slot Equivalent (W/U/A) Mod ship hitpoints add Base hull Mod ship evasion mult Base evasion Mod ship speed mult Base speed Mod ship disengagement Disengagement Chance Piracy suppression Piracy Suppression Energy Credits Upkeep Minerals Upkeep
Menacing Corvette 1 Minerals 300 30 3 3 2 350 60% 160 1.0 10 0.30 0.20
Menacing Destroyer 2 Minerals 550 60 6 6 2 700 25% 140 1.5 8 0.60 0.40
Menacing Cruiser 4 Minerals 900 120 10 12 2 2000 10% 140 1.5 6 1.20 0.80
Star-Eater 0 Dark Matter 10000 6000 53 80 4 150000 5% 120 No 0 0 0

Components[]

The capabilities and statistics of a ship are based not just on the ship's type but on what components are equipped to the ship. Most components have an individual cost that adds to build cost and to upkeep cost for ships with upkeep costs. The initial cost may be in Alloys Alloys or any of several strategic resources, but upkeep costs are limited to Energy Credits Energy and Alloys Alloys. Downgrading components or leaving slots empty can lower the build and upkeep costs of ships of that design. When changing components in a design, ships can be upgraded at a shipyard for the change in costs (downgrading designs is also done with the "upgrade" button, but will return resources). Upgrading ships when you do not have sufficient resources will cause them to wait at the shipyard until the resources become available and upgrade as soon as the resources become available. If you have neither reserves nor income of the required resources (e.g. you have 0(+0) Dark Matter Dark Matter for Dark Matter Thrusters) then the ships will idle at the shipyard indefinitely.

All Ships have similar Core components, displayed on the right side of the star-background part of the ship designer UI. Most of these slots cannot be left empty (the exception being an FTL Drive, but this component is necessary for inter-system travel; a ship without one will be stuck in the system it was built in). Immobile ship types (Defense Platforms and Ion Cannons) have limited slots to reflect that they are immobile. Titans and Juggernauts have an additional slot for auras. The article on core components goes into detail on what options are available, what stats those options have, and any special mechanics related to the components.

All Ships have slots for Weapon components and Utility components. These slots can be left empty. What specific slots are available will change based on what Sections are used in the design (see below). Weapon component slots are at the top of the star background part of the UI, separated by section. Utility component slots are on the bottom, also separated by section. There are a great amount of options for these types of slots, so please reference the articles on each type for what can be fitted in the slots as well as statistics and mechanics.

Sections[]

Each ship and station is made up of 1-3 sections, and each section may have its own design. Ship section designs vary based on where they are in the ship (bow, core, stern), while station section designs are all the same. Each section design has space for a variety of offensive and defensive modules. For example, one station section may be designed to carry a single Large large weapon or four Small small weapons. Changing sections is done by clicking the section name in the top-center of the Ship Designer UI, above the star background. Changing sections will reset all component slots to being empty.

To add an item to a module, click on the module (in the center part of the menu, identified by Small , Medium , Large , Extra large , Point defense , Guided , Hangar , Auxiliary , Core , Titan , World destroyer) to see what items can be added.

The components that can be placed in Small , Medium , Large , and Extra large weapon slots, as well as Point defense , Guided , Hangar , Titan , and World destroyer slots, can be found on the Weapon components page. The components that can be placed in Small , Medium , and Large utility slots, as well as Auxiliary slots, are found on the Utility components page.

Weapon slots trade at a fixed ratio, with the following being equivalent:

  • Extra large
  • Large or Hangar
  • Medium or Guided
  • Small or Point defense

The only exception is the Destroyer section Bow / Picket Ship, which lacks 1× Small or Point defense compared to the other sections.

Corvette sections[]

Core
Name Weapon Slots Utility Slots
Interceptor Small 3 Small 3 Auxiliary 1
Picket Ship Small 2 Point defense 1 Small 3 Auxiliary 1

Frigate sections[]

Core
Name Weapon Slots Utility Slots
Missile Boat Small 1 Guided 1 Small 4 Auxiliary 1

Destroyer sections[]

Bow
Name Weapon Slots Utility Slots
Artillery Large 1 Small 6
Gunship Small 2 Medium 1 Small 6
Picket Ship Small 2 Point defense 1 Small 6
Stern
Name Weapon Slots Utility Slots
Gunship Medium 1 Auxiliary 1
Interceptor Small 2 Auxiliary 2
Picket Ship Point defense 2 Auxiliary 1

Cruiser sections[]

Bow
Name Weapon Slots Utility Slots
Artillery Large 1 Medium 4
Broadside Medium 2 Medium 4
Torpedo Small 2 Guided 1 Medium 4
Core
Name Weapon Slots Utility Slots
Artillery Medium 1 Large 1 Medium 4
Broadside Medium 3 Medium 4
Hangar Point defense 2 Hangar 1 Medium 4
Missile Small 2 Guided 2 Medium 4
Stern
Name Weapon Slots Utility Slots
Broadside Medium 1 Auxiliary 2
Gunship Small 2 Auxiliary 3

Battleship sections[]

Bow
Name Weapon Slots Utility Slots
Artillery Large 2 Large 3
Broadside Small 2 Medium 1 Large 1 Large 3
Hangar Medium 1 Point defense 2 Hangar 1 Large 3
Spinal Mount Extra large 1 Large 3
Core
Name Weapon Slots Utility Slots
Artillery Large 3 Large 3
Broadside Medium 2 Large 2 Large 3
Carrier Small 2 Point defense 2 Hangar 2 Large 3
Hangar Medium 4 Hangar 1 Large 3
Stern
Name Weapon Slots Utility Slots
Artillery Large 1 Auxiliary 2
Broadside Medium 2 Auxiliary 3

Titan sections[]

Bow
Name Weapon Slots Utility Slots
Titan Bow Titan 1 Large 6
Core
Name Weapon Slots Utility Slots
Titan Core Large 4 Large 6
Stern
Name Weapon Slots Utility Slots
Titan Stern Large 2 Auxiliary 3

Colossus sections[]

Core
Name Weapon Slots Utility Slots
Colossus World destroyer 1 Large 6

Juggernaut sections[]

Core
Name Weapon Slots Utility Slots
Juggernaut Extra large 2 Hangar 6 Medium 5 Large 21 Auxiliary 4

Menacing Corvette sections[]

Core
Name Weapon Slots Utility Slots
Brawler Small 1 Medium 1 Small 3 Auxiliary 2
Interceptor Small 3 Small 3 Auxiliary 2

Menacing Destroyer sections[]

Core
Name Weapon Slots Utility Slots
Multirole Medium 1 Guided 1 Small 1 Point defense 1 Medium 3 Auxiliary 2
Artillery Large 1 Small 2 Medium 3 Auxiliary 2

Menacing Cruiser sections[]

Core
Name Weapon Slots Utility Slots
Menacing Cruiser Large 1 Medium 2 Small 2 Medium 6 Auxiliary 2

Star-Eater sections[]

Core
Name Weapon Slots Utility Slots
Star-Eater World destroyer 1 Hangar 4 Large 3 Medium 9 Small 6 Point defense 6 Large 20 Auxiliary 4

Defense platform sections[]

Defense platforms consist of two sections, both having the same set of choices.

Defense platform
Name Weapon Slots Utility Slots
Light Small 4 Medium 3 Auxiliary 1
Medium Medium 2 Medium 3 Auxiliary 1
Heavy Large 1 Medium 3 Auxiliary 1
Point-Defense Point defense 4 Medium 3 Auxiliary 1
Missile Guided 2 Medium 3 Auxiliary 1
Hangar Hangar 1 Medium 3 Auxiliary 1

Ion Cannon sections[]

Core
Name Weapon Slots Utility Slots
Ion Cannon Core Titan 1 Large 8

Auto-design[]

Initially all ship designs are created and updated automatically, although this behavior can be disabled by the player. Auto-design will design ships that spread their defenses and damage types evenly. Auto-design can also be given a ship role to create more specialized designs.

Ship Role Ship Sizes Description
Corvette Frigate Destroyer Cruiser Battleship Titan Defense Platform Juggernaut
Screen Yes No Yes No No No Yes No Screening ships carry point defense and flak, protecting the rest of the fleet from missiles, torpedoes, and strike craft.
Brawler Yes No Yes No No No No No Brawlers are built for close fights, favoring high damage but short ranged weapons like autocannons and disruptors.
Gunship Yes No Yes Yes Yes Yes Yes No Gunships are intended to fight other ships of their size category, bristling with as many mid-ranged weapons as possible.
Artillery Yes Yes Yes Yes Yes Yes Yes Yes Artillery ships prefer long ranged missiles and direct fire weapons. They tend to have difficulty fighting smaller ships or those that get too close.
Torpedo No Yes No Yes No No No No Torpedo ships use guided weapons which deal massive damage to large ships.
Energy Torpedo No No No Yes No No Yes No Energy Torpedo ships will fill guided slots with Neutron or Proton Torpedoes, dealing extra damage to large ships. They tend to be vulnerable to ships that close the distance.
Carrier No No No Yes Yes No Yes Yes Carriers act as a launching platform for strike craft.

A few roles also have a stealth variant, which will use only armor for defense and add a cloaking device.

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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