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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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To be honest, I'm not a big fan of planet destroyers as an idea. They just seem like an either completely overpowered feature that every lategame war will be centered around (I can already see players moving in a single full doomstack along with a colossus and destroying planets one by one), or a trivial endgame gimmick that comes too late and costs too much to be effective and is pointless to have other than for RP purposes.

But there is an even more important problem with planet destroyers, or at least I think there is.

They completely kill the idea of defense buildings on planets. Why build Fortresses if an enemy can just fly a ship to your planet and destroy it in one go, at a cost that is most certainly cheaper than building up a fortress border world was. Like, they only have to pay to build the colossus and its maintenance is probably not too costly. And they can do it numerous times. There is really no reason to invest in stationary fortifications.

It just feels like...I dont know, you wanted to make armies relevant? You made many changes, redesigned a whole system. And then you introduce a weapon that just makes them completely and utterly pointless in the lategame. They can't even stall for time or cost the opponent war exhaustion. This is made even worse if planet destroyers can just skip past the starbase and dive directly into a planet.

I get that the superweapon has a long charge time and all and is (or will be with patches) balanced. I can see the appeal of having them in the game.

But, really, they're just far too rule-breaking for my taste. I, for one, don't care if they come late in the game, I don't want to see even one of them in my games, except maybe as a ship used exclusively by crises which would make them more interesting. But as for normal or fallen empires? No.

Would it be possible to have an option at the gamestart to disable Colossuses entirely?
 
Those dirty, stinkin' materialists always blowin' up planets...

Well, it looks like I'm going to have new toys for use against crises. Speaking of, we'll be able to use planet crackers against crises, right? I'm... asking for a friend. :rolleyes:
 
Hmm... I'm kinda disappointed that Titans are DLC content, but the DLC would be too empty if it had nothing but the Colossus.

I also figure that World Cracker and Global Pacifier are non-reversable, so that once a planet has been destroyed/"pacified", it will remain like that forever?
Well the cracker obviously is, or well actually it shouldn't be, even if you cracked a planet gravity would out it back together over time. But then again lifting a sizable chunk of the planets mass from it's own gravity well is nonsense we couldn't lift 1/billionth of earths mass to orbit much less something like a third. I mean I guess it might be possible in super far sci fi but... why? Cracking the crust would get the same effect and be unbelievably much easier.

There is currently no way to unshield them (as that would make it a fairly useless variant).
No it would make them a interesting variant.
That is simply beautiful!

Just one question: Why is Neutron Sweep not an option for Spiritualists? Wouldn't it make more sense to make it exclusive for Xenophobes?
Not available to xenophiles and pacifists is another possibility.

I also suppose that using a World Destroyer will vastly increase the war weariness of your target ?
It should also get the entire rest of the galaxy to join in an alliance against you.

Shouldn't this be unavailable to xenophiles?
And pacifists.

Huh, what was that picture of you turning a world into a tomb world on twitter? I see no mention of tomb worlds here.

Is it part of "other types you can research"?
Would be nice maybee I'll mod in such a weapon instead of the stupid cracker.

Can you repair "destroyed" ringworlds? Or are they gone for good? (Assuming the former, but given the rather permanent nature of everything else ...)
I would imagine that ringworld segments are targeted separately and if one is destroyed it is very much gone. The kind of power it would take to blow up a planet (how does a planet even blow up it's not like the core is explosive, implode it perhaps but not explode it) would turn a thing like a ringworld to dust.

That's from Armageddon bombardment, which was discussed in dev diary 99. It wasn't a teaser for today, just me playing a Purifier campaign.
Perhaps a superweapon that does that might be in order to a quicker way to do it, also a generic option for those of us who find blowing planets up to implausible.

That's a pretty scary idea.
It's an awesome idea.
Titans do not have section variants. They're meant to be highly specialized ships.
You mean you didn't have time to balance it. To bad I would have loved to see super carriers.
Can a single corvette with a psychic admiral take on a Colossus?
Would almost make me like them. But jokes aside it is a fighter, perhaps colossi could be really weak to fighters and bombers? Not just because it is an homage to star wars but because it is a really big stationary target.
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)?
Plenty have been mentioned but perhaps something similar to what the pretoryn swarm does where they turn planets into a type where everyone but them have 0% habitability but they have 100%, essentially the entire ecosystem have been integrated into the hive minds support structure. Oh and obviously kills all pops and destroys all buildings.

Am i the only one who thinks that the Global Pacifier is the most evil one from all of them?
I mean...encasing a planet in an impenetrable shield, trapping a species there forever until they use up all the planets ressources, overpopulate it...and finally die alone.
Killing everone with or without their planet is humane compared to that.
Or they could solve their problems, find a sustainable way to exist and keep their population growth under control. And remember this is meant to be a last ditch effort for a pacifist not their go to method.

Are there any World Devastator-class weapons that are not mentioned here, such as unlockable by research that allow any of the following:

-Destroying a gas giant
-Turning a gas giant into a star
-Destroying a star/pulsar/neutron star/black hole
Well aside from destroying a black hole all these are more doable than blowing up a planet so they should be in there. In fact I would have preferred to see a star buster to planet buster. Stars exist in a state of constant balance between outward explosion and inwards pull of gravity, that could be used to mess with them, or one could speed up their rate of fusion or something, or even cause them to collapse into a black hole. Planets on the other hand don't explode if you hit the core with a beam that pierced the rest of the planet it would dig through the core and then start moving out through the planet on the other side. Sure it wouldn't be good for the people who lived there but quite frankly they'd be dead before yo were through the crust much less reached the core. I never understood the exploding planet trope, planets are hot in the middle because they are in a constant attempt to implode but the implosion is held back by their own matter.
Maybee if you bored a hole into the core and then sent down a really huge bomb, but evne then you'd likely have to seal up your hole to prevent the explosion from simply takign the easy way out and blasting a plume of fire halfway to the next solar system (and that's probably underestimating how powerful the explosion would have to be to overcome a planets gravity).

These are not currently planned but are entirely possible to mod in.
How did you go to beams destroying planets before stuff like setting fire to a gas giant?

Armageddon bombardment will do this, no ? Turning planets in tomb worlds.
Would be nice if armageddon bombardment did it but slower and there was a superweapon that did it quicker. Also again as a generic alternative for those of us who find blowing uo planets to implausible,

I guess a Mutagenic Ray to assimilate a species into the hive would be boring since Assimilators allready have something like that.
So how about a weapon that literally devours a planet? a Biological Grey Goo that destroys a planet over years and generates ressources during that time, at the end it only leaves a dead asteroid behind
Mutagenic ray... ok spiderman. I would say something more in style with a retrovirus.
 
There is currently no way to unshield them (as that would make it a fairly useless variant).

Easy headcanon for this is that the shielded worlds that are just found in the galaxy are really, really old and the shield has weakened. The shielded world's the player makes are brand new so their super-stable and fully charged. But without a colossus to recharge/stabilise the shield every few centuries it will eventually decay over millennia until it gets to the point a relatively primitive race can accelerate the process and collapse the shield from the outside.
 
To be honest, I'm not a big fan of planet destroyers as an idea. They just seem like an either completely overpowered feature that every lategame war will be centered around (I can already see players moving in a single full doomstack along with a colossus and destroying planets one by one), or a trivial endgame gimmick that comes too late and costs too much to be effective and is pointless to have other than for RP purposes.

But there is an even more important problem with planet destroyers, or at least I think there is.

They completely kill the idea of defense buildings on planets. Why build Fortresses if an enemy can just fly a ship to your planet and destroy it in one go, at a cost that is most certainly cheaper than building up a fortress border world was. Like, they only have to pay to build the colossus and its maintenance is probably not too costly. And they can do it numerous times. There is really no reason to invest in stationary fortifications.

It just feels like...I dont know, you wanted to make armies relevant? You made many changes, redesigned a whole system. And then you introduce a weapon that just makes them completely and utterly pointless in the lategame. They can't even stall for time or cost the opponent war exhaustion. This is made even worse if planet destroyers can just skip past the starbase and dive directly into a planet.

I get that the superweapon has a long charge time and all and is (or will be with patches) balanced. I can see the appeal of having them in the game.

But, really, they're just far too rule-breaking for my taste. I, for one, don't care if they come late in the game, I don't want to see even one of them in my games, except maybe as a ship used exclusively by crises which would make them more interesting. But as for normal or fallen empires? No.

Would it be possible to have an option at the gamestart to disable Colossuses entirely?

I'm sure the planet destroyer won't be invincible and that your empire will have time to defend yourself if this weapon enter your system. I really want to try this one, especially in a spiritualist game, where my empire will convert the galaxy to the one true faith :)
 
Really hurts that planet busters are finally coming but that they're coupled with the update that guts FTL. Shame, I really would have liked to play this DLC probably more than any other. Ah well.

5 spacebucks says that someone will mod in old-school FTL after the update.

Game is very moddable after all.

I like the FTL change though. Bring it on!
 
Another FE colosus type suggestion. Bring the entire planet out of its trajectory, and nudge it slowly towards a friendly nearby planet. Impact destroys both planets, but the defending empire can try to destroy the incoming threat similarly to an asteroid event. They would be destroying their own planet, however.
 
I must say I am a bit disappointed that Titans are not going to be coming with Charryh 2.0 update. Since FE and AE can build these I was expecting them to be free. It seems fair to me that if a computer can have them, then I should also be able to get hem. Does this mean that FE and AE will no longer bring their own titans in a non-apocalypse game?
 
so,wiz,is that mean nomand civlizations will become playable or just some new content and changes about priates and nomands?

From the sound of things regarding the DLC, the pirates aren't 100% hostile to all other species in the galaxy:

"fight against (or alongside) ruthless space pirates"
 
I must say I am a bit disappointed that Titans are not going to be coming with Charryh 2.0 update. Since FE and AE can build these I was expecting them to be free. It seems fair to me that if a computer can have them, then I should also be able to get hem. Does this mean that FE and AE will no longer bring their own titans in a non-apocalypse game?

FE titans have their own models, so they'll stay. The new titans will have all-new shiny models, which seems to be one of the main sources of paid DLC.
 
5 spacebucks says that someone will mod in old-school FTL after the update.

Game is very moddable after all.

I like the FTL change though. Bring it on!
It's already been confirmed that modding old FTL back in is impossible because the existing code is being removed. Devs confirmed this somewhere, and the New Horizons team confirmed it after directly talking to PDX. Game is going to be hard-coded to hyperlane-only going forward.