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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:

Nicolas I

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So Stellaris can't have planet kills because Star Wars had a planet killer, even if said planet killer worked very different then Stellaris' do. Ok. Oh, and on that note, Stellaris has science ships, federations, strange anomilie events, and diplomancy, clearly it's to similar to Star Trek, they need to take those things out. You're completely right, Stellaris doesn't just have a couple things similar to Star Wars that are relatively small features, because it has that it IS Star Wars! Oh, shit, I just realized Stellaris needs to get rid of spaceships, that makes it to similar to Star Wars, Star Trek, Babylon Five, Firefly, Mass Effect, Foundation, Starship Troopers, and others all at once! Paradox are total hacks!

Thanks for giving me a clear exemple of straw man fallacy to present to my university students (I admit that looks like an argument of authority).

A straw man is a common form of argument and is an informal fallacy based on giving the impression of refuting an opponent's argument, while actually refuting an argument that was not presented by that opponent. One who engages in this fallacy is said to be "attacking a straw man".
https://en.wikipedia.org/wiki/Straw_man

The fact that I hope we can have an option to play without Death Stars or Starkiller bases doesn't mean in any way I don't like all the other science fiction features you mentioned.
 

Hertzila

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Thanks for giving me a clear exemple of straw man fallacy to present to my university students (I admit that looks like an argument of authority).

A straw man is a common form of argument and is an informal fallacy based on giving the impression of refuting an opponent's argument, while actually refuting an argument that was not presented by that opponent. One who engages in this fallacy is said to be "attacking a straw man".
https://en.wikipedia.org/wiki/Straw_man

The fact that I hope we can have an option to play without Death Stars or Starkiller bases doesn't mean in any way I don't like all the other science fiction features you mentioned.

When Stellaris become Stars Wars.

What's next ? Jedi knights and Sith lords ?

I sincerely hope there will be an option to play without these weapons.

Considering that your post reads a lot like either a) you dislike the fact that Stellaris is taking inspiration from other sci-fi, or b) you dislike that Stellaris is specifically taking inspiration from Star Wars, I wouldn't call their response a strawman fallacy. At least if they were responding to the possibility a, I'd say that's a pretty standard reductio ad absurdum. Against point b it falls off the mark a bit, but I still wouldn't call it strawman.

If you just intended to voice your displeasure against a planet killer, why drag Star Wars into it?
 

Nicolas I

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Considering that your post reads a lot like either a) you dislike the fact that Stellaris is taking inspiration from other sci-fi, or b) you dislike that Stellaris is specifically taking inspiration from Star Wars, I wouldn't call their response a strawman fallacy. At least if they were responding to the possibility a, I'd say that's a pretty standard reductio ad absurdum. Against point b it falls off the mark a bit, but I still wouldn't call it strawman.

If you just intended to voice your displeasure against a planet killer, why drag Star Wars into it?

Maybe because the Death Star and, to a lesser extent, Starkiller base, are the best known exemples of planet killer weapons, though they exist in other sci-fi stories.

For the record, I was a staunch defender of Stellaris before, during and after it was launched against many prophets of doom. But now it seems some fanboys cannot tolerate that someone don't like one of the hundred features of this game and overreact by saying you reject all of the game if you don't like every single new feature. Sigh !
 
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Tavior

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Maybe because the Death Star and, to a lesser extent, Starkiller base, are the best known exemples of planet killer weapons, though they exist in other sci-fi stories.

For the record, I was a staunch defender of Stellaris before, during and after it was launched against many prophets of doom. But now it seems some fanboys that cannot tolerate that someone don't like one of the hundred features of this game and overreact by saying you reject all of the game if you don't like every single new feature. Sigh !

You seem to forget that there are part of the community who would not have brought into Stellaris at all if it was single FTL only in the first place.
 

Person012345

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Maybe because the Death Star and, to a lesser extent, Starkiller base, are the best known exemples of planet killer weapons, though they exist in other sci-fi stories.

For the record, I was a staunch defender of Stellaris before, during and after it was launched against many prophets of doom. But now it seems some fanboys cannot tolerate that someone don't like one of the hundred features of this game and overreact by saying you reject all of the game if you don't like every single new feature. Sigh !
He's not saying you don't like any part of the game. In fact, if you didn't like any part of the game because it ws based on sci fi tropes, the argument wouldn't work. He's pointing out that if your argument - this thing is bad because it's ripped off star wars and by extension it's bad if it's ripped off any sci fi series - is taken to it's logical conclusion, then you should not like any part of the game. This clearly isn't the case (as you aren't arguing against all parts of the game), thus your argument is poor. That was his point.
 

Devanor

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I'm curious: does the God Ray give you comtrol of the planet along with turning the pops into spiritualists, or are they only converted into believers??
 

Mavkiel

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Out of all the weapons.. god ray seems the least useful. That's coming from a spiritualist player. Then again I am rather un-orthodox and don't care if my population hates robots. Heck, I *love* synths for some positions. God psi emperor, and synth leaders.

The population will either say, "yes sir, yes sir, three bags full", or join the other dissenters slaving away in my mines.
 

Tavior

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Has the question been asked and answered of what happens when you fire a planet cracker at a shielded world?

Because that circumstance is 100% likely to come up.

My guess would be that it cease to be a potential target because code-wise it is no longer a planet.

My guess is pretty much good as your guess is at this point.
 

Cry_Havok

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Just as a side comment: I think there should be a huge reputation loss if starting to build a colossus, growing parallel to the building process and another rep-loss if it is finished.
I mean...you are building a weapon of mass destruction, a doomsday device, a tool which may only bring death. There is no defense purpose on building a colossus than enforcing a cold war.

Just remember how the world goes totally nuts because of North Korea. And now imagine this on a planet cracking scale.

Maybe something on par with fanatic purifier would be appropriate, or maybe -100 for having it, and then a whole lot more for using it.
 

-Myth-

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So in effect, you can go around the galaxy and systematically destroy any inhabitable world bar those within your borders. This seems like a great way to pre-emptively mess with end-game crises.
 

Radene

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So in effect, you can go around the galaxy and systematically destroy any inhabitable world bar those within your borders. This seems like a great way to pre-emptively mess with end-game crises.

And for players who want to be even edgier, they can at the same time invoke The End of the Cycle!
 

JosunUrashima

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Also, this is directed both @Wiz but also any other devs involved in this, will there be war related expansions to Diplomacy? Like the ability to offer to join in other wars or intervening in a war?

I also can't remember (so someone can correct me if this has been addressed) but is it possible to threaten war as a diplomatic option?
 

calen

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First off I want to say I love this expansion already and can't wait to get it. I do have one question: Why Titans? It just seems odd to me that we are skipping dreadnought, don't get me wrong I like titans far better, but was there a reason dreadnoughts were skipped?