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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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I like all those news (and the addon) but i'm afraid that the AI will be a disaster. I'm playing a lot of ai games and to be honest the Stellaris AI is already a bad joke. I would be happy about a dev diary that will talk about AI development for the Stellaris v2.0. Thank you very much.
 
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.

Does this mean that, since there is a per-fleet ship limit, one fleet can only have one titan as well? That is, not only are you limited in number of total titans, but also in your number of titans per fleet?
 
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.)
Like for Galifrey ?
 
Now I really want to play a game of Stellaris where I destroy each and every planet in the galaxy. Including my homeworld, because the eternal cycle has to come to an end to begin anew. It's the ultimate genocidal playthrough, and I'm so hyped for it!
 
Would it be possible to have an option at the gamestart to disable Colossuses entirely?

I do feel like there should be the option to "ban" them prior to game start if you want, but those ion cannons which were specifically stated to be an anti titan wepon that could hit from across a system would probaly blow it up before it fired, especially considering that a fortess world would likely be in a fortess system, (which would have a super fortified citadel with dozens of gun platforms and likely several ion cannons) and with the sensor rework and the fact you have to travel in system before jumping to the next would definitely alert you that the thing is coming and that your fleets should move against it pronto.
 
I do if I want a ship with an aura on it. Without using a mod that needs the DLC.

I already paid for auras on ships when I bought the game.
You can rollback the game to a version in which those are still available to you (and the game still loosely balanced for battleships having that capability) at any time.
 
Because I want to play the latest version of the game, with a feature I already paid for.

I highly doubt that you bought Stellaris for the very specific reason of "ships with auras" but rather for the complete package we know as Stellaris. Welcome to video game balancing, this is pretty normal and okay.

With 2.0, there is. Modding said feature requires making the DLC required for the mod, or you risk a bunch of righteous fans accusing you of stealing from Paradox. Which has happened (re: Folk's Mercenary Enclave, which didn't actually use anything from the DLC he was accused of stealing from).

What do you care if others accuse you of stealing, if you aren't? Paradox isn't going to come after you (or so I'd expect) and unless false DMCA:s start flying around, there's nothing the others can do to you. What would their opinion matter in the grand scheme of things?
Auras are still in the game and I doubt it would require much to bring them back to battleships (or put them in Corvettes, if you want). No stealing necessary.
 
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)?

Turns the planet into an infested world, which the Hive Mind can colonise. It would also give them a nifty way to interact with the Prethoryn Scourge.
 
also there needs to be like a bombardment one were you make some of the world a wasteland

Fanatic Purifiers and their counterparts will turn planets into Tomb Worlds if they think it necessary (or amusing), and that's not even a WMD.
 
Can you use the planet cracker to crack contingency worlds?
 
I'm trying to think something for materialists and machines. How about a weapon that turns the planet into living metal or some useful material? Grey Goo ray?
 
I think we should be allowed to equip the colossus with massive weapons and defense system like the Death Star.

Titans = Super Star Destroyer
Colossus= Death Star