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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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@Wiz will the use of a planet killer in war give a boost or minus to the new warscore system? As in, will it make empires more determined to defend themselves against a race that uses them or will it make them more eager to surrender?
 
More questions:

-Do Ion cannons require the same technology as Titans before they can be built? Or Battleships? Or a different one?
-Does migration speed increase during the time that a Colossus is firing at a planet? I assume people will want to get off the planet, though most probably wouldn't make it in time...maybe some of them though?
 
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)?
Some sort of psychic broadcast that drives the population berserk and causes them to all rip their eyes out or kill each other for mercy's sake or what have you might be interesting. To make it have unique mechanics, it could perhaps remove all normal pops but generate a small number of 'reaver' pops who are very hard to remove... or leave a few mindless slave pops... or also effect enemy vessels in the area?
 
Fantastic work Wiz! I for one think that the shielded planet variant should have the possibility of being released from it's shield as a bargaining tool during (or maybe even after) war.

"Oh, you do want your capital planet back. By all means, just sign this peace deal and I'll release them".
Or
"Release your ships from our space at once or the inhabitants of planet x will be forever locked out"

It probably would be the most pacific one, as releasing a planet should limit the malus opinion of neighbors compared with the other weapons.

That's a really good idea... There's no way to break the shield, but the empire that created it can take it down if they want to.

You could even go the nasty pacifist route. "You want your homeworld back? Well I want a vassal..."
 
Seems like pacifists and peacekeepers got the short end of the Superweapon stick. Sure you can "glass" a planet and turn it into a research station...but that doesn't really seem very nice. And parking one of those in orbit of every hostile planet is probably not an option either due to costs.

I'd love to see more of a nuclear arsenal / zero-sum kind of approach for those who don't want to actually use the weapon, but use them as a bargaining chip. If you can brainwash an entire planet to become religious, why not make them rebellious towards their current leader and sympathetic to yours? Threaten the enemy with turning their people into their own enemy.
 
@Wiz regarding targetting.
You wrote, that Colossi can move towards planets not caring for space combat.
So, can I tell my fleet to prioritize the colossus over the enemy regular fleet?

But implementing this could lead to targeting options in general, will you be looking into that?
 
When will we learn more about the upcoming features you didn't mention today?

I mean those:

Pirates of the Constellation: Watch out for Marauders – space nomads who raid settled empires and carve out their lives on the fringe of civilization. Hire them as mercenaries in your own conflicts, but take care that they don’t unify and trigger a new late-game crisis!

Some Non-Violent Features: New Ascension Perks and Civics are added in the expansion, along with new Unity Ambitions that provide new ways to spend Unity and customize your development
 
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)?

Somthing like a locust swarm havester, Destroying all pops and resources and yielding a one time mineral/energy/food bonus. (it could have some cost to fire, so it wont get to OP)
 
Will dedicated screening ships ever be a thing? Because the new ship computers don't allow for this behavior. Will formations as part of fleets ever be implemented so you can put some destroyers or corvettes in formation with a capital ship? So smaller ships designed to take out missles and strike craft will stick with the ship they are supposed to defend.
 
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. :)
 
Now, we need space UN to deal with that kind of provocation. We have evidences, that Irakians builded some WMD's. Civilized Universe must respond to this.