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Stellaris Dev Diary #163 - Juggernaut & Mega Shipyard

Hello everyone!

Today we’ll be talking about some big stuff – namely the Juggernaut and the Mega Shipyard.

Both of these new behemoths are a part of the upcoming Federations expansion.

Juggernaut
Stellaris has been in development for many years and, and if there’s something we know for sure its that big ships are cool, and bigger ships are even cooler. With this flawless logic in mind, we obviously wanted to add something even bigger than a Titan.

Mobile starbases is something that we know has been widely requested, so why not hit two avians with one lithoid?

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Visually, the Juggernaut has the shape of a giant pair of wings.
The juggernaut is as much a mobile starbase as it is a massive warship. Although the Juggernaut works like a mobile starbase in some regards, it will not project borders or control ownership or systems. A Juggernaut instead functions like a forward base of operations during offensive campaigns, a place where you can repair your ships. The Juggernaut will not have starbase modules or buildings – instead it will count as always having 2 Shipyards (which means it can build, repair and upgrade ships).

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The Juggernaut can be designed in the ship designer, and features 2 XL turrets, 6 hangar slots and 5 medium turrets.

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In addition, the Juggernaut gets access to a couple of new and unique aura components.

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The Juggernaut will be unlocked by a technology which requires Citadels and Battleships to be already researched. A Starbase will also need to have a Colossal Assembly Yard in order to be able to construct one. The Colossal Assembly Yard is required for (and unlocked by) both the Colossus and the Juggernaut.


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The Juggernaut will have an empire limit of 1.

Mega Shipyard
New Megastructures are always nice, because we all want more ways to show off the glory and magnificence of our empires. The Mega Shipyard is exactly what it is, a giant shipyard that allows you to build a lot of ships really fast.

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The Mega Shipyard will also provide ships with +100 starting XP, so that it will not matter where you build them. Generally speaking, we are trying to avoid design that creates incentives for players to engage in more micromanagement that may not be fun. We believe the choice of where to build a ship (because it would cost less, or gain more XP somewhere) is an example of micromanagement that is not very fun. The only incentive is to avoid loss aversion, which is not a good. Incentives should generally be positive.

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The Mega Shipyard is unlocked by a technology which requires Mega-Engineering (like the others). It’s found in the Society tree and belongs to the Military Theory category.

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The Mega Shipyard will have 3 stages (in addition to construction site):
Mega Shipyard Framework
- 10 Shipyards, +33% Ship Build Speed, +100 Starting Ship XP
Mega Shipyard Core - 20 Shipyards, +66% Ship Build Speed, +100 Starting Ship XP
Mega Shipyard - 30 Shipyards, +100% Ship Build Speed, +100 Starting Ship XP

The bonuses to Ship Build Speed will be empire-wide.

Keep in mind that these numbers are work-in-progress and may change.

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That is all for this week! Next week will be the last dev diary of the year, before the holidays, and we will be doing a round up of the year.

Also keep an eye on our social media channels, as we will be sharing some more screenshots of the Juggernaut and Mega Shipyard.
 
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Can Juggernaut upgrade and repair itself?

If yes, man, people will hotswap weapons and auras.

Btw what I want the most from shipyards is that idle shipyards should participate in the shipbuilding. It would be stupid that a 1-shipyard base, a 6-shipyard base and a Megashipyard is building Titan at the same speed. Idle shipyards should, at least, build smaller parts until when the crews there receive a new project.

Maybe around 10% per idle shipyard and give it a cap somewhere. Maybe around 100% bonus speed cap?
 
Actual questions for @grekulf and company rather than just responding to others' posts:
  • Does the "Juggernaut" have any bonuses to shipbuilding (that is, do your ships pop out with any experience bonus, do they get any reduced time or cost)? Does it perhaps get a bonus to upgrade/refit speed? Can it even build titans? If not, two shipyards is... pretty pointless, in the context of a late-game fleet.
  • Can the mega-shipyards build titans or colossal ships?
  • You still haven't explained what "Hyper Jump Cooldown" is. Hyperdrives don't currently have any cooldown, only a charge time. You can pop through a hyperlane and instantly begin charging for another (say, because you decided that nope, you do not want to be in this system) and the second charge takes the same amount of time as the first. Hyper Jump Cooldown isn't a charge time reduction, because there's already a hyperdrive charge time reduction on the aura. It's not Jump drive cooldown either, because there's a separate effect line about that on the aura, too.
 
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The juggernaut is as much a mobile starbase as it is a massive warship.

Of course, it's not that much of a mobile starbase.
  • No borders or ownership effect
  • No mention of trade collection or protection
  • No mention of FTL inhibition
  • Almost certainly can be destroyed rather than just disabled and captured
  • No (buildable) modules or buildings
  • No customizable defense platforms
  • You can kind of control its loadout, but not in the way that you can with starbases (which can, for example, go missile-heavy if for some reason you wanted to)
  • We haven't seen its utility or auxiliary slots, but presumably we can upgrade its defenses... but again, not in the way you can with a starbase (where offensive modules boost HP too)
So, given all that, perhaps "as much a mobile starbase as a massive warship" is right. It's mobile, and it's massive, but it's quite limited for either a starbase or a warship. Arguably, it's closer to a massive warship than a starbase. Or perhaps it's meant to have a starbase's total imbalance of offensive and defensive power, meaning it tickles rather than punches but can take a lot of damage? Given how much it would presumably suck to rebuild it, and hoping that it's actually got late-game-meaningful HP and is able to disengage, OK.
 
Juggernaut movement speed?
 
So when will we get a mobile stargate? :D
Assuming you mean Gateway:

That would actually make way more strategic sense than a mobile pseudo-starbase. A mobile megastructure - it probably wouldn't even have weapons - that provides instant access from your shipyards to your fleet, and vice versa. Only your ships and those of people you have a certain level of diplomacy with can either enter or leave through it, and real gateways operate by their standard rules (which are mostly that, aside from some messiness around occupied systems). Even if you don't give it a jump drive (but especially if you do) or let it use gateways itself, it'd reshape the strategic space in a way nothing else does today.

Of course, it'd play merry hell with the pathing engine. For that reason, if nothing else, I doubt we'll ever see one.
 
WAIT WAIT WAIT WAIT WAIT---

can this be a precursor to hivefleets!? to NOMADS!?!?!??!?!?!=?!?

YES
 
Those ships are nice and such, but I thought this was about Diplomacy?
Or do I misunderstand Diplomacy here ?:confused:
Well, it is said that "War is the continuation of diplomacy by other means" (not that Stellaris has had a lot of diplomatic strategy so far). With that said, it's true that I don't see these things specifically relating to Federations (the actual name and thus presumptive main focus of the expansion) at all.

Still, I appreciate extra content. I don't think the game really needed either of these - not the way it needs the Galactic Community, for sure - and I have questions and concerns about the implementation, but I'm not going to complain about them being included with this expansion unless something actually good and diplomacy/federations-related (selling/hiring ships? Please?) was cut for it.
 
Those ships are nice and such, but I thought this was about Diplomacy?
Or do I misunderstand Diplomacy here ?:confused:
Having one increases your diplomatic weight (due to the increased military force) and also makes joint fleet actions easier.

Another question for Devs: Can we have 1 Juggernaut per federation in addition to our one juggernaut per nation?
 
Of course, it'd play merry hell with the pathing engine. For that reason, if nothing else, I doubt we'll ever see one.

I think it should be fine as long as they move, say, half as slow as battleships. I wouldn't let trade routes pass through them though.
 
Can we please not cap Juggernauts?

They are super late game and change the balance of war, but by this point in the game we should be able to fully mobilize if needed.


There should be a point in the game where we can go absolutely crazy with fleet building and power projection, and endgame is probably that time.
 
You're a little off. Specifically, by a factor of 5x. It's 1 hull regen and 2 armor regen, per day.
Yeah, I just didn't remember the numbers of the Scrap Bot's nanite repair, so I high-balled.
 
This is realy cool but in the end does it matter? most people quit playing entering mid game due massive lag and slowdown of the game, untiill that is adressed I doubt many will enjoy it.
 
A Juggernaut instead functions like a forward base of operations during offensive campaigns, a place where you can repair your ships. The Juggernaut will not have starbase modules or buildings – instead it will count as always having 2 Shipyards (which means it can build, repair and upgrade ships).

I really want this thing to be awesome, but my concern is over its practical utility.

You say that it will be a place for fleets to repair, however, currently fleets can repair at any enemy starbase they have captured. Are you changing how fleet repair works? Will it only work for non-captured starbase? Will it only work for starbases with shipyards?

To be honest, I always felt it was kind of cheap how I could capture an enemy starbase and then use it to immediately jump to 100% health. Made invasions feel somewhat snowbally and it would usually become almost impossible to wear down my invasion. If you changed it to only work for starbases with shipyards or only work with your shipyards, that would be a really great change. It would make the Juggernaut a really valuable mega structure.
 
I can see the modders already thinking let us create a Homeworld Origin, where you start with the mothership. Perhaps with a destroyed/cracked homeworld.
The question is how it would handle the pops (without planets).
 
^ "modders"

which modders :c
 
I can see the modders already thinking let us create a Homeworld Origin, where you start with the mothership. Perhaps with a destroyed/cracked homeworld.
The question is how it would handle the pops (without planets).

Pops are just a means to generate resources. They're not needed if there are alternatives to generate the resources. Examples: surveying an asteroid gives you x minerals, blowing up a ship gives you x alloys, bombarding a planet gives you a percentage of the stuff that planet is producing.