Ship - Stellaris Wiki (2024)

Version

Ship - Stellaris Wiki (1)

This article has been verified for the current PC version (3.12) of the game.

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 Ship - Stellaris Wiki (4) 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.

Contents

  • 1 Civilian ships
    • 1.1 Construction ship
    • 1.2 Science ship
    • 1.3 Colony ship
    • 1.4 Transport ship
  • 2 Military ships
    • 2.1 Upgrading ships
    • 2.2 Ship size
    • 2.3 Naval capacity
      • 2.3.1 Naval Coverage
    • 2.4 Fleet command limit
    • 2.5 Ship rank
  • 3 Fleets
  • 4 Colossal ships
    • 4.1 Colossus
      • 4.1.1 Unique colossi
    • 4.2 Juggernaut
    • 4.3 Star-Eater
  • 5 Shipsets
  • 6 Cloaking
  • 7 References

Civilian ships[edit | edit source]

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 Ship - Stellaris Wiki (5) 1 energy. Construction and Science ships cost Ship - Stellaris Wiki (6) 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[edit | edit source]

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 orderBase costMonthly upkeepDescription
Ship - Stellaris Wiki (7) OutpostShip - Stellaris Wiki (8) 75 per hyperlane from closest owned system
Ship - Stellaris Wiki (9) 100 if not Ship - Stellaris Wiki (10) Machine Intelligence
Ship - Stellaris Wiki (11) 150 if Ship - Stellaris Wiki (12) Machine Intelligence
Ship - Stellaris Wiki (13) 1 EnergyThe 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.
Ship - Stellaris Wiki (14) Mining StationShip - Stellaris Wiki (15) 100 MineralsShip - Stellaris Wiki (16) 1 EnergyMining 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.
Ship - Stellaris Wiki (17) Research StationShip - Stellaris Wiki (18) 100 MineralsShip - Stellaris Wiki (19) 1 EnergyResearch Stations are used to collect Physics, Society and Engineering research data from uninhabited planets, stars and asteroids.
Ship - Stellaris Wiki (20) Observation PostShip - Stellaris Wiki (21) 100 MineralsShip - Stellaris Wiki (22) 1 EnergyObservation Posts can be built in orbit around planets inhabited by primitive civilizations to study their society.
Ship - Stellaris Wiki (23) Megastructure SiteShip - Stellaris Wiki (24)Ship - Stellaris Wiki (25)Ship - Stellaris Wiki (26) depends on MegastructureShip - Stellaris Wiki (27) 5 EnergyMegastructures are truly massive construction projects only possible in the zero-g environment of space.
Ship - Stellaris Wiki (28) Available only with the Overlord DLC enabled.

Ship - Stellaris Wiki (29) Tier 3 Bulwark subjects can construct Battlewright construction ships, which provide all friendly ships in the same system Ship - Stellaris Wiki (30) 5% Daily Hull Regen.

Science ship[edit | edit source]

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.

Ship - Stellaris Wiki (31) Available only with the Overlord DLC enabled.

Ship - Stellaris Wiki (32) 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 Ship - Stellaris Wiki (33) Accuracy, Ship - Stellaris Wiki (34) Fire Rate, and Ship - Stellaris Wiki (35) Ship Speed.

Colony ship[edit | edit source]

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 Ship - Stellaris Wiki (36) 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.

Primary speciesShip - Stellaris Wiki (37)Ship - Stellaris Wiki (38)Ship - Stellaris Wiki (39)Ship - Stellaris Wiki (40)Ship - Stellaris Wiki (41)Ship - Stellaris Wiki (42)Ship - Stellaris Wiki (43)Ship - Stellaris Wiki (44)Ship - Stellaris Wiki (45)Ship - Stellaris Wiki (46)Ship - Stellaris Wiki (47)
Biological
  • Ship - Stellaris Wiki (48) 200 Alloys
  • Ship - Stellaris Wiki (49) 200 Food
  • Ship - Stellaris Wiki (50) 200 Consumer Goods
  • Ship - Stellaris Wiki (51) 200 Alloys
  • Ship - Stellaris Wiki (52) 500 Food
  • Ship - Stellaris Wiki (53) 400 Alloys
  • Ship - Stellaris Wiki (54) 200 Food
  • Ship - Stellaris Wiki (55) 200 Consumer Goods
  • Ship - Stellaris Wiki (56) 400 Alloys
  • Ship - Stellaris Wiki (57) 500 Food
  • Ship - Stellaris Wiki (58) 50 Alloys
  • Ship - Stellaris Wiki (59) 1000 Food
Ship - Stellaris Wiki (60) Lithoid
  • Ship - Stellaris Wiki (61) 200 Alloys
  • Ship - Stellaris Wiki (62) 200 Minerals
  • Ship - Stellaris Wiki (63) 200 Consumer Goods
  • Ship - Stellaris Wiki (64) 200 Alloys
  • Ship - Stellaris Wiki (65) 500 Minerals
  • Ship - Stellaris Wiki (66) 400 Alloys
  • Ship - Stellaris Wiki (67) 200 Minerals
  • Ship - Stellaris Wiki (68) 200 Consumer Goods
  • Ship - Stellaris Wiki (69) 400 Alloys
  • Ship - Stellaris Wiki (70) 500 Minerals
  • Ship - Stellaris Wiki (71) 50 Alloys
  • Ship - Stellaris Wiki (72) 500 Minerals
  • Ship - Stellaris Wiki (73) 500 Food
Ship - Stellaris Wiki (74)Ship - Stellaris Wiki (75) Machine
  • Ship - Stellaris Wiki (76) 200 Alloys
  • Ship - Stellaris Wiki (77) 200 Energy
  • Ship - Stellaris Wiki (78) 200 Consumer Goods
  • Ship - Stellaris Wiki (79) 200 Alloys
  • Ship - Stellaris Wiki (80) 500 Energy
  • Ship - Stellaris Wiki (81) 400 Alloys
  • Ship - Stellaris Wiki (82) 200 Energy
  • Ship - Stellaris Wiki (83) 200 Consumer Goods
  • Ship - Stellaris Wiki (84) 400 Alloys
  • Ship - Stellaris Wiki (85) 500 Energy
Ship - Stellaris Wiki (86)

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

Empires with the Ship - Stellaris Wiki (87) Corporate Dominion or Ship - Stellaris Wiki (88) Private Prospectors civics can also construct Private Colony Ships, which cost Ship - Stellaris Wiki (89) 500 energy instead.

Empires with the Ship - Stellaris Wiki (90) Calamitous Birth origin can also construct Lithoid Meteorites, which cost Ship - Stellaris Wiki (91) 500 minerals instead and have no upkeep cost.

Transport ship[edit | edit source]

See also: Land warfare

Transport ships are the space based form of assault armies. An army embarking from a planet will automatically generate a transport ship to house it, with the option to automatically "deploy in orbit" being enabled by default on all worlds. While armies have an upkeep cost, transport ships cost no additional Ship - Stellaris Wiki (92) 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[edit | edit source]

See also: Space warfare

Military ships represent the armed vessels of an empire. Military ships require both Ship - Stellaris Wiki (93) Energy and Ship - Stellaris Wiki (94) 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 Ship - Stellaris Wiki (95) Apocalypse expansion adds a sixth regular hull size – the Titan. Empires with the Ship - Stellaris Wiki (96) Progenitor Hive origin can construct more powerful Offspring versions of Corvettes, Destroyers, Cruisers and Battleships, while empires with the Ship - Stellaris Wiki (97) Galactic Nemesis ascension perk eventually are able to construct Menacing Corvettes, Destroyers and Cruisers.

Titans can only be built at a Citadel-level starbase with a Ship - Stellaris Wiki (98) 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 Ship - Stellaris Wiki (99) Voidcraft technology: Standardized <class> Patterns, which reduces Ship - Stellaris Wiki (100) build cost by −5% and increases Ship - Stellaris Wiki (101) build speed by +25%. Each class also has two Ship - Stellaris Wiki (102) Voidcraft hull improvement technologies: Improved <size> Hulls and Advanced <size> Hulls, which each add Ship - Stellaris Wiki (103) +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[edit | edit source]

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[edit | edit source]

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 classSizeUnlocking Tech
Ship - Stellaris Wiki (104) Corvette1Ship - Stellaris Wiki (105) Corvettes
Ship - Stellaris Wiki (106) Frigate1Ship - Stellaris Wiki (107) Space Torpedoes
Ship - Stellaris Wiki (108) Destroyer2Ship - Stellaris Wiki (109) Destroyers
Ship - Stellaris Wiki (110) Cruiser4Ship - Stellaris Wiki (111) Cruisers
Ship - Stellaris Wiki (112) Battleship8Ship - Stellaris Wiki (113) Battleships
Ship - Stellaris Wiki (114) Titan16Ship - Stellaris Wiki (115) Titans

Naval capacity[edit | edit source]

Ship - Stellaris Wiki (116) 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:

SourceNaval capacity0
Ship - Stellaris Wiki (117) Civilian difficulty+100%
Ship - Stellaris Wiki (118) Cadet difficulty+50%
Ship - Stellaris Wiki (119) Mutual Defense resolution 5+50%
Ship - Stellaris Wiki (120) Mutual Defense resolution 4+40%
Ship - Stellaris Wiki (121) Fanatic Purifiers civic+33%
Ship - Stellaris Wiki (122) Devouring Swarm civic+33%
Ship - Stellaris Wiki (123) Terravore civic+33%
Ship - Stellaris Wiki (124) Determined Exterminator civic+33%
Ship - Stellaris Wiki (125) Mutual Defense resolution 3+30%
Ship - Stellaris Wiki (126) Supremacist diplomatic stance+20%
Ship - Stellaris Wiki (127)Fleet Logistics Corp tradition+20%
Ship - Stellaris Wiki (128) Mutual Defense resolution 2+20%
Ship - Stellaris Wiki (129) A Grand Fleet edict+20%
Ship - Stellaris Wiki (130) Citizen Service civic+15%
Ship - Stellaris Wiki (131) Subspace Ephapse civic+15%
Ship - Stellaris Wiki (132) Naval Contractors civic+15%
Ship - Stellaris Wiki (133) Belligerent diplomatic stance+10%
Ship - Stellaris Wiki (134) Mutual Defense resolution 1+10%
Ship - Stellaris Wiki (135) Master's Teachings: Warring States edict+10%
Ship - Stellaris Wiki (136) The Crusade of Steel edict+10%
Ship - Stellaris Wiki (137) The Tithe of the Navy empire modifier+10%
Ship - Stellaris Wiki (138) Galactic Commerce resolution 2−10%
Ship - Stellaris Wiki (139) Defense Privatization resolution 1−10%
Ship - Stellaris Wiki (140) Galactic Commerce resolution 4−15%
Ship - Stellaris Wiki (141) Rules of War resolution 5−25%
Ship - Stellaris Wiki (142) Defense Privatization resolution 2−25%
Ship - Stellaris Wiki (143) We Come in Peace agenda−25%
Ship - Stellaris Wiki (144) Satrapy−30%
Ship - Stellaris Wiki (145) Scholarium tier 1−30%
Ship - Stellaris Wiki (146) Defense Privatization resolution 3−40%
Ship - Stellaris Wiki (147) Scholarium tier 2−40%
Ship - Stellaris Wiki (148) Scholarium tier 3−50%
Ship - Stellaris Wiki (149) Defense Privatization resolution 4−60%
Ship - Stellaris Wiki (150) 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.

Ship - Stellaris Wiki (151) 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[edit | edit source]

Naval coverage is equal to twice the naval capacity used and is used to calculate power projection.[1] Power projection adds Ship - Stellaris Wiki (152) monthly influence based on the ratio of naval coverage to Ship - Stellaris Wiki (153) empire size. If naval coverage equals or exceeds empire size, power projection adds Ship - Stellaris Wiki (154) +2 monthly influence; Ship - Stellaris Wiki (155) imperial authority empires gain Ship - Stellaris Wiki (156) +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 Ship - Stellaris Wiki (157) +1 monthly influence, or Ship - Stellaris Wiki (158) +1.5 monthly influence for Ship - Stellaris Wiki (159) imperial authority.

Fleet command limit[edit | edit source]

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:

SourceFleet command limit0
Ship - Stellaris Wiki (160) Galactic Force Projection ascension perk+50
Ship - Stellaris Wiki (161)War Games tradition+20
Ship - Stellaris Wiki (162) Doctrine: Space Combat technology+20
Ship - Stellaris Wiki (163) Doctrine: Reactive Formations technology+20
Ship - Stellaris Wiki (164) Doctrine: Interstellar Warfare technology+20
Ship - Stellaris Wiki (165) Doctrine: Fluid Fleet Templates technology+20
Ship - Stellaris Wiki (166) Doctrine: Armada Battle Formation technology+20
Ship - Stellaris Wiki (167) Distinguished Admiralty civic+10
Ship - Stellaris Wiki (168) Destroyers tech+10
Ship - Stellaris Wiki (169) Cruisers tech+10
Ship - Stellaris Wiki (170) Battleships tech+10
Ship - Stellaris Wiki (171) Titans tech+10
Ship - Stellaris Wiki (172) Admiralty Support Staff technology (repeatable 5 times)+10

Ship rank[edit | edit source]

As ships partake in battle, they will increase their rank. Ships start with zero experience. Ships gain Ship - Stellaris Wiki (173) +5 experience every day they are in combat and Ship - Stellaris Wiki (174) +0.1 experience every day they are suppressing piracy.

Ranks are classified as follows:

RankExp PointsShip - Stellaris Wiki (175) DamageShip - Stellaris Wiki (176) Hull PointsShip - Stellaris Wiki (177) Evasion
Regular0-99000
Experienced100-999+10%00
Veteran1000-9999+20%+5%+5%
Elite10000+40%+10%+10%

Ship starting experience can be increased by the following:

SourceEffect
Ship - Stellaris Wiki (178) Fleet Supremacy edict+100
Ship - Stellaris Wiki (179) Martial Alliance federation+100
Ship - Stellaris Wiki (180) Built from a Starbase with a Fleet Academy building+100
Ship - Stellaris Wiki (181) Built from a Mega Shipyard+100
Ship - Stellaris Wiki (182) Navy Instructor Councilor Trait+75-200
Ship - Stellaris Wiki (183) Lord High Admiral (Distinguished Admiralty) council position+50 per level

Fleets[edit | edit source]

A Fleet is a group of military or transport ships operating as a single unit and can be assigned a Ship - Stellaris Wiki (184) Commander to act as an admiral or general respectively. Military fleets each maintain a fleet template accessible through the fleet manager and can be assigned a home base to return to automatically. All ships within a fleet must remain within the same system and will synchronize their FTL methods to remain together, though ships can be merged with a fleet anywhere in the galaxy. Merging can either be performed manually between specific ships, or automatically by reinforcing a fleet with missing ships in its fleet template. Reinforcing immediately begins building the most amount of ships possible at the nearest available starbase, with ships entering transit mode to try and reach the same system as their target fleet as soon as they are finished building. Manually built military ships will instead attempt to automatically merge with any fleets in orbit around the same starbase, splitting off into a new fleet if no fleets are found or if none have sufficient fleet command limit available.

Colossal ships[edit | edit source]

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 Ship - Stellaris Wiki (185) Colossal Assembly Yards building to 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[edit | edit source]

Ship - Stellaris Wiki (186)

Humanoid empire using a World Cracker

Ship - Stellaris Wiki (187) Available only with the Apocalypse DLC enabled.

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 Ship - Stellaris Wiki (188) 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 Ship - Stellaris Wiki (189) Colossus casus belli, allowing them to declare a total war on other empires. Similarly, any other empire can use the Ship - Stellaris Wiki (190) 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 Ship - Stellaris Wiki (191) federation or Ship - Stellaris Wiki (192) defensive pact.

Using a colossus causes large amounts of Ship - Stellaris Wiki (193) war exhaustion on the targeted empire, and gives it +50% ethics attraction towards Ship - Stellaris Wiki (194) Militarist and Ship - Stellaris Wiki (195) Xenophobe, allowing the diplomatic and political climate of a region to grow increasingly hostile over time.

The Ship - Stellaris Wiki (196) 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:

WeaponEffectsOpinion when used (stacks up to 5x)Requirements for researchNotes
Ship - Stellaris Wiki (197)Global Pacifier
  • The celestial body is irreversibly turned into a Shielded variant
  • It gains a deposit of 10 Ship - Stellaris Wiki (198) Society Research
  • −200 Victim
  • −20 Victim's Federation
  • −20 Ship - Stellaris Wiki (199)Ship - Stellaris Wiki (200)Ship - Stellaris Wiki (201)Ship - Stellaris Wiki (202)Ship - Stellaris Wiki (203)Ship - Stellaris Wiki (204)
If used on a Ship - Stellaris Wiki (205)Ship - Stellaris Wiki (206) Holy World the Holy Guardians will awaken and declare a war on the perpetrator
Ship - Stellaris Wiki (207)World Cracker
  • The celestial body is irreversibly destroyed.
  • If it was a habitable planet, it gains a deposit of 4–16 Ship - Stellaris Wiki (208) Minerals.
  • −1000 Victim
  • −100 Victim's Federation
  • −100 Ship - Stellaris Wiki (209)Ship - Stellaris Wiki (210)Ship - Stellaris Wiki (211)Ship - Stellaris Wiki (212)
Ship - Stellaris Wiki (213)Ship - Stellaris Wiki (214)Ship - Stellaris Wiki (215) Pacifist
  • Ship - Stellaris Wiki (216) Fanatic Purifiers and Ship - Stellaris Wiki (217) Determined Exterminator empires gain 600–3000 Ship - Stellaris Wiki (218) Unity on first use
  • If used on a Ship - Stellaris Wiki (219)Ship - Stellaris Wiki (220) Holy World, the Holy Guardians will awaken and declare a war on the perpetrator
  • If Earth is shattered, there is a 50% chance of creating a wormhole with another system
  • Can be test fired on uninhabited planets
Ship - Stellaris Wiki (221)Neutron Sweep
  • All Pops on the planet are killed.
  • The planet gets Ship - Stellaris Wiki (222) −30% Habitability for 10 years.
  • −800 Victim
  • −80 Victim's Federation
  • −80 Ship - Stellaris Wiki (223)Ship - Stellaris Wiki (224)Ship - Stellaris Wiki (225)Ship - Stellaris Wiki (226)Ship - Stellaris Wiki (227)Ship - Stellaris Wiki (228)
  • Ship - Stellaris Wiki (229)Ship - Stellaris Wiki (230)Ship - Stellaris Wiki (231) Pacifist
  • Ship - Stellaris Wiki (232)Ship - Stellaris Wiki (233) Teachers of the Shroud
  • If Ship - Stellaris Wiki (234)Ship - Stellaris Wiki (235) Spiritualist:
    • Ship - Stellaris Wiki (236)Ship - Stellaris Wiki (237) Telepathy (only without Ship - Stellaris Wiki (238) Utopia)
    • Ship - Stellaris Wiki (239)Ship - Stellaris Wiki (240) Mind Over Matter
  • Ship - Stellaris Wiki (241) Fanatic Purifiers and Ship - Stellaris Wiki (242) Determined Exterminator empires gain 600–3000 Ship - Stellaris Wiki (243) Unity on first use
  • Infested worlds can be targeted and turned into barren worlds with the Ship - Stellaris Wiki (244)Ship - Stellaris Wiki (245) Terraforming Candidate modifier
Ship - Stellaris Wiki (246)Divine Enforcer
  • All Pops on the planet become Ship - Stellaris Wiki (247) Spiritualist
  • Ship - Stellaris Wiki (248) Mechanical, Ship - Stellaris Wiki (249) Machine and Ship - Stellaris Wiki (250) Hive-Minded pops are killed instead
  • The planet gets Ship - Stellaris Wiki (251) +999% Spiritualist ethic attraction for 10 years
  • Owned planets can be targeted but will also gain Ship - Stellaris Wiki (252) −20% happiness for 10 years
  • −400 Victim
  • −40 Victim's Federation
  • −40 Ship - Stellaris Wiki (253)Ship - Stellaris Wiki (254)Ship - Stellaris Wiki (255)Ship - Stellaris Wiki (256)Ship - Stellaris Wiki (257)
  • Ship - Stellaris Wiki (258)Ship - Stellaris Wiki (259) Spiritualist
  • Any of:
    • Ship - Stellaris Wiki (260) Telepathy (only without Ship - Stellaris Wiki (261) Utopia)
    • Ship - Stellaris Wiki (262) Mind Over Matter
    • Ship - Stellaris Wiki (263) Teachers of the Shroud
AI worlds can be targeted and turned into broken worlds
Ship - Stellaris Wiki (264)Nanobot Diffuser
  • All biological and lithoid Pops on the planet are assimilated and gain the Ship - Stellaris Wiki (265) Cybernetic trait
  • Ship - Stellaris Wiki (266) Mechanical, Ship - Stellaris Wiki (267) Machine and Ship - Stellaris Wiki (268) 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 Ship - Stellaris Wiki (269)Ship - Stellaris Wiki (270)Ship - Stellaris Wiki (271)Ship - Stellaris Wiki (272)
Ship - Stellaris Wiki (273) Driven AssimilatorCan be used on pre-FTL worlds but will give Ship - Stellaris Wiki (274) −40 opinion with every empire that isn't Ship - Stellaris Wiki (275)Ship - Stellaris Wiki (276) Xenophobe
Ship - Stellaris Wiki (277)Devolving Beam
  • All organic armies are destroyed
  • Most organic pops are given the Ship - Stellaris Wiki (278) Forcefully Devolved trait, moving them to the pre-sapient strata.
  • 1 organic pop remains sapient
  • If the perpetrator picks the Ship - Stellaris Wiki (279) Archaeo-Engineers ascension perk:
    • All Ship - Stellaris Wiki (280) Mechanical and Ship - Stellaris Wiki (281) Machine Pops are killed instead
    • All robotic armies are destroyed
  • −800 Victim
  • −80 Victim's Federation
  • −80 Ship - Stellaris Wiki (282)Ship - Stellaris Wiki (283)Ship - Stellaris Wiki (284)Ship - Stellaris Wiki (285)Ship - Stellaris Wiki (286)
Ship - Stellaris Wiki (287) Ancient Relics DLC
  • If a world is devolved, perpetrator has to wait at least 1 year Ship - Stellaris Wiki (288) before devolving the same world again
  • If the perpetrator picks the Ship - Stellaris Wiki (289) Archaeo-Engineers ascension perk:
    • AI worlds can be targeted and turned into broken worlds
Ship - Stellaris Wiki (290)Deluge Machine
  • All pops without the Ship - Stellaris Wiki (291) Aquatic trait are killed
  • All districts are removed
  • Planet is terraformed into an Ship - Stellaris Wiki (292) 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
Ship - Stellaris Wiki (293) Hydrocentric ascension perk
  • If used on a Ship - Stellaris Wiki (294)Ship - Stellaris Wiki (295) 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

Unique colossi[edit | edit source]

Certain colossus ships may be fought during the game and obtained after defeating them. They do not count towards the single-colossus limit and unlike the constructed version they are armed.

  • Ship - Stellaris Wiki (296) The Toxic Entity is a guardian created at the end of the Ship - Stellaris Wiki (297) Knights of the Toxic God story. If the empire with the origin defeats it, it will gain the option to take control of the colossus. The colossus has a weapon that turns habitable planets into Ship - Stellaris Wiki (298) Toxic Worlds with the Ship - Stellaris Wiki (299)Ship - Stellaris Wiki (300) Toxic Terraforming Candidate modifier and causes the same Ship - Stellaris Wiki (301) Opinion penalties as World Crackers.
  • Ship - Stellaris Wiki (302) Cetana's Colossus is used by the Synthetic Queen crisis and can be obtained by defeating her via the Shroud option. It uses a Ship - Stellaris Wiki (303) World Cracker and has the biggest component loadout in the game.

Juggernaut[edit | edit source]

Ship - Stellaris Wiki (304)

Real scale of a humanoid juggernaut

Ship - Stellaris Wiki (305) Available only with the Federations DLC enabled.

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 Ship - Stellaris Wiki (306) Hangar slots and two turreted Ship - Stellaris Wiki (307) 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. Forming the Galactic Imperium will kick the player from their federation, negating the Juggernaut they can gain from the Federation fleet.

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

Star-Eater[edit | edit source]

Ship - Stellaris Wiki (308)

Real scale of a Star-Eater

Ship - Stellaris Wiki (309) Available only with the Nemesis DLC enabled.

The Star-Eater is a massive superweapon used by the Crisis Aspirant after reaching the fifth tier of the Ship - Stellaris Wiki (310) Galactic Nemesis progression level and declaring war against the Galaxy as an Ship - Stellaris Wiki (311) 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 Ship - Stellaris Wiki (312) 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 sizeShip - Stellaris Wiki (313) Dark matter
Tiny3000
Small2500
Medium2000
Large1500
Huge1000

Shipsets[edit | edit source]

Shipsets are a single visual and audio theme shared between all spacecraft built by a given empire, with thirteen playable shipsets representing each of the twelve organic species phenotypes in addition to a thirteenth Imperial set representing the Galactic Community. The shipset choice can be customized during empire creation, but unlike namesets will be forgotten by any empires founded by the same species. Randomly generated empires will always match their shipset to their phenotype, similar to namesets or Machine portraits, however the Humanoid phenotype will default to Mammalian ships if the Ship - Stellaris Wiki (314) Humanoids DLC is not installed. The Imperial set will always be used by both the Galactic Defense Force and by the Imperial Armada. Starbases, stations, Juggernauts, and Colossi have unique models and effects for each set, while Star Eaters and megastructures instead apply a shipset skin over the base model.

Crisis, Fallen Empire, and Pirate ships act as separate shipsets not normally available to the player. The Marauders will use the Pirate shipset, however the Great Horde will use Mammalian models as a fallback for civilian vessels not included in the set. The player can build and use Pirate and Fallen Empire ships in addition to their normal shipset if they choose the Nemesis or Cosmogenesis crisis path respectively.

Cloaking[edit | edit source]

Ship - Stellaris Wiki (315) Available only with the First Contact DLC enabled.

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 Ship - Stellaris Wiki (316) 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 attacking. Ships and fleets that are cloaked are marked with horizontal stripes on the galaxy map.

Each ship has a Ship - Stellaris Wiki (317) Cloaking Strength, and each fleet has a Ship - Stellaris Wiki (318) 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 StrengthShip - Stellaris Wiki (319) Sublight SpeedShip - Stellaris Wiki (320) Hyper Jump Charge TimeDescription
Non-ExistentCannot cloakCannot cloakThis 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 penaltyNo penaltyThis fleet is capable of projecting an exceptionally stable Cloaking Field, without any limitations of Sublight Speed and Hyper Jump Charge Time.

Ship - Stellaris Wiki (321) Cloaking Strength can be increased by the following, up to the maximum of 10:

  • +1-5 by cloaking ship Ship - Stellaris Wiki (322) 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 Ship - Stellaris Wiki (323) Subterfuge tradition tree.
  • +1 from the Ship - Stellaris Wiki (324) Trickster admiral trait.
  • +1 from the Obsidian Veil dark matter edict (Only with Ship - Stellaris Wiki (325) Astral Planes DLC enabled).
  • +1 from the Astral Cloaking edict (Only with Ship - Stellaris Wiki (326) Astral Planes DLC enabled).
  • +1 from the Ship - Stellaris Wiki (327)Material Liberator admiral trait (Only with Ship - Stellaris Wiki (328) Galactic Paragons DLC enabled).
  • +2 from the Ship - Stellaris Wiki (329)Guerilla Tactician destiny trait (Only with Ship - Stellaris Wiki (330) Galactic Paragons DLC enabled).
  • +1 from the Ship - Stellaris Wiki (331) Criminal Heritage civic.
  • +2 from the Ship - Stellaris Wiki (332) 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 Ship - Stellaris Wiki (333) Detection Strength higher than or equal to the fleet's Ship - Stellaris Wiki (334) Cloaking Strength. Cloaked fleets are also visible to empires that have max Ship - Stellaris Wiki (335) Intel on the empire.

References[edit | edit source]

  1. Power projection is only recalculated when Ship - Stellaris Wiki (336) empire size changes; this is likely a bug.

Game concepts

ExplorationExplorationFTLUnique systemsL-ClusterPre-FTL speciesFallen empireSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodiesCelestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
DiscoveryDiscoveryAnomalyArchaeological siteAstral riftRelics
SpeciesSpeciesSpecies traitsPopulationPop modificationSpecies rightsEthics
LeadersLeaderCommon leader traitsCommander traitsOfficial traitsScientist traitsParagons
GovernanceEmpireOriginGovernmentCouncilAgendasCivicsPoliciesEdictsFactionsTechnologyTraditionsSituations
EconomyResourcesPlanetary managementDistrictsBuildingsJobsDesignationTradeMegastructures
BuildingsPlanet capitalCommon buildingsUnique buildingsHoldings
DiplomacyDiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
WarfareWarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
OthersEventsThe ShroudPreset empiresAI playersEaster eggsModifiers
Ship - Stellaris Wiki (2024)

FAQs

Is there any reason to use smaller ships in Stellaris? ›

-Small ships are better at stealth. This ties into the previous point; if you can appear on top of an enemy fleet out of nowhere, you bypass their range advantage, and they'll have an unpleasant day. (This can require setup, such as taking their detection starbase first, but it's very satisfying when it works.

What is the highest naval capacity Stellaris? ›

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.

How to retrofit ships in Stellaris? ›

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.

What are the new ship types in Stellaris? ›

These changes affect all vanilla playable races in the game, and the AI will use all the new ship classes in the same way that the player can. New Ship Classes: Strike Cruiser, Battlecruiser, Light Carrier, Carrier, Dreadnought, Superdreadnought, Flagship, Construction Cruiser, Science Cruiser.

What is the ideal fleet size in Stellaris? ›

If you want to use a mixed fleet, 20x corvettes/destroyers/cruisers, 1x titan and everything else in battleships. If using missiles, either go 100% cruisers or a mix of corvettes, destroyers and frigates.

What is the optimal fleet setup in Stellaris? ›

If you are fighting a large empire, multiple fleets of gunboats and interceptor corvettes are ideal with large numbers and perhaps 1-2 cruisers in said fleet, with a battleship and its escorts being your head fleet to bombard worlds and escort transport fleets.

What is the longest war in Stellaris? ›

The Terran-Compact War, also known as the Long War among the belligerent nations of the Galactic North, was a series of conflicts which together constitutes one of the longest and bloodiest wars in both the Galactic North's history as well as the Milky Way as a whole, lasting nearly 232 years, from February 2263 to ...

What is the max planet capacity in Stellaris? ›

Planet capacity is capped at 500.

How to make powerful fleets in Stellaris? ›

I have played around with the ship designer and usually make my fleets a mix of corvettes, destroyers, cruisers and battle ships. A fleet consists of around 50 corvettes5 to 10 destroyers, 50 to 10 cruisers, and 5 battleships.

Do you need a shipyard to repair Stellaris? ›

As long as the starbase is upgraded, it can repair damaged fleets. Shipyards are not required to do repairs. Generally they take the closest starbase to their current location. Starbases that you occupy also can be used for repairs.

What is the best anti corvette ship in Stellaris? ›

Disruptors/arc emitter battleships are the best anti corvette ship atm. Corvettes in general are weak to disruptors as they don't have a lot of hull points. If you want specifically Destoryers, it depends on the corvettes you are facing. Torpedo corvettes are countered by PD.

Are battleships good in Stellaris? ›

One battleship is significantly better than 8 corvettes if designed and used correctly. War exhaustion is one way to look at it, but that's a side effect of the attrition. If a battleship loses 50% of it's hull, it's still alive, still at full offensive power, and has a much better chance of disengaging.

What is the Titan limit in Stellaris? ›

It goes up every 200 naval capacity and has a base of one, but the limit in the 2.0. 1 patch can never be higher than three. The latest 2.0. 2 beta significantly raises the cap placed on the limit so you'd need 3,800 naval capacity to rech it rather than just 400.

What is the advantage of cruising using smaller ships? ›

Small ship cruises offer travelers a more personal, close-up look at their surroundings. These cozy vessels allow guests to explore smaller ports and hidden gems that large cruise ships often overlook.

Are larger ships more efficient? ›

"The larger, newer vessels are more efficient, which means carbon intensity per container is lower."

What does empire size affect Stellaris? ›

At small values, empire size doesn't matter. Going from size 100 to size 200 makes your tech cost 10% more, but it doubles the amount of research you output: an 82% increase in your effective research output (and a 66% increase in your effective unity output).

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