• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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:
Titans do not have section variants. They're meant to be highly specialized ships.

Not even for titan class super-carriers (hanger varient slots) or massive missile macros (probably need a load of M slots, since cluster missiles are Medium, unless you make a Titan size missile cloud weapon)?
 
Assuming that it did not awaken as that time, what would be the Fan Spiritualist reaction if you use a Planet Destroyer against a Holy World ?
 
Devour planet for Hive Minds, providing a massive mineral and food boost and leaving a barren planet might work too.

edit: @Wiz forgot to ask, do federations get more options when it comes to building and utilizing a colosus? can they just have one or multiple?

now i think of it, i d like an overpowered FE colosus that can make whole systems implode into a black hole.
 
Last edited:
I was thinking for the shield worlds, an event you can get after many years of having a research station in orbit, like the dragon egg, allowing you to get planets back, but only after an extremely long time of having owned the planet.
 
Can Spiritualist Fanatic Purifiers use the neutron Ray, or do they just have to destroy the filthy Xeno architecture?

Yah, this. Spiritualist fanatic purifiers should be able to build the neutron sweep, and use it on any planet that doesn't have one of their pops on it. Those beasts don't have souls anyway!

Its a pitty, that the only colossus with peace time application (planet cracker for uncolonized worlds) is not available to pacifists.

Interesting point. Though, it might seem a bit of a waste to use your world breaker ascension perk on weapon you can only use on uninhabited worlds, seems like it should be an option...
 
I believe that with the adition of more ways to destroy planets and reduce the number of habitable worlds, you should introduce a way to make planets habitable which should obviously take a tremendous amount of time and resources but personally I would like that as an option. Overall, I am pretty hyped about 2.0 and Apocalypse. :)
Convert some uninhabitable planets in habitable can work like a ascension perk that require the terraformation perk (world shaper) first.
 
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 have a two ideas for some doomsday weapons that could fit other empires:

Hive Minds: Systematically strips the planet of all life and resources, turning it into a non-terraformable barren world and giving you a massive one-time boost of resources.

Biological Ascension: Engineered Bio-weapon that either a.) devolves all intelligent life into a pre-sapient state (that you can uplift) or gene-mods the entire planet to a set of traits you've chosen ahead of time (which for balance, isn't as many points as you could do, but for funsies, can include Nerve Stapled).

There are others that I can think off, but honsetly they feel like they'd fit better as options for the weapons already mentioned (like for example, a Neurton Sweep that only killed pops that weren't your primary species, or a psionic-theme version of Nanobot Dispersal.

There is currently no way to unshield them (as that would make it a fairly useless variant).

I can see why there might not be an intentional way to unshield them, but is there a possibility that some time afterwards we will have to wonder what will happen when we run out of Yops?
 
This is a pre-order item and will be delivered on null A notification will be sent to your email with information on how to claim your product.

I like the null. It feels like a void that's going to be filled.
 
Devour planet for Hive Minds, providing a massive mineral and food boost and leaving a barren planet might work too.

Yes Something like a mucus devorer things that eat the planet would be very neat for devoring swarm. Devoring swarm definitly need more flavor in this game. Bio shipset, backgrounds, terraformation option and so on... I still wait the time when we can play as Zerg/tyrannids
 
Can the planet cracker kill anything? For instance can it destroy planets that have already been hit with another planet destroyer weapons such as the nano bots, god beam, or Shield?
 
During a galactic crisis, can the Global Pacifier be used against one of your own planet if that is the only chance to save atleast one world?