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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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Could also be that they're more benevolent in design, rather than intended to be a maximum security prison.

Either way, we need to re-enact Star Control 2 and thus need to break our Slave Shields!
The shielded worlds are only found in the territory of the Xenophobe FE, so it's doubtful that they are more benevolent (although it does point towards that FE being Inwards Perfection-type xenophobes in their prime). The do, however, only ever put admirals, a mothballed fleets, ancient caches of technology or voidclouds for some reason under those shields. So, unless those voidclouds are actually remnants of an ancient civilization which transcended their mortal form to exact revenge for their imprisonment (and utterly failed, considering that End Of The Cycle they aren't), the Xenophobe FE probably didn't even need to set up a full-power Pacifier shield.
 
Questions (for anyone, really):

Will the Neutron Sweep be useful against the Swarm? Can I use it to clear infested planets without requiring terraforming them again?

What about the God Ray and Nanobot dispersal? Is the Swarm in any way vulnerable to these weapons?

And does the Contingency count as bots/synths for the God Ray? I don't just mean planets it's conquered, but the special ones as well.

Just wondering, as I'd hate to build a Colossus, and bet on the wrong one when a Crisis shows up.

"Greetings, unknown xenos. Have you met our lord and savior, the God Ray?"

"Mugani! Hak hak hak!"

"Call up the College of Cardinals. Tell them we're going to need a bigger apocalyptic weapon."
 
giphy.gif

Not sure I care for this world destruction thing.

:D
 
Also, if shielding can't be undone, then what makes it even different from World Cracker? Sure, there's a different "flavour" to it similar to comparing Determined Exterminators and Driven Assimilators, but in the end both are hated by all organics in the entire galaxy.
One provides minerals one provides science.
 
I don't want titans. I do want the feature I already paid for.

Dude, come on. We're not talking about a headphone jack on a phone; you should know as well as anyone that game mechanics need a reason to exist. They took BB Auras out because they didn't work the way the designers wanted them to. If BBs had auras again, they'd be trivial to cheese, especially with the fleet designer. You could trivially give mid-game fleets health regeneration anywhere they go, or use the new fleet designer to quickly make a fleet that has BBs with each kind of aura so you didn't even have to pick an effect.

There are design reasons to do it the way they are doing it. Maybe save the outrage for if they cut out something important, like traditions, or civics or something.
 
I hope the Planet Destroyers can be fitted with something that can bring toxic or barren worlds within reach of colonization.
 
Questions (for anyone, really):

Will the Neutron Sweep be useful against the Swarm? Can I use it to clear infested planets without requiring terraforming them again?

What about the God Ray and Nanobot dispersal? Is the Swarm in any way vulnerable to these weapons?

And does the Contingency count as bots/synths for the God Ray? I don't just mean planets it's conquered, but the special ones as well.

Just wondering, as I'd hate to build a Colossus, and bet on the wrong one when a Crisis shows up.

Ultimately, we'll have to wait and see how each death beam interacts with each crisis, but in the interim we can make inferences based off game mechanics.

The Prethoryn Scourge doesn't "colonize" planets, they convert a planet type into an Infected world, a special planet class that only appears as a result of the Prethoryn Scourge conquering a planet. These planets are uninhabitable and do not have pops, even though they can be bombarded. It is safe to say that the Neutron Sweep, God Ray, and Nanobot Dispersal would not work against Infected worlds because those weapons directly interact with pops, which Infected worlds do not have. As for the Planet Cracker, it is reasonable to expect it to be able to destroy an Infected world, but the devs might decide they can't so the scourge doesn't become more trivial.

The Contingency is a little bit different, since worlds that it conquers DO have pops. The Neutron Sweeper and God Ray will probably be able to wipe them of their robotic pops. The Nanobot Dispersal will probably have no effect, since you can't turn robots into cyborgs. Again, the Planet Cracker should be able to just obliterate the planet itself. The Sterilization Hubs function similarly to the Infected worlds created by the scourge, they are special planet types that have no actual pops, so the Neutron Sweep, God Ray, and Nanobot Dispersal would have no effect. The Planet Cracker could potentially be used to destroy the hubs outright, but again, the devs might decide they can't so the contingency doesn't become more trivial.

I hope this answers your question adequately.
 
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)?
How about something for the devouring swarm? (just like the assimilators)

I always felt that just eating the pops was not enough.
How about devouring all life on the planet and leaving only a barren planet behind ( with terraform icon)
This would give the swarm a lot of food and/or research.

AL WILL BE DEVOURED.
 
I hope the Planet Destroyers can be fitted with something that can bring toxic or barren worlds within reach of colonization.

Isn't that the exact opposite of "destroying" a planet?
 
The system for creating World Devastator weapons is fully scriptable, and modders will be able to create their own planet-destroying/changing effects.

I can assume that W-slot weapons are utility components pretending to be weapons, and have no effect their own, while the actual effect is executed in event.
 
How about something for the devouring swarm? (just like the assimilators)

I always felt that just eating the pops was not enough.
How about devouring all life on the planet and leaving only a barren planet behind ( with terraform icon)
This would give the swarm a lot of food and/or research.

AL WILL BE DEVOURED.

I never knew how badly I wanted this to be a feature until you mentioned it. Make it available for all biological hive minds and it will be golden.
 
Hello, I just purchased Stellaris this Christmas, and I wanted to know if there is a text where 2.0 is briefly explained like all the upcoming features. If anyone has a link I would be grateful
 
You do get society research out of it as well. Not to mention increased growth rate from obscene amounts of food.
True, but I always feel more hunger afterwards. A hunger that can only be stilled when the last planet has been devoured.

I never knew how badly I wanted this to be a feature until you mentioned it. Make it available for all biological hive minds and it will be golden.

I personly think it would fit better with the devouring swarm civic.
A conversion devise like the assimilators have would be better suited for your regaler hivemind (giving all pops the hivemind trait and full control of the planet)
Though that will most likely make it one of the strongest "planet destroyers", so would suggest that some pops die during the process.
 
True, but I always feel more hunger afterwards. A hunger that can only be stilled when the last planet has been devoured.

Followed by the eternal question; "Okay, now what do I do."
 
I just want to throw my own bit into this, even though i fully expect it to be lost in space and time.
  • Xenophile: A weapon that works like the proposed Nanobot Dispersal for Rogue Servitors, making all the pop's into some form of pet pop that removes their happiness bar and massively reduces productivity but makes them passively increase Xenophile happiness.(I admit, I am reaching here, but it be a pretty funny to Pettfy a bunch of giant space spider in the style of Wander over Yonder)

  • Egalitarian: This one I really can't come up with one because the idea of modifying or even hampering another race all together seems to go against the ethos, maybe they simply drop care packages and make the pops more happy all together.
You could just have a global happiness beam for both of them, that makes the population happy for a while no matter what. You'd use it on the planets you conquered after the war. Call it the Party Cannon. Or maybe the Friendship Laser, with a rainbow effect on the beam?

Or have the Xenophile one teleport the entire population to empty spots elsewhere in the galaxy, prioritizing your empire. Xenophiles are the ones who like mixed populations, right?