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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:

Stormcow

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I feel a bit underwhelmed by the Titan load out. 1 massive gun is a good thing but then to only have 6 large slots and 6 support slots plus 3 odd thing slots..... just seems a bit weak to me.

Its hardly what i would call "layer upon layer of shields" or bristling with guns.

Wiz, please can you confirm what fleet cap numbers a titan has. is it 16? if so i think we might finally have found an update i wont need to buy.
 

nilkiimas

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The initial sequence reminds me of the demo coronoid of 2015 from the group "still". Curious if there was some inspiration? :)

Stellaris Apocalypse Reveal trailer (jump video to ~ 0:15):


Still - Coronoid Demo (jump video to ~ 3:29):

Stellaris Apocalypse Trailer (Screenshot):

stellaris_2018.png


Coronoid - Still (Screenshot from final videocapture of the demo):

coronoid2015_still.png
 
Last edited:

JohnnyDepressio

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Titans do not have section variants. They're meant to be highly specialized ships.

Sorry, but that just feels lazy. Why can't I decide how to specialize my Titans? I absolutely want to build Titan-Supercarriers, would I be able to? Also If I am limited to only a handful I would like to design each of them individual.
 

Chaos_TLW

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MAju

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Can other empires know that an empire is making a colossus, like when someone builds a megastructure? If I realize that my rival empire is making a planet killer, I'll have to interrupt the work by all means. I want to declare war to ban the weapon of mass destruction.
 

methegrate

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Aside from consistency (we can open up pre-seeded shielded worlds as part of an event/science project, though in theory we could say this shield was weakened over time), couldn't this option be "balanced" by a high cost in resources and/or Research Points, plus a tech requirement?

It seems (at least) that the theory is to give a pacifist equivalent to blowing up a world. One gives minerals, the other science, but otherwise they do the same thing: permanently take a planet off the board.

If we wanted a way to undo a shield, there'd need to be another wrinkle there, something to balance the fact that planet cracking would be permanent and shields would not be.
 

Razzlie

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I would love to see a Star Control 2 kind of scenario where there's a small chance for shielded populations to escape and start rebelling against you, like against the Ur-Quan.

Basically, let me be the Ur-Quan.
 

Tale

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Can other empires know that an empire is making a colossus, like when someone builds a megastructure? If I realize that my rival empire is making a planet killer, I'll have to interrupt the work by all means. I want to declare war to ban the weapon of mass destruction.
I'm reminded of Civ 4, where I'd rush nuclear weapons, then the UN would outlaw them before I could launch any.

I say the game needs things like that.
 

LF7

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Any chance of Titans and Collosi being disable-able and capture-able like the Dreadnought? Also, It would kinda be cool if we could also now build dreads considering they are considered a step below titans currently :)

Love where this game is going and I literally cannot wait for the update and DLC!
 

Gomine

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I'm reminded of Civ 4, where I'd rush nuclear weapons, then the UN would outlaw them before I could launch any.

I say the game needs things like that.
the Space UN would send a very angry letter
 

Heretic Saint

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Don't quote me on this
Okay! :p

But yeah, of course your theory makes sense. It's just a little disappointing, especially if it's the truth which then gets veiled behind arguments about "specialization" rather than saying they might add something later. I would have more understanding for concerns regarding budgeting and time constraints -- in particular as 2.0 and its DLC seem to be so huge in content, and if there's a chance we get it delivered later.

If we wanted a way to undo a shield, there'd need to be another wrinkle there, something to balance the fact that planet cracking would be permanent and shields would not be.
Didn't the rest of my post sufficiently address that, or would the suggested effect not be "punishing enough"?
 

Red_warning

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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.

Mind control beams? What if I hand out tinfoil hats as a preemptive measure? :p