Stellaris
Here you’ll find some helps and other types of things for Stellaris, most notably the Internal Market Limits, some Naming Conventions I use for ships and planets, and maybe other things, I don’t know yet.
Internal Market Limits
Here are the maximum of each resource you can buy/sell before the price starts to change.
Keep it mind that it is only useful before the creation of the Galactic Market.
Resource | Max buy | Max sell |
---|---|---|
Food | 52 | 146 |
Minerals | 52 | 146 |
Consumer Goods | 25 | 72 |
Alloys | 13 | 36 |
Crystal/Motes/Gas | 5 | 14 |
Ship weapons IDs and naming convention
The following table shows some small helps to design and name ships according to the weapons they use.
ID | Name | Type | Slot(s) | Acquisition | Target |
---|---|---|---|---|---|
10 | mass driver | kinetic | standard | ||
11 | autocannon | kinetic | standard | ||
15 | kinetic battery | kinetic | standard | ||
20 | nuclear missiles | explosive | standard | ||
25 | swarmer missiles | explosive | standard | ||
30 | red laser | energy | standard | ||
35 | plasma thrower | energy | standard | ||
40 | disruptor | energy | standard | ||
50 | basic strike craft | strike craft | standard | ||
60 | space torpedoes | explosive | standard | ||
65 | proton launcher | energy | standard | ||
70 | sentinel point-defense | energy | standard | ||
75 | flak battery | kinetic | standard | ||
90 | mega cannon | kinetic | standard | ||
91 | particle lance | energy | standard | ||
92 | arc emitter | energy | standard | ||
95 | perdition beam | energy | standard | ||
140 | energy siphon | energy | fauna | ||
141 | mining laser | energy | fauna | ||
142 | null void beam | energy | event | ||
144 | matter disintegrator | energy | crisis | ||
145 | cloud lightning | energy | fauna | ||
150 | amoeba flagella | strike craft | fauna | ||
210 | ancient macro batteries | kinetic | archeotech | ||
225 | ancient nano-missile cloud launcher | explosive | archeotech | ||
230 | ancient cavitation collapser | energy | archeotech | ||
250 | ancient driller drones | strike craft | archeotech | ||
270 | ancient defensive web slinger | energy | archeotech | ||
290 | ancient saturator artillery | kinetic | archeotech | ||
295 | ancient ruination glare | energy | archeotech | ||
350 | swarm strikers | strike craft | crisis | ||
360 | large scourge missile | explosive | crisis | ||
500 | global pacifier | colossal | standard | ||
510 | world cracker | colossal | government | ||
520 | neutron sweep | colossal | government | ||
530 | divine enforcer | colossal | government | ||
540 | nanobot diffuser | colossal | government | ||
550 | devolving beam | colossal | archeotech | ||
560 | deluge machine | colossal | ascension |
My personal naming convention look like this :
CH-PI40/70
This is the name of an early-game Destroyer
CH
stands for its role, here we have a Corvette Hunter so CH
. Then, PI
designate the hull types used. This particular Destroyer uses a Picket front hull and an Interceptor back, so we get PI
. The numbers correspond to the weapons IDs, the first one being the main weapon system and then the secondary if there is one. 40/70
means this Destroyer is primarily using Disruptors, with a Point-Defense system as a support weapon.
Whether the ships themselves are good/meta or not, maybe not. But at least the name fucking slaps, especially if you add a cool code name like the “CS-T60/225 Ghost” (Cloaked Striker Frigate, you can get the rest).
Colony naming convention
Depends on the ethics, mostly, I keep the name of the planet by default (Deneb III, Sol III, …) but if I play Spiritualist, I take names from the Necroid name lists.