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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.
 
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Mauer

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The World Cracker would be useful for Pacifists too as you can create more minerals from barren worlds within your own territory, adding one more avenue for growth without conquest.

Hive Minds could have a spore launcher that hiveminds all pops in a planet (like Assimilators) and adds it to their empire.
 

BlackUmbrellas

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The World Cracker would be useful for Pacifists too as you can create more minerals from barren worlds within your own territory, adding one more avenue for growth without conquest.

Hive Minds could have a spore launcher that hiveminds all pops in a planet (like Assimilators) and adds it to their empire.
I wonder if maybe there should be modifiers to the capabilities of the superweapons?

Like, lots of people have brought up how cool it would be to have a superweapon that could Shroud planets- but that's functionally pretty identical to putting them inside a Shield. So maybe instead of a separate weapon, it could be a Spiritualist/Psi-Ascension-only option given when you fire the Planetary Pacifier?
 

Devanor

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So it's more cool stuff for the bad guys.Playing good is very boring in Stellaris.

Using the World Cracker on a world infested with dangerous xenos is definitely a good thing, at least in Purifier eyes
 

Kayden_II

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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.
You can rollback the game to a version in which those are still available to you (and the game still loosely balanced for battleships having that capability) at any time.
But, are you under the impression, that you will get new auras since I have the feeling, that we will get the "recycled" ones the game already had ...
That's the problem since it's "fishy", that a feature (from the base-game) will be removed, but later "recycled" and advertised in a payed DLC ...
I understand, that this feature (auras) makes more sense for "titans" aka flagships, but it's still "fishy".
 

LeSingeAffame

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But, are you under the impression, that you will get new auras since I have the feeling, that we will get the "recycled" ones the game already had ...
That's the problem since it's "fishy", that a feature (from the base-game) will be removed, but later "recycled" and advertised in a payed DLC ...
I understand, that this feature (auras) makes more sense for "titans" aka flagships, but it's still "fishy".
They can't put the concept of auras behing a DLC, as it's already present in the Defense Platforms
 

A-150

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I really love this, but could the titan get at least 1 hanger slot with a special type of strike craft to go with it? I mean with a ship this big and high tech, you'd think it would have enough space for fighters/bombers/multirole strike craft and those strike craft would be as equally advanced as the titan.
Plus it's supposed to be a flagship. Most flagships have some sort of strike craft.
 

BlackUmbrellas

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But, are you under the impression, that you will get new auras since I have the feeling, that we will get the "recycled" ones the game already had ...
That's the problem since it's "fishy", that a feature (from the base-game) will be removed, but later "recycled" and advertised in a payed DLC ...
I understand, that this feature (auras) makes more sense for "titans" aka flagships, but it's still "fishy".
It's not fishy at all, especially considering how long Battleship Aura Slots have been missing.

Battleships, in a much earlier build of the game, had auras. This was deemed to be imbalanced, so they were removed. Now, much, much later the devs have come up with a way to reintroduce Aura Slots for ships, by implementing them on very powerful and limited-in-number Titans. This will also likely mean that the Aura Slot items can be re-balanced to be much stronger than Battleship Aura Slots could ever be.
 

AlphaAsh

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I highly doubt that you bought Stellaris for the very specific reason of "ships with auras" but rather for the complete package we know as Stellaris. Welcome to video game balancing, this is pretty normal and okay.

"a" is singular. "A" single feature, amongst many. It is "one" feature that I already paid for.

What do you care if others accuse you of stealing, if you aren't?
Because I do. Being harassed with accusations of theft isn't fun and making mods for games doesn't make it okay. I do not have to be okay with it if I want to make mods.

Really? All game companies path issues within 24 hours? Well, that’s news to me. Please let the entire mass effect community know that it didn’t actually take them months to patch issues, we just all didn’t notice for that long.

I said nearly all. Not all.
 
Last edited:

BlackUmbrellas

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"a" is singular. "A" single feature, amongst many. It is "one" feature that I already paid for.

Because I do. Being harassed with accusations of theft isn't fun and making mods for games doesn't make it okay. I do not have to be okay with it if I want to make mods.
If you're so worried, just make it as a mod for yourself. Personal mods are A Thing, after all- you only have to upload it if you want to.
 

AlphaAsh

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If you're so worried, just make it as a mod for yourself. Personal mods are A Thing, after all- you only have to upload it if you want to.

Fair point. I'm almost tempted to take you off my ignore list now.
 

LeSingeAffame

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Fair point. I'm almost tempted to take you off my ignore list now.
I don't see the point of ignoring people if you read their posts anyway
 

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Battleships, in a much earlier build of the game, had auras.
This was deemed to be imbalanced, so they were removed.
Yeah, this is an other problem of paradox to implement some bad thought out **** without proper tests + fixes, but with labeling it as release-candidate (to demand the full-price) ...

Now, much, much later the devs have come up with a way to reintroduce Aura Slots for ships, by implementing them on very powerful and limited-in-number Titans.
Yeah, but it's not much work to "copy + paste" an already existing, but currently hidden feature (auras) ...
This will also likely mean that the Aura Slot items can be re-balanced to be much stronger than Battleship Aura Slots could ever be.
Yeah, but it's also not much work to change some numbers after the beta-testers (players) had given their feedback ...

What-ever, I won't "nitpick" on this anymore.
 

AlphaAsh

Miserable Git
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Mar 16, 2015
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I don't see the point of ignoring people if you read their posts anyway

I only read those that quote me. Invariably anyone I ignore tends to cherry pick quotes and are the most likely to misrepresent something I've posted.