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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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That's nice, but I think you missed something. Like actual weapons maybe? The ones listed look nice for RP and stuff, but for galactic conquest? Nope.
From what we see here, it's a support vehicle, meant to repair and rebuild your ships outside of your borders, and augment their abilities. It's not meant to go on the offensive. You wouldn't want it to anyway, it's too valuble.
 
Loving Juggernaut, but Megashipyard seems to me just OKish (there is a mod that adds that and much more megastructures).

Btw, only Juggernaut's pictures in all teases. I would love to see that beast in a video!
 
Re the Juggernaut Auras, I seem to remember posters reporting that modifiers to strike craft damage and point defense damage don't work.

I’m hoping that there’s some fixing going on with strike craft in the update. I expect patch notes to reveal more.
 
It's because of the Fleet Academy. You can build a module on your starbases that give +100 experience to any ship built there. This new shipyard doesn't have modules, so it gives the same bonus regardless so you don't have to choose between using the Mega Starbase or your ordinary ones.
Oh I know that Fleet Academy gives that benefit, my point is any incentive in game comes with an equal loss aversion.

The new megastructure in no way seems to alter this
 
From what we see here, it's a support vehicle, meant to repair and rebuild your ships outside of your borders, and augment their abilities. It's not meant to go on the offensive. You wouldn't want it to anyway, it's too valuble.
I can see it with a smaller escort fleet providing protection for transports, science vessels and construction vessels.
 
That's nice, but I think you missed something. Like actual weapons maybe?
It does have 2 XL slots, and we expect that there will be a doomstack traveling with it to protect it.

The expected role of the Juggernaut is being able to repair, upgrade, and replace incidental losses during an offensive campaign.
 
I see that the Juggernaut comes with hangars and aura specific to strike craft and PD.

So, I have a question: how does the team feel about the state/balance of strike craft and missiles currently? Like, in your internal playtests, does anyone use those two weapons types much?

They have an earlygame niche in combat (before PD appears everywhere), and in one or two other special cases, but beyond that are generally relegated to the junkpile as bad fleet weapons.

Would the team want to rework/balance strike craft and missiles so that they can be a more viable alternative to just spamming out kinetic weapons or laser batteries?
 
"Only fools will oppose Skarak Empire now."

Unless there are more people with Juggernauts too...

Any chance of being able to sell ships in the market? I would love to use Mega Shipyard to make profit.
 
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@grekulf - Will Awakened Empires produce them for a War In Heaven or the like?

It does have 2 XL slots, and we expect that there will be a doomstack traveling with it to protect it.

The expected role of the Juggernaut is being able to repair, upgrade, and replace incidental losses during an offensive campaign.
Is it too late to request an alternative core swapping the XL turrets for a T spinal mount?
 
"Only fools will oppose Skarak Empire now."

Unless there are more people with Juggernauts too...

Any chance of being able to sell ships in the market? I would love to use Mega Shipyard to make profit.
It’d also be a cool megacorp civic.
 
It does have 2 XL slots, and we expect that there will be a doomstack traveling with it to protect it.

The expected role of the Juggernaut is being able to repair, upgrade, and replace incidental losses during an offensive campaign.

The juggernaut is as much a mobile starbase as it is a massive warship

It is worth less than two battleships, so it already fails as warship. It is massive though, I give you that.

Repair can be done on any station out there within days. AI likes to upgrade star bases so that's a non-issue.

Replacing any major loses with two shipyards will take ages. Better build Gateways on every border and just wait for any large reinforcement. The only time it might be useful is a galaxy without gateways, but that's a logistical nightmare anyway.

Compared to other vanity late game projects that lets us win more this one isn't even useful.
 
Any chance of being able to sell ships in the market? I would love to use Mega Shipyard to make profit.
I'd really like that to be a function of Megacorps (Naval contractors civic), be pretty unique for them.
 
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.

nani-29262649.png


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

I don't know man, Desesperate Measure + That Supremacy tradition + That harmonie tradition =
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So imagine 100% build speed on top of that already XD.

I wish i could test this stuff with you people.
 
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