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Stellaris Dev Diary #100 - Titans and Planet Destroyers

Hello everyone and welcome to this very special triple digit Stellaris development diary! Today's dev diary marks the start of talking about the Apocalypse Expansion that will be accompanying the 2.0 'Cherryh' update. We still can't give you an ETA on the release of either, and there's a fair bit to cover in the expansion before then, but we're getting closer. As this is the start of talking about paid features, I just want to take a moment to reiterate that everything talked about in dev diaries 91-99 (with the exception of Dev Diary #95 which was about Humanoids) were about the Cherryh update and all features and changes mentioned in these previous dev diaries are part of the free update, NOT the expansion. Everything mentioned in this dev diary will be part of the paid Apocalypse expansion, however. Please note that some of the screenshots in this dev diary feature placeholder art and icons.


Planet Destroyers (Apocalypse Feature)
As mentioned all the way back in Dev Diary #50 and again in Dev Diary #69, Planet Destroyers have been on our wish list for quite some time, but wasn't something we could make work with restrictive nature of the old warscore system. Now that this is no longer a concern thanks to the new war system we talked about in Dev Diary #93, we finally have our chance to implement this beloved sci-fi staple.

Planet Destroyers come in the form of a new ship class called a Colossus. Though nominally a military ship, the Colossus has no actual fleet combat capability, but is instead a single massive weapon solely dedicated to the purpose of laying waste to enemy planets. To build a Colossus, you must first already know how to build Titans (more on those below) and then take the Colossus Project Ascension Perk, which unlocks a special project to research and design your first Colossus. Each Colossus mounts a single World Devastator-class weapon, and during the course of the project you will be given the option to choose which such weapon you want to focus on, with five potential options to choose from:
  • World Cracker: Shatters a planet, leaving behind a broken debris field that can be mined for resources. Available to non-Pacifists.
  • Global Pacifier: Encases the planet in an impenetrable shield, permanently cutting it off from the rest of the galaxy. A research station can be built to study the planet afterwards.
  • Neutron Sweep: Destroys most higher forms of life on the planet but leaves the infrastructure intact for colonization. Available to non-Spiritualist, non-Pacifist empires.
  • God Ray: Converts all organic Pops on the planet to spiritualist and destroys all machine/synthetic pops, as well as massively increasing spiritualist ethics attraction on the planet for a time. Available to Spiritualist empires.
  • Nanobot Dispersal: Assimilates all Pops on the planet, causing it to defect to your empire with its newly cyborgized population. Only available to Driven Assimilators (and thus requires Synthetic Dawn as well).
2018_01_11_1.png

(Weapon icons are placeholders)

Additional types of World Devastator weapons that are potentially available to your empire can be researched as rare technologies after finishing the Colossus project. Once the project is complete, you will be able to build a Colossus at any Starbase with a shipyard where you have the Colossus Assembly Yards building built. Once built, the Colossus functions similar to a civilian ship, in that it is own fleet, and cannot be merged with other fleets. Each empire can only have a single Colossus active at the same time, but can build a new one if their active one is destroyed.

Colossi have no conventional armaments (though we are discussing a few medium/PD turrets to them), and their real purpose is to target enemy planets. When a Colossus is ordered to target a planet, it will travel straight towards it, ignoring enemy ships entirely even if they fire on it. The Colossus will travel to the planet, take up position and begin charging its weapon. The weapon takes quite some time to charge, giving enemy fleets a chance to try and destroy the Colossus to stop it from firing (though Colossi naturally can take a great deal of punishment, they are not invincible). Once the weapons is fully charged, it will fire, executing its effects (as described above) on the hapless planet. The Colossus is then free to continue on to the next planet if you so wish. Most Colossi weapons can only target planets owned by empires you are at war with, though some of them can target primitive worlds and the World Cracker can be used on uncolonized rock-type worlds (but will not always generate a mineral deposit in that case).
2018_01_11_2.png

2018_01_11_3.png

2018_01_11_4.png

(Animations & interface are partly WIP)

The system for creating World Devastator weapons is fully scriptable, and modders will be able to create their own planet-destroying/changing effects.

Titans (Apocalypse Feature)
Titans are another new ship class available in the Apocalypse expansion, but unlike the Colossus they are much more like conventional warships. Titans are researched through a regular tier 5 technology, and can be built in any Starbase with a shipyard and the Titan Assembly Yards building. Titans are massive flagships that come equipped with an array of heavy long-ranged weaponry and layer upon layer of shields and armor. Their front section has a single Titanic-size slot that can fit weapons even stronger than XL weapons, such as the immensely powerful Perdition Beam that can fire across a whole system and potentially destroy a battleship in a single shot. Titans also have an aura slot that can fit a single offensive or defensive aura that can buff friendly ships in the same fleet or debuff nearby enemy ships. Titans are intended to be the flagships of your fleets, and as such are limited in number: You can always field at least one Titan, plus an additional amount dependent on your overall naval capacity.
2018_01_11_5.png


Ion Cannons (Apocalypse Feature)
Finally, there is one last Apocalype feature to talk about for today: Ion Cannons. Ion Cannons are stations that can be built as part of the defense platform fleet of a Starbase. Each Ion Cannon is essentially a single massive gun emplacement that mounts a single Titanic weapon, allowing the Starbase to engage enemy fleets at massive ranges and greatly improving the Starbase's ability to deal with enemy Battleships and Titans.
2018_01_11_6.png


That's all for today! Next week we'll continue talking about Cherryh and Apocalypse expansion, on the topic of Marauders, Pirates and the Great Khan.
 
Last edited:

krolk88

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I'm sure the planet destroyer won't be invincible and that your empire will have time to defend yourself if this weapon enter your system. I really want to try this one, especially in a spiritualist game, where my empire will convert the galaxy to the one true faith :)

Yeah, they definitely won't but its a different problem. Say you have a war you're winning, although you're taking losses and its not a trivial one. Normally, you'd accumulate war exhaustion which would eventually force you to peace out. But with those things, as long as you can obliterate the enemy fleets/starbases, there's nothing stopping you from just wiping their worlds out of existance one by one until there's nothing but rubble.

In the old warscore system you'd take one, two, maybe three planets. But with this, you can potentially completely kill an empire with 30 systems in one war. And make the space they occupied uninhabitable. Essentially making snowballing even easier than now. As long as you win slightly, the opponent has no chances of ever coming back, and even if by some miraculous chance they do manage to force a peace, they are left without many planets, starbases and infrastructure while you lost nothing but energy and minerals.

Planet destroyers can be nice to have as a one-per game event, but not something that can be repeated infinitely. Also, an option to disable them would just be an option, not something that is enabled by default.
 

Shenordak

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3-> Time. Balancing the time will be quite tricky. If on doubt add more time, i rather complain the colossus is taking too long instead of complaining its killing my planets before i can react.
No, let it be as quick as possible. That will force empires to disperse their fleets and cover their systems for fear of losing planets. It will be an excellent way of reducing doomstacks.
 

Assalander

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To be honest, I'm not a big fan of planet destroyers as an idea. They just seem like an either completely overpowered feature that every lategame war will be centered around (I can already see players moving in a single full doomstack along with a colossus and destroying planets one by one), or a trivial endgame gimmick that comes too late and costs too much to be effective and is pointless to have other than for RP purposes.

But there is an even more important problem with planet destroyers, or at least I think there is.

They completely kill the idea of defense buildings on planets. Why build Fortresses if an enemy can just fly a ship to your planet and destroy it in one go, at a cost that is most certainly cheaper than building up a fortress border world was. Like, they only have to pay to build the colossus and its maintenance is probably not too costly. And they can do it numerous times. There is really no reason to invest in stationary fortifications.

Well they do require an ascension perk, so it's not as if every empire is gonna field them in the lategame. Plus, using most of them will just shut down diplomacy for its user, in some cases you just forgo the advantage of conquest, and for all we know they could be insanely expensive to build and maintain, much more so than a couple fortresses (they should, imho). Really not an automatic pick to me, really dependent on role-play or some specific build (space focused species with abysmaly bad ground troops, or when your ruthless conquerors are facing an empire that spammed planetary shields and fortresses manned by very strong resilient battle thralls).

Note also that AFAIK any fleet will eventually be able to destroy fortresses and kill every defense armies given enough time (which you don't always have, of course).
 

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To be honest, I'm not a big fan of planet destroyers as an idea. They just seem like an either completely overpowered feature that every lategame war will be centered around (I can already see players moving in a single full doomstack along with a colossus and destroying planets one by one), or a trivial endgame gimmick that comes too late and costs too much to be effective and is pointless to have other than for RP purposes.

But there is an even more important problem with planet destroyers, or at least I think there is.

They completely kill the idea of defense buildings on planets. Why build Fortresses if an enemy can just fly a ship to your planet and destroy it in one go, at a cost that is most certainly cheaper than building up a fortress border world was. Like, they only have to pay to build the colossus and its maintenance is probably not too costly. And they can do it numerous times. There is really no reason to invest in stationary fortifications.

It just feels like...I dont know, you wanted to make armies relevant? You made many changes, redesigned a whole system. And then you introduce a weapon that just makes them completely and utterly pointless in the lategame. They can't even stall for time or cost the opponent war exhaustion. This is made even worse if planet destroyers can just skip past the starbase and dive directly into a planet.

I get that the superweapon has a long charge time and all and is (or will be with patches) balanced. I can see the appeal of having them in the game.

But, really, they're just far too rule-breaking for my taste. I, for one, don't care if they come late in the game, I don't want to see even one of them in my games, except maybe as a ship used exclusively by crises which would make them more interesting. But as for normal or fallen empires? No.

Would it be possible to have an option at the gamestart to disable Colossuses entirely?
no matter what changes they make, the real war is always going to be in space. Fortress worlds are somewhat deprecated regardless lategame because of jumpdrives.

this is an obvious candidate for a mod though. GIven the way in which Wiz talked about it being moddable, i'm sure modders will also be able to block colossus from destroying planets with shields.

The ion cannons are clearly a defense against both titan and colossus ships, starbases wont be helpless against colossus.
 

Seb_Jean

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Yeah, they definitely won't but its a different problem. Say you have a war you're winning, although you're taking losses and its not a trivial one. Normally, you'd accumulate war exhaustion which would eventually force you to peace out. But with those things, as long as you can obliterate the enemy fleets/starbases, there's nothing stopping you from just wiping their worlds out of existance one by one until there's nothing but rubble.

In the old warscore system you'd take one, two, maybe three planets. But with this, you can potentially completely kill an empire with 30 systems in one war. And make the space they occupied uninhabitable. Essentially making snowballing even easier than now. As long as you win slightly, the opponent has no chances of ever coming back, and even if by some miraculous chance they do manage to force a peace, they are left without many planets, starbases and infrastructure while you lost nothing but energy and minerals.

Planet destroyers can be nice to have as a one-per game event, but not something that can be repeated infinitely. Also, an option to disable them would just be an option, not something that is enabled by default.

I'm sure planet destroyers will have a huge impact on other empires opinions, it's a genocide. If your enemy have no problem destroying several planets, you can bet the rest of the galaxy will unite against him. More, if you are winning a war, this means your enemy's resources are depleted and that unless he had a planet destroyer before the war, he won't have enough resources to build one if he's losing.
 

The_Meme_Man

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Time to create a planet cracker named Liberty Prime 2, and a Titan named Brother Liberty.


BTW are there any unique diplo consequences for using planet crackers? I think outright destroying a planet would elicit a rather...different magnitude of response from those fearing a future invasion.
 

TyTheTieTyer

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I am seeing a single oversight on the planet destroyers.

We have one for spiritualists, one for Driven Assimilators and we do not have one for hive minds to turn the planet to tasty biomass?

Ooo maybe they could add like a "seed virus" option that lets you mutate the population of a planet if you have at least started down the biological tree that way they better conform to the hives will (or other biological ascension). or even spawns/mutates a horde of mutant creatures like in the teraforming gone wrong event chain (halo flood style) that could potentially wipe the population leaving the infrastructure like the neutron pulse.

another thing that could be cool to add is like a colossus that grabs a mineral asteroid and throws it at the planet making a tomb world and ridding the system of one mineral source.
 

Es57

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Biomass converter. Removes all bio pops and converts them to food and society research that can be extracted.
This. So much this. @Wiz

To exapand on the idea, the Biomass Converter would turn the planet into a sort of infested world and every pop and building on it is destroyed instantly.
It cannot be colonized back and becomes de facto like an unterraformable barren world.

It leaves a deposit of food and society research (much like the minerals deposit for the World cracker) that can be harvested.
The amount of ressources of this deposit depends on the number of pops killed on the planet by the Biomass Converter.
 

Hydra01

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I'm so happy! Been waiting for this one for a long time! This is the expansion of my dreams! I may have issues but god I love destroying planets! Every since I destroyed the wookies in Empire at War.
 

JohnnyDepressio

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There is currently no way to unshield them (as that would make it a fairly useless variant).

Well, that depends on the costs. Actually you can repopulate a planet and that way undo the NeutronSwap (or the cyborg/spiritual ddw if you depopulate the planet beforehand).
To not be able to unshield the planet might be pretty frustrating in the way that it feels like a game mechanic saying 'NO' rather when something that makes sense inside the fluff of the game. In the end you will always have to answer the question "If I can develop the technology to shield the planet, why can't I develop the technology to breach that shield".
I would suggest that being able to unshield the planet by a lengthy expensive process that can be disrupted if the research station is destroyed, might be a better solution.

Anyway
@Wiz will there be an option to enable/disable Domesday weapons or specific types of doomsday weapons in the game setup?
 

krolk88

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Jun 26, 2013
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Well they do require an ascension perk, so it's not as if every empire is gonna field them in the lategame. Plus, using most of them will just shut down diplomacy for its user, in some cases you just forgo the advantage of conquest, and for all we know they could be insanely expensive to build and maintain, much more so than a couple fortresses (they should, imho). Really not an automatic pick to me, really dependent on role-play or some specific build (space focused species with abysmaly bad ground troops, or when your ruthless conquerors are facing an empire that spammed planetary shields and fortresses manned by very strong resilient battle thralls).

Note also that AFAIK any fleet will eventually be able to destroy fortresses and kill every defense armies given enough time (which you don't always have, of course).

I'm not saying they are overpowered, they probably won't be. But they completely and utterly bypass one of the game features. As for fleets being able to destroy fortresses and defending armies, yes, thats true but it takes time. You have to bombard the planet and the fleet is locked in the system by the planetary FTL inhibitor in the process, gving the opponent plenty of time to rebuild their fleet.

And even after you're finished with the bombing, you have to land your troops on the planet, which will cause you war attrition, eventually forcing you to peace out even if the enemy cannot muster a fleet to defend their systems.

With planet destroyers its all 0-1. You either wasted energy/minerals on something that got destroyed or you destroyed a planet and its not gonna come back. But, lets be honest, its not a bad feature, just one that I know i wont like.

no matter what changes they make, the real war is always going to be in space. Fortress worlds are somewhat deprecated regardless lategame because of jumpdrives.

this is an obvious candidate for a mod though. GIven the way in which Wiz talked about it being moddable, i'm sure modders will also be able to block colossus from destroying planets with shields.

The ion cannons are clearly a defense against both titan and colossus ships, starbases wont be helpless against colossus.

Yeah, but "somewhat deprecated" is quite different from "completely useless". I know that it'll be modded but really, just adding an option to disable a feature is not something unheard of in paradox games (see ck2 rulesets for example).

Starbases won't be helpless but can you actually force the starbase to focus the colossus while the enemy has a fleet in the system engaging it? The fight can just last long enough that the colossus manages to charge up fully and boom, you're down a planet.