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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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Yeah, this is an other problem of paradox to implement some bad thought out **** without proper tests + fixes, but with labeling it as release-candidate (to demand the full-price) ...


Yeah, but it's not much work to "copy + paste" an already existing, but currently hidden feature (auras) ...

Yeah, but it's also not much work to change some numbers after the beta-testers (players) had given their feedback ...

What-ever, I won't "nitpick" on this anymore.
Once again, auras are not hidden, they are used in the game.

I only read those that quote me.
That seems to undermine the whole point of ignoring ?
I may fail to see something, but that seems a bit strange
 
What-ever, I won't "nitpick" on this anymore.
  1. Battleships had Aura Slots in a much earlier build.
  2. Battleship Aura Slots were removed because Paradox deemed they did not fit Battleships' role.
  3. Paradox has decided Aura Slots do fit Titans' role.
It's pretty simple. I don't see why someone would get mad about this- Battleships have been lacking their Aura Slot since at least when started playing, back in... what, 1.3?
 
There is currently no way to unshield them (as that would make it a fairly useless variant).

I don't think this is such a good idea to have the shield being permanent. As others suggested, maybe there could be a chain of events that could allow to unshield them after a while ? Maybe the research station could be used to alter their government/ethics while they are imprisoned so ultimately the goal would be to peacefully incorporate them or free them when they are not hostile anymore ? Converting aggressive slavers and despots into peace loving peoples this way would be great.

Also, if someone has the technology to create such an invincible shield, they could probably adapt it to use on their own planets too.
And what about those xenophobes adepts of Inward Perfection ? They would likely be happy to just shield themselves up like this forever.
Will they be grateful if you imprison them ? :D
 
I don't think this is such a good idea to have the shield being permanent. As others suggested, maybe there could be a chain of events that could allow to unshield them after a while ? Maybe the research station could be used to alter their government/ethics while they are imprisoned so ultimately the goal would be to peacefully incorporate them or free them when they are not hostile anymore ? Converting aggressive slavers and despots into peace loving peoples this way would be great.

Also, if someone has the technology to create such an invincible shield, they could probably adapt it to use on their own planets too.
And what about those xenophobes adepts of Inward Perfection ? They would likely be happy to just shield themselves up like this forever.
Will they be grateful if you imprison them ? :D
I think it makes sense to keep it permanent, honestly. Both from a coding/complexity direction (the weapon effectively destroys the planet and replaces it with a Shielded World, it doesn't actually "imprison" any POPs) and from a mechanical standpoint- the idea is to remove an enemy world from play, after all.
 
So you're actually just killing all those people? :( That's not very pacifist
You're not technically killing them. You're shielding their world. You could even argue that you are protecting them from the harsh violence of the galaxy - which seems like what a pacifist would to.
 
You're not technically killing them. You're shielding their world. You could even argue that you are protecting them from the harsh violence of the galaxy - which seems like what a pacifist would to.
We already have a "convert them to your Ethos" weapon, for Spiritualists- which are the Ethos that's all about rapidly converting populations to your Ethos.

Shielded Worlds aren't a Pacifist-only option, anyhow- they're available to everyone.
 
I think it makes sense to keep it permanent, honestly. Both from a coding/complexity direction (the weapon effectively destroys the planet and replaces it with a Shielded World, it doesn't actually "imprison" any POPs) and from a mechanical standpoint- the idea is to remove an enemy world from play, after all.

I see.
But then, as a true pacifist, I would rather go for a non-spiritual version of the God Ray than the Pacifier :confused:
 
I see.
But then, as a true pacifist, I would rather go for a non-spiritual version of the God Ray than the Pacifier :confused:
Pacifists aren't about forcing other civilizations to change their Ethos, though. That's not their "thing". Pacifists, well, passively encourage Ethos shift by maintaining long periods of peace that compound Pacifist Ethos Attraction in other empires.
 
Pacifists aren't about forcing other civilizations to change their Ethos, though. That's not their "thing". Pacifists, well, passively encourage Ethos shift by maintaining long periods of peace that compound Pacifist Ethos Attraction in other empires.

That's right, I didn't look at it this way.
Cheers :p
 
Mechanically, the POPs cease to exist. Lore-wise, they're trapped on the planet "forever"- they no longer impact the game, and thus there's no reason to simulate them.
I would not be a very happy girl if I'd mechanically ceased to exist but lorewise I'm still alive somewhere...
You're not technically killing them. You're shielding their world. You could even argue that you are protecting them from the harsh violence of the galaxy - which seems like what a pacifist would to.
I would not be a very happy girl if I was only being technically not killed.
 
I would not be a very happy girl if I'd mechanically ceased to exist but lorewise I'm still alive somewhere...

I would not be a very happy girl if I was only being technically not killed.
Isn't being technically not killed the best way of being not killed ?
 
I would not be a very happy girl if I'd mechanically ceased to exist but lorewise I'm still alive somewhere...

I would not be a very happy girl if I was only being technically not killed.
Har har. You realize that when a POP migrates, it doesn't actually move anywhere, right? The game just deletes it and spawns an identical one somewhere else.
 
I like @Hironymus 's idea for the Life Eater: Genetic swarm/virus that strips a planet of all biological material. To be in line with the other weapons, it should be a barren (terraformable) world, though, since all genetic material left on the planet are those dangerous swarms/virus that is designed to transport biological matter back to the hive. I don't really know how to explain how it would work against a machine world other than saying 'it doesn't get a bonus, but the world is dead and barren.'
Horribly inefficient from an energy/sciencey approach, but completely in line with Sci-Fi (and awesome and terrifying!).
 
I like @Hironymus 's idea for the Life Eater: Genetic swarm/virus that strips a planet of all biological material. To be in line with the other weapons, it should be a barren (terraformable) world, though, since all genetic material left on the planet are those dangerous swarms/virus that is designed to transport biological matter back to the hive. I don't really know how to explain how it would work against a machine world other than saying 'it doesn't get a bonus, but the world is dead and barren.'
Horribly inefficient from an energy/sciencey approach, but completely in line with Sci-Fi (and awesome and terrifying!).
Wouldn't this kind of weapons only be suited for Devouring Swarms, and not for all Hive Minds ?
Not every single one of them want to eat all the biomass of the galaxy, some of them are pretty nice guys ... Or at least they don't want to eat sapient species, cleansing their world in the process.