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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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There is currently no way to unshield them (as that would make it a fairly useless variant).

I actually disagree, have the event/option similar to lowering the shields on other planets that are already in game. That way there is a time, and possibly energy commitment to balance it out.

Furthermore the shielding weapon could potentially be used by your empire to protect a valuable planet from certain destruction for a time. (Ie one of your planets, but at the exchange of losing any output from it until you lower the shield.)

Also do consider bioweapons, or something that "devours" the planet for the devouring swarms, or hive mind empires. Perhaps once completed it transfers the total amount of minerals and energy that was spent on the planets to the one who "devoured it" leaving a barren, yet terriformable world behind. Not to mention possible resources from the pops themselves.

Hive minds, and devouring swarms do need some serious love from the dev team over all.
 
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I love the idea of using the planet cracker as a purely mining asset. Decimating uninhabited systems for minerals. It's very sci-fi. Is this a viable strategy?
During the first look live stream Wiz was showing off the world cracker on a barren world and it generated no resources, then went on to say "in some cases, like if you're blowing up an inhabited planet, you will also generate a mineral deposit" - so I would imagine that most if not all non-inhabited planets provide nothing other than a cool explosion. If the world cracker could provide sizeable deposits of minerals everywhere then the other colossus types would pale in comparison in terms of overall usefulness
 
Cheers for the DD Wiz and the extra info Jamor :D. Really looking forward to Cherryh/Apocalypse - while Stellaris is great now, there's something about warfare that's not quite 'there', and I reckon this patch/DLC will give it that extra kick - Stellaris' "Art of War" moment :cool:. The potential to have really evil empires that destroy planets (as opposed to those 'mostly evil' empires that just conquer them and eat their inhabitants :)) should add a great spectrum of behaviour to AI empires as well, which I'm looking forward to.



Is there an anti-God Ray that spreads atheism? If not, spiritualist bias confirmed :p*.

*Note - this is a joke, not a serious request or comment on anyone's spirituality!

Call me cynical, but I have the marked impression that this weapon is just a very, very, very big gun that ''convince'' people of the virtues of luddism (it's really odd how convictions and ethos could change quickly with a Death Star in orbit)
 
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.
Can the World Cracker destroy a planet affected by the Global Pacifier?

Can you use Planet Destroyers to clear habitable planets out of a system so you can construct a ring world? If you destroy a ring world segment does it turn into a shattered ring world that can be repaired later? What happens to habitats (i.e. are they just gone, or are they left in a repairable state similar to other broken megastructures)? Can World Crackers be used on wonder-type megastructures?
 
So you can obviously choose a weapon based on your Empire ethics, which is a good start.

What about Ascension based Doomsday/Planet Destroying weapons? Empires would have access to the current ones based on ethics of course, these just add some cool flavouring.

Biological Ascension screams for Bioplagues. The ship could be a giant factory that moves into orbit and must remain there as it studies the world below and the gargantuan AI (or living brain) spins up the biofactories to start producing the spores. Ineffective against machine/robot/synthetic pops.

Psionc Ascension is made for Psychic Scream. Despite the advantages of psionic powers, unleashing this much power requires the ship be near the planet. This mobile cathedral to the psionic arts houses some of the most powerful psionics your empire has ever produced. Focusing their psionic powers through arcane machinery and crystals, they unleash a beam of psychic energy that ruptures spacetime around the world, tearing the life force from the world, leaving a barren husk behind.

Synthetic Ascension suggests nanoplagues that convert the planet to a machine world, removing all structures and population in the process.
 
Some grey goo and/or zerg creep kinda thing perhaps. some sort of bioweapon that eats all life on the planet, and a techno variant of it for machines.

Sounds alot like the lore in Horizons Zero Dawn.
 
I don't like the concept of doomsday devices for Stellaris. First of all they're just an invitation for doomstacking, this single battles will decide everything, if the attacker wins war is over and there wont be anything left of the defender. Thats not a way to get wars become more interesting. Second while all this different kinds of doomsdays sound quite interesting and look like a cool concept on the other hand it will become some hell of work to balance things out between empires being able to "just" destroy worlds and some chosen being able to completely take over whole worlds with all their buildings and population, it's not impossible to balance that out but it'll be a real hell of work to reach that. Also it's the whole point of the given system of wargoals and warscore to create wars which aren't always that decisive. If evenly empires engage in a war one can win that war but the winner cannot wipe out the enemy, the system grants enough for the winner to feel being the winner but limits enough for that wars looser to be able to regain strength after the war maybe coming back, with planetdestroyers we don't need to talk about that anymore, whoever looses the first battle will be wiped out there wont be any coming back. And don't tell me about diplomatic drawbacks coming from that use of planetkillers we all know that once you have reached the point were you start rolling with planetkillers we'd only think "shut up or your homeworld is next" reading that diplomatic messages. :p
This weapons are just there to faster finish the game, there are lots of 4X games lots of them have this kind of weapons and all share that this things are just there for lately faster finishing the game because wiping out anyone is usually quite alot faster than conquering the others.^^

Titans look interesting too, but in fact are nothing else than the same 3 sectioned ships with quite the same number of weapons as we already have with the only difference of having much more HP and a T instead of a XL slot, it's ok but not that impressive to have BB 2.0. Don't get me wrong, it's ok but just not really impressive, look whats around created by modders with Dreadnoughts, Titans and Flagships or whatever they call it, thats all much more impressive what this expansion brings up as Titans so I'd have liked to see a bit more here.

A very interesting point is mentioned for Titan weaponry with the ability to attack someone within "the same solar system" thats looking up for quite an interesting mechanic but I feel it a little wasted made use of only by that one weapon of that 1, 2, 3 Titans you have. Actually the ability to launch an attack on someone within the same solar system without having to close in on him until finally the fleets start to engage would be something that carriergroups should be capable of. That way there would be some use for carriers other than just blocking fleetcap that could be used by much more efficient designs.
 
I just want to say, when the changes to FTL, doomstacks, fleet combat and balance in general have been released I will play this game again. I petered out because of the weak combat and lack of competitive potential that resulted, and the FTL imbalances and pointless hyperlanes, but now I am most definitely going to be getting into this game again, and getting friends to play with me.
 
Call me cynical, but I have the marked impression that this weapon is just a very, very, very big gun that ''convince'' people of the virtues of luddism (it's really odd how convictions and ethos could change quickly with a Death Star in orbit)

I was just joking :). That said, if we were talking it out more seriously, then if it's changing people's views by the implicit threat of force, then there's no real reason to limit it to only changing people from X (Spiritualism) to Y (I think materialism - been waiting on Cherryh to play Stellaris, so a little rusty on my ethics wheel).

On the other hand, if I was to switch back to joking mode, a big gun in orbit wielded by nasty folk could encourage people to pray a lot :D.
 
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.

Could you voluntarily create one of these Ur-Quan Slave Shie-- I mean Global Pacifiers-- onto one of your own planets to prevent your weak meta-mollusk race from having to survive in the harsh and terrifying universe that threatens to devour you at every turn effectively winning the game by your own victory condition?
 
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.

Could you voluntarily create one of these Ur-Quan Slave Shie-- I mean Global Pacifiers-- onto one of your own planets to prevent your weak meta-mollusk race from having to survive in the harsh and terrifying universe that threatens to devour you at every turn effectively winning the game by your own victory condition?
wiz said on stream you wont be able to shield your own worlds. :(
 
What damage does a planet suffer if a Cracker is interrupted halfway? Or other weapons.

None, you can interrupt it at 99% and the planet is fine.

It's just when the device actually fires that your planet is screwed.

It's so that you have a few months of ingame time to react and stop whatever is being attempted.
 
The first two seem rather underpowered when the latter three will give you a planet to work with. Why would I destroy(or otherwise remove) a planet when I can just kill everyone on it and colonize it later after the war is over? It's not like your enemy is going to have time to recolonize it and resettle enough pops there to make it productive during the course of the war. If the cracker gave you enough minerals to mine maybe, but that's a big maybe. The only reason I can ever see using the first two is if I didn't have any interest in ever conquering or making vassals out of those planets.

The pacification one has the most promise as far as dynamics go but it's all moot if the shield can never be removed. What's powering the shield anyways after your ship leaves? It would make more sense that the shield remains for as long as you keep your ship there(obviously the ship would protected by the shield too). If it's supposed to be the "peaceful" apocalypse option why not have it block the planet off completely effectively besieging it until they see reason and declare for your nation? Conquering planets with minimal blood shed once the fleet is taken care of.

The "God Ray" seems like they are trying too hard to find a spiritualist themed weapon, which I can't blame them as I can not come up with anything better. I don't think that spiritualists really need a weapon specifically for them what they need is a mechanic to park a death star in orbit and demand that the planet converts or face the wrath of their god(s). Honestly the current planned mechanic would make more sense for it to be a platform that from which propaganda and missionaries deploy, along with significant chemical assistance to convert the planet.

Titans...well I've already been well spoiled with NSC, though the titanic weapon slot is something new. Going to have to see how I like this new starbase system that is removing fortresses though I'm glad they're giving us more to arm them with.

How about a colossus that is essentially a giant transport that abducts everyone on the planet leaving it ripe for colonization? This can be another valid option for more pacifist minded empires who don't want to kill or destroy, they just want people out of the way. The populations could then either be integrated across your other planets while your loyal citizens take over their former homes or would turn into refugees...or you could just eat them, options are good.
 
I don't like the name. What does God have to do with it? Does it project God Particles? Can it be called "conversion beam" or something?


World Cracker: Shatters a planet, leaving behind a broken debris field that can be mined for resources. Available to non-Pacifists.
Can Arthropoids have a ship model that looks like a wingless dragonfly? :)
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?


And for other types of doomsday weapons - I really liked strip mining the planets in Sword of the Stars. You could just send your mining ships, take all of the enemy resources and leave. Or the Vasari in Sins of Solar Empire.

MegaMiner - does not destroy the planet but reduce it in size (less tiles), adds more tiles (or tile bonuses) to owner's capital world.

That would be great for tall isolationists - instead of conquering the galaxy, just keep relatively small empire surrounded by overmined worlds :)