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Stellaris Guide by gamepressure.com

Stellaris Guide

Table of Contents

Fleet equipment in Stellaris Stellaris guide, tips

Last update: 14 March 2019

In this section of the guide you will find detailed information about utility equipment which you can install in each unit. The equipment is the base for activating any unit, so it is mandatory. Depending on your needs and game style, you can use armor, shields and reactors. Reactors will be constant part of each ship and will be required for maintaining balance between weapons and powering the ship.

Supporting

Armors

Nanocomposite armor

Cost - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Small

Cost: 2

Armor: 1

Medium

Cost: 4

Armor: 2

Large

Cost: 8

Armor: 4

Ceramo-metal armor

Cost - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Small

Cost: 4

Armor: 2

Medium

Cost: 8

Armor: 4

Large

Cost: 16

Armor: 8

Plasteel Armor

Cost - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Small

Cost: 6

Armor: 3

Medium

Cost: 12

Armor: 6

Large

Cost: 24

Armor: 12

Durasteel armor

Cost - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Small

Cost: 8

Armor: 4

Medium

Cost: 16

Armor: 8

Large

Cost: 32

Armor: 16

Neutronium armor

Cost - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Small

Cost: 10

Armor: 5

Medium

Cost: 20

Armor: 10

Large

Cost: 40

Armor: 20

Commentary: The most important trait of armor is the fact that you can use unlimited number of it since it doesn't have an energy cost. Remember that armor increases reduction of damage dealt by enemy units. You should install the best armor in most units. It will increase unit cost, but will provide greater chances for victory against the enemy,

Deflectors

Deflectors

Cost - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Small

Energy usage: 5

Cost: 5

Shield points: +25

Shield regeneration: +1,2

Medium

Energy usage: 10

Cost: 10

Shield points: +50

Shield regeneration: +2,4

Large

Energy usage: 20

Cost: 20

Shield points: +100

Shield regeneration: +3,6

Improved deflectors

Cost - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Small

Energy usage: 7,5

Cost: 7,5

Shield points: +50

Shield regeneration: +1,8

Medium

Energy usage: 15

Cost: 15

Shield points: +100

Shield regeneration: +3,2

Large

Energy usage: 30

Cost: 30

Shield points: +200

Shield regeneration: +4,6

Shields

Cost - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Small

Energy usage: 10

Cost: 10

Shield points: +75

Shield regeneration: +2,4

Medium

Energy usage: 20

Cost: 20

Shield points: +150

Shield regeneration: +4,0

Large

Energy usage: 40

Cost: 40

Shield points: +300

Shield regeneration: +5,6

Advanced shields

Cost - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Small

Energy usage: 12,5

Cost: 12,5

Shield points: +100

Shield regeneration: +3,0

Medium

Energy usage: 25

Cost: 25

Shield points: +200

Shield regeneration: +4,8

Large

Energy usage: 50

Cost: 50

Shield points: +400

Shield regeneration: +6,6

Hyper Shields

Cost - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Small

Energy usage: 15

Cost: 15

Shield points: +125

Shield regeneration: +3,6

Medium

Energy usage: 30

Cost: 30

Shield points: +250

Shield regeneration: +5,6

Large

Energy usage: 60

Cost: 60

Shield points: +500

Shield regeneration: +7,6

Shield capacitor

Cost - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Small

Energy usage: 12,5

Cost: 12,5

Shield regeneration: +5

Medium

Energy usage: 25

Cost: 25

Shield regeneration: +10

Large

Energy usage: 50

Cost: 50

Shield regeneration: +15

Commentary: Deflectors are very useful in every unit. If the enemy isn't using equipment that is able to break through shields, it will take some time for him to destroy them enough to hit the hull. Shields work best with an additional capacitor which increases their regeneration speed. Remember not to depend only on shields but to compose them with armor for better effect.

Reactors

Icon

Small

Medium

Large

Nuclear reactor - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Nuclear reactor

Energy production: 10

Cost: 5

Nuclear reactor

Energy production: 20

Cost: 10

Nuclear reactor

Energy production: 40

Cost: 20

Fusion reactor - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Fusion reactor

Energy production: 15

Cost: 10

Fusion reactor

Energy production: 30

Cost: 20

Fusion reactor

Energy production: 60

Cost: 40

Cold fusion reactor - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Cold fusion reactor

Energy production: 20

Cost: 15

Cold fusion reactor

Energy production: 40

Cost: 30

Cold fusion reactor

Energy production: 80

Cost: 60

Dark matter reactor - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Dark matter reactor

Energy production: 25

Cost: 20

Dark matter reactor

Energy production: 50

Cost: 40

Dark matter reactor

Energy production: 100

Cost: 80

Zero point reactor - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Zero point reactor

Energy production: 30

Cost: 25

Zero point reactor

Energy production: 60

Cost: 50

Zero point reactor

Energy production: 120

Cost: 100

Commentary: In this case the situation is simple. As you develop technology you will be using stronger units which will allow you to spare some slots and fill them with additional defense components. Always balance the energy cost, but don't create more power than you need because it won't give you any profits. The strongest reactors are quite expensive but give much energy in larger installations. Once you reach the zero point reactor you should be rich enough to use it.

Additions

In addition to equipment related to specific sections, each ship has additional equipment which allows making the unit better in its specialization and improves its usefulness.

Detection

Icons

Name

Statistics

Radar system - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Radar system

Cost: 5

Detection range: 20

Gravitic sensors - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Gravitic sensors

Cost: 10

Detection range: 25

Subspace sensors - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Subspace sensors

Cost: 10

Detection range: 30

Tachyon sensors - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Tachyon sensors

Cost: 5

Detection range: 20

Commentary: Sensors allow detecting units that are in the same system. Information is delivered to the on-board computer and, depending on its settings, the ship will increase its defense parameters or follow the enemy.

Warp drive

Icon

Level

Statistics

I - Fleet equipment in Stellaris - Fleet - Stellaris Guide

I

Energy usage: 5

Cost: 5

II - Fleet equipment in Stellaris - Fleet - Stellaris Guide

II

Energy usage: 10

Cost: 10

III - Fleet equipment in Stellaris - Fleet - Stellaris Guide

III

Energy usage: 15

Cost: 15

Commentary: Regular drive, one of many available in the game. Depending on technology advancement it allows quickly travel between systems.

Thrusters

Icons

Name

Statistics

Chemical - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Chemical

Dodging chance: +10

Energy usage: 5

Cost: 5

Ion - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Ion

Light speed: +10%

Dodging chance: +20

Energy usage: 10

Cost: 10

Plasma - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Plasma

Light speed: +20%

Dodging chance: +30

Energy usage: 15

Cost: 15

Impulse - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Impulse

Light speed: +30%

Dodging chance: +40

Energy usage: 20

Cost: 20

Commentary: Thrusters have specific properties. Thanks to them the ships can perform maneuvers which allow them to avoid damage. Depending on advancement, the bonus becomes bigger and it can reach even 40%. Combined with on-board computer the value can be very high and allow the units to remain on the battlefield much longer.

Onboard computers

Icons

Name

Statistics

Aggressive computer - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Aggressive computer

Cost: 1

Rate of fire: +10%

Weapon damage: +10%

Defensive computer - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Defensive computer

Cost: 3

Hull points: +10%

Chance for dodging: +10

Advanced aggressive computer - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Advanced aggressive computer

Cost: 1

Rate of fire: +20%

Weapon damage: +20%

Advanced defensive computer - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Advanced defensive computer

Cost: 1

Hull points: +20%

Chance for dodging: +20

Aware combat computer - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Aware combat computer

Rate of fire: +20%

Weapon damage: +20%

Chance for dodging: +15

Commentary: Depending on computer type you can obtain various profits. Even if you develop all available computer types, you shouldn't limit yourself only to the aware module. Other installations offer various profits. It should all depend on your play style. If you want to use smaller combat units, then you should focus on defense modules which increase chance for dodge. If you want to increase the damage, then you can select aggressive computer, but remember that this unit types should have better armor and stronger shields.

Utilities

Icons

Name

Statistics

Nanobot cloud - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Nanobot cloud

Energy usage: 200

Cost: 250

Defense aura - support

Impact on allied units:

Monthly hull regeneration: +5%

Capacitor fields - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Capacitor fields

Energy usage: 200

Cost: 250

Defense aura - support

Impact on allied units:

Monthly shield regeneration: +20%

Shield dampener - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Shield dampener

Energy usage: 200

Cost: 250

Offensive aura - Inhibitor

Impact on enemy units:

Shields durability points: -25%

Monthly shield regeneration: -5%

Quantum destabilizer - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Quantum destabilizer

Energy usage: 200

Cost: 250

Offensive aura - Inhibitor

Impact on enemy units:

Rate of fire: -15%

Subspace Snare - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Subspace Snare

Energy usage: 200

Cost: 250

Offensive aura - Snare

Impact on enemy units:

Jump charging speed: +400%

Light speed: -50%

Emergency jump regeneration: +100%

Proximity mines - Fleet equipment in Stellaris - Fleet - Stellaris Guide

Proximity mines

Only fortress, defense station and defense platform

Offensive aura - Minefields

Impact on enemy units:

20% chance every day to receive 5-15 damage which ignores 75% armor

Mines cannot be avoided.

Commentary: Additional components determine the purpose of a unit. You should mix available options in the fleet to cause various effects on enemy units. It all depends on the fleet you want to face.

Notice the defense modules which passively increase shield statistics or regenerate the hull. If you haven't taken care of one of the defense aspects, then defensive auras can be very helpful.

Offensive auras are worth attention. They allow you to take away enemy's basic defense line or weaken his weapons. The aura that allows you to temporarily imprison the enemy in a system is important. It is best to use it on small and fast ships which can get to enemy fast enough for the aura to work properly.

Minefields can be used only in defense stations and fortresses. Thanks to them you can easily neutralize aircrafts and smaller ships which will cause destruction around your station. What's important, if the random algorithm cause damage, then the enemy unit won't be able to avoid it even if it has high dodge value. Mine damage maybe isn't high, but thanks to 75% armor reduction the enemy will definitely feel the presence of mines near the fortress.

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