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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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Oh, I'm happy to see that what I really expected is finally being added.
I tried to build something similar in mod, but eventually had to compromise, and it feels good to be implemented like this.
 
Does the Mega Shipyard benefit from assembly lines? If not then starbases will produce faster than it. Or does the global speed increase replace the assembly line bonus instead of stacking with them.

Also, can ships which require special buildings like Titans be build at the Shipyard or the Juggernaut?
 
Will the megashipyard show up in the outliner with the rest of your ship yards? And if it does, can you rename it to something other than "mega ship yard"? I like giving all my fleet yards their own names... yes I'm a nerd.
 
You lads are missing the point, the Jugg's not an offensive ship, it's a support ship meant for quick repairs and upgrades. It *does* have heavy weaponry, but that's not its main point, what the Jugg does is buff and repair.
I do agree that 2 shipyards are maybe too little, especially given that you're likely going to have a massive fleet by the time you can build a Juggernaut. Maybe 4 or 6 would be better.
 
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You lads are missing the point, the Jugg's not an offensive ship, it's a support ship meant for quick repairs and upgrades. It *does* have heavy weaponry, but that's not its main point, what the Jugg does is buff and repair.
I do agree that 2 shipyards are maybe too little, especially given that you're likely going to have a massive fleet by the time you can build a Juggernaut. Maybe 6 would be better.
the thing is if you're deep enough in enermy territory that a shipyard in enemy lines is handy, you likely already control a host of enemy shipyards.

Especially since the AI loves sticking at least 1 ship yard on every upgraded starbase
 
Will the Juggernaut be able to construct all ship classes or will it be limited up to a certain class?

I think I'd actually prefer if the Juggernaut could only build ships up to cruiser size. It would help giving those smaller ship sizes a role in your fleet even after battleships are researched.
 
What's "hyper jump"? I wondered if you were just renaming the hyperdrive modifiers. But only jump drives have a cooldown for jumping, so it looks like "hyper jump" a new thing.
How are psi jump drives affected?
 
1) Will anything be done so that titans themselves will be distinctly different from just being big battleships with auras?

2) Given movement speed, which shipyard to build a ship in is a strategic choice, since you need to either overbuild shipyards or risk taking so long to get to the front lines. Otoh, since megastructures are so late game, you probably have gateways everywhere by then...
 
You lads are missing the point, the Jugg's not an offensive ship, it's a support ship meant for quick repairs and upgrades. It *does* have heavy weaponry, but that's not its main point, what the Jugg does is buff and repair.
I do agree that 2 shipyards are maybe too little, especially given that you're likely going to have a massive fleet by the time you can build a Juggernaut. Maybe 6 would be better.

Or we got the point and question the logic. Since as it is designed is pure rp rule of cool nonsense. Thank goodness we will have mods to fix that abomination. Cause only 2 slots is rather useless. Even with a full fleet that is still ~28 battleships, and with how the AI designs their spaceports you can just repair right there at that rate.

Right now it sucks at both.
 
I think I'd actually prefer if the Juggernaut could only build ships up to cruiser size. It would help giving those smaller ship sizes a role in your fleet even after battleships are researched.

What role would that be? Just capture a starbase and use it to build more BB's.

It'd render the juggernat inferior to starbases.