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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:

Ur-Quan Lord 13

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Yes but we're talking about something being done from orbit, not after an invasion.
Riiight... An invasion happens from orbit though.

The suggestion was a superweapon that drops answarm of armies onto a planet and turns it into a hive world. This is exactly how a devouring swarm conquers a planet, except accelerated.

The driven assimilator weapon isn't an invasion, it's a nanite swarm. Like a virus. I agree, in effect it's identical to taking a planet and assimilating the population, but it's different in flavor.

Flavor does matter. Which is why I'd be for a non-devouring-swarm hive mind with biological ascension having a superweapon option that does the same thing. A nanovirus spray or whatever.

A superweapon that just does the same thing as 100 transport ships, but faster, is just seems unnecessary.
 

DeinonychusTaco

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Would be nice to see at least one titan variant for at least the middle and rear slots, for roleplay reasons. In the late game when you have a couple titans, it would be sort of lame if they all looked and worked exactly the same. You'd think if they require so many resources and (presumably) so many engineers working on them, later titan designs could be substantially different. Compare, for instance, some of the major design differences between the Nimitz-class aircraft carriers. A middle section with two or three XL slots would be neat.

As for a potential hive mind colossus, I'd imagine it being a "Queen ship" able to overrun planets and immediately conquer them without first taking down the starbase/outpost. I don't think that would work in a gameplay sense with the current starbase system, however, so that idea is probably moot.
 

Alderon Tyran

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Not every type of empire gets its own planet destroyer, though we may very well add more later. What weapon would you suggest for Hive Minds (besides the basic ones they already have access to)?

I believe that the Hiveminds fall into three categories:
1: Synthetic Hivemind - Already covered by Assimilator Superweapon. (Already given lots of love by Paradox)
2: Base/Psy(?) Hivemind - We don't need a special superweapon
3: Bio Hivemind - This is the one that gets the most love by the community, Here I would suggest a weapon that, unlike the synths' assimilation, makes the world an "Infested world for 6 months that yields 25-100 food (Based on the number of pops), and just hands those resources to the owner of the superweapon. after the 6 months, give a base 100 food (scale for gameplay), a boost to ship production/regeneration, pop growth, and biology research.

The idea is that if someone is playing the "Organic Hivemind" approach, most are already using the Prethoryan shipset via mods, (I would suggest making this a base shipset, along with the AI shipset) play to this by making this organic superweapon boost the ships, and empire the way one would expect. Play to the approach of WH40k's Tyranids, or Halo's Flood, The goal with most of the comments by people, is to draw attention to the fact the community is so eager to have this playstyle open.
 

Tavior

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Calling nanoplague an invasion is like calling anthrax bombing an offensive.

Nanobot* is indeed an invasion which result in a "quicker" assimilation than a regular invasion where you would have to dealt with normal non-assimalited population.

So how are you getting off at calling nanobot dispersal a "non-invasion" which let you skip a normal invasion?
 

Democratic Monarchy

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You know, this gives me an idea.
How about we have something like the planet-killer from Star Trek TOS?
Like, a rouge Colossus from the neighbouring galaxy that found its way to ours and, due to a glitch or maybe its programming, is roaming the galaxy and destroying planets wherever it sees them.
 

Grubnessul

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Okay. This is pretty amazing.
 

Heretic Saint

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Seems to completely bypass ground combat once achieved. Since I like ground combat, I think I'm going to want a mod that gets rid of planet destroyers. This shouldn't be taken as criticism, I can see most would like this. I'll have to see what else is in Apocalypse. It might be the first paid expansion for Stellaris I skip.
Well, you shouldn't take the possibility of Planet Killers as meaning that regular invasions get phased out.

I would expect considerable diplomatic penalties attached to their use, in particular a massive increase in Threat. Combined with the notification that a Colossus is under construction (would be nice if stuff like this gets incorporated into a future Espionage feature), I'm sure the galaxy at large would react if someone would start to burn down everything.

I could even see wars to end Colossus usage/construction being tied to the Cease Atrocities Wargoal, incorporating forced dismantling of the superweapon. I think this is exciting!

Bio Hivemind - This is the one that gets the most love by the community, Here I would suggest a weapon that, unlike the synths' assimilation, makes the world an "Infested world for 6 months that yields 25-100 food (Based on the number of pops), and just hands those resources to the owner of the superweapon. after the 6 months, give a base 100 food (scale for gameplay), a boost to ship production/regeneration, pop growth, and biology research.
I like this! Just use the existing Prethoryn format, "zergifying" a planet with the double advantage of (a) making it unusable for your enemies and (b) temporarily getting free resources out of it.

Bonus points if the amount of resources would depend on how many Pops lived on the planet before you unleashed the virus that transforms all organic matter into delicious goo.

Maybe even add a modifier for increased hitpoint/armor regeneration for all your ships orbiting such a world?
 

Machiavellian

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Of the additional suggestions for Colossi weapons, the one that seemed most interesting and least repetitive or overpowered is the idea of reverting the species on the planet to pre-sapience or stone-age level sapience. A devolution ray of sorts.

Is it confirmed that you can use other Colossus weapons on a shielded planet?
 

Devanor

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If I'm playing a fanatic purifier with spiritualist ethic, am I still able to get the Neutron Sweep or do I have to settle for the God Ray?

If you play Fanatic Purifier then God Ray is most likely not available to you, since FP don't care about the opinion of xenos, only their deaths
 

Casko

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Great Update! can't wait to see Stellaris: Art of War be out soon enough.

However one main complaint I have is that the God Ray colossus weapon seems... quite weak compared to the rest. To me atleast it lacks the impact of the others. as Spiritualists already have quite high conversion rate for the spiritualist ethos to begin with.

Perhaps rather than simply act like a mind control beam, it could be used to drag entire planets into the Shroud as sacrifice for your gods? maybe the planet could even come out in a completely different system at random again much later, only this time as a psionic avatar infected hellhole or even as a gaia planet completely devoid of life other than few remaining ruined buildings.

 

Mastah Jedi

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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?

I don't think its all that game braking, for one, as you said, it would be end game by the time u get those weapons, at which point, the game is essentially about to end anyway. The 2nd thing, is what you need to spend an ascension perk to get access to planet killers. Unless we get more ascension slots, I cant justify wasting a slot for this. There are only 3 valid ways in Stellaris to develop your ascension tree : Unity (1) > Mega Structures (2),(3),(4) > Evolution (5),(6) > Guardian or World Shaper (7). Those 7 points can be spent in ether this way, Mind over matter or Psionic ascension. There is no valid way to develop ascension perks in any other combination, other then those 3 variants, without being wasteful. As such, picking up an ascension perk for super weapons is terribly wasteful in inefficient. Other then picking this perks, this one time, to try how it works, you will never do it again, because there is no incentive to do so. Its a cool, but ultimately a still born feature. It sounds cool, but the way its going to be implemented, obsoletes it at the same time. So, I wouldn't worry about super weapons, you will only ever see them in the game once, if you actually build them. AI will not build those, because AI is stupid. It does not build mega structures ether.
 

LordInquisitor16

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Oh hell yeah, really can't wait for it all to come out
 

Rabek

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I will repeat what I said in the very beginning: I'm only okay with planet destruction if the game also has planet creation.

I've always played Paradox games because I enjoy building up my territory, not destroying other empires. I only engage in war because it's necessary, not because I enjoy it. I will spend decades in CK2 building upgrades, building up tech, and politicking internally without ever declaring a war.

Having someone blow up one of my planets with nothing I can ever do to get it back is not fun to me, and I'm unlikely to blow up any other planets unless it's the only way I can win.

Give us the ability to turn asteroid fields and destroyed planets into regular planets again, and you'll have me hooked. I want to be a constructive force in the galaxy, not a destructive one.
 

Shadeseraph

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However one main complaint I have is that the God Ray colossus weapon seems... quite weak compared to the rest. To me atleast it lacks the impact of the others. as Spiritualists already have quite high conversion rate for the spiritualist ethos to begin with.

From what I see, it actually has some interesting advantages. It hinders the productivity of the enemy by destroying droids and makes a rebellion much more viable if you don't take the planet over. It also won't probably impose the kind of diplo penalties other planet killers will, so it can be used much more freely.
 

Nox Eterna

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Jan 11, 2018
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Colossus, huh. I admit, I personally find that name for the meanest ship class in the game to be tad underwhelming. But I guess the point was to make it as neutral as possible, so it would fit both the merciless eradicator-machines armed with a planet cracker and the more gentle space foxes-observers with the pacifier. Regardless, I am so looking forward to this.
 

Shachza

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Not every type of empire gets its own planet destroyer, though we may very well add more later. What weapon would you suggest for Hive Minds (besides the basic ones they already have access to)?

A biosphere infestor.

It "infects the planet's biosphere with hostile organisms, both micro and macro," purging the existing population upon completion (firing), and converting the planet to the hive mind's native biome. Maybe also applying an "infested" modifier to the planet, resulting in negatives to non-hive minds who colonize it, but which goes away upon terraformation (which is made more expensive or time-consuming by the infested modifier).

What do you think?



Also, we need a world-shrouding beam. To the shroud with you! (NOOOOOOooooooo....... )