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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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the only thing this game be missing now is biologic weapon research, I would love way to deal with and to use biological weapons - and see there effects on planet that there used on.

it also be cool to have orbital bombardment weapons be there own line of research just like ship to ship weapons are.

with diff types having effects to planets them self's, beside population and troops on planet.
 
I would like to see the ability to create a planet from scratch and there is a really good prime example of a civilization that builds planets that actually look like planets ie has atmosphere etc that can open up to let you inside of the planet that has its own atmosphere etc in the middle of the planet. The race I'm talking about that has the ability to create planets from scratch is the Forerunners in the Halo universe
 
If anything, it's weird that we can't unshield the them. We can unshield worlds that we find in FE territory, and let's face it: the shields they've made are far superiour to ours.
Their shields are also thousands of years old and may well have degraded.

Also, if shielding can't be undone, then what makes it even different from World Cracker? Sure, there's a different "flavour" to it similar to comparing Determined Exterminators and Driven Assimilators, but in the end both are hated by all organics in the entire galaxy.
Mechanically?

Planet-cracking produces mineral deposits. Shielding produces research deposits.
 
How about Sunshine planet destroyer, one that would heat the planet's atmosphere, roast all biological life, and leave crisp xenos just waiting to be gathered, packaged, and distributed to shops&malls. It would make extermination taste so much better.
 
I wonder if at some point they will go overkill and add a sun killer that transform a sun into a blackhole, transforming all planets instantly into frozen worlds like the dyson sphere does.
 
Also, if shielding can't be undone, then what makes it even different from World Cracker? Sure, there's a different "flavour" to it similar to comparing Determined Exterminators and Driven Assimilators, but in the end both are hated by all organics in the entire galaxy.

Purely in game play terms:

One gives you resources, the other lets you build an observation post, probably with a mix of observation post missions ranging from 'now completely cut off from the Galaxy, the 'X empire' chilled the hell out and lived happily ever after' to 'now completely cut off from the Galaxy, the 'X empire' struggled for resources as their entire civilisation collapsed, turning on each other for survival' type stuff.
 
They're also free to test if a corvette impacting a planet at FTL speeds leaves an impact crater.

You can't hit a planet at FTL speeds, because you don't move through "normal" space at FTL speeds.
 
If anything, it's weird that we can't unshield the them. We can unshield worlds that we find in FE territory, and let's face it: the shields they've made are far superiour to ours.

You know, now that you mention it, this is actually severely lorebreaking and unintuitive.

I'm not sure it's really a good reason to allow us to break Ur-Quan Slave Sh- I mean uh... Pacifier Shields (?) so that we can re-enact the events of Star Control 2, and I REALLY want that to be a pseudo-crisis that can happen.

But it is lorebreaking and unintuitive nonetheless that FE technology is apparently inferior to what we could make, and a bit sad since the entire point and coolness aspect of FE's is the mystique of technology so high it appears to be nearly magic
 
You know, now that you mention it, this is actually severely lorebreaking and unintuitive.

I'm not sure it's really a good reason to allow us to break Ur-Quan Slave Sh- I mean uh... Pacifier Shields (?) so that we can re-enact the events of Star Control 2, and I REALLY want that to be a pseudo-crisis that can happen.

But it is lorebreaking and unintuitive nonetheless that FE technology is apparently inferior to what we could make, and a bit sad since the entire point and coolness aspect of FE's is the mystique of technology so high it appears to be nearly magic
Fallen Empire Shielded Worlds are thousands of years old and their shield bubble may well have degraded. Simple fix.
 
Fallen Empire Shielded Worlds are thousands of years old and their shield bubble may well have degraded. Simple fix.

Could also be that they're more benevolent in design, rather than intended to be a maximum security prison.

Either way, we need to re-enact Star Control 2 and thus need to break our Slave Shields!
 
The game says you can. There's an anomaly that reveals a massive impact crater is from a ship impacting the planet while in FTL.

If we're staying within the rules of in-game FTL techs, none of them would do that. If FTL malfunctions, a ship might still be ejected at the "wrong" position, but at a sub-light speed.

Not that you need FTL to make a crater, no asteroids that hit our planet were in FTL when they made their craters.
 
If we're staying within the rules of in-game FTL techs, none of them would do that. If FTL malfunctions, a ship might still be ejected at the "wrong" position, but at a sub-light speed.

Not that you need FTL to make a crater, no asteroids that hit our planet were in FTL when they made their craters.

The thing you're missing is that everything in the game represents an abstraction, for example you find solar sails but those are never a thing in the game mechanically, in any way.

It's not hard to believe someone might have goofed around with a different kind of FTL or as the event text says, their FTL simply malfunctioned, causing the crash. It's intentionally vague to allow you to decide what you want to see in many aspects of the game.
 
I imagine shielding a world would have less of a diplomatic penalty than destroying it - the people aren't actually dead after all, so it should have some other drawback as well, like non-permanence.
 
The thing you're missing is that everything in the game represents an abstraction, for example you find solar sails but those are never a thing in the game mechanically, in any way.

It's not hard to believe someone might have goofed around with a different kind of FTL or as the event text says, their FTL simply malfunctioned, causing the crash. It's intentionally vague to allow you to decide what you want to see in many aspects of the game.

That's a stretch.