
Stellaris 4.5.2 ship designer
Design a Stellaris 4.5.2 warship: pick one of 43 ship sizes players build (corvette to titan, colossus, juggernaut, bio-ships), its sections and every weapon, utility and core component that fits — 1,164 components from the game files. Hull, armor, shields, evasion, speed, power, damage a day, cost and upkeep add up as you go, with the formula for each; technologies, admirals and empire bonuses are not applied.
1 · Ship size
43 for playersLoading the game's parts…
Ship sizes players design
Base values from common/ship_sizes; a link opens the designer on that size.
| Size | Hull | Evasion | Speed | Section slots | Technology |
|---|---|---|---|---|---|
| Corvette | 200 | 60% | 160 | Core (2) | Corvettes |
| Frigate | 600 | 20% | 140 | Core (1) | Space Torpedoes |
| Destroyer | 1,200 | 35% | 140 | Bow (3), Stern (3) | Destroyers |
| Cruiser | 2,400 | 10% | 120 | Bow (3), Core (4), Stern (2) | Cruisers |
| Battleship | 4,800 | 5% | 100 | Bow (4), Core (4), Stern (2) | Battleships |
| Titan | 20,000 | 5% | 100 | Bow (1), Core (1), Stern (1) | Titans |
| Colossus | 30,000 | 2% | 80 | ship (1) | Colossi |
| Paradox Titan | 40,000 | 2% | 100 | Core (1) | Paradox Titan |
| Juggernaut | 100,000 | 2% | 100 | core (1) | Juggernaut |
| Juvenile Mauler | 300 | 40% | 140 | Core (2) | Maulers |
| Mature Mauler | 450 | 30% | 140 | Core (2) | Improved Mauler Development |
| Elder Mauler | 600 | 20% | 140 | Core (2) | Advanced Mauler Development |
| Juvenile Weaver | 600 | 35% | 140 | Core (2) | Weavers |
| Mature Weaver | 900 | 35% | 140 | Core (2) | Improved Weaver Development |
| Elder Weaver | 1,200 | 20% | 140 | Core (2) | Advanced Weaver Development |
| Juvenile Harbinger | 1,800 | 10% | 120 | Core (2) | Harbingers |
| Mature Harbinger | 2,700 | 10% | 120 | Core (2) | Improved Harbinger Development |
| Elder Harbinger | 3,600 | 5% | 120 | Core (2) | Advanced Harbinger Development |
| Juvenile Stinger | 3,000 | 10% | 120 | Core (2) | Stingers |
| Mature Stinger | 4,500 | 10% | 120 | Core (2) | Improved Stinger Development |
| Elder Stinger | 6,000 | 5% | 120 | Core (2) | Advanced Stinger Development |
| Titan | 20,000 | 5% | 100 | Bow (1), Core (1), Stern (1) | Titans |
| Offspring Corvette | 200 | 60% | 160 | Core (3) | Corvettes |
| Juvenile Offspring Mauler | 300 | 40% | 140 | Core (2) | Maulers |
| Mature Offspring Mauler | 450 | 30% | 140 | Core (2) | Improved Mauler Development |
| Elder Offspring Mauler | 600 | 20% | 140 | Core (2) | Advanced Mauler Development |
| Juvenile Offspring Weaver | 600 | 35% | 140 | Core (2) | Weavers |
| Mature Offspring Weaver | 900 | 35% | 140 | Core (2) | Improved Weaver Development |
| Elder Offspring Weaver | 1,200 | 20% | 140 | Core (2) | Advanced Weaver Development |
| Offspring Destroyer | 1,200 | 35% | 140 | Bow (3), Stern (3) | Destroyers |
| Juvenile Offspring Harbinger | 1,800 | 10% | 120 | Core (2) | Harbingers |
| Offspring Cruiser | 2,400 | 10% | 120 | Bow (3), Core (4), Stern (2) | Cruisers |
| Mature Offspring Harbinger | 2,700 | 10% | 120 | Core (2) | Improved Harbinger Development |
| Elder Offspring Harbinger | 3,600 | 5% | 120 | Core (2) | Advanced Harbinger Development |
| Juvenile Offspring Stinger | 3,000 | 10% | 100 | Core (2) | Stingers |
| Mature Offspring Stinger | 4,500 | 10% | 100 | Core (2) | Improved Stinger Development |
| Offspring Battleship | 4,800 | 5% | 100 | Bow (4), Core (4), Stern (2) | Battleships |
| Elder Offspring Stinger | 6,000 | 5% | 100 | Core (2) | Advanced Stinger Development |
| Defense Platform | 3,000 | 0% | 6 | West (6), East (6) | Deep Space Defenses |
| Deep Space Citadel I | 20,000 | 0% | 0 | core (1) | Deep Space Citadel |
| Deep Space Citadel II | 40,000 | 0% | 0 | core (1) | Deep Space Citadel |
| Deep Space Citadel III | 80,000 | 0% | 0 | core (1) | Deep Space Citadel |
| Ion Cannon | 10,000 | 0% | 6 | ship (1) | Titans |
How the designer works it out
The formulas are ours, read from the game files; the game's own combat code can differ.
- Slots: a size's section_slots take the sections (common/section_templates) that name the size and the slot; a section's component_slot gives a weapon or hangar slot of the size its slot template says (common/component_slot_templates), its small/medium/large/aux utility_slots the utility slots. The size's required_component_set lines are the core parts (reactor, FTL drive, thrusters, sensors, combat computer and, on some sizes, an aura or a growth part).
- What fits: a component's size and kind must match the slot, and its potential must hold for the size. The design's own checks (is_ship_size, is_ship_class and the scripted triggers made of them) are decided; the empire's ship category is the size's own (bio-ship sizes take bio-ship parts). Anything else about your empire is not decided: those parts say "depends on your empire". Parts of a set marked is_space_fauna_component_set (Biogenesis weapons, mutations — most name no potential) go only on bio-ship and creature sizes: our reading.
- Costs that hold only under a condition, or that the files scale with a script value (bio-ship parts paying food), are left out of the total and counted under it.
- Starting parts (our rule): one every empire starts with, then the earliest tier, then the one the game's AI weighs most (ai_weight) — so a corvette starts with the hyperdrive, not the empty drive.
- hull = (the size's max_hitpoints + Σ ship_hull_add) × (1 + Σ ship_hull_mult)
- armor = Σ ship_armor_add × (1 + Σ ship_armor_mult)
- shields = Σ ship_shield_add × (1 + Σ ship_shield_mult)
- evasion = (Σ ship_evasion_add, the size's own included) × (1 + Σ ship_evasion_mult), at most SHIP_MAX_EVASION
- speed = the size's max_speed × (1 + Σ ship_speed_mult + Σ ship_base_speed_mult)
- power: reactors give, every other part uses; spare = given − used
- damage a day = (min + max) ÷ 2 ÷ (cooldown ÷ 10 ticks a day) × (1 + Σ ship_fire_rate_mult); strike craft: count × (min + max) ÷ 2 ÷ cooldown days
- against shields, armor or hull: damage a day × the weapon's shield_damage, armor_damage or hull_damage
- cost = the sections' cost + the components' cost (unless the size says components_add_to_cost = no) + the size's own cost
- upkeep = the size's upkeep + the components' upkeep
- Cooldowns and windups in weapon_components.csv are combat ticks, 10 a day: our reading of the defines, where the game's micro updates run "10/day" and shields recharge after SHIELD_RECHARGE_TICKS combat ticks. Strike craft give their cooldown in the template itself, read as days.
- Evasion stops at 90% (SHIP_MAX_EVASION). Spare power gives the static modifier Excess Power (+10% Evasion Chance, +10% Sublight Speed, +10% Ship Weapons Damage), scaled linearly from 0 to full as the spare share of the reactor's output goes to 100%, nothing below 5% (EXCESS_POWER_BONUS_THRESHOLD_MIN/MAX) — our reading of what the share is measured against; shown apart, not added to the stats.
- Not computed: the game's military power. The defines give its outline — power = ((effective health × damage a day)^0.65) × 0.25 — but not how effective health weighs hull, armor, shields and evasion, so we don't make up a number.
- Not applied: technologies and their repeatables, admirals, traditions, civics, ascension perks, relics and every other empire bonus; triggered_ship_modifier blocks and auras.
Ship designer: questions
How is damage per day worked out?
Average damage per shot ((min + max) ÷ 2) divided by the cooldown in days (the CSV's cooldown ÷ 10 ticks a day), times 1 + the design's fire-rate bonus (combat computers). Against shields, armor or hull it is multiplied by the weapon's shield_damage, armor_damage or hull_damage.
Why does a part say “depends on your empire”?
Its condition in the game files checks something about your empire the designer doesn't know (a technology, an origin, a civic). The game shows it only when that holds.
Are technologies and repeatables included?
No: every number is the base value from the files. Armor, shield and weapon damage repeatables, admirals, traditions and empire bonuses all come on top in the game.
Source: common/ship_sizes, common/section_templates, common/component_slot_templates, common/component_sets, common/component_templates (weapon_components.csv), common/static_modifiers and common/defines, Stellaris Cygnus v4.5.2 (9776).