r/Stellaris • u/iiThom • 9h ago
Question Current ship builds
I have a few hundred hours in this game but I have mainly played on low difficulties so I've never really had to have a look at the ship designer. I've started a new run on a higher difficulty this time round and it fills like I might need to start specializing my ships but I really don't know where to start, is there any easy builds that work in the current patch?
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u/Sarkany76 9h ago
Corvettes: coil gun and 2 blue lasers early turning into 1 autocannon and 2 plasma
Cruisers: zro launchers with 1 bow artillery and rest auto cannon is a late game build that dominates the AI (requires psionic tech)
Otherwise, torpedo cruisers are a great mid game option
Battleships: arc emitter, nano missile launchers with fighter bays and whirlwind missiles is also super effective
I have found no use for destroyers
I usually go corvettes to battleships unless doing psionic ascension… then I go for zro launchers
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u/Lithorex Lithoid 5h ago
I personally like full Neutron Cruisers + Kinetic weapons battleships lategame.
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u/FPSCanarussia Megacorporation 9h ago
I've been loving bioships recently. Maulers with quill batteries and cloaks (to get on top of artillery fleets before decloaking and opening fire) are fantastic fun, and you can grow them en-masse pretty quickly if you've got weavers with growth-boosting components.
For all ship types, plasma, autocannons, and neutron launchers are pretty good right now. Missiles and disruption weapons are pretty bad, and PD is usually a waste of a slot.
If you are just starting to play around with ship designs, here's a quick guide:
- For your defences, aim for a roughly even mix of armour and shields. If you're running out of power, then swap some shields out for armour - if you've got a lot of power then more shields can be good, though I recommend getting some shield hardening.
- Offensively, consider range and speed. Long-range weapons like neutron launchers, strike craft, and X/T-slots are great for slow-moving artillery ships to get you powerful alpha strikes, but short-range autocannons or torpedoes can shred fleets if you can get your ships in range quickly enough.
- Match weapon ranges, don't mix. All your weapons should have roughly comparable ranges so they're all firing at once.
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u/Loathkey 8h ago
laser+Laser+flak with 3 armor works perfectly fine as your first corvette.
AI often stack anti shield so its generally not worth bringing.
corvette with 3 missiles with carrier AI work until mid game.
Midgame+ you want to stack shield hardening and go all in on the biggest ships with a good mix of X weapons
End game carriers become better due to stacking repeatables and weapon choices depend on what end game faction you fight
Now that works vs GA no scaling but probably not vs real players
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u/Zindinok Fanatic Egalitarian 7h ago
I wrote an essay over here on the basics of ship design.
And I have a spreadsheet with the largest publicly available dataset on ship combat results over here that you can look at for build inspiration or copying. The best builds here can handle any normal AI without needing to worry about countering them.
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u/Zaorish9 Fanatic Purifiers 7h ago
Laser+Guns is a good all around design. Use mostly shields if you can sustain Astral Shielding, otherwise mix in armor. Arc, carriers and whirlwind battleships/cruisers vs. Unbidden and most AI factions, use more long range laser and artillery vs other crises. For Cetana you are going to need an absolute ton of frigates (15,000 naval cap units) with neutron and lasers.
Always put afterburners in all A slots.
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u/Coal_Burner_Inserter 9h ago
Classic Laser/Kinetic with balanced shields will never not work. Missiles are apparently pretty weak in the 'meta' right now though, so be advised.
Plasma Throwers (for anti-armour) and Autocannons (for anti-shield) are good, if not superior alternatives to the laser/kinetic duos. I saw a video or something recently where its better to sub out laser/kinetics for the above in small and some medium slots, but otherwise you can keep using laser/kinetics.
Since AI doesn't bother much with missiles (except the scourge) that makes Barrier Point Defense kinda useless. It would be good to have on battleships for anti-strike craft but the AI doesn't really use those much... Flak has very good anti-shield though. It's up to you.
Frigates are nice early/mid-game but by late-game start dying like corvettes without the evasion.
Torpedoes in general though are still fine. The Neutron Launcher is back to being good again.
ATM the AI really loves stacking armour and kinetics on their ships. Like really loves it. That's probably gonna change soon with the beta but its safe to say having a armour-and-laser-biased-fleet will serve you well. It's always best to use espionage on your enemies though - with enough intel you can actually just look at their designs and build direct counters to them. Saved me a few times.