Stars in Shadow

Stars in Shadow

58 ratings
Ships & Orbital Structures
By ivra
This guide lists all the ships and orbital structures in Stars in Shadow along with their costs, hardpoints, and technology requirements. The guide is based on version r21606 of the game and the new content from the DLC Legacies is included as well.
   
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Introduction - Part 1
This guide gives you information about all the ships and orbital structures that you can build in the game Stars in Shadows. There is a section for each type of ship/structure that opens up when you research a certain technology. Each section is formatted similarly, as specified below. Also in this section, you will also find a specification of all the notations used in this guide.

Layout
Each section starts with a description of the ship or orbital structure that is copied from the game.
Then comes some information that is nice to know about the ship or orbital structure.
  • Sometimes I have some tips to offer and they are put in a bullet list like this.
  • With one bullet for each tip.

Prerequisite Technology
Technology symbol
The technology you need to have researched in order to be able to build this ship or orbital structure.

The data table with all the specific information comes last in each section.

Notations
All the notations used in the main data table is described below.

If a specification is special for a race it is underlined in order to make it easier to spot.

The data table has a column with the symbol of each of the seven races. The column is filled with data if that race can build the ship or orbital structure in question. It not the column is removed. The races are:
Symbol
Name
Ashdar Colonials
Ashdar Imperials
Phidi Combine
Gremak Empire
Orthin Conference
Yoral Khaganate
Tinkers
Humanity

Note: The Ashdar Colonials fighter squadrons now have one additional fighter per Hangar module.

Note: Tinkers are only available if you have the Legacy DLC.
Introduction - Part 2
The rows of the table are given in a specific order, but rows that do not add any data are omitted. Thus, some tables can be shorter than others. You will find the following rows:
Row
Description
Race Symbol
This is the symbol of each of the seven races.
Name
This is the name of the ship in case the different races use different names.
Picture
This is the picture of the ship or orbital structure.
This row is used to specify how many, if any, Construction Modules you need in order to buid this ship. Generally, medium ships need 1, while large ships need 2. Small ships can be built without any construction modules. A Space Station comes with 1 Construction Module, and a Shipyard with 2.
Build Cost
This is the build cost for the ship or orbital structure with all hardpoints emptied.
Metal Cost
This is the metal cost for the ship or orbital structure with all hardpoints emptied.
Upkeep
This is the amount of money you will have to pay each turn for each of the ship or orbital structure you own of this class.
Hull
This is the number of hull points of the ship or orbital structure. The current hull strength while in combat is shown by the gray bar.
Crew
This is the crew size of the ship or orbital structure. The current crew size while in combat is shown by the green bar.
Power Usage
This is the power usage for the ship or orbital structure with all hardpoints emptied. Notice that there is no benefit of having too much power, so you should always use the smallest reactor possible.
Carrier bay hardpoints are unique to carrier hulls and some base types. Designed to carry strike fighters or bombers, they can also be used to carry ground assault forces.
Berth hardpoints provide basic supply and support facilities for small craft. They are well suited to transporting ground assault forces; and in a pinch can also be converted to house small strike fighter squadrons.
Missile only hardpoint are built into some specialized hull designs. While inflexible, they typically allow very high launch rates.
Large missile-only hardpoints are built into some specialized hull designs, which can mount heavy missiles, or an increased number of normal missiles. (Works like a Missile mount for all intents and purposes)
Siege weapons mounts are desiged for the enormous siege weapons. However, the hardpoint can also be fitted with large weapons.
Heavy weapons mounts are designed for large beam weapons. However, the hardpoint can also be fitted with external missile launchers, scanners, or supplementary shield generators.
Heavy weapons mounts are designed for large beam weapons. However, the hardpoint can also be fitted with external missile launchers, scanners, or supplementary shield generators.
Turrets are the most versatile hardpoint type. They can mount medium weapons, defensive light weapons, or anti-missiles. Any weapon placed in a turret mount will have a 360 degree field of fire.
Medium weapon mounts are fixed, forward firing gun mounts of the same calibre as turrets. However, unlike turrets, medium mounts are unable to equip light defensive weapons.
Light Weapon hardpoints are auto-tracking turrets suitable for point-defense installations. Light weapons take up half as much space as medium weapons.
Capacitor hardpoints are unique to the Orthin. Each capacitor is placed at a node in the massive power distribution network that runs throughout the Orthin hulls. Mounting different capacitor types can grant the ship different special abilities.
These hardpoints can contain cargo pods, allowing the vessel to transport cargo, colonists, or ground forces.
Generic system hardpoints represent space inside the hull that can be filled with a range of critical systems, including drives, power or shield generators, and extra munitions.
Larger version of the generic system hardpoint that can be filled with a range of critical systems, including drives, power or shield generators, and extra munitions. Station hardpoints can also mount modules carrying small crafts, construction modules, fuel depots, etc. NB: Adding engines to a station does not make it a ship, i.e. it is still an orbital structure bound to the planet.
These hardpoints are unique to planetary defense bases and can mount essentially any weapon system, including superheavy weapons. Missile weapons mounted in Planet slots have unlimited ammunition.
Mounting external armor plating does not reduce the space available for weapons and systems. However, choosing not to outfit a ship with armor can significantly reduce its production costs.
Introduction - Part 3
These components are sometimes built-in. If so, they cannot be removed from the design of a ship class.
Row
Description
Dedicating additional space to engines can significantly increase the ship's tactical speed (actual amount of adding a second Maneuvering Engine is shown on line 2). However, large hulls will benefit less than smaller ones.
Extends the ship's strategic range by 1 parsec. (There is no benefit from mounting multiple lane amplifiers.)
Designed to gather information on a range of intestellar phenomena, these scanners are a vital tool in many scientific missions.
Provides additional missiles, usable by any launchers equipped on the ship.
Using Asteroids as the basis for a mobile hull has the advantage of this creating cheap, strong natural "armor" (Notice that ships with Chondrite Armor can only be built at planets with a Debris Ring).
Fabricates replacement parts that repair damage to armor and systems and replace expended ordnance during combat. Each forge system restores up to 10% of the ships total armor, health, and ammunityion at the start of each tactical turn.
Colony Ship
This heavily laden transport carries everything needed to start a settlement at a distant planet.
You need to use colony ships in order to form colonies in other star systems. Notice that the humans do not need a Space Station (or more correct, 1 Construction Module in orbit) in order to build colony ships, but everyone else do.
  • You can settle other planets in star systems where you have a colony without using a colony ship. In these cases a project will show up in the build menu allowing you to form a new colony.
  • When the colony ship is finished it will automatically be loaded with a colonist. This colonist is taken from the population of the colony that built it, which will have its population decreased by 1 unit (1 000 000 people). If you have more than one race living on the colony, the largest one will board the colony ship.
  • You can manually remove the colonist from the colony ship to replace it with a colonist from another race if you like. Don't send out an empty colony ship, as it will not be able to settle a new planet without a colonist.

Prerequisite Technology
Star Drive

Race
Picture
1
1
1
1
1
1
1
0
Build Cost
620
620
620
620
620
620
620
620
Metal Cost
50
50
50
50
50
50
50
50
Upkeep
1
1
1
1
1
1
1
1
Hull
50
50
50
50
50
50
50
50
Crew
15
15
15
15
15
15
15
15
Speed
7
7
7
7
7
7
7
7
Power Usage
23
23
23
23
23
23
23
23
5
5
5
5
5
5
5
5
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
Outpost Transport
Heavily loaded transports capable of establishing a self-sufficient outpost inside a distant star system.
Use Outpost Transports to expand you empire without forming a new colony on any of the planets in the system. When you use an Outpost Transport at a planet it will be replaced with an Outpost orbital structure around that planet.
  • While the metal cost of a colony ship and an outpost transport is the same, the construction cost of a colony ship is more than 4 times as high. Assuming you do not have a shortage of metal, using outpost transports to expand your empire is a better and quicker method than the slowly process of colonizing one planet in each system.
  • An Outpost can be converted to a Space Station once you colonize the planet.
  • If you keep your colonies away from the borders with other races by having a bunch of outposts in between, you can keep your colonies safe even if you neighbors decide to go to war with you. They work very well as a speed bump since the enemy has to destroy them and build one of their own or a colony in the system before they can move on further into your territory.
  • Consider sending outpost transport to unexplored systems. If the system is not hostile you can claim it right away. If it is hostile, you will lose the outpost transport. All in all you will save a lot of time by sending out a lot of outpost transport in all directions.
  • As long as you are at peace with your neighbors they will not build colonies in systems where you have an outpost, even if there are planets available without one of your outposts. So you only need one outpost in a system to claim the whole system as long as you are on friendly terms with your neighbors.
  • Notice while the upkeep cost of an outpost transport ship is 1 gold, the upkeep cost of an outpost is 0 gold. So you only pay maintenance as long as you ship out your outposts, not for the ones you have set up.

Prerequisite Technology
Modular Outposts

Race
Picture
Build Cost
140
140
140
140
140
140
140
Metal Cost
50
50
50
50
50
50
50
Upkeep
1
1
1
1
1
1
1
Hull
50
50
50
50
50
50
50
Crew
15
15
15
15
15
15
15
Speed
7
7
7
7
7
7
7
Power Usage
23
23
23
23
23
23
23
5
5
5
5
5
5
5
1
1
1
1
1
1
1
1
1
1
1
1
1
1
Astertoid Outpost
This station is built into a fragment of an asteroid, and provided with engines so that it may travel on its own and enter or leave orbit at will.The mass of the asteroid itself provides additional armor protection. The station bay can be equipped with a Fuel Depot to create a re-deployable outpost, or a Constuction Module to support the construction of ships larger than light cruisers, or with any other station module.
Use Asteroid Outpost to expand you empire without forming a new colony on any of the planets in the system. Later when you colonize the system, you can let the Asteroid Outpost leave orbit to grab another system.

Notice: You can only build Asteroid Outposts on planets with a Debris Ring.
  • The metal cost of a colony ship is almost twice that than of the asteroid outpost, and the construction cost of a colony ship is more than 3 times as high. Thus, using asteroid outposts to expand your empire is a better and quicker method than the slowly process of colonizing one planet in each system.
  • If you keep your colonies away from the borders with other races by having a bunch of asteroid outposts in between, you can keep your colonies safe even if you neighbors decide to go to war with you. They work very well as a speed bump since the enemy has to destroy them and build an outpost or a colony in the system before they can move on further into your territory. You can even leave orbit and head for safety before the enemy arrives.
  • As long as you are at peace with your neighbors they will not build colonies in systems where you have an asteroid outpost, even if there are planets available without one of your asteroid outposts. So you only need one asteroid outpost in a system to claim the whole system as long as you are on friendly terms with your neighbors.
  • Notice that the Debris Ring requirement will force you to construct all of your asteroid outposts on your starting world for a long while.

Prerequisite Technology
Titanium Construction

Race
Picture
Build Cost
107
Metal Cost
27
Upkeep
0
Hull
340
Crew
290
Speed
4
Power Usage
120
40
20
1
1
1
1
Transport
These deep space transports make it possible to move colonists and their belongings from one star system to another.
Transports are used actively to transport colonists or ground units, or passively to transport food and trade goods. Active transport ships are on the strategic map and can be given orders just like ordinary ships, while the passive ones are in the trade pool moving food around or earning money. To make it easier to distinguish between a full transport carrying a colonist or a ground unit and an empty transport carrying nothing, all races use one ship image for a full transport and one ship image for an empty transport. In addition there is one design called Transport that when built gives you an empty transport ship, and another design called Troopship that when built gives you a transport ship carrying a single Tank/Hovertank/Battle Mech ground unit.
  • If you do not want to send newly built transport ships to the trade pool manually, you can turn on the option "Assign New Transport to Trade". This will automatically move all the Transport ships you build to the trade pool, but all the Troopships you build will remain on the strategic map.
  • You can recall empty Transport ships from the trade pool to the strategic map, but they will use 3 turns to arrive.
  • Try to always have enough transport ships in the trade pool so that the first number is higher than the last number in the trade pool. If you have too few you will earn less money each turn. Worse, if you have way too few transports some of your colonies will starve as the capacity to move food around will be too low.
  • Notice that Phidi need a Space Station (or more correct, 1 Construction Module in orbit) in order to build a Transport ship. Also notice that they are more fragile and more expensive compared to the other races. Try to minimize the number of Transport ships you build as you will get a more efficient model in the Trade Ship once you have researched Containment Fields.

Prerequisite Technology
Trade Fleets

Race
Picture
0
0
1
0
0
0
0
0
Build Cost
35
35
55
35
35
35
35
35
Metal Cost
28
28
32
28
28
28
28
28
Upkeep
1
1
1
1
1
1
1
1
Hull
60
60
40
60
60
60
60
60
Crew
15
15
100
15
15
15
15
15
Speed
7
7
12
7
7
7
7
7
Power Usage
18
18
25
18
18
18
18
18
15
15
15
15
15
15
15
15
5
5
10
5
5
5
5
5
1
1
1
1
1
1
1
1
Trade Ship
A trade ship has additional cargo capacity as compared with an ordinary transport.
While every race can research Containment Fields, only Phidi get the possibility to build trade ships. Once trade ships are available they make the ordinary transport ship more or less obsolete; at least after a few modifications (see the first tip).
  • Notice that the trade ship as it is when you have just researched Containment Fields is actually more expensive than two ordinary transport ships. To make it usable you need to redesign it and do the following:
    1. Get rid of the armor
    2. Replace the reactor with the Nuclear Reactor
    3. Make sure that the two Hold hardpoints are filled with Cargo Pods and not Armor Brigades
    4. Remove the module from the second System hardpoint.
  • An alternative to having the second System hardpoint empty is to add a Science Stations module to it. This will increase the production cost by just 20, while the metal cost will not increase at all. In my opinion much worth it to get +2 Science for every trade ship you build.

Prerequisite Technology
Containment Fields

Race
Picture
1
Build Cost
90
Metal Cost
61
Upkeep
1
Hull
70
Crew
100
Speed
12
Power Usage
25
2x15
2x10
10
1
+2
Armed Merchant
The armed merchant combined cargo capacity with some moderate defensive capability.
While every race can research Heavy Hulls (and get access to cruisers), only Phidi get the possibility to build armed merchant ships. Notice that this ship comes with an integrated Warp Lane Amplifier.
  • This ship will be a very expensive trading ship, thus the Hold hardpoint should probably be filled with and Armor Brigade module.
  • Because of the integrated Warp Lane Amplifier this ship can be ideal for attacking weakly defended enemy colonies that are just outside of your Strategic Range. A single ship will be able to conquer newly formed colonies, while a pack of them can be used to take down mature enemy colonies.

Prerequisite Technology
Heavy Hulls

Race
Picture
1
Build Cost
115
Metal Cost
84
Upkeep
1
Hull
80
Crew
100
Speed
12
Power Usage
35
2x2
15
10
10
1
+2
1
Military Transport
Assault Cruiser:
A fast, heavy cruiser designed to deliver assault marines into action against enemy ships and planets.

Command Cruiser:
The command cruiser adds hangar capacity to a vessel with the other capabilities of a heavy cruiser. It is ideally suited to carrying assault shuttles for use in planetary raids.

Military Transport:
Landing ships transport infantry and other ground forces to the surface of hostile worlds. Designed to accompany the fleet's warship during a planetary assault, they carry heavy armor and ample shields.
All races except Yoral can research Docking Fields and get access to a military transport vessel. Gremak and Human have modified their designs to better match their unique abilities (see the tips for details).
  • It is recommended to add Assault Shuttles to the Berth hardpoint even if it is possible to add fighters or bombers to it. The reason is that you will only get a few bombers or fighters compared to Hangar hardpoints.
  • Assault Shuttles let you carry ground forces that can be used to invade the enemy colony once their defending ships have been taken care of. They can also be used to carry ground forces or colonists between your colonies if you like, but a regular transport ship is more suited to this task.
  • Assault Shuttles also lets you perform boarding actions at a distance while in combat.
  • If you add an Assault Marine ground unit (unique human unit) to the human Assault Cruiser, the crew is increased by 100 (doubling it from 100 to 200). This will make the Assault Cruiser ideal for boarding enemy vessels.
  • If you add a Marauder Raider ground unit (unique Gremak unit) to the Gremak Command Cruiser (or any other vessel with troop carrying capacity), you will be able to Raid enemy colonies to capture slaves.

Prerequisite Technology
Docking Fields

Race
Name
Military Transport
Military Transport
Military Transport
Command Cruiser
Military Transport
Assault Cruiser
Picture
1
1
1
1
1
1
Build Cost
60
60
100
150
100
100
Metal Cost
58
58
101
171
107
107
Upkeep
2
2
2
2
2
2
Hull
60
60
70
170
90
90
Crew
100
100
100
150
100
100
Speed
12
12
12
12
12
12
Power Usage
25
25
25
33
25
25
2
2
2
2
2
2
2
2x1
2x1
2
2
3x2
2
2
2
2x2
4
2x10
2x10
10
3x15
3x10
3x10
10
10
10
10
10
10
1
+2
1
+2
1
+2
1
+2
1
+2
1
+2
Scout
Scout cruisers are light warships, specifically desigend for long deployments, and outfitted with enhanced sensors and science sections.
The scout class is a specific class that is designed primarily for exploration. Although all races can research Interstellar Expeditions, only Phidi, Yoral, Tinkers, and Humans get access to scout ships. The two Ashdar races and Gremak use a special designed light cruiser for scouting. Orthin do the same, but use a special design for a destroyer instead of the light cruiser. Common for these designs is that they include the Deep Space Scanner module. It is this Deep Space Scanner module that enables you to find out data about a system without creating a colony or an outpost. The Deep Space Scanner is built into the scout class.
  • If you play as any of the two Ashdar races, Gremak, or Orthin, you can refit the starting scout vessel once you have explored everything and make it a proper war ship.
  • As I mentioned in the outpost transport section, an alternative to using scouts for exploration is to use outpost transports. Outpost transports discovers native races and special resources just fine even if they do not have a Deep Space Scanner module.

Prerequisite Technology
Interstellar Expeditions

Race
Picture
Build Cost
60
60
80
60
Metal Cost
32
32
32
32
Upkeep
1
1
1
1
Hull
40
40
40
40
Crew
50
50
20
50
Speed
16
16
16
16
Power Usage
28
28
43
28
2
2
2
4
2x5
2x5
2x5
2x5
5
8
8
5
1
+2
1
+2
1
+2
1
+2
1
1
1
1
1
1
1
1
1
Frigate
Small, swift warships designed to serve as scouts, pickets, or screening forces for the heavier battle line units.
Although all races can research Interstellar Expeditions, only Yoral get access to the Frigates class of ships.
  • Frigates can only carry PD weapons, but their small size and high speed make them ideal for protecting your larger and slower war ships. They can move in close to the ship they want to protect or in front of it so that all incoming missiles, torpedoes, and small crafts must survive their PD weapons before they can hit the target.

Prerequisite Technology
Interstellar Expeditions

Race
Picture
Build Cost
40
Metal Cost
39
Upkeep
1
Hull
30
Crew
20
Speed
16
Power Usage
18
6
2x5
8
1
+2
Destroyer
Destroyers are small, swift warships designed to serve as scouts, pickets, or screening forces for the heavier battle line units.
All races can build destroyers and they are the smallest and cheapest regular war ship available. They can be built without the need of any orbital structures, i.e. they do not need any Construction Modules in orbit.

Prerequisite Technology
Advanced Metallurgy

Race
Picture
Build Cost
50
50
50
90
50
70
70
50
Metal Cost
52
52
49
92
52
72
52
49
Upkeep
1
1
1
1
1
1
1
1
Hull
40
40
30
40
40
40
40
30
Crew
50
50
50
50
50
50
20
50
Speed
16
16
16
16
16
16
16
16
Power Usage
18
18
18
18
18
18
33
18
2
2
2x2
2
2x2
2
2x2
2x2
2x2
4
3x4
4
2x5
2x5
2x5
2x5
3x5
2x5
2x5
2x5
10
10
5
5
5
8
8
5
1
+2
1
+2
1
+2
1
+2
1
+2
1
+2
1
+2
1
+2
1
Light Cruisers
Light cruisers are typically deployed for patrol or anti-piracy operations, however, they can also provide critical fire support to the main line of battle.
All races except Phidi and Orthin can also build Light Cruisers when they research Advanced Metallurgy (in addition to Destroyers). Light Cruisers are decent small war ships.
  • Notice that Yoral and Tinkers can equip their light cruisers with heavy weapons.

Prerequisite Technology
Advanced Metallurgy

Race
Picture
0
0
0
1
0
1
Build Cost
70
70
120
100
90
100
Metal Cost
72
72
130
110
72
107
Upkeep
1
1
1
2
1
2
Hull
40
40
100
100
40
90
Crew
50
50
100
100
50
100
Speed
16
16
16
12
16
12
Power Usage
18
18
25
25
33
25
2
2
2x1
1
2
2
4x2
2
2x2
3x2
4
4
4
3x5
3x5
3x10
3x10
2x5
3x10
5
5
10
15
8
10
1
+2
1
+2
1
+2
1
+2
1
+2
1
+2
1
Escort Carrier
One of the first dedicated carrier designs, escort carriers are cheap to produce and carry a respectable fighter complement. However, they're also slow and lightly armored, making them easy targets for faster moving destroyers or enemy fighter strikes.
Only Ashdar Colonials can research Escort Carrier.
  • The strength of the Escort Carrier is not its stats, but the fact that it can be researched early. It allows you to use small crafts in battles earlier than the other races.

Prerequisite Technology
Escort Carrier

Race
Picture
1
Build Cost
100
Metal Cost
98
Upkeep
1
Hull
60
Crew
100
Speed
12
Power Usage
25
6
4
2x10
10
1
+2
Torpedo Destroyer
Essentially a mobile torpedo magazine strapped to a destroyer keel, the torpedo destroyer offers a big anti-ship punch in a small package.
Only Phidi and Yoral can research Magazine Bays and get access to the torpedo destroyer. While the Phidi torpedo destroyer is good, the Yoral version is a beast with 16 missile slots. Being essentially destroyers, you do not need any Construction Modules in orbit to build these ships.
  • When playing Yoral you can use the torpedo destroyer as your primary weapon for a long time.
  • Instead of using torpedoes, consider using missiles instead. Missiles are faster and you get twice as many. Even if their damage is less than half compared to torpedoes, it is easier to overwhelm the point defense of an enemy when you are using missiles. Since the travel time is much shorter they will often arrive at the target 1 or 2 turns earlier than torpedoes.

Prerequisite Technology
Magazine Bays

Race
Picture
Build Cost
70
190
Metal Cost
69
195
Upkeep
1
1
Hull
30
50
Crew
50
50
Speed
16
16
Power Usage
18
18
4
4x4
2
2
2x5
2x5
5
8
1
+2
1
+2
Advanced and Heavy Destroyer
Advanced Destroyer:
Destroyers are small, swift warships designed to serve as scouts, pickets, or screening forces for the heavier battle line units.

Heavy Destroyer:
Destroyers are small, swift warships designed to serve as scouts, pickets, or screening forces for the heavier battle line units.
Only Yoral can research Miniaturization and get access to these two special destroyers. The Advanced Destroyer is an improved version of the Destroyer. Compared to the regular destroyer it has an extra hardpoint for 4 point defense weapons. The Heavy Destroyer is able to mount heavy weapons, which can be very powerful. Being essentially destroyers, you do not need any Construction Modules in orbit to build these ships.

Prerequisite Technology
Miniaturization

Race
Name
Advanced Destroyer
Heavy Destroyer
Picture
Build Cost
90
70
Metal Cost
92
72
Upkeep
1
1
Hull
40
40
Crew
50
50
Speed
16
16
Power Usage
18
18
2
2x1
2x2
4
4
2x5
2x5
8
8
1
+2
1
+2
Light Carrier
Light carriers were one of the iconic designs of the old imperial fleet. While too fragile for the front lines, their high tactical speed makes them ideal for hit and run tactics.
Only the two Ashdar races can research Light Carrier and get access to the light carriers. Light Carriers are stronger than the Escort Carrier, but weaker than the regular Carrier.

Prerequisite Technology
Light Carrier

Race
Picture
1
1
Build Cost
120
120
Metal Cost
124
124
Upkeep
2
2
Hull
80
80
Crew
100
100
Speed
12
12
Power Usage
25
25
2x4
2x4
2
2
3x10
3x10
10
10
1
+2
1
+2
Cruiser
Cruiser:
Mounting powerful weapons and thick armor, heavy cruiser form the core of most fleets.

Heavy Cruiser:
Mounting powerful weapons and thick armor, heavy cruiser form the core of most fleets.
All races can build Cruisers/Heavy Cruisers and they are the second regular war ship available.

Prerequisite Technology
Heavy Hulls

Race
Name
Heavy Cruiser
Heavy Cruiser
Cruiser
Cruiser
Heavy Cruiser
Heavy Cruiser
Heavy Cruiser
Heavy Cruiser
Picture
1
1
1
1
1
1
1
1
Build Cost
80
80
80
140
140
180
160
150
Metal Cost
84
84
84
150
153
202
136
171
Upkeep
2
2
2
2
2
4
2
4
Hull
80
80
80
100
110
140
120
170
Crew
100
100
100
100
100
100
100
150
Speed
12
12
12
12
12
12
12
12
Power Usage
25
25
25
25
25
25
55
33
2
2
2x1
3x1
2x1
2x1
2x1
3x1
3x1
2x1
2
2
2
2
2x2
2x2
2x2
3x2
2x2
8
4
2
3x10
3x10
3x10
3x10
3x10
3x10
3x10
3x10
10
10
10
10
10
15
15
15
1
+2
1
+2
1
+2
1
+2
1
+2
1
+2
1
+2
1
+2
1
Missile Cruiser
Ashdar variant:
Essentially a light cruiser mated with two surplus battleship missile tubes, the Ashdar missile cruiser is more vulnerable than most cruisers. However, its launch capability is unrivaled by any other ship in its class.

Tinkers and Human variant:
A light hull purpose built for long range missile duals, missile cruisers are fragile but dangerous combatants.
Only the two Ashdar races, Tinkers, and Humans can research Missile Cruisers and get access to the Missile Cruiser. Missile Cruisers come with the Extra Munitions module prebuilt, which make them able to fire missiles for a longer time (typically 1-2 turns) than other ships.
  • Notice that the built-in Extra Munition module can be both a blessing and a curse. It gives you 10 more missile ammunition, which is good, but if the ship is destroyed it will explode damaging nearby ships, which is bad if the neighboring ships are yours...

Prerequisite Technology
Missile Cruisers

Race
Picture
1
1
1
1
Build Cost
88
88
188
108
Metal Cost
122
122
188
142
Upkeep
2
2
2
2
Hull
100
100
120
100
Crew
100
100
100
100
Speed
12
12
12
12
Power Usage
25
25
55
25
2x2
2x2
2
2x2
4
1
1
3x2
2x2
2
2
3x10
3x10
2x10
3x10
6
6
15
10
1
+2
1
+2
1
+2
1
+2
10
10
10
10
1
Escort Cruiser
Escort cruisers are specialized designs, intended to provide cover from enemy fighters and missiles.
All races except Phidi and Humans can research Escort Cruisers and get access to the Escort Cruiser. Notice that Yoral do not need any Construction Modules in orbit in order to build them.

Prerequisite Technology
Escort Cruisers

Race
Picture
1
1
1
1
0
Build Cost
100
100
80
160
70
Metal Cost
107
107
81
170
72
Upkeep
2
2
1
2
1
Hull
90
90
70
100
40
Crew
100
100
100
100
50
Speed
12
12
12
12
16
Power Usage
25
25
25
25
18
4x2
4x2
3x2
2x4
2x2
2x2
2
2
3x10
3x10
2x10
3x10
2x5
10
10
10
10
8
1
+2
1
+2
1
+2
1
+2
1
+2
Carrier
Assault Carrier:
Carriers provide a mobile platform for fighters or bombers. Bombers can strike at the enemy battle line from a distance, while fighters excel at protecting friendly forces from enemy bombers and missiles.

Carrier:
Carriers provide a mobile platform for fighters or bombers. Bombers can strike at the enemy battle line from a distance, while fighters excel at protecting friendly forces from enemy bombers and missiles.

Fleet Carrier:
The largest vessels produced by the old Empire, each fleet carrier is a valuable strategic asset in its own right. While their true power lies in their fighter squadrons, heavy armor and ample energy weapons make them capable of defending themselves at close range.
All races can research Carriers and build (Assault/Fleet) Carriers. They are the third regular war ship available to all races.

Prerequisite Technology
Carriers

Race
Name
Fleet Carrier
Fleet Carrier
Carrier
Assault Carrier
Carrier
Carrier
Carrier
Carrier
Picture
2
2
1
1
1
1
2
1
Build Cost
280
280
140
210
180
270
270
140
Metal Cost
312
312
147
234
193
291
240
147
Upkeep
6
6
2
4
2
4
4
4
Hull
240
240
90
180
110
170
200
90
Crew
220
220
100
150
100
150
150
100
Speed
7
7
12
12
12
12
7
12
Power Usage
40
40
25
33
25
33
78
25
3x6
3x6
2x4
3x4
2x4
3x4
3x4
2x4
3x2
3x2
2
2x2
2
4
3x2
2
2x2
4
4
2x8
4
2
4x20
4x20
3x10
3x15
3x10
3x15
4x15
3x10
20
20
10
15
10
23
23
10
1
+3
1
+3
1
+2
1
+2
1
+2
1
+2
1
+3
1
+2
1
Heavy Carrier
The largest vessels produced by the old Empire, each fleet carrier is a valuable strategic asset in its own right. While their true power lies in their fighter squadrons, heavy armor and ample energy weapons make them capable of defending themselves at close range.
While every race can research Carriers (and get access to (Assault/Fleet) Carriers), only Phidi get the possibility to build Heavy Carriers. Heavy Carriers are the only extra war ships that are available to Phidi, in addition to the 5 core war ships. The other extra ships that Phidi get are either focused on trade or transport of troops.

Prerequisite Technology
Carriers

Race
Picture
2
Build Cost
300
Metal Cost
338
Upkeep
6
Hull
260
Crew
220
Speed
7
Power Usage
40
3x6
2x2
2x4
4x20
20
1
+3
Gunship
The hull used for the Orthin gunship was originally designed as a mobile high-energy physics laboratory, intended for conducting dangerous experiments in the relative safety of deep space. When the need arose, this test vessel was repurposed as a mobile weapons platform.
Only Orthin can research Stupendous Energy Physics and get access to the Gunship. Gunships are a modified destroyers and do not need any Construction Modules in orbit.
  • You can equip the Gunship with 3 Black Hole Generators in order to operate a single Stellar Surge Beam. This will make the ship very powerful, but keep it in the background as it is also very fragile.

Prerequisite Technology
Stupendous Energy Physics

Race
Picture
Build Cost
100
Metal Cost
111
Upkeep
1
Hull
70
Crew
50
Speed
10
Power Usage
18
1
2x2
3x5
5
1
+2
Battlecruiser
Packed with weapons and designed to shrug of attacks that would vaporize lesser vessels, Battlecruisers are formidable fighters. However, their durability is reflected in their extremely high construction cost.
Only the two Ashdar races, Gremak, and Orthin can research Battlecruiser and get access to the Battlecruiser.

Prerequisite Technology
Battlecruiser

Race
Picture
2
2
2
2
Build Cost
190
190
280
210
Metal Cost
220
220
324
249
Upkeep
4
4
4
4
Hull
200
200
280
230
Crew
150
150
220
150
Speed
7
7
7
7
Power Usage
33
33
40
33
2
4
4x1
4x1
2x2
2x1
4x1
3x2
3x2
2
4x2
4
4
2x4
2
3x15
3x15
3x20
4x15
15
15
20
23
1
+3
1
+3
1
+3
1
+3
Dreadnought
Battleship:
Packed with weapons and designed to shrug of attacks that would vaporize lesser vessels, Dreadnoughts are formidable fighters. However, their durability is reflected in their extremely high construction cost.

Dreadnought:
Packed with weapons and designed to shrug of attacks that would vaporize lesser vessels, Dreadnoughts are formidable fighters. However, their durability is reflected in their extremely high construction cost.
Gremak, Orthin, Yoral, Tinkers, and Humans can research Dreadnoughts and get access to the Battleship/Dreadnought. This ship is even stronger than the Battlecruiser.

Prerequisite Technology
Dreadnoughts

Race
Name
Battleship
Dreadnought
Battleship
Juggernaut
Battleship
Picture
2
2
2
2
2
Build Cost
300
290
400
420
216
Metal Cost
353
334
453
393
314
Upkeep
6
6
6
6
6
Hull
310
280
310
310
300
Crew
220
220
220
220
220
Speed
7
7
7
7
10
Power Usage
40
40
40
100
40
4
6
2x2
2x4
2x4
1
3x2
1
3x2
2x2
2x1
2x1
2x2
2x4
2x4
1x2
1x4
1x6
2x4
4
2x4
8
2x2
4x20
4x20
4x20
4x20
4x20
30
30
30
30
20
20
1
+3
1
+3
1
+3
1
+3
1
+2
1
Super Dreadnought
The ultimate development of warship design, super-dreadnoughts dwarf more convential capital ships. In addition to sheer size and formidable defenses, they can mount nearly every imaginable type of weapon systems, from conventional weapon mounts to fighter hangars to superheavy siege weaponry.
All races can build Super Dreadnoughts and they are the fourth regular war ship available. Super Dreadnoughts are really strong and can often battle enemy fleets and invade enemy colonies singlehandedly.

Prerequisite Technology
Super-Dreadnoughts

Race
Picture
2
2
2
2
2
2
2
2
Build Cost
610
610
610
610
610
610
610
610
Metal Cost
693
693
693
693
693
693
693
693
Upkeep
9
9
9
9
9
9
9
9
Hull
410
410
410
410
410
410
410
410
Crew
380
380
380
380
380
380
380
380
Speed
7
7
7
7
7
7
7
7
Power Usage
40
40
40
40
40
40
40
40
2x8
2x8
2x8
2x8
2x8
2x8
2x8
2x8
1
1
1
1
1
1
1
1
4x3
4x3
4x3
4x3
4x3
4x3
4x3
4x3
2x4
2x4
2x4
2x4
2x4
2x4
2x4
2x4
2x4
2x4
2x4
2x4
2x4
2x4
2x4
2x4
5x20
5x20
5x20
5x20
5x20
5x20
5x20
5x20
60
60
60
60
60
60
60
60
1
+3
1
+3
1
+3
1
+3
1
+3
1
+3
1
+3
1
+3
Dread Star
Artificial moons designed for deep space combat. Each carries armaments sufficient to match a small fleet of conventional warships.
All races can build Dread Stars and they are the last regular war ship available. Dread Stars are insanely strong and can normally battle large enemy fleets and invade enemy colonies singlehandedly.

Prerequisite Technology
Mobile Planetoid

Race
Picture
2
2
2
2
2
2
2
2
Build Cost
675
675
675
675
675
675
675
675
Metal Cost
2994
2994
2994
2994
2994
2994
2994
2994
Upkeep
16
16
16
16
16
16
16
16
Hull
590
590
590
590
590
590
590
590
Crew
1350
1350
1350
1350
1350
1350
1350
1350
Speed
7
7
7
7
7
7
7
7
Power Usage
33
33
33
33
33
33
33
33
2x24
2x24
2x24
2x24
2x24
2x24
2x24
2x24
2x3
2x3
2x3
2x3
2x3
2x3
2x3
2x3
2x6
2x3
2x6
2x3
2x6
2x3
2x6
2x3
2x6
2x3
2x6
2x3
2x6
2x3
2x6
2x3
2x12
2x6
2x12
2x6
2x12
2x6
2x12
2x6
2x12
2x6
2x12
2x6
2x12
2x6
2x12
2x6
8x30
8x30
8x30
8x30
8x30
8x30
8x30
8x30
150
150
150
150
150
150
150
150
1
+3
1
+3
1
+3
1
+3
1
+3
1
+3
1
+3
1
+3
Space Station
Space Stations are required to build ships larger than light cruisers.
Note that Phidi have fewer crew their manning space stations than everybody else, thus they are easier to capture.
Also note that Tinkers cannot build Space Stations. Instead, they may build Asteroid Stations.
  • An Outpost can be converted to a Space Station once the planet has been colonized.
  • Once you have researched Improved Solar Panels you can get rid of the reactor module from the design to make all your future space stations cheaper to build. You can add a Science Stations module if you like to get +2 Science for every space station you build, it is still much cheaper than keeping the reactor module.
  • Do not remove the Construction Module from the design, since it is the reason why you able to build medium ships on planets with Space Staions.

Prerequisite Technology
Titanium Construction

Race
Picture
Build Cost
14
14
14
14
14
14
14
Metal Cost
30
30
30
30
30
30
30
Upkeep
0
0
0
0
0
0
0
Hull
260
260
260
260
260
260
260
Crew
380
380
290
380
380
380
380
Power Usage
10
10
10
10
10
10
10
40
40
40
40
40
40
40
20
20
20
20
20
20
20
Asteroid Station
Planets with the debris ring special have abundant materials in orbit, allowing for additional station construction options. Asteroid bases are the simplest of these -- both cheaper to construct than traditional Space Stations, and with the added protection of the natural built-in armor of the asteroid itself.
  • Once you have researched Improved Solar Panels you can get rid of the reactor module from the design to make all your future asteroid stations cheaper to build. You can add a Science Stations module instead if you like to get +2 Science for every asteroid station you build. It is still much cheaper than keeping the reactor module.
  • Do not remove the Construction Module from the design, since it is the reason why you able to build medium ships on planets with Space Staions.

Prerequisite Technology
Asteroid Bases

Race
Picture
Build Cost
27
27
27
27
27
27
27
27
Metal Cost
16
16
16
16
16
16
16
16
Upkeep
0
0
0
0
0
0
0
0
Hull
280
280
280
280
280
280
280
280
Crew
220
220
220
220
220
220
220
220
Power Usage
10
10
10
10
10
10
10
10
40
40
40
40
40
40
40
40
20
20
20
20
20
20
20
20
1
1
1
1
1
1
1
1
Shipyard
This orbiting shipyard reduces the production cost of starships and stations to 70% of their base cost. Unarmed and unarmored, shipyards are tempting targets for raiding fleets.
You need a shipyard in order to build the largest ships in the game.

Note: As Tinkers, you should not build a single Shipyard. Build Mobile Bases instead. They are cheaper and you get access to them earlier in the game.
  • You should modify this design once you research Shipyards as its default design probably comes with a much better reactor module than you need. All you need is the Nuclear Reactor. This will make all your shipyards a little cheaper.
  • Do not remove the two Construction Modules from the design, since they are the reason why you are able to build large ships on planets with a Shipyard.

Prerequisite Technology
Shipyards

Race
Picture
Build Cost
140
140
140
140
140
140
140
140
Metal Cost
122
122
122
122
122
122
122
122
Upkeep
0
0
0
0
0
0
0
0
Hull
350
350
350
350
350
350
350
350
Crew
600
600
600
600
600
600
600
600
Power Usage
10
10
10
10
10
10
10
10
2x60
2x60
2x60
2x60
2x60
2x60
2x60
2x60
30
30
30
30
30
30
30
30
Mobile Base
This mobile station platform provides double the station bay capacity of the Asteroid Outpost, though it lacks the added protection and cost-saving features. On the positive side,
it does not require ready access to a debris belt, and so can be constructed at any colony.
Only Tinkers can build Mobile Bases.

Note: As you can fit two Construction Modules in a Mobile Base it can replace the Shipyard. It is a much better alternative than the Shipyard since it is much cheaper and you get access to it earlier in the game. Remember that you need two Construction Modules in order to build the largest ships in the game.
  • You should modify this design once you research Orbital Construction as its default design probably comes with a much better reactor module than you need. All you need is the Nuclear Reactor. This will make all your mobile bases a little cheaper.
  • Remove the armor to reduce the cost of mobile bases significantly.
  • Do not remove the two Construction Modules from the design, since they are the reason why you are able to build large ships on planets with a mobile base.

Prerequisite Technology
Orbital Construction

Race
Picture
Build Cost
74
Metal Cost
42
Upkeep
0
Hull
400
Crew
380
Speed
4
Power Usage
100
2x40
2x20
40
1
+3
1
Star Base
A Star Base is an armed space station designed to better protect orbital infrastructure. In addition to built-in capacity for weapons, small craft and defensive systems, its station bays can support construction facilities or additional military options.
Notice that the production cost of weapons added to hardpoints on star bases are reduced to 50% compared to normal ships. The metal cost is also reduced, but only to 80%.
  • After you have researched Improved Solar Panels it is possible to create a very cheap science station by removing everything and adding only 4 Science Stations modules. This will generate 8 Science each turn for every science station you build.
  • If you have a Star Base with a Construction Module, it will enable you to build medium ships at the planet. Thus it can replace the Space Station in systems that needs protection as well as ship building capabilities.

Prerequisite Technology
Orbital Construction

Race
Picture
Build Cost
39
39
39
39
39
39
39
39
Metal Cost
85
85
85
85
85
85
85
85
Upkeep
0
0
0
0
0
0
0
0
Hull
460
460
460
460
460
460
460
460
Crew
290
290
290
290
290
290
290
290
Power Usage
10
10
10
10
10
10
10
10
2x8
2x8
2x8
2x8
2x8
2x8
2x8
2x8
2x4
2x4
2x4
2x4
2x4
2x4
2x4
2x4
2x8
2x8
2x8
2x8
2x8
2x8
2x8
2x8
3x20
3x20
3x20
3x20
3x20
3x20
3x20
3x20
40
40
40
40
40
40
40
40
40
40
40
40
40
40
40
40
Fleet Base
Fleet bases are mammoth orbital constructs designed to supply and support large scale military operations. In addition to extensive repair and construction capabilities, they also mount heavy armor and a range of offensive weapons.
Notice that the production cost of weapons added to hardpoints on fleet bases are reduced to 50% compared to normal ships. The metal cost and the power requirements are the same compared to normal ships.
  • If you have a Fleet Base with two Construction Modules, it will enable you to build all ship sizes at the planet. Thus it can replace the Shipyard in systems that needs protection as well as ship building capabilities.

Prerequisite Technology
Fleet Logistics

Race
Picture
Build Cost
70
70
70
70
70
70
70
70
Metal Cost
169
169
169
169
169
169
169
169
Upkeep
0
0
0
0
0
0
0
0
Hull
480
480
480
480
480
480
480
480
Crew
1010
1010
1010
1010
1010
1010
1010
1010
Power Usage
10
10
10
10
10
10
10
10
2x16
2x16
2x16
2x16
2x16
2x16
2x16
2x16
3x8
3x8
3x8
3x8
3x8
3x8
3x8
3x8
3x20
3x20
3x20
3x20
3x20
3x20
3x20
3x20
2x40
2x40
2x40
2x40
2x40
2x40
2x40
2x40
40
40
40
40
40
40
40
40
Stargate
This massive structure makes it possible to move instantly from one star system to another, provided both star systems have a gate.
Notice that the Stargate in the home system of the Ashdar Imperials is special. It can send any ships to any system in one turn as long as it is within strategic range. Also note that Ashdar Imperials can research Star Gates at game start and for a very low research cost.
  • After you have researched Improved Solar Panels it is possible to create dirt cheap star gates: Just remove everything, it will still work as a star gate. You can add a Science Stations module if you like to get +2 Science for every stargate you build, it is still dirt cheap.
  • Remember that it is possible to move colonists through the star gate as well as ships. Thus, once you get a new colony, you can use the first turn to build the stargate (if you don't already have a stargate in that system) and then fill it up with colonists from around your entire empire the next turn.

Prerequisite Technology
Star Gates

Race
Picture
Build Cost
0
0
0
0
0
0
0
0
Metal Cost
15
15
15
15
15
15
15
15
Upkeep
1
1
1
1
1
1
1
1
Hull
250
250
250
250
250
250
250
250
Crew
600
600
600
600
600
600
600
600
Power Usage
10
10
10
10
10
10
10
10
15
15
15
15
15
15
15
15
30
30
30
30
30
30
30
30
Planet Defenses 1
This special design controls the configuration of all planets with 1 .
Planetary Defenses () represent fixed fortifications being maintained on the surface of a planet. Planetary defenses can be upgraded at any time by editing the "Planet Denfeses" design in the Edit Design screen. One unique defensive design template is shared by all planets with the same number of defensive improvements. Thus, editing the "Planet Defenses 1" design will set the weapon loadout used by all planets with exactly one .
Maintaining becomes increasingly expensive as more are built. The upkeep for the first costs 3 gold, but the second 4 gold, and the third 6 gold.
Notice that are not ships but improvements that you build on your planets. They just use a ship design to specify how they are equipped. Also notice that the construction cost of the improvement does not depend on how you set up the Planet Defenses 1, Planet Defenses 2, or Planet Defenses 3 designs.
  • It might be a good idea to dedicate one of the hardpoints to a PD weapon in order to handle incoming missiles, torpedoes, and small crafts. A medium weapon can be used to achieve this but it does not fire automatically as PD weapons do.
  • You should consider using missiles or torpedoes as your offensive weapon in the other hardpoints since your supply of ammunition is endless. Missiles and torpedoes also have an unlimited range, thus they can always find a target to fire at.

Planet Defenses 1
Prerequisite Technology
Defense Grid

Race
Picture
Build Cost
100
100
100
100
100
100
100
100
Upkeep
3
3
3
3
3
3
3
3
Hull
110
110
110
110
110
110
110
110
Crew
1000
1000
1000
1000
1000
1000
1000
1000
2x7
2x7
2x7
2x7
2x7
2x7
2x7
2x7
55
55
55
55
55
55
55
55
Planet Defenses 2 & 3
Planet Defenses 2

Prerequisite Technology
Defense Network

Race
Picture
Build Cost
200
200
200
200
200
200
200
200
Upkeep
4
(7 total)
4
(7 total)
4
(7 total)
4
(7 total)
4
(7 total)
4
(7 total)
4
(7 total)
4
(7 total)
Hull
220
220
220
220
220
220
220
220
Crew
2000
2000
2000
2000
2000
2000
2000
2000
3x7
3x7
3x7
3x7
3x7
3x7
3x7
3x7
55
55
55
55
55
55
55
55

Planet Defenses 3

Prerequisite Technology
Floating Fortresses

Race
Picture
Build Cost
300
300
300
300
300
300
300
300
Upkeep
6
(13 total)
6
(13 total)
6
(13 total)
6
(13 total)
6
(13 total)
6
(13 total)
6
(13 total)
6
(13 total)
Hull
330
330
330
330
330
330
330
330
Crew
3000
3000
3000
3000
3000
3000
3000
3000
4x7
4x7
4x7
4x7
4x7
4x7
4x7
4x7
55
55
55
55
55
55
55
55
20 Comments
Ted Striker 8 May, 2020 @ 3:37pm 
One small correction, the Yoral Torpedo Destroyer has 12 missile slots (3x4) and one medium slot where you can also equip 2 missiles (1x2). But it's still a beast ;-)
Ted Striker 30 Apr, 2020 @ 7:11am 
Great guide made with a lot of dedication, thanks for your work and especially for your tips :-)
DanTheTerrible 21 Feb, 2019 @ 8:23am 
It's been a year since the last comment, so I expect more updates are unlikely, but the ship upkeep costs, at least, have changed (increased). For example destroyers and light cruisers now cost 2 coins upkeep and heavy cruisers 3, rather than 1 and 2 as listed in the guide. My version is up to r37980 and I wouldn't be surprised if there are other changes I haven't noticed.

That said, this is still a great guide.
Cythil 8 Jul, 2018 @ 7:22am 
Would not space docks be more useful for there 70% reduction in ship costs? From what I can tell the mobile base (Which I like for other reasons) do not have this feature. Naturally there is quite a lot of upfront cost meaning you have to build quite a lot of ships for it to pay off. But in the long run to me it seems like the better option.
ivra  [author] 23 May, 2018 @ 12:06pm 
@PMBELL: Thank you. I might fix it in the future.
PMBELL 23 May, 2018 @ 6:30am 
In your description "All races except Phidi and Humans can research Escort Cruisers": tinkers also cannot research them.
PMBELL 23 May, 2018 @ 6:26am 
Also, I think the guide is missing tinkers asteroid outposts that have the same requirements as Space Stations.
PMBELL 15 May, 2018 @ 2:08pm 
Hi! Nice work.
Shipyards now have a 30% reduction in ship production costs (but not metal).
Serg_Don 11 May, 2018 @ 12:13pm 
hi all. What is the advantage of torpedoes over missiles?
crudesasquatch 21 Sep, 2017 @ 1:24pm 
No problemo. I use this guide a lot. It's top notch!
Now if only I could win a game on HARD...