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 | Statistics | |
Small | Cost: 2 | Armor: 1 |
Medium | Cost: 4 | Armor: 2 |
Large | Cost: 8 | Armor: 4 |
Ceramo-metal armor
Cost | Statistics | |
Small | Cost: 4 | Armor: 2 |
Medium | Cost: 8 | Armor: 4 |
Large | Cost: 16 | Armor: 8 |
Plasteel Armor
Cost | Statistics | |
Small | Cost: 6 | Armor: 3 |
Medium | Cost: 12 | Armor: 6 |
Large | Cost: 24 | Armor: 12 |
Durasteel armor
Cost | Statistics | |
Small | Cost: 8 | Armor: 4 |
Medium | Cost: 16 | Armor: 8 |
Large | Cost: 32 | Armor: 16 |
Neutronium armor
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 | 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 | 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 | 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 | 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 | 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 | 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 Energy production: 10 Cost: 5 | Nuclear reactor Energy production: 20 Cost: 10 | Nuclear reactor Energy production: 40 Cost: 20 | |
Fusion reactor Energy production: 15 Cost: 10 | Fusion reactor Energy production: 30 Cost: 20 | Fusion reactor Energy production: 60 Cost: 40 | |
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 Energy production: 25 Cost: 20 | Dark matter reactor Energy production: 50 Cost: 40 | Dark matter reactor Energy production: 100 Cost: 80 | |
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 | Cost: 5 Detection range: 20 | |
Gravitic sensors | Cost: 10 Detection range: 25 | |
Subspace sensors | Cost: 10 Detection range: 30 | |
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 | Energy usage: 5 Cost: 5 | |
II | Energy usage: 10 Cost: 10 | |
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 Dodging chance: +10 | Energy usage: 5 Cost: 5 | |
Ion Light speed: +10% Dodging chance: +20 | Energy usage: 10 Cost: 10 | |
Plasma Light speed: +20% Dodging chance: +30 | Energy usage: 15 Cost: 15 | |
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 Cost: 1 | Rate of fire: +10% Weapon damage: +10% | |
Defensive computer Cost: 3 | Hull points: +10% Chance for dodging: +10 | |
Advanced aggressive computer Cost: 1 | Rate of fire: +20% Weapon damage: +20% | |
Advanced defensive computer Cost: 1 | Hull points: +20% Chance for dodging: +20 | |
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 Energy usage: 200 Cost: 250 | Defense aura - support Impact on allied units: Monthly hull regeneration: +5% | |
Capacitor fields Energy usage: 200 Cost: 250 | Defense aura - support Impact on allied units: Monthly shield regeneration: +20% | |
Shield dampener Energy usage: 200 Cost: 250 | Offensive aura - Inhibitor Impact on enemy units: Shields durability points: -25% Monthly shield regeneration: -5% | |
Quantum destabilizer Energy usage: 200 Cost: 250 | Offensive aura - Inhibitor Impact on enemy units: Rate of fire: -15% | |
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 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.