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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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Are Auras explicitely said to be DLC-features ? The only thing we know is that they are mounted on Titans, which are DLC-locked.
So in that case I don't think it could be argued that giving auras to other ship sizes would be forbidden unless you restrict the mod to Apocalypse-owners.
A bit like how you can create advisor voices without needing Synthetic Dawn

Oh, and we already have auras in the game, with Defense Platforms.
So really, I don't think you have to worry about that.
You still have your feature. You just have to pay for Titans.

Thanks for actually addressing my complaint chap (no sarcasm intended). Here's hoping that when I release my first mod with auras on battleships for 2.0, without the DLC required, I don't get dogpiled by a bunch of righteous fans accusing me of stealing.
 
I wouldn't mind an energy converter variant of this. Destroy Planet internet directly into power or power over time.

It takes enormous amount of energy to do something like a planet cracking.

Now you want to turn them into energy source while at the same time burn lot of energy? No.

That is what Dyson Sphere is for....
 
Man, I hoped planet destroyers were still a few DLCs away, but honestly some features in this dev blog took me by surprise. I wonder if the game will be more fun without this DLC.

  • World cracker. I get that a lot of people wanted their death star, but does it really bring new options? Since we will be able to turn planets into tomb worlds already, if I'm not mistaken, this just looks like the slightly advanced version of it with some counter-intuitive rules attached. I personally would prefer if it was the next step of orbital bombardment which turned a planet into a barren world with no ability to colonize it. Looks more plausible too, but of course you can't sell it.
  • Global pacifier. Well, this is where truly ridiculous things start. A self-sustaining "impenetrable" shield that still allows you to study the planet underneath it. Why aren't my ships shielded with this stuff? It really looks like the colossus should remain at the planet to sustain the shield.
  • Neutron sweep. This variant makes most sense, but again, this should be easily accomplished with a regular fleet.
  • God rays. Reads like a spell from DnD. I know that we have psyonics, which is basically magic and that Stellaris never strove for scientific accuracy, but I'm sorry, this is on par with worst of Star Trek technobabble.
  • Nanobot dispersal. If we had to have a death star, we need to have borg assimilation too, don't we? Only this thing does it instantly for the whole planet. Why again do we need that giant thing to carry a small amount of nano-machines to the planet? Gameplay-wise this is just accelerated assimilation. Sounds quite boring.

I am sorry if this seems harsh, but half these options have really abysmal fluff, and most feel like shortcuts for existing game mechanics.

Titans, which seem like mobile ion cannons with fleet buffs attached make sense from a gameplay perspective. Pull fleets into combat from across the system. Watch them crawl to you while you snipe some of them (or be on the receiving end), easier to snowball other empires towards the endgame - that kind of stuff. An artificial limit on titans is not ideal, and I would rather prefer a change in how soft counters in Stellaris work, but I realize you can't sell this stuff, unlike giant Schwartz rings.

Lastly, I get that ion cannons basically do not allow you to bypass the starbase. I have an idea for it based on EVE online starbase design called d**kstar. Basically, arm the starbase with only ion cannons and nothing else. Based on how powerful they are, they might be able to deal a massive amount of attrition losses by the time the fleet gets into range.
 
I'd imagine part of the reason you can't unshield worlds that you've Bubbled is because they stop being normal planets. Like, how would you work out a way to make a planet fully functional, but non-interactive and give no resources and no information on the surface? It'd be way easier (and more efficient for coding purposes) to just wipe out the original planet and replace it with a Shielded World with the same name that doesn't actually have any tiles or POPs or buildings, etc.

Yep. In the stream earlier they mentioned that being able to remove the shield from the world would require them to keep track of the data about the planet before the shield was placed there. Which means they aren't keeping track of the data, probably by changing the planet type to "Shielded World" or whatever they decided to call it. Wiz mentioned that keeping track of the data would make this a much, much more involved feature, code-wise.
 
A few questions:

- How about a "Shrouder" Planet Destroyer weapon for fully Psionically Ascended empires (turns the world into a Shrouded World)? It would probably make the galaxy about as happy as if you blew the planet up, but it could be a nice option if you really want to deny the planet to everyone (because you presumably cannot mine a Shrouded World).

- How about the ability to fire warning shots (e.g. "Puny Earthlings, I have destroyed your 'Mercury'´with ease. Now, will you cede Sirius and Alpha Centauri as demanded, or should I target Earth itself next?" or "I just blew up my own moon. Don't mess with me!")? Obviously, it would piss people off if you targeted stuff in their space, but it would probably make the galaxy less angry than if you immediately start targeting populated planets.

- How eager will the AI be to use Planet Destroyers if they have them? Will it be a weapon of last resort/a deterrent, or will they immediately send it after your planets if you end up at war?

- Will the AI understand MAD and take it into account when considering whether to declare war (and whether to deploy its Planet Destroyer during the war)?

- Are there any circumstances under which the galaxy at large would condone the use of Planet Destroyers (or some subset)? For example, if we blow up Prethoryn planets (even though it would be inefficient compared to simply bombarding it and turning it into a Barren World), will that be acceptable, or will everyone hate us for it?

- How easy will it be to locate someone's Planet Destroyer? Will we have to rely on ordinary sensor range, or will it be visible in some manner (because it has a unique reactor signature or some other reason)?

- Will any of the FEs or Crises use Planet Destroyers (of any kind)?
 
I have seen the error of my ways.

Actually I really haven't. It does still fascinate me how such poor business practice is so easily dismissed. Especially when some lawyer has had the forsight for it, apparently.

Yeah it sure does suck huh. I too hate getting free updates for a game, improving it as it goes. Did you play stellaris on release? Laggy piece of shit, patched within 24 hours. What other game companies do that? But yes, find something to nitpick on (that isn’t even really worth a complaint) when in all paradox is one of the better game companies out there.
 
Will we get ways to create new planets or at least revert planetary devastation?


Neat features, I can see how changing to only hyperlanes is one of the things allowing this to happen. It would be sad times if my enemy could warp in out of nowhere, destroy a planet, then blink back out.
 
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Thanks for actually addressing my complaint chap (no sarcasm intended). Here's hoping that when I release my first mod with auras on battleships for 2.0, without the DLC required, I don't get dogpiled by a bunch of righteous fans accusing me of stealing.
Well if some people try to accuse you of that, just tell them that auras are still in the base-game, and that as such you aren't stealing any content.
They tend to be forgottent (I hadn't even thought about them in the first place), but since they're in the base game, you should be able to use them as you wish
 
I think that having a couple PD slots makes a lot of sense but there should also be also a hanger or two for the Collosus. I mean are you telling me the giant death laser doesn't have room for it? Give the people their trench runs dammit!
 
Someone said "ion cannon"?
latest
Actually, some kind of doomsday weapon for pacifists also could be possible - gigantic pacifier that makes pops on hit planet extremly happy and unproductive for period of time (just like chemical bliss)/
 
Yeah it sure does suck huh. I too hate getting free updates for a game, improving it as it goes. Did you play stellaris on release? Laggy piece of shit, patched within 24 hours. What other game companies do that? But yes, find something to nitpick on (that isn’t even really worth a complaint) when in all paradox is one of the better game companies out there.

Don't jinx it, or Paradox may start putting lootboxes in their games!

"Why not buy a lootbox for $0.99? Possible rewards include, but aren't limited to:
Mineral boost, ranging from 500-5000
Energy boost, ranging from 500-5000
Unity boost, ranging from 100-1000
Science boost, ranging from 100-1000 in all three categories
Research boost of 5-20%"
 
Let the galaxy burn!
 
I'm amazed that some people thought that a Kitchen Sink space opera game like Stellaris wouldn't end up having some Ersatz version of the Death Star; literally the most iconic superweapon in the entire genre. In a game with just about every possible Star Wars reference short of just dropping prequel memes all over the place people really thought there was a chance that the big doom ball that provided the primary threat in its very first movie wasn't going to be put in as something playable? Come on guys.
 
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Called it. and now my insane machines can make all silent. also this one goes without saying...
 

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I'd imagine part of the reason you can't unshield worlds that you've Bubbled is because they stop being normal planets. Like, how would you work out a way to make a planet fully functional, but non-interactive and give no resources and no information on the surface? It'd be way easier (and more efficient for coding purposes) to just wipe out the original planet and replace it with a Shielded World with the same name that doesn't actually have any tiles or POPs or buildings, etc.
I think I would like to see a way to 'unbubble' a planet. Like it makes sense that a Pacifist races would want a way to subdue a planet without hurting anyone, but at the end of the war one should be able to take the handcuffs off and say "you're free to go".
I also want to see this (shielded worlds being freed), but for different reasons, I want a recreation of the events of Star Control 2 with slave shields getting taken down and the fallow slaves rebelling against the Ur-Quan Masters.

Maybe they're not shielded so much as removed to their own space-time continuum. It kind of looks like shielding because they're in a personalized bubble of space-time, but you can't pass the "barrier" because to do so, you would have spend some amount of time existing in two distinct and separate space-times. Even if you could push through the border, the passage would destroy you. (Unless you're The Worm, of course. But you're not, so tough noogies. Just take your eternal time out and deal with it.)