• 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:
I have a question for wiz if he sees this

Can a planet destroyer target and destroy a starbase/fortress - I remember you saying that they can not be destroyed by conventional means and well a planet destroyer is not a conventional at all I would think
 
I have a question for wiz if he sees this

Can a planet destroyer target and destroy a starbase/fortress - I remember you saying that they can not be destroyed by conventional means and well a planet destroyer is not a conventional at all I would think

Use @Wiz tag to give him a notification.
 
Will there be any way to destroy the shield created by the Global Pacifier? Like say an Empire does that to one of my worlds, but I win the war anyway. Will there be no way for me to rescue my trapped civilians?

Also will we be able to use the God Ray on our own worlds?
 
Will there be any way to destroy the shield created by the Global Pacifier? Like say an Empire does that to one of my worlds, but I win the war anyway. Will there be no way for me to rescue my trapped civilians?

Also will we be able to use the God Ray on our own worlds?
Shields can't be removed. Its permanent (because from a codebase perspective, it doesn't save any information on whats on the surface- the planet is replaced with a identically-named "Barren" world with a special appearance.)
 
So I'm amped about the expansion. There are two things that concern me. A ship auras that were in the original build of the game are getting reintroduced on battle ships 2.0 when I could originally use them on release basically paying again for a feature that use to exist. Also it is implied Ion canons are made to counter battleships, a counter should exist for free if your rebuilding the whole defense system to keep the stations important to late game and not some thing just to be shelled by max range xl weapon fleet.
 
@Wiz I know that planet killers can destroy habitats, but what happens to the planet it was orbiting?

And any chance that destroying planets in a system might give a discount on megastructure construction?
 
@Wiz

Can a planet destroyer destroy the starbase/fortresses you mentioned that could not be destroyed by conventional means, I ask because a planet destroyer is not even conventional I don't think
 
I'd like to see Devouring Swarms with biological, living ships and weapons, and greater reliance on food, and their superweapon could turn a planet into a huge food source for them by mutating the life on it and turning it into a huge biomass source.

This would be something unique and also mechanically interesting for them.

A bio hive that uses food instead of minerals would be pretty neat.
 
So I'm amped about the expansion. There are two things that concern me. A ship auras that were in the original build of the game are getting reintroduced on battle ships 2.0 when I could originally use them on release basically paying again for a feature that use to exist. Also it is implied Ion canons are made to counter battleships, a counter should exist for free if your rebuilding the whole defense system to keep the stations important to late game and not some thing just to be shelled by max range xl weapon fleet.

Auras never left the game, you could put them on defense stations, they were removed from BBs because all it ended up with was BB cheese. As far Ion Cannons it's an Anti-Titan weapon not an Anti-BB weapon, though it will likely be good at blowing those up to.
 
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.

Dude, come on. This has nothing to do with my post you quoted.
 
I hope the Humanoid of Mammalian Colossus model resembles the Death Star! (to the degree that it is trade mark safe).

I hope not ! Terrible idea. There are MODs for stuff like this. I would hate to have to play a Star Wars or Star Trek game, every time I launch Stellaris. I probably would stop playing it all together. If I want a particular theme, I can always download a mod or buy a game related to it.
 
Auras never left the game, you could put them on defense stations, they were removed from BBs because all it ended up with was BB cheese. As far Ion Cannons it's an Anti-Titan weapon not an Anti-BB weapon, though it will likely be good at blowing those up to.
It literal states in the dev diary its there to be a counter against battleships.
 
Last edited:
Auras never left the game, you could put them on defense stations, they were removed from BBs because all it ended up with was BB cheese. As far Ion Cannons it's an Anti-Titan weapon not an Anti-BB weapon, though it will likely be good at blowing those up to.

I thought they took them off BBs because it was really annoying to maintain all the auras on exactly one battleship each with the rest not using auras because it was cheaper.

I still want to know why you can't build fortresses in enemy territory. What's the logic there? I guess in 2.0 you'll be able to capture the fortresses if they built them, but cutting down the forts to only a handful of systems is just, wow. They seem to really hate fixed defenses.
 
This should be disponible to normal hives too, not just devouring swarms.
Also it can become one of options for a high level ascension. Like machines replace food with pure energy, empire with advanced biotech can use only food (as biomass) and energy, having no more need in minerals.

Still, I'd like to see also not so radical paths - becoming cyborgs and machines, or turning into a psionic entity are cool, but what about "classic" human empires like "purity" in Civ BE or Empire in Endless Space?