StellarisDB

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 players

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Ship sizes players design

Base values from common/ship_sizes; a link opens the designer on that size.

SizeHullEvasionSpeedSection slotsTechnology
Corvette20060%160Core (2)Corvettes
Frigate60020%140Core (1)Space Torpedoes
Destroyer1,20035%140Bow (3), Stern (3)Destroyers
Cruiser2,40010%120Bow (3), Core (4), Stern (2)Cruisers
Battleship4,8005%100Bow (4), Core (4), Stern (2)Battleships
Titan20,0005%100Bow (1), Core (1), Stern (1)Titans
Colossus30,0002%80ship (1)Colossi
Paradox Titan40,0002%100Core (1)Paradox Titan
Juggernaut100,0002%100core (1)Juggernaut
Juvenile Mauler30040%140Core (2)Maulers
Mature Mauler45030%140Core (2)Improved Mauler Development
Elder Mauler60020%140Core (2)Advanced Mauler Development
Juvenile Weaver60035%140Core (2)Weavers
Mature Weaver90035%140Core (2)Improved Weaver Development
Elder Weaver1,20020%140Core (2)Advanced Weaver Development
Juvenile Harbinger1,80010%120Core (2)Harbingers
Mature Harbinger2,70010%120Core (2)Improved Harbinger Development
Elder Harbinger3,6005%120Core (2)Advanced Harbinger Development
Juvenile Stinger3,00010%120Core (2)Stingers
Mature Stinger4,50010%120Core (2)Improved Stinger Development
Elder Stinger6,0005%120Core (2)Advanced Stinger Development
Titan20,0005%100Bow (1), Core (1), Stern (1)Titans
Offspring Corvette20060%160Core (3)Corvettes
Juvenile Offspring Mauler30040%140Core (2)Maulers
Mature Offspring Mauler45030%140Core (2)Improved Mauler Development
Elder Offspring Mauler60020%140Core (2)Advanced Mauler Development
Juvenile Offspring Weaver60035%140Core (2)Weavers
Mature Offspring Weaver90035%140Core (2)Improved Weaver Development
Elder Offspring Weaver1,20020%140Core (2)Advanced Weaver Development
Offspring Destroyer1,20035%140Bow (3), Stern (3)Destroyers
Juvenile Offspring Harbinger1,80010%120Core (2)Harbingers
Offspring Cruiser2,40010%120Bow (3), Core (4), Stern (2)Cruisers
Mature Offspring Harbinger2,70010%120Core (2)Improved Harbinger Development
Elder Offspring Harbinger3,6005%120Core (2)Advanced Harbinger Development
Juvenile Offspring Stinger3,00010%100Core (2)Stingers
Mature Offspring Stinger4,50010%100Core (2)Improved Stinger Development
Offspring Battleship4,8005%100Bow (4), Core (4), Stern (2)Battleships
Elder Offspring Stinger6,0005%100Core (2)Advanced Stinger Development
Defense Platform3,0000%6West (6), East (6)Deep Space Defenses
Deep Space Citadel I20,0000%0core (1)Deep Space Citadel
Deep Space Citadel II40,0000%0core (1)Deep Space Citadel
Deep Space Citadel III80,0000%0core (1)Deep Space Citadel
Ion Cannon10,0000%6ship (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.

Can I share a design?

Yes: the address holds the whole design (size, sections and every part as game keys); Copy link copies it, Copy ▾ writes it for Reddit, Discord, Steam or a blog with every part linked.

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).

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