First up, a bit of design philosophy:
FirepowerNow onto some warships...Your warships will ideally want as much firepower as you can get. Providing they satisfy the other concerns listed here, you should usually go for the most powerful weapon (for beam weapons the power is obvious, for missiles multiply the damage caused by the accuracy) you can get. Fast weapons research is the key to getting more firepower
Cost
The cost of warships can be measured in several ways. Firstly the resource cost which is pretty self-explanatory. The second thing is the mineral cost, most warships tend to use ironium for hulls and missiles, which usually makes it the limiting factor. Boranium is used a lot by beam weaponds and bombs and Germanium is used a lot in electronics. You should try to balance your usage of all three minerals to maximize effectiveness. Note that it may often make sense to make a lot of ships that aren't the most powerful individually, because their cost is lower and the total amount of firepower you can wield for a given amount of resources is greater.
Protection
A ship's base arrmour is it's first form of protection, this can be added to by additional armour and shields. After that you can add jammers and beam deflectors to defend against missiles and beams respectively. Try to balance the protection you give your ships to minimize costs and defend against your most likely opponents. Avoiding being hit is also a form of protection which we'll look at in the next few factors.
Initiative
Different weapons and hulls have different initiatives, the highest of which gets to fire first. To increase a ship's initiative, you can add extra computers. Getting the first shot can often be crucial, as if you can cause a lot of damage with it, you can often avoid taking much yourself. However, many players will deliberately opt to lose the initiative war if they can protect their ships well enough in other ways and use the slots freed for other purposes.
Range
The range of weapons is very important. For example range zero weapons cause a lot of damage but need to be delivered by a warship in the same battle square as it's target which makes them nearly useless. On the other hand long ranged weapons, espeically missiles but also range 3 beams can be very useful as they can step away from opponents with shorter ranged weapons. To make the shorter ranged beam weapons effective they need to be mounted on very fast ships which brings us to...
Battle Speed
A high battle speed gives several advantages. The first of which is the ability to close down fleeing opponents quickly. A secondary one is that it allows fast ships with greater range to step back from their opponents getting several free shots in before they can fire back. This happens regardless of the relative initiatives of the ships.
Weight
Reducing weight has two advantages. Firstly, it increases the distance a ship can travel between stars on a given amount of fuel. Secondly, lighter ships move after heavier ones on the battle board, so if they have longer ranged weapons they can step back. This makes range 0 weapons rather limited, as opponents can usually design a lighter ship with a longer range to use this tactic against them. It also can be used against other short ranged (e.g. range 1 or 2 beams) to a limited extent as well.
Warp Speed
A high warp speed allows your ships to cross space quickly. In the early game you should aim for warp 8 or 9 and in the late game all your warships (except perhaps bombers and chaff) should be warp 10 capable.
Fuel
The final, but by no means least, factor. Your warships will be limited by the amount of fuel they can carry. This can be offset by using super fuel transports in the late game, but your early ships should aim for decent energy efficiency (scoops and the fuel mizer can be very handy) and possibly carry fuel tanks as well.
Obsolesence
There's no such thing as an "ultimate" ship in Stars! For any design you come up with there's always something better around the corner that it's bound to bump into sooner or later as technology advances, and even at the end Nubians are so flexibles as hulls that any design can be countered by another. So, it makes sense to build your warships immediately just before you need to use them, so your resources can go into improving planets and research more effectively.
The BE2C
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This is an early scout/warship. It's pretty useless for serious combat as the low armour will mean that it can be taken out with a single hit, and the low initiative means that even with swarming it'll be hard for it to take out any sort of seriously defended ship or base. Consequently I don't usually build them, especially when playing against human opponents. Still, it can worry the occasional scout and freighter and is quite useful against some of the AIs, particularly the Macinti who will often leave their starter colonies undefended.
Design options:
- If you don't have IFE and the Fuel Mizer engine, just put the best you can get on it. If you do, there's no engine that offers the same price/performance until really late in the game, so stick with it.
- Swapping the X-Ray laser for an Alpha or Beta torpedo will allow you to keep a safe distance from enemy ships whilst still attacking them. The downside is that this will make your ship a lot heavier cutting the range considerably. Alpha torpedoes also take ages to kill anything.
- JOAT: Leave off the scanner, as the intrinsic scanning of the hull will be more than enough.
- WM: Swap the X-Ray laser for a Yakimora for a bit of extra sting.
The Sopwith Pup
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This is typically the first warship I'd build in a game.It's main purpose isn't for combat though, as it makes an excellent tanker for boosting the speed of colony fleets. The two X-Ray lasers are added to make it a capable escort that can chase off most other early warships providing they don't have too much of an advantage in numbers. Large numbers of these ships can be built in the early game for that dual purpose, and despite the light armament, they can be effiective when swarming against freighters or starbases. They're generally too slow to make an effective interceptor though.
Design Options:
- Without IFE, you'll just need to use the best engine you have available. A quick sprint in Prop research to 5 or 7 will get you the DLL7 or the AD8 and be a good investment.
- Swap one of the fuel tanks for a scanner. This will make it a better border skirmisher unless you're a JOAT and the hull already has intrinsic scanning.
- Swap the fuel tank in the general purpose slot for a shield to soak up damage.
- Swapping the fuel tank in the mech slot for a manouvering jet and the fuel mizer engine for a DLL7 or better engine will improve the battle speed but make it a much less effective tanker.
- A Battle Computer in the Elect slot will give you first shot against enemy ships of similar design, for a little extra expense.
- Adding armour isn't such a good idea as that will probably slow the battle speed and make the ship use more fuel, as well as upping the price.
- IS: The mini gun at Weap 5 is a much better weapon than the X-Ray due to its superior range and initiative.
- WM: The battlespeed bonus of your race and the ability to arm it with Yakimoras right from the off can make this a useful warship right from the off.
The Sopwith Camel
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This ship goes for a missile approach rather than using beam weapons. There are numerous disadvantages to this at this stage of the game:
1. Missiles cost more in ironium than equivalent beam weapons.On the other hand, the missiles do have the advantage of range. So, if a missile ship can move faster than a beamer, they'll manage to avoid being hit. Missiles can also directly attack the armour of a ship, even if it's shielded whereas beams have to take the shields down first.
2. Missiles are less poweful.
3. Missiles are heavier, so ships will be slower and use more fuel.Design options:
- If you fancy doing a bit of biotech research, consider going for the Carbonic or Organic armour.
- Since ironium is usually in short supply in the early game and better invested in privateers than warships, you should consider skipping armour entirely, as the base armour of the Destroyer is much better than the scout. So this is adequate for a reasonable amount of combat.
- Swapping the shield for a third Beta torpedo or a second Battle Computer will give you extra firepower. However your ships will receive damage straight to their armour.
- Swapping the manouvering jet for a Fuel Mizer for an Alpha 8 or other conventional engine will give improved battle speed.
- The Delta Torpedo needs an extra five weapons tech levels, but offers much greater firepower and accuracy.
Sopwith Snipe
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This is a return to beam ship design. The Phaser Bazooka offers much more firepower than the Beta Torpedo, so is generally a better weapon. However, the range is only two, so you need to make it as fast as possible so as to close the gap quickly. To this end, I've dispensed with the armour and fitted a better engine in the Alpha Drive 8. The addition of an energy capacitor also boosts the firepower by 10%.
Design Options:
- If you can get Elec 4 and Energy 7 then go for the Energy Capacitor. Otherwise it's probably best to leave the electrical slot blank. Failing that you could put a Battle Computer on, to give you the first shot, but with ships like this it's usually numbers that's far more critical, so it's better to spend the resources on extra ships.
- The Colloidal Phaser is two techs higher than the Phaser Bazooka but offers better range.
- Trading the Shield for an extra Phaser or Capacitor will increase firepower but the ship will take damage straight to armour as a result.
Chaff
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This is a sacrificial ship designed to soak up missile hits freeing your more expensive warships from attack. Chaff works because of two features of the game. The first being that a missile can only kill one ship, so to kill a thousand ships, you'd need to fire a thousand missiles. Considering that a battleship can carry at most 20 missiles, it'd take one a fifty turns to wipe out a fleet of a thousand ships. The second thing is that the targetting system used in batttles will often go for small lightly armed ships first, leaving large heavilty armed ships until last. So, this would mean that while the aforementioned Battleship was wasting its time wiping out the cheap and inneffectual Chaff, an enemy Battleship would be able to close and destroy it without so much as picking up a scratch.
To use chaff effectively, you'll need extremely large numbers as battleships rarely fight alone. A useful rule of thumb is that one for each missile in the enemy fleet will give your own fleet one extra round of protection. Chaff is useless against beam weapons as they can stream from target to target. Generally the best method of countering chaff is to include beamer equippeed warships in your battle fleet. Given sufficient firepower they can dispose of all the Chaff in a single turn, freeing the missile ships to target the more important enemy ships.
Since Chaff only has a QJ5 engine, you'll need to move it around by gating or use a tanker or other large ship with a decent engine. Fleets of Battleships or Nubians usually have a lot of spare fuel, so they can drag their chaff along with them without much penalty. Watch out for overloaded engines at warp 10 and try to avoid rushing chaff through minefields as chaff is extremely vulnerable in them and you can quite easily lose an entire fleet that way.
Design options:
- At lower tech levels the Scout hull and blue laser can be cheaper than the Frigate/X-ray combination, but the latter generally improves towards the end of the game due to miniaturisation.
- IFE races: Replacing the QJ5 engine with a fuel mizer will make it capable of autonomous action.
- IS: Swapping the X-Ray for a Minigun will turn the ship into a useful minesweeper, particularly if you also have the FM engine. This combination makes for much less cost-effective chaff though.
The SE5a
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This is an example of a "horde" ship. The idea is to produce vast numbers of these ships early in the game and swamp the opposition with them before they can field superior ships in enough numbers. Sending large numbers of these ships at enemy starbases and fleets before they have time to prepare themselves can cause utter havoc. They do have a short window of opportunity to do their damage though, as they effectively become obsolete once the enemy can build more cost effective ships with superior tech. e.g. Jihad Cruisers.
Design options:
- IFE: The fuel mizer is useful for zipping around at warp nine, but it's low battlespeed makes it less than desireable on a warship.
- NRSE: Engines start to get expensive after the Alpha 8. So to keep costs down, don't put anything better on than that.
- CE: You get the engines at half price so they're cheaper still.
- IS: Go for Croby Sharmor in the shield slot. This gives a combination of shield and armour that makes up for the low base armour of the Frigate
- SS: Go for the Shadow Shield and perhaps add Chameleon scanners to make a highly cloaked ship for surprise attacks deep in enemy territory.
The Hurricane
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This is a basic Guided Missile Cruiser design. The idea of this ship is to use the firepower of the Jihad Missile which is much greater than any other weapon available at the time. However, since the Jihad is a rather innacurate weapon, it requires the Cruiser hull's extra electronic slots as it's not usually worth placing on a Destroyer or Frigate where the number of slots for Battle Computers is very limited.
Design options:
- Some people go for Delta Torpedoes rather than Jihads as they're available a fair bit sooner being two tech levels lower, however since they're not much cheaper and give a lot less bang per buck in terms of firepower, it's probably better to hold out for the Jihad.
- Bear shields at Energy 10 give a lot more protection. Can be a good choice for PP or AR races.
- The Battle Super Computer is better than the ordinary Battle Computer. However at Elec 11 it's rarely going to be avaiable at this stage in the game.
- If you don't have NRSE, the better ramscoops make for more efficient engines. Note that the fuel mizer which serves so well at lower tech is not very useful on a cruiser because of the low battlespeed and fuel requirements.
- Swapping some of the shields for armour is generally not such a good idea. Not only does armour cost a lot and weigh down your ship, ships without shields get double the damage from Capital Ship Missiles like the Jihad. So you generally want as many shields as you can get. The good base armour on the cruiser helps a bit here too.
- SS: Shadow sheilds in place of Bear Shields will add to the cloaking value of the ship at the cost of some of their defence.
- WM: Since the Battle Cruiser is a much better hull and available only one tech later, you're probably best off skipping Cruisers entirely.
The Spitfire
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This is a typical Beamer warship complimentary to the Hurricane. The ideal for which is high battlespeed so as to close down the slower but longer ranged missile ships easily. This design is particularly optimised for the task of sweeping minefields as well with the four Gatling Guns.
Design options:
- The Gatling Gun is a tech level higher, has a slightly shorter range and is a bit more expensive, but does a bit more damage and is excellent for minesweeping.
- The Pulsed Sapper damages only shields but is very effective. However it can't sweep mines or damage armour, so if you want to use it, make sure you've other weapons in the fleet.
- The Mini blaster does a lot less damage, but has only got a range of 1 so to design a ship around it you need to be sure you're faster than the opposition to be able to get in range.
- The Bludgeon and Blackjack have similar problems. They key to using them is to get your ship faster and lighter than the opposition otherwise they will simply dodge.
- The Mark IV blaster is a better option but at Weapons 14, you're likely to be fielding Battleships before it is available.
- Trading a shield for an extra manoevering jet or vice versa may or may not be a good idea depending on the range of the weapons you end up selecting.
- Overthrusters are obviously better than the manoevering jets, but at Prop 12 may not be available until a while after Cruiser tech.
- NRSE: This is where the Interspace-10 engine comes into its own, giving a battlespeed advantage allowing you to use an extra shield in place of a Manoevering jet.
- WM: Since the Battle Cruiser is a much better hull and available only one tech later, you're probably best of skipping Cruisers entirely.
The Hunter
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This is a typical first battleship. The idea is to give a high intitiative and accuracy with the four Battle Super Computers and do vast amounts of damage with the 16 Jihad missiles.
Design options:
- The above design makes use of engines, electronics and shields that should be available at first when Battleship tech is available at Const 13. Going for their higher tech equivalents where available will obviously make better warships. Since Battleships are probably the best warship hulls you'll have until the Nubian is available (the exception is WM Dreadnaughts) you should periodically renew the design whenever new tech is available, especially in the case of weapons. Try not to make too many changes though, as you can rapidly fill up your design slots if not careful.
- When you first arrive at Battleship tech, the best armour in terms of protection is Neutronium.However, it's expensive both in Ironium and Resources. Organic Armour is better in terms of protection/resources and also uses none of your by now probably rather scarce Ironium.
- At higher tech levels Valanium and ultimately Superlatinum armour become the armours of choice.
- The Mystery trader armour Mega Poly Shell is definitely worth considering because of the extra shielding, cloaking and jamming it gives.
- Leaving the armour slot blank isn't necessarily a bad idea if you can rely upon your shields to stop beams and/or chaff to soak up missile attacks, as this will allow you to field extra ships.
- Similarly, you can replace the Jammers with other electronics if you're sure you've got enough chaff to stop missile attacks.
- Going for more Battle Super Computers or better still the Battle Nexus will allow you to maximise initiative and fire first.
- Swapping the lone Battle Super Computer in the GP slot for a jammer will give the enemy the first shot but offer extra proection. A fleet with better jamming will generally still beat one with better initiative and targetting, providing that the fleet can survive the first shot without too much damage.
The Swift
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This is rather like the Hunter, except it's a Beamer ship. Like with the Beamer Cruisers, the idea is to get in close quickly and blast away, although there's a few extra toys to play with on a Battleship. One of these is the Jammers which can very effectively reduce the accuracy of torpedoes. Another is the sappers which reduce shields rapidly although have no effect on armour and can't sweep minefields.
Design options:
- See the notes on Hunter for the discussion of armour.
- Additionally, leaving armour off the hull will make the ship easily gateable.
- See the notes on the Spitfire for the discussion of range 0 and range 1 beam weapons.
- Trading some of the Jammers for Energy Capacitors will increase your firepower at the cost of some protection. This might be worth it if you can count on your Chaff to hold off enemy missile attacks.
The Phantom
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This is a higher tech version of the Hunter. As you can see the components are nearly equivalent, but each has been replaced by a higher tech version.
Design Options:
- Pretty much like with the Hunter you can play around with the numbers of Jammers and Computers depending on how much Chaff you have and whether your opponents is fielding Beamers or Missile ships.
- Omega Torpedoes are more accurate and have a higher initiative than Armageddon Missiles, but cause less damage and are two techs higher. However, they are not capital ship missiles, so they don't do double damage against unshielded targets. Generally they represent the better choice against heavily jammed targets which will offset the accuracy gained by the computers.
The Lightning
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This is basically a high tech version of the Swift.
Design Options:
- Like with the Swift you can mix and match with jammers and capacitors depending on your opponents and Chaff.
- Adding extra armour will protect the ship more but if the weight goes about 560kT it will also slow it down.
- The Anti Matter Pulverisor is a more powerful weapon than the Mega Disruptor, but has only range 2. You'll need Weapons 26 for this though.
- The Trans Star 10 and Galaxy Scoop Engines give no great improvement in performance over the Trans Galactic Mizer Scoop but they will both make your ships lighter and consequently move last in combat.
The Tornado
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The Nubian is the ultimate warship in Stars. No other ship is as capable with the possible exception of the Warmonger Dreadnaught which certainly isn't as flexible. Since there are a myriad of possible Nubian designs, all of which can be counterdesigned, I'll concentrate on just one here and you can use it as a starting point for your own designs.
The Tornado is a Beamer Nubian designed to fight against other Beamer Nubians. The battle speed of 2.5 given by the IS-10 engines and the 3 manoevering jets will allow it to close the gap quickly and while the Synchro Sappers can take down shields quickly, they'll be assisted by the Anti Matter Pulverisers which will then hopefully start eating into enemy armour. The three banks of capacitors can more than double the firepower of the ship. The Jammers will help protect this ship against missile armed opponents, and the two banks of beam deflectors will reduce enemy beam power to about a half which hopefully won't be enough to overwhelm the two banks of shields. In the event of this happening, the high base armour of the Nubian hull will come into play. Ideally though, this ship will be deployed in huge stacks so that with the overlapping shields, the hull will never pick up a scratch. The design is also easily gateable, so can get to the front line quickly in numbers. It also uses roughly equivalent amounts of all minerals, so with careful management you shouldn't have any horrendous shortages.
This ship can easily be counterdesigned by a determined opponent, as the jammers will be useless if they only field beamers, and the deflectors useless against missile ships. Although the latter can also be held at bay by chaff.
Design options:
- Since you can put just about anything in any slot, the Nubian is very flexible.
- Replacing some of the Beam Deflectors with Jammers will help fend off missile ships.
- Replacing some of the Beam Deflectors with Battle Nexi will give you the first shot. You can also stack up so many of them that you can beat any Battleship or Dreadnaught design in the initiative war.
- Replacing the capacitors with Battle Nexi and the beams with Omega Torpedoes or Armageddon Missiles will give you a useful missile ship.
- Cloaks can replace some Beam Deflectors/Jammers for ships to operate behind enemy lines.
- Superlatinum can be added to boost the base armour of a ship. However, in practice the base armour of a Nubian is high enough to shrug off the odd casual hit and in most cases the battle will be decided with the winner barely getting scratched
- Replacing the engine with the Mystery Trader part, the Enigma Pulsar will boost the battle speed, as it has a free manoevering jet.
- The Regenerating Shields LRT works extremely well with Nubians, since you won't usually bother with any extra armour.
- The Bleeding Edge Technology LRT is a bad idea with Nubians as not only will the cost twice the price as a result, so will Anti Matter Pulverisors and Omega Torpedoes.
The Mosquito
This design has numerous advantage:
The downsides are:
- Low tech. With the only difficult requirement being weapons 14 for the cherry bomb, which shouldn't be a problem for most races.
- Very light and hence easily gateable.
- Very cheap to build miniaturising well due to the low tech, so can be built in huge numbers.
- Provided you follow the philosophy through to the end, it never becomes obsolete as there are no better/cheaper components than the above.
Design options:
- It's extremely vulnerable with only the 50dp which will mean that it gets taken out by a single mine hit.
- It uses a lot of fuel at high warp and can only carry a very limited supply, although the fuel mizer allows it to limp along at warp 4 indefinitely at a pinch.
- The cherry bomb is inefficient at destroying population/defences compared to the smart bomb/LBU combination.
- Limited to warp 9 as the Fuel Mizer engine means it will take losses overloading at warp 10.
- Use lower tech bombs, especially useful if you're going for a horde strategy.
- Use a warp 10 engine. Not very cost effective though.
- Use two different bombers carrying smart and LBU type bombs. Uses an extra design slot and you may have problems with obsolete designs.
The Wellinton
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This is a bit better protected than the Mosquito, although not by enough to withstand a mine hit, alas. It can also travel at warp 10, but that makes it less cost effective in engine terms than the mini bomber design. It's also large enough to have problems fitting through stargates. The different types of bomb make it more effective than just having cherry bombs, although you have the added worry of obsolesence due to better bombs being avaiable at high levels of biotech and electronics which aren't normally fields you'd exhaust quickly. In summary, this design falls between the stools of the Mini Bomber and B52 and is rarely as effective as either.
Design options:
- Use less bombs to make it more gateable. (The MT item hush-a-boom helps a lot here.)
- Replace the fuel tank with a cloak to hide the ship.
- Replace the fuel tank with the MT multi cargo pod so you can withstand mine hits!
- Replace the IS-10 with the Fuel Mizer to cut costs a bit, losing warp 10 ability.
The Lancaster
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The B52 is the true heavyweight bomber of Stars! so don't even think about letting it near a stargate with a full bomb load on board. Still it's the only one of the standard bombers that can survive a mine hit intact, indeed with good shields and withotu ramscoop engines it can take a few of them.
Design options:
- The Hush-a-Boom makes for a gateable bomber if you can get it.
- Replacing the fuel tanks with cloaks can be useful for sneak attacks.
- A number of MT parts can also be very useful including the langston shell and the multi cargo pod.