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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:

Guriezous

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What's the point of having so many ship classes?
 

Ganggreenkhan

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Yeah what he said. Being able to make a dedicated carrier class with 6 strikecraft is huge. That's allot of strikecraft per vessel. I mean I'm just a strikecraft fanboy since SW rebellion where you actually had to build new ones to replace losses.... which I loved I might add.... no particular reason...just love them... something about Pioneering spirit of the individual pilot effecting the battlefield..... also something romantic about all those highly skilled individuals dying for the state.... just not that excited about a flagship that doesn't carry a few squadrons at least as an honor guard .
 

JosunUrashima

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Seriously, all in my head...it's been a staple of space opera for, I don't know how long now, but sure all in my head, why the fuck not.

It's not just a name. That would be like saying corvettes and a destroyers are the same thing. I assume you are right in that their goal was an ultimate fleet vessel, in which case a titan is the way to go in that regard. And yes I do think there is room for more ship types beyond just the dreadnoughts. The game is sorely in need of more then the current four ship types. There are quite a few more types and subtypes of ships that could be added that would make the game feel less stale. Some mods have done this already, there balance problems not withstanding.

I'd argue that I'd rather see more customization options for ship set type things first before we start adding anything more to ship classes to be honest. It's to me at least annoying that aside from the color and what weapons you put on them you can't add more of a personal touch to your ship's.

It's one thing that I absolutely LOVED about Galactic Civilizations II and III. I don't think that they should necessarily go THAT far into customization, but a bit more variety would be nice.
 

Guriezous

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More specialization (ships), lengthier progression (tech), more engaging endgame (war) just to name three things off the top of my head.
Really? I'm too for the carrier ship class, but I don't think that having dreadnoughts aka battleship with bigger guns is that game changing.
 

BlackUmbrellas

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They'll surrender very quickly and you'll get your system probably right after using your world-destroyer for the first time.
If the system is really useless, you'll maybe even won't have the time to fire your world-destroyer, as they'll send their fleet to intercept it and you'll have to kill it, increasing their war weariness.
That and diplomatic repercussions, using a planet destroyer like it was nothing will probably trigger a big federation against you
That actually makes me think of something- do Colossi being used have an effect on War Exhaustion, and if so, how much?

If having one of your planets hit by a Colossus seriously raised your War Exhaustion, it'd make them fill the "Death Star" role even better by removing their will to keep fighting (or at least, push them to sue for peace faster).

I'd argue that I'd rather see more customization options for ship set type things first before we start adding anything more to ship classes to be honest. It's to me at least annoying that aside from the color and what weapons you put on them you can't add more of a personal touch to your ship's.

It's one thing that I absolutely LOVED about Galactic Civilizations II and III. I don't think that they should necessarily go THAT far into customization, but a bit more variety would be nice.
Yeah, more customization would fill the same role as a gajillion more ship classes. IMO, carriers could just be a type of Battleship or Cruiser using high-capacity hanger modules or something.
 

Razzlie

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Really? I'm too for the carrier ship class, but I don't think that having dreadnoughts aka battleship with bigger guns is that game changing.

It's that the more classes we add, the more we can specialize all of them into more defined roles, instead of just having all of them be basically the same except some are smaller and some are bigger. Corvettes have a new purpose in countering Titans, while the Titans counter Battleships and Starbases. Missile and Fighter/Bomber improvements alongside reworked Destroyers mean they have a specific role in countering them, and so on. Cruisers will likely always remain the definitive versatile class that can perform reliably in almost any environment. Battleships are kind of getting slowly specialized into artillery and carrier roles.

The ship classes are like tools in a toolbox, if you only got to pick one tool you'd pick something like duct tape or a crowbar, since it can do most things, but the bigger your toolbox, the more specialized all those choices can become.
 

BlackUmbrellas

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Seriously, all in my head...it's been a staple of space opera for, I don't know how long now, but sure all in my head, why the fuck not.

It's not just a name. That would be like saying corvettes and a destroyers are the same thing. I assume you are right in that their goal was an ultimate fleet vessel, in which case a titan is the way to go in that regard. And yes I do think there is room for more ship types beyond just the dreadnoughts. The game is sorely in need of more then the current four ship types. There are quite a few more types and subtypes of ships that could be added that would make the game feel less stale. Some mods have done this already, there balance problems not withstanding.
I wouldn't call it "a staple", especially since different scifi settings play by different rules when it comes to ship classifications.

I don't see what Dreadnoughts would really add mechanically, and 5 ship classes is a nice round number.
 

Verx90

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i've to admit that i didn't read all the comment , so if someone already asked this pls just link it to me .

will END game crisis use colossus ? would be so much fun to try snipe theyr colussus before they destroy - infestate - clear a planet :p

i know its a kind of SPOILER but ... can you shield - destroy with the colossus some of the "objective" of the END GAME CRISIS ? ( like portals, anchor , infested planets)


( immaginate sacrifice your fleet just to give time to the colossus to "do the thing")
 

Peko?

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Seriously, all in my head...it's been a staple of space opera for, I don't know how long now, but sure all in my head, why the fuck not.
Some space opera, absolutely not all. Most of it doesn't even go into enough detail about ship classification that you'd know.
 

Bergest

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Finally we will be able to fight heretics and xenos properly!

"Some may question my right to destroy a world of ten billion souls. But those who truly understand, realize that I have no right to let them live."

 
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The ship classes are like tools in a toolbox, if you only got to pick one tool you'd pick something like duct tape or a crowbar, since it can do most things, but the bigger your toolbox, the more specialized all those choices can become.

Right now, the metagame is about pure cruiser fleets which have carrier, missile, shield and PD components. If you build something that isn't this, you're wasting your Minerals and Fleet Capacity. This means that we are already letting three out of four ship classes go unused because they're not optimal.

If we were to add, say, four more classes, then I suspect that it wouldn't lead to more diversity. It would lead to there being seven classes that go unused instead of three.

The solution would be finding a way to make diverse fleets more powerful than mono-class fleets; but given that Stellaris treats ships as little more than platforms to bolt weapons onto, that might require extensive redesigning.
 

JosunUrashima

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Right now, the metagame is about pure cruiser fleets which have carrier, missile, shield and PD components. If you build something that isn't this, you're wasting your Minerals and Fleet Capacity. This means that we are already letting three out of four ship classes go unused because they're not optimal.

If we were to add, say, four more classes, then I suspect that it wouldn't lead to more diversity. It would lead to there being seven classes that go unused instead of three.

The solution would be finding a way to make diverse fleets more powerful than mono-class fleets; but given that Stellaris treats ships as little more than platforms to bolt weapons onto, that might require extensive redesigning.

This is another problem of mine with the game. I remember hearing people talk about how their was an optimal setup for ships and fleets when you got to end game and that building anything but that was a waste of time and resources and was only being done by people who were being silly or who were "roleplaying" things.

I would like to see them add specializations to the tech and such that make it so that you and the AI or other players actually have more reason to go for specific focuses when it comes to weapon types.
 

Razzlie

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Right now, the metagame is about pure cruiser fleets which have carrier, missile, shield and PD components. If you build something that isn't this, you're wasting your Minerals and Fleet Capacity. This means that we are already letting three out of four ship classes go unused because they're not optimal.

If we were to add, say, four more classes, then I suspect that it wouldn't lead to more diversity. It would lead to there being seven classes that go unused instead of three.

The solution would be finding a way to make diverse fleets more powerful than mono-class fleets; but given that Stellaris treats ships as little more than platforms to bolt weapons onto, that might require extensive redesigning.

You're right about the current meta, but I believe the reason why it is this way is because there isn't enough specialization, so you have little incentive to have ships with specific roles when you can just slap Kinetic Artillery and Plasma on your Cruisers and let loose. A more rock-paper-scissors type hard counter setup would see a lot more variety, as much as some people voice dislike for that type of thing.
 

Person012345

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That comment was more about how I wasn't making random stuff up, and not that all space opera use the same classification.
Well I never said you were making it up so calm down. Go re-read the post, I'm saying you have this specific system of classificationin your head (I don't care, it is not relevant, where you got it from) that the devs do not necessarily have to share or follow. Again, it's just a name.
 

calen

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Well I never said you were making it up so calm down. Go re-read the post, I'm saying you have this specific system of classificationin your head (I don't care, it is not relevant, where you got it from) that the devs do not necessarily have to share or follow. Again, it's just a name.
That's the classification I was using because that is the classification being used by Stellaris. It also happens to be the most common type for space games, from what I have seen. Again, that's like saying corvettes and a destroyers are the same thing.
 

terrycloth

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Apologies if this has been answered before, but I'm too ego-depleted to scroll through 42 pages looking for it.

Can I do the following:
  1. Build planet destroyer
  2. Declare cheapo single-claim border planet war for maximum influence hoarding
  3. Fly around with my planet killer and wipe out every single one of my enemy's worlds during the course of this (putatively) low-stakes low-cost conflict?
And if not, what specific 2.0 mechanic is it that stops me?

Low-stakes wars have faster war exhaustion. If you can, you're better off declaring the biggest war you can to give yourself more time to blow stuff up.
 

BlackUmbrellas

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That's the classification I was using because that is the classification being used by Stellaris. It also happens to be the most common type for space games, from what I have seen. Again, that's like saying corvettes and a destroyers are the same thing.
A "Dreadnought" still isn't an actual Thing, and they can call "the next biggest ship up from Battleships" whatever they want. They didn't "skip" anything.