The Power Of The Navy in Stellaris.

stellaris 6 - The Power Of The Navy in Stellaris.

First, let's start from where we know from the previous deductions.

We know approximately is the size of Stellaris ships, at least the conventional ships and the in-game size of both the colossus and the juggernaut.

We know how much mass is inside one gaming start corvette, and thus the mass of its components.

So, lets remember what we are talking about.

1 Corvette=8194 Megatons

1 Damage/HP= 18 Petatons (for shields, hull and armor)

1 Speed= 39.062,5 Km/H (taken from the speed of the corvettes)

1 Power Generation=1,2×10^18 MJ/tick or 1,3×10^14 MW/s

Basic Computer´s FLOPs: 4,38x 10^34 Flops/s. (Stipulated from the efficiency and energy consumption of our most powerful supercomputers today, or ancient technology in 2200)

A Look Into Naval Capacity.

Before we talk about the ships, let's talk about naval capacity, what is this? A gameplay constraint only? Or is there anything else that we can take from it?

We know that building anchorages adds the naval capacity.

We know that the naval logistics office increases the naval capacity of each anchorage.

We know that strongholds increase the naval capacity.

We know traditions increase the empire-wide naval capacity in %

We know diplomatic stances increase the global naval capacity in %

We know that ambitions increase the global naval capacity in %

What we can take from this?

Lets see from the planet side, to starbase, to administration.

Each soldier generates +3 Defense armies and +4 Naval Capacity

From the description of the Soldier Job we can see that it is implied that part of the pop is put to work in the Navy Operations.

The anchorage description can tell us that those buildings offer the practical infrastructure to increase the naval capacity, and the naval logistical office increases the capacity +2 for each anchorage.

So, we know that the hard numbers for Naval Capacity comes from both working forces dedicated to the navy and infrastructure, that means modules are probably also occupied with workers, how many of them? Is hard to tell, but if they are in the same propotions as the generated by the strongholds, that would be 51,7 million per 1+ Naval capacity, but, the level of machinery that can be used outside a planetary gravity well can increase the work that each person can do, so, it probably a few %s of that value, so your guess is as good as mine

The global effects can be explained by efficiency, and governmental focus, governments that need a strong navy would be better at maintaining a navy than nations that are starting to explore their naval capacity, a focus in expanding their navy in detriment of other areas (cooperative diplomacy and trade for exemple) therefore, more work would be put into appointing more competent personal and insentivating efficiency.

So, Naval Capacity isn´t just a gameplay constraint, it is delivered from the workforce allocated to naval bureaucracy, the available infrastructure and the efficiency of this bureaucracy.

Sub-light speeds and distances.

Another thing, about the max speed, the only way that we have to calculate the speeds of the ships is the interplanetary travel around the solar system.

We know that the interplanetary display of the solar system is also out of scale and proportion in several aspects.

But what we know is that the center of mass of the Sol System in Stellaris is close to the same place as the center of mass of our solar system.

Thus the distance that the Sol (stellaris) is from the distance of the center of mass in our Solar System is insignificant to the point that we can call it the same.

So, we know that where the Sun is in Stellaris is about the same place that our Sun must be.

The best thing that we could do is assuming that the distance between the Sun and the other bodies represented in game are the same of their IRL counterpart.

We know that at least Earth's distance is equal to what IRL Earth should be, we know that because if one builds a Ring World in the Solar System, the circumference of it will be close to the circumference of Earth's orbit (around 1×10^9 Km).

A corvette can go from the Sun (assuming a circular orbit of 0,3 AU) to Earth and Earth to the Sun in around 14 days, giving us a speed of 312.500 Km/H, but the same ship, centered around the Sun, can go to Pluto and from Pluto to the Sun in 40 days, 40 days traveling at 312.500 will put you 2 AU from the Sun, further than Mars, but not even near Pluto.

We know that the distances from the Sun to those objects should match the IRL distances, so, what is off?

Acceleration and the Speed of those ships.

A ship can accelerate in its course, with longer distances, more time for acceleration without killing the crew, thus, faster travel.

We don´t have any markings beyond the Kuiper Belt that we can use, thus, we have to assume the max measurable speed is one from traveling from the Sun to one of those Kuiper Belt objects, i´m chosing Pluto for this one, and using that to assume what is the max speed that one unit of speed generates.

The Crew Of The Vessels

About the crew of the vessels, how I´m figuring out the size of the crew?

I´m using 2 numbers to define the of crew: first, assuming 1 corvette crew per naval capacity that one ship needs, so, if it needs 2 NC points, it will have 2x the corvette crew, if it needs 4 NC points, it would have 4x the corvette crew, etc and etc, the second is going to use actual ships that should be the IRL counterparts (destroyers, cruisers, battleships) and soo and divide by 100, why? Automation, even the basic computers of the ships are powerfull enogth that would be possible micromanage the ship, but because we know that they have actual living crew in the UNE, we have to count them on.

About the energy, we can find out the energy in Joules, but that doesn't give much in the details, like, let's say that a reactor produces 10^12 Joules of energy, it could produce this amount per year, per day or per second, and in each time frame, the potency of the reactor would be different.

So we need to know how much energy per time a reactor produces to be something more useful.

How can we figure out the time that takes the Ships in stellaris to produce an amount of energy? The shields may be the answer.

See, the shields need a constant supply of energy to create that bubble of protected space, and considering the speeds that such vessel is traveling around, its safe to bet that the shields are consuming energy in the smallest unit of time available in stellaris, 1 tick, or 2 hours and 24 minutes, or 8640 seconds

That all means that, translated to Watts (Joules per second) we arrive at 1,3×10^14 MW/s

TL;DR: Research and Traditions at 0,25x

Ship Class (tier 1 techCorvetteDestroyerCruiserBattleshipTitan
Total HP (In exatons of tnt)8.119.850.486.4244.8
Length (In-game)14 km 8,6 Miles22,1 km 13,7 miles34 Km (21,1 miles)57,12 km (35,8 miles)78,2 Km (48,1 miles)
Power9,75×1015 MW/s1,82×1016 MW/s3,64×1016 MW/s7,15×1016 MW/s1,43×1017 MW/s
Speed6.250.000 Km/H5.468.750 Km/H4.687.500 Km/H3.906.250 Km/H3.906.250 Km/H
Mass (gigatons8,215,833,560145
Damage (Exatons of TNT)0,32-0,860,75-2,011,62- 4,323,51-9,1823,4-58,7
Crew (In Millions)4,388,76–9,3417,52–25,0335,04 – 30370,08-606

Keep reading if you want to know more.

Lets See The Prides Of The Navy.

Inicialy, I'm counting those ships with tier 1 components (preferable from gaming start technologies)

The corvette was already covered in other posts, so let 's start from the second tier of ships, the Destroyer.

Total Health=1100 (base hull without tech =800,100 from armor and 200 from the shields) 19.8 Exatons of TNT of resistance in total.

Length=22,1 km (13,7 miles)

Power Generation= 140 (1,8×10^16 MW/s)

Speed= 140 (5.468.750 Km/h )

Mass= 15,8 Gigatons.

Damage= 756-2016 Petatons of TNT of firepower in total. (2 M red lasers, 2 S red lasers)

Crew= 8,76 – 9,34 Million souls (lower value from 2x the corvette´s crew, higher value coming from the projection from the Arleigh Burke-class Destroyers)

The Destroyers are one of the ships that have its place, especially with point defense platforms to defend the future battleship/carriers

Our lovely destroyers is rushing into battle with 22,1 Km of length and around 3,5 Km in height and 2km wide let's say ¾ of the floor space is dedicated to the machinery, life support and cargo holdings of the ship and the rest are used to the crew, using 2,5 m per deck, that would give our crew about m2 for our crew, a bit less the size of the metropolitan area of Tokio.

Whole cities could exist in and across decks and with some ‘’buildings’’ occupying several decks of high inside the destroyer, and it is possible that one voidman (seaman but in the void) will never see most of the other personnel in his life.

The average density would be 704 Voidsmen per km2, or 8,7 times less people per km2 than modern-day Tokio (6,158 Hab/Km2).

But, to defend such structure from boarding parties, probably most of the decks would be divided into inner and outer decks, with most of the machinery in the outer decks to give less points where the enemy could breach into the ship proper (crew) and even if by intel or luck they manage to breach into one of your lovely maintenance corridor, would be much easier to surround them and kill the unwelcome guests than if they have access to the crew's quarters.

So, moving from Destroyerville and going to Cruiser Town.

Lets cover the basics, shall we.

Total Health= 2.800 (1800 from Hull, 625 from Shields 375 and from Armor) or

50,4 Exatons of resistance, quite the jump from the Destroyer.

Length= 34 Km (21,1 miles)

Power Generation= 280 (3,64×10^16 MW/s)

Speed= 120 (5.468.750 Km/h )

Mass= 33,54 Gigatons.

Damage= 1,62- 4,32 Exatons of TNT (6 M red lasers)

Crew= 17,52– 25,03 Million Souls

The early carriers, most of the time those ships are going to be put aside when the heavier vessels move along, the only thing that is special about the cruisers is that they can actually be used as the equivalent of escort carriers.

5,7 Km wide and 4,6 km tall, using the ¾ disposition to machinery, our crew have m2 all for itself.

That said, if one particular cruiser´s crew came all from, lets say, Serbia, they would have an area actually larger than their homeland and also, the entire population of Serbia could fit inside this cruiser and it would have less than half the personal required, but hey, this UNS Serbia-class cruiser would be really, really, really strong as it is.

Now the big boy, the ships of the line, (more ships of the wall like what we see in the trailer) the Battleships/Strikecraft carriers.

57,12 km in length.

HP=4.800 (3000 Hull, 1500 Shield, 300 Armor) or around of 86,4 Exatons of TNT in resistance.

Power Generation=550 or 7,15×10^16 MW/s

Mass=60 gigatons.

Speed= 80, or 3.125.000 Km/h

Damage=3,51-9,18 Exatons of TNT

Crew=35,04 – 303 million ( lowest estimative = 8x corvette ship, higher is used the Nimitz-class aircraft carrier stats to scale up)

Yes, for some reason the battleship calcs get wild pretty fast, more than an order of magnitude here, but the battleship having more than 10x the crew is something that we can see today.

Take the Ticonderoga-class cruiser, 173 meters in length and crew by 330.

Nimitz-class 317 meters, around 2x longer, its crew by 6012, including the airwing, with a crew of around 18 times more crew to a vessel 2x larger in comparison.

Still using our 25% of the total land area to the crew, we have a internal area of 366.025.000.000 m2, which is larger than Germany.

But even them, it would can 828 souls per square km2, still, almost 5 times less densely populated than Berlin (3944 Hab/Km2)

This UNS Deutschland-Class Battleship travels for days until it can see its target, the order is given and the ship turns its full might upon our Moon.

In a single salvo, the might of such a vessel would be enough to crack the moon open and turn the white glow of the full moon into a reddish menacing light of the unleashed hell.

But with the energy of two average salvos, It could blow up the Moon entirely, and remember, our UNS Deutschland-Class Battleship can resist up to 14 average salvos from itself.

We still have one more step before we go to the colossal ships, the titans.

A titan doesn't have any IRL counterpart really, it’s a super battleship/flagship that can boost the capabilities of allied ships or debuff the enemies fleet´s capabilities as well.

So, for the massive ships, we are going to use the battleship´s numbers as a base, at least for crew.

That said, row the stats

HP: (Hull:10 000 Armor: 2100 Shields: 1500) or 244,8 Exatons of TNT)

Speed: 100 or 3.906.250 Km/H

Length: 78,2 Km (48,1 miles)

Power: 1100 or 1,4×10^17 MW/s

Damage: 5180-10480 or 93,2-188,6 Exatons of TNT (6 Large Red Lasers and the Perdition Beam, of course)

Mass: 145,2 Gigatons

Crew: 70,08-606 million souls

The ship would have 734.371 Km2 of crew area, the calcs are accounting for the Perdition Beam, that is around the area of the state of Texas, and the population density is close to the Battleship as well, going around 825 Personal/Km2, still 4 times less dense than Dallas.

Even with a Perdition Beam, the UNS Texas-Class Titan still isn't promoted to planet buster, as Mercury, the smallest and most dense world in the Solar System, can take ups to 4 salvos of this UNS Texas-Class Titan before being destroyed, it can destroy Ganymede with ease, moon that is actually larger than Mercury mind you, but planets are in a league on their own.

So yes, the regular ships in stellaris are a high end-moon busters on their own, they can take a planet apart, but would need a fleet and sometime to crack open worlds like Earth, but they can be the end of the world for any civilization that is living on the surface.

Why don't we see this in-game? When ships bombard a world, even in Armageddon, we don't see such levels of devastation, so all of this must be wrong.

There is a solution my friend.

1st: Gameplay constraints: The same way that the medium size galaxy isn´t the size of our galaxy, the game needs to compress and ignore somethings to be actually playable, and accidentally blowing up a planet because you chose indiscriminate bombardment for one second, or 24 hours in-game time with your 30K fleet or a misfire from a space battle making your homeworld inhabitable for a few generations would make the game less playable, the same way that managing an interstellar empire would be much more boring than it is in-game if you have to manage everything realistically, like appointing ministers, budgets, popular demands, scandals etc etc.

2nd: We have in-game arts that reflects those levels of firepower and size of ships, (Raiding Fleet Destroyed event art for exemple), art isn't the most solid arguments because it can be put from either way for size and firepower, but its more one that it can be used to back it up.

3rd We can also see in-game references to worlds/moons that were blown up even before the Colossus where a thing with the precursors and destroyed worlds like Sister from Xenophile Fallen Empires, things that appear in-game to back the assumption that normal ships can actually take apart worlds.

The Colossal Ships.

Well, now we are talking about the big guys, the colossal ships: The Colossus and The Juggernaut.

Those ships are harder to quantify than the normal ships because one thing: those ships are shown in two very, very different proportions, the mammalian Colossus is something that is in planet-size, if we assume that green world being cracked as a Earth-size world, and when we see the descriptions it in-game mentions advancements in mega engineering.

a6rcoukadhz51 - The Power Of The Navy in Stellaris.

If that jungle world is the size of Earth, that thing would be larger than the moon.

It is more like a giant gun with proportions than an actual spaceship, and that giant gun can literally destroy any habitable world and most inhabitable worlds, be those of Earth's size, size 25 worlds, or even size 35 Deceptive Giants (you can see the size of any object in stellaris if you ad a terraforming candidate to it)

In lore, the Colossus can blow up planets much faster than in-game, with an world being destroyed with moments after being hit by the World Cracker, and takes 120 days from changing the weapon and cracking open a 9 size moon, (the size of Ganymede in game) And also can crack open 25 size worlds in 120 days.

There is something wrong here.

That could be a case similar to the speed measurements like (If you can crack a 25 size world in 120 days, you also could crack a 9 size moon in 120 days) so, if was just for that, we would have to accept it the way it is, the same way we accepted the speed the way it was showed to us.


There is another thing that showed that the cracking capabilities are heavily nerfed by gameplay constraints is the fact that it can't crack asteroids or meteors, It can't crack a gas giant, but a planet of the size of a gas giant (deceptive giant) it can, and a rocky planet size gas giant would be much more massive than an actual gas giant of the same size.

So, if we want to measure the World Cracker the same way we measure the other weapons without gameplay constraint, we will end up making a monster of Frankenstein made by in-game evidences and trailer that hopefully they don’t´contradict each other, remember, all those valuers and capabilities would be without gameplay constraints.


First, let's look up in the trailers.

The clearest image that we have showed the Alien colossus, that is a molluscoid world cracker by the way, by what we know in game, is that it starts to open its ‘’appendages’’ with 25% loading capacity (yes, I tested it) and when we see the ship loading it's cannon, it is in that state in 1:25, and its fires in 1:35, so, we can bet that all of this was happening in real time because of the context, that is around 13 seconds to load and 1 to blow it up, 14 seconds to go from livable to cracked, let's put 15 seconds just for the sake of the math.

It´s not only can blow up planets in 15 seconds in total, but it can do it so in combat situations.

There are other assumptions we must make to make something out of this.

The planet wasn't Earth but was sustaining human life (we can see the civilians getting outside without any type of protection) so, let's say that this particular world wasn't terraformed and was a Earth-like planet with Earth-like mass and density.

It takes 2,242×10^32 Joules of energy to crack Earth, if you need 13 seconds to power up, that reactor would need to have a power output of 1,72×10^25 MW/s.

Ten of those generators puts you automaticaly in a K2 Civilization status of energy production.

We know by looking at in-game, we know that the World cracker consumes 94% of the energy of the reactor, so, 1,72×10^25 MW/s is 94% of the output per second of that reactor.

Now, about tripulation.

That is really really, really tricky to say, because, if we are going with the dwarf Colossus from In-game, that would be 2x of the titan.

If we are looking at the true colossus, well, I think you can imagine the numbers by yourself, let's just say that is at least 140 million souls.

What more this Colossus could do? Could it crack Jupter?

To blow up Jupter, you would need 2.063×10^36 Joules of energy, or 4 orders of magnitude more energy than Earth.

So, if the colossus could charge up for 36 hours, yes, it could indeed crack Jupter in a single blast, but sincerely, I doubt it could, there isn't any indication that it could store 1000x more energy than it already does.

Well, lets see the stats.

Wait, what stats? Of the In-game ship or the ship that we see in the trailers? It´s a Trailer-size vessel with trailer capabilities with the in-game stats that don´t contradict it´s capabilities.

HP:31.800, (Hull Points 30000,Armor 900,Shield 900), around 572,4 Exatons of TNT in resistance , more than the gravitational binding energy of Mercury.

Size:78,71 Km (48.9 miles) in-game, several hundred to several thousands km in lore.

Speed: 81 or 3.164.062,5 KM/h

Mass: 10245 alloys, or 840,1 Gigatons of mass In-game, probably much more in trailer.

Energy: 1,77×10^25 MW/s in trailer.

Crew: At least 140 million In-game, probably going into a billion+ in trailer.

There is another thing that we must think if we are in a scenario without gameplay constraints, it still have 6% of the energy output free, even after considering the energy to move itself, so, it could have several Titan weapons slots as point-defense.

Another point, the only reason that you can't build more colossus is simple: Gameplay constraints, so it´ s possible that you wouldn't just have one, but as many as your naval capacity could support.

And a final point, the only reason that a colossus could not be fired into combat in-game would be because of its loading time, well, we see that those time-frames in lore are much smaller soo, it's possible that a colossus could fire it´s World Cracker against some citadel or even against enemy flagships, other weapons like Global Pacifier could be used to trap an enemy´s ship into a pocket of space, or using the Neutron Sweep, you could destroy their shields and their crew without damaging much the ships and gain an entire new fleet to salvage, you see why this is nerfed, aren't you?

Oh Boy, Yeah, It's Juggernaut Time.

The Juggernaut also have a large disparity in-game and in trailer, but, we don't see it acting in trailer, we don't see it shooting and stuff, the only thing that we see it is the size of the thing, in the trailer we can see the size difference between the titans and the Juggernaut.

that is a humanoid Titan, back there, is part of a Juggernaut.

I couldn't find a way to measure the size in the trailer, but we can clearly see that this thing dwarfs the Titan, the same way a Titan would dwarfs modern naval vessels

But there are another scene, we can see more clearly, some ships are surrounding the Juggernaut, and those back sides also look like the Humanoid Titan, we can't really say precisely the distance between the Titan and the Juggernaut, but yes, those things are in the realm of the Colossus, and without gameplay constraints, they wouldn't be building 2 ships at time, they should be able to house enough shipyards to be launching several battleship every day.

those are humanoid titans, another detail, what would be considered individual ligths in those ships are indeed several smaller ligths

We know that Stellaris civilizations can build in such scale, we know that they can apply mega engineering in civilian structures, and this is applying the same concept into military use.

Another thing that is a huge disparity in game, are the reactor of the ship, in game, it has the same power output as an Titan, in-game, the Juggernaut is still about twice the size.

If we are looking at hit points, the Juggernaut have 10x times more Hull Points than our Titans and in mass cost about 8 times but still moves in 80 of speed while the Titan moves at 100.

So, all the ways we can see, the stats of the juggernaut aren't compatible with the energy given.

The scale of power generation of the ships in Stellaris doubles from each class.

If we are applying the In-game pattern, the Juggernaut should be generating 2200 energy with a fission reactor, with a ZP reactor it would be around 6400 in energy, a bit more than half what a Colossus generate in-game with a ZP reactor, so, that would put the Juggernaut in the between of the Titan and the Colossus in-game in terms of power generation.

So, that is why i'm going to use it as 2200 power generation for the Juggernaut.

Right, so, lets row the stats.

106300 (100 000 Hull Points 5400 Armor 900 Shield) or 1,913 Zeta Tons of TNT in resistance (the energy required to blow up this ship is almost 2x the energy to blow up Mars)

Damage: 23,4-58,7 Exatons

Power: Estimated 2,8×10^17 MW/s

Speed 80: 3.125.000 Km/H

Mass: 218,7 Gigatons in game, in trailer possibly more.

Crew: At least 140 million In-game, probably going into a billion+ in trailer.

So, let's have a nice Table (everything using Tier 1 gaming start tech, except basic strike craft, Perdition Beam and particle lance)

Ship ClassCorvetteDestroyerCruiserBattleshipTitan
Total HP (In exatons of tnt)8.119.850.486.4244.8
Length (In-game)14 km 8,6 Miles22,1 km 13,7 miles34 Km (21,1 miles)57,12 km (35,8 miles)78,2 Km (48,1 miles
Power Generation9,75×1015 MW/s1,82×1016 MW/s3,64×1016 MW/s7,15×1016 MW/s1,43×1017 MW/s
Speed6.250.000 Km/H5.468.750 Km/H4.687.500 Km/H3.906.250 Km/H3.906.250 Km/H
Mass (gigatons)8,215,833,560145
Damage (Exatons of TNT)0,32-0,860,75-2,011,62- 4,323,51-9,1823,4-58,7
Crew (In Millions)4,388,76–9,3417,52–25,0335,04 – 30370,08-606

Well, those stats are based in tier 1 technologies, but we know that wouldn’t be the case, what would be the for the tech that the UNE could unlock (without the FE techs , End game crises tech or space fauna tech).

Ship ClassCorvetteDestroyerCruiserBattleshipTitan
Total HP (In exatons of tnt)13,23085147,9367,9
Length (In-game)14 km 8,6 Miles22,1 km 13,7 miles34 Km (21,1 miles)57,12 km (35,8 miles)78,2 Km (48,1 miles
Power Generation3,51×1016 MW/s5,59×1016 MW/s1,105×1017 MW/s2,041×1017 MW/s4,160×1017 MW/s
Speed10.976.562 Km/H10.664.062 Km/H9.140.625 Km/H7.617.187,Km/H9.179.687 Km/H (3x advanced boosters)
Mass (gigatons)19,726.169,7119,3228.4
Damage (Exatons of TNT)0,91-2,52-5,44,6-12,4230,2-88,9111-243,2
Crew (In Millions)4,388,76–9,3417,52–25,0335,04 – 30370,08-606

The Colossal Ships.

Ship Class (tier 1)JuggernautColossusJuggernaut (late game tech)
Total HP (In exatons of tnt)1913572,42129
Size (In-game)144,5 km (89.7 miles)78,71 Km (48.9 miles144,5 km (89.7 miles)
Power Generation2,86×1017 MW/s1,3×1018 MW/s (In game) 1,77×1025 MW/s (in-lore)8,32×1017 MW/s
Speed3.125.000 Km/H3.125.000 Km/H5.546.875 Km/H
Mass (gigatons)218,7840,1348,5
Damage (Exatons of TNT)23,4-58,7Only applicable against planets34,1-86,25
Crew (In Millions)140 at least140 at least140 at least

The Smaller Ships.

Stellais have a lot of smaller ships that simply don´t show up, those would probably be the smaller variaty of tens to hundreds of meters across of military, criminal and civilian variaty, and the evidences for that is showed in game.

Courier Network (for civilian ships)

Smuggler Outpost from Observation post events (criminal ships)

The Great Whetstone from Marauder events (for standard military ships)

Those ships probably would be closer to the standard definition of corvettes and destroyers.

How many of those military ships we have? It´s hard to say, their firepower? Also hard to speak of, we know that those ships are capable of FTL and stuff, but nothimg more than that.

The Space Stations.

The starbases for some reason are also overlooked when talking about naval capabilites in stellairs, even if one fully equiped citatel could have more military power than a Juggernaut, individualy they are powerfull units on their own.

A reptilian Space Station.

In-game, we have a limitation that doesn´t alow a fleet to completely destroy a starbase, this is probably a gameplay constraint, but that doesn´t mean it is a soft target.

It costs 5550 alloys to go from outpost to citatel alone, without any buildings or modules, with optimal modules and buildings to turn this space station into a powerfull citadel, its ups to 6450 alloys for the base alone, that ups the total mass of the space station to 528 ,9 gigatons.

We know that those stations are also out of propotion due to the trailers, so, we can´t compare them to in-game ships and espect to find a propotional size, but te citatel is around 1,5 times more massive than the In-game Juggernaut, that doesn´t mean necessary larger.

We can see in trailers the size disparity as well with the space stations and the normal ships, that in trailer is a reptilian starport.

I didn´t find anything, but i´m trying to find a number based on density and volume, so it would asume that the station is a sphere, so it probably would be larger.

The avarage density of a corvette is around 85,8 Megatons per km3, a cubic km of water have 1 gigaton of mass, so, yes, its possible that those ships wouldn´t sink if they remain sealed if they land on the ocean and one could be flooting under seveal hundred kilometers of hydrogen of gas giant´s atmosphere, like what we see in some events.

If the citadel was a sphere, it would have the volume of 6164 Km3, and a diameter of 22,6 Km

We know that the citatdels aren´t spheres so this number is only to put us into pespective, we know that starbases are somewhat propotional to juggernauths in trailer and in-game, specialy because you need a citatel to be able to build a colosal shipyard, in trailer we can see a repitilian starport compared to a juggernaut, it would look like the Juggernaut is way larger, but that can be explain by distance and pespective.

So what are the stats of late game fully upgraded citadel?

2.7 Zetatons of TNT in resistence

Length/Size: In-game undetermined, in-lore , similar to Juggernaut in higth.

Damage: 8,7-24.7 Exatons of TNT

Energy: 3600 (in game)

Crew: In-game is undetermined, at least a few hundred million, In lore also undetermined, possibley a billion or so.

Now, if we add the firepower of the defense Ion Cannons and defensive plataforms?

The damage of a such citadel goes up to 305,7-646,4 Exatons of TNT

That is still with gameplay constraints, if we remove those, we could have three ion cannons in one citadel.

But if we are removing a gameplay constraint, why are we limiting ourselves to one citadel per system? We see in trailers that Starbases don´t need to be exacly orbiting the star.

Let´s say that we could build one station per inhabitaed planet, like it was once before in early versions of the game.

For the solar system, that would be two (Earth and terraformed Mars, we are in the late game after all) That would be 611,4 -1.292,8 Exatons of TNT defending the solar system.

If we go beyound, one per planet in the solar system, 2.445,6-5.171 Exatons of TNT defending the Solar System.

But if we are going with the hard limit of the UNE, without any repeatable techology researched, 9 starbases.

2.751,3 – 5.817 Exatons of TNT to defend a single solar system.

That is around 2,3 to 5 times the energy necessary to blow up Mars ready to defend the system capital of the UNE in one salvo.

And that isn´t couting the fleet that would probably be protecting the system as well.

And all of that, still is around 1/10 of the energy output needed to blow up Earth, thing that a In-lore Colossus can do, in around 15 seconds.

Beans and Bread: Feeding the crew.

Well, we see that the crew size of those ships are extensive, we are talking city to nation levels of people, all needing food and water.

So, this amount of food is supplyed to the ship? If it is surounded and sieged, would the crew starve to death? The fact that a ship don´t starve to death even if it is surounded deep into enemy territory is just a gameplay simplification?

The energies that such ship would need to operate the way they do are soo big that those ships can actualy grow not only the minimum to feed it´s crew and recycle water, they can actualy eat well while the citizen planet side would be starving.

See, one voidsmen would be well feed with 15,5 MJ of food energy (Calories) to survive everyday

In a Titan, with 606 million voidsmen to feed, would need 9393 MJ of food energy every day, with hydroponics and vertical farming using the most efficient trangenic crops we have, 11741 MJ of energy to grow the food needed to feed all those people

That isn´t even a milisecond of 1% of the energy output of the reactor, and they need that amound of energy per day, not per second, so in terms of energy production, yes, they could power enogth hydroponics to not let everyone die of starvation, even if they start with zero food onbord and have to feed everybody, with a monthly food output, they probably could feed everybody not only with nutritional paste, but with meat, pizza, coffe, chocolate, you name it.

Water is even easier to solve, they could even not recycle water and just grab some ice, process it and supply the crew and dump the waste into the void if they wanted, but they would probably also recycle it.

And in terms of space, remember, all the calcs are assuming ¾ of the ship is dedicated to machinary , life support and, so, food would be grown there, so, the space for growing/recycling food and water would fit amongst the machinary quite as well.

When you run the numbers, we can see that the energy upkeep of those ships are literaly a gameplay nerf, hell, with those levels of power, they could also mine and refine the alloys that they need to upkeep thenselves, in a scenario without gameplay constraints.

So, do you see something wrong with the math? There is some detail that I miss? Please let me know, I´m planing to correct some details and some fresh eyes are always welcome.

Source: Original link

© Post "The Power Of The Navy in Stellaris." for game Stellaris.

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