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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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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.
...shouldn't it be an Engineering tech?
 
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Ugh does the jugg really need to be so weak on it's own? It breaks immersion when this massive giant ship has as much firepower as a ship 1/10th it's size. I'm not saying it needs to be a fleet onto it's own but would having it be a glorified cheerleader for doomstacks feels lame. Well, I'm sure mods will take care of that quickly enough.
 
Ugh does the jugg really need to be so weak on it's own? It breaks immersion when this massive giant ship has as much firepower as a ship 1/10th it's size. I'm not saying it needs to be a fleet onto it's own but would having it be a glorified cheerleader for doomstacks feels lame. Well, I'm sure mods will take care of that quickly enough.
because it's a support ship, most of its bulk is likely dedicated to the shipyards it has and the necessary components it needs to repair, upgrade and enhance an entire fleet on its own.
 
The shipyard megastructure is a neat idea; but I'm not sure about it's practicality.

So, the main reason you'd want a megashipyard is so you can rapidly assemble huge numbers of ships, which presumably would let you keep a smaller fleet on standby until you actually need it, thus negating the maintenance costs of said fleet over time. But unless the shipyard is wayyyy cheaper than most megastructures, it seems like the maintenance cost of just keeping a fleet for centuries would exceed the value of the shipyard, even ignoring the deterent/power value of maintaining a n actual fleet, Vs the capacity to build a fleet.

A more warlike race could use the shipyard to generate vast numbers of reinforcements during a massive interstellar conflict and grind down their enemy with superior reinforcements even if they aren't winning cleanly on tech and numbers. But the attrition of losing vast numbers of ships would build a lot of attrition, even if you could win that way and cost you the war. Not to metnion, again, what is the price point between building the megastructure, and just investing those resources into extra ships so you never suffered so many losses in the first place?

The only scenario I can see it being of value, is in a non-standard conflict, like an end-game crisis. Where there is no attrition to worry about, and your enemy might legitimately have the capability and power to decimate fleet after fleet and you have to keep throwing meat into the grinder to slow them down.
 
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?
Nicely spotted!
Jump drive and hyper jump (according to the image) are different things... with separate cool down modifiers.
So... Hyperjump.,. What is it?

Um guys.... Hyperlanes have had a charge time since at least 2.0 (IIRC).
https://stellaris.paradoxwikis.com/FTL
 
Um guys.... Hyperlanes have had a charge time since at least 2.0 (IIRC).
https://stellaris.paradoxwikis.com/FTL
I'm well aware. Look at the picture again.
"hyper jump charge time"
Cool, new name maybe? But charge time is something we know about at least.
"Hyper jump cooldown"
What? Only jump drives have a cooldown (when you jump), hyperdrives do not, because they can't. So what's a hyper jump? Tier 2 jump drives? And how are psi jump drives affected? Since they have a further range than regular jump drives (and to me, hyper jump sounds like a higher range jump drive).
 
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The Hyper Jump modifiers affect the time it takes you to enter a regular hyperlane.

"Entering Hyperlane to NewPlace: 3 Days"
But from what I understand, and see in the game, that part is just the charge time, right? Like when you use a normal hyperdrive. Is hyper jump unique to Juggernauts or something, and needs a cooldown?
 
@grekulf - Will Awakened Empires produce them for a War In Heaven or the like?


Is it too late to request an alternative core swapping the XL turrets for a T spinal mount?

The Juggernaut is not a warship -- it is a support vessel. A really huge support vessel.

After Origins, I'm actually most excited about the Juggernaut, because it will enable a mod for a nomadic playstyle.

There is a Origim that let's you play like a habitat based species.

The Juggernaut seems absolutely useless as a warship. No Ls, but plenty of useless hangar and M slots.

Again, the Jugernaut never was meant to be a warship.
 
On one hand, having a mobile shipyard is dope.
On the other...there's really not much use for it, yeah?

Starbase-centric design means that there really isn't much of 'dead space' that a fleet has to travel through before encountering an enemy shipyard station that can be capped and used for repairs, and any fleet that takes meaningful losses in engagements likely can't outproduce an enemy fleet with a thicker if contextually longer logistics chain.

It's still neat though. I want to field it with nothing but carriers for the sheer amusement value.
 
On the other...there's really not much use for it, yeah?

Starbase-centric design means that there really isn't much of 'dead space' that a fleet has to travel through before encountering an enemy shipyard station that can be capped and used for repairs, and any fleet that takes meaningful losses in engagements likely can't outproduce an enemy fleet with a thicker if contextually longer logistics chain.
In the late game, when you can build this, you'd definitely want it for the crisis, so you don't have to keep doubling back to your space. So very nice.
And it just allows you to stay in one place without having to spend a few months going back and forth to repair at the nearest station, which is sometimes useful.
 
Be very afraid, xenophobes, my Huggernaut is coming.
Unbenannt.png

"Do not touch me!!"


I really like all these hangars... I wish we could get carrier sections for our titans, though.

On a different note @grekulf, how is the "Seize Relic" wargoal/CB coming along ?
I know there is a random chance for stealing a relic when sacking an empre's capital but I would like go on war for the specific purpose to steal a (random) relic.
 
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About the Juggernaut, many people have said the same things, so I'll leave it be. Hopefully this means a reworks of strike craft.
It would be cool to see a swarm of those strike craft aka death star and many tie fighters.

the Mega Shipyard - There are two situations that build speed is important; to rapidly create/replenish a fleet before a start of a war or when a fleet is destroyed during a war.
I suppose the first would be cool for RP reasons in situations such as being Space America due to Space Pearl Harbor aka awakening a sleeping giant. The circumstances you would do this is small as a smart player would keep up its fleet build up in various stages of the game unless you have excellent chokepoints.
All in all the Mega Shipyard limiting factor would of course be the matter of alloys. It does not matter how fast you can build your ships, if your alloys cannot generate fast enough. What could happen is that Federation members give their alloy to a member with such a shipyard and that player builds the Federation fleet.

Juggernaut and Mega Shipyards? Nice to have, but not critical.

What would be crucial to have is a Megastructure that could generate alloys without prerequisites (except building the structure of course). That would perhaps be OP.

By the way, looking at the pics of Juggernaut, I would name it the "Giant Space Moth of DOOM!"
because of its wings.