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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).
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(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).
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(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.
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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.
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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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Are this animation for the prequel of the destruction of the planet final? I mean this steady beam, i would like to see a pulsating beam, which will get a higher frequency toward 100 percent and then boom, there come the final energy-kick for the destruction of the planet.
 
Are this animation for the prequel of the destruction of the planet final? I mean this steady beam, i would like to see a pulsating beam, which will get a higher frequency toward 100 percent and then boom, there come the final energy-kick for the destruction of the planet.
Yes I think that would be better. I think the animation are final but timing of them is what they are still working on, so it may end up like that.
 
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.
So would that be like a player obtainable version of the Titan Laser?
wWBnAs3.jpg
 
Just throwing that question into the room there but can we mod titanic or... let's say... colossi weapon slots onto normal ships? Or give the Titans more section variants that have more?
 
Just throwing that question into the room there but can we mod titanic or... let's say... colossi weapon slots onto normal ships? Or give the Titans more section variants that have more?

I guess someone will make a mod that will make it possible, but if even normal ships have colossi weapons then the galaxy will end up without any habitable planets in less than a hundred years...
 
Just throwing that question into the room there but can we mod titanic or... let's say... colossi weapon slots onto normal ships? Or give the Titans more section variants that have more?

Colossi weapons on normal ships ... I could maybe see some limited version on Titans and you can get Armageddon stance for normal ships.

Wiz mentioned colossi may get minimal defenses.

Is there any potential to see dedicated carrier hulls in the ship designer? Or will the Titan be able to be retooled to be a fleet carrier?

It seems only large slots and Titan weapon, but mods will definitely do this, and as far as I can see it doesn’t clash with their philosophy on them being long range specialized ships (maybe they’ll get a special section with just PD and hangars.)
 
Assuming that shielded planets are virtually dead (and they are surely uninhabitable in game rules) would it be possible to build megastructure in system with planet hit by pacifier?
 
I have a few ideas for additional colossus abilities (for modders and Paradox staff)

The reclaimer: the colossus fires a beam that converts all pops on the planet into unliving metals and energy credits, either giving the tiles they are on a big boost or just adding them to your inventor (mainly for matierialist)

The finality bomb: a late game 'uber' weapon, to be used on the systems star, causes it to either expand or contract to either quickly destroy multiple planets via black hole (converts them into barren 'broken' worlds) or converts all planets into habitable ones by creating a new type of 'gaia star', it should have limits of course, such as a 1.5 or even doubled charge time, and cannot be used on pulsars or black holes.

The devolving shroud: perhaps the most devistating to an empire -this causes the colossus to fire a specialised radiation beam across a planet and give the enemy empires species a new negative trait, this also allows it to be used more then once on the same planet until a new event chain is set up to allow the traits to spread like a virus.

The white shot: when fired at a black hole (only works on black holes) it 'destroys' it, filling the whole system with dozens of very rich mineral asteroids givinf your empire a seriously huge mineral and energy boost (i'm talking 50 to 100 per system) this is can effect a war and expansion much more effectively then any other weapon can depending on how many black holes are in your borders and control.
 
Nanobot Dispersal should be available to Utopia owners as well. Basically, I can't see a logical reason for which Driven Assimilators can use that weapon, and not a civilization that has turned its pops into cyborgs/robots. Whenever the later conquers a planet with organic pops, they already can force them to undergo body modification to blend with the conquerors.

The other "logical" reason I see is Paradox wanting people to buy Synthetic Dawn, at the expense of lore coherence.
 
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.

So does a Fanatic Purifier with spiritualist secondary ethic not get this Option?
 
Correct, it would not.

Thanks. But i hope they change that because it doesnt make sense. Fanatic Purifier with spiritualist ethic basically means its your divine duty to purge all xenos and just blowing up the planet is a waste of tiles as ring worlds take so long to build and are restricted to a single one getting built at a time which should be changed to "you can build a certain amount depending on how many pops you have", because a 2000 pops empire really should be able to build more than a 100 pops empire (especially since the in game reason for it is that it requires a lot of qualified personel to build a megastructure).
And regular conquest against a large federation takes just forever and gets extremely boring once you can beat them easily which is another thing that should get fixed because a Fanatic Purifier empire has no reason to not just conquer anything at once, once it is strong enough to beat all other empires combined, as everyone hates them anyway so who cares about whatever diplomatic modifier you add. Its not like FPs make much use of diplomacy anyway. And they could simply add an insane unrest modifier and scripted rebellions etc. so you can not conquer about half the galaxy at once and then because of unrest reduction from spiritualist ethic+police state civic+ greater good (research maybe?)+ something i forgot+ some - 30? unrest from your ruler and get to over -90% (or another really way to large percentage) unrest which guarantees no revolts at any small planet and maybe even 25 tiles planets. At least i am currently in a game with -100% unrest modifier (fanatic spiritualist with the other mentioned stuff) and i did not cheat or use mods and never saw any more revolts since i got it.
 
I just wanna say, that colossus looks an awful lot like a mass relay
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latest

I'd even say they improved it. Those sexy yet menacing curves and the mix of the futuristic ring straight out of warp ship concepts with the swirling eye of doom is truly a magnificent sight to behold. No contest, the best ship design in Stellaris for me.

But yes, if you remove the ring and splash a bit of blue, you get an excellent mass relay for any Mass Effect mod.