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Stellaris Dev Diary #17 - Ship Designer

Good news everyone!

This week we will talk about the Ship Designer. Last week we said that this week would be about “War, Peace, Influence and Claims”, but due to some really good (and secret) reasons we have decided to postpone that Dev Diary for a later date. Now let's continue with how you customize your ships in Stellaris...

stellaris_dev_diary_16_02_20160118_fungoid_cruiser.jpg


Customizing your ships is vital for making sure that your ships are equipped for any challenges that awaits them in the galaxy. Your ships have a build cost, build time and maintenance cost that is calculated from the different sections and components that your ship consists of. The ships also receive a wide range of different values; all these are affected by what sections and components you use on your ship. These values can be modified by, among other things, researching technologies and the traits of your leader.

Every ship consists of at least one section that you can place different components on. A Corvette, for example, has one only section but a Battleship has three. The number of slots on each section (slots to place components) may vary between different sections. You can choose all different sections by yourself. The sections are divided into categories based on where they are placed on the ship, so a stern section cannot be placed in the middle section position.

stellaris_dev_diary_16_01_20160118_choose_section.jpg


Every section may have available weapons and utility slots. These slots can be of Small, Medium or Large sizes. The different sizes affect the size of the component you may place in the section; a large weapon component may, for example, do more damage but has a lower hit chance. Some sections also have a hangar slot, but more on those in a later dev diary...

Weapon components are, like the name suggests, different components that work as weapons of some kind. It could be something like a huge X-Ray Laser or some point-defenses that are great for when you encounter hostiles using missiles.

Utility modules are passive components that affect the properties of the ship. It could be different types of shield or improved power reactors. A reactor is vital for your ship to function; several different weapon and utility components drain power, and unless you have enough reactors providing the necessary power, your ship will not be able to function (it’s an invalid design).

We also have some required components depending on the class of ship you are trying to build. One of the basics is what FTL capability your ship has, so you may build some ships with warp and others with wormhole FTL. It is, however, only possible to have ships with the same type of FTL in the same fleet. You may also set what thruster to use, which affects the speed of your ships and their evasion chance. For military ships, you can also set what combat computer to use on the ship, which affects how they behave in combat. Different combat computers can be unlocked by technologies. There are a lot more types of components than the above, but this should give you a hint of the basic mechanics..

For those of you who really don’t like to fiddle around with designing your own ships (and we know that you are legion), we have the option to auto-generate new ship designs whenever you research a new technology with something that the game thinks you should use on your ships. This algorithm is very close to what the AI will use.

In the mid and late game you may also use the designer to customize your military defense stations and make sure that noone will ever be able to penetrate your solar system defenses.

stellaris_dev_diary_16_03_20160118_custom_station.jpg


That is all for this week, I hope you enjoyed it despite the fact that I don’t write as well as Goosecreature! ;-)

Next week we will talk about fleet combat in Stellaris!
 
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Aren't dreadnoughts the early model of Battleships, being named for the HMS Dreadnought? The distiguishing feature I think being speed and if they were built before or after WW1?

Dreadnoughts are later models of battleships, after the titular ship effectively obsoleted all previous ships of that class (to the extent such ships are known as pre-dreadnoughts). While the term did start to drift out of use after WW1 (in no small part due to there being no pre-dreadnoughts left to compare with), right up to HMS Vanguard, battleships (and battlecruisers) were built according to the basic design principles that HMS Dreadnought was the first to be built to (the "all big gun" armament and to a lesser degree the speed and armour improvements over earlier ships) and thus can technically be considered dreadnoughts.

In military sci-fi though, the term is generally used to represent a class larger than battleships. And super dreadnoughts (historically, dreadnought battleships built after HMS Orion took the concept and turned it up to 11) are even bigger.

Anyway as for ship design, hopefully I'll be able to stick to the old maxim of "if in doubt, MOAR MISSILES!!!"
 
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How will retrofits work? Will existing ships be able to be refitted with new weapons and technology on their sections, or will ships need to be built from scratch in order to make use of the latest weapons and tech advances?
 
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How will retrofits work? Will existing ships be able to be refitted with new weapons and technology on their sections, or will ships need to be built from scratch in order to make use of the latest weapons and tech advances?
You can upgrade your fleet to the latest design at your nearest spaceport :)
 
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Aww, I was really looking forward coming home from work and reading about how some of the diplomacy will work, since it's the much lesser known part of Stellaris.
And it's also nice that you have added a auto-complete ship design feature!

You can upgrade your fleet to the latest design at your nearest spaceport :)

Oh, a bit like the way you upgrade ships at ports in EU4? I can live with that!
 
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Just please make sure the AI understand and keep a fleet in good shape. I know its hard to make the AI understand on tons of upgrades and sections what is best for them but they need to have a good fleet otherwise the game can have a super diplomacy system and mechanics and it will be too easy.

The limit of slots is already a good step on that direction as the AI is usually better to deal with a limited amount of options.
 
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Carriers? So excited.

The art direction is once again phenomenal.

Devs, any hints on special sections? It would be pretty awesome to see some ECM sections designed to send missiles flying off course, or marines that use boarding pods to capture enemy ships...
 
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Good news everyone!

This week we will talk about the Ship Designer. Last week we said that this week would be about “War, Peace, Influence and Claims”, but due to some really good (and secret) reasons we have decided to postpone that Dev Diary for a later date. Now let's continue with how you customize your ships in Stellaris...

View attachment 154548

Customizing your ships is vital for making sure that your ships are equipped for any challenges that awaits them in the galaxy. Your ships have a build cost, build time and maintenance cost that is calculated from the different sections and components that your ship consists of. The ships also receive a wide range of different values; all these are affected by what sections and components you use on your ship. These values can be modified by, among other things, researching technologies and the traits of your leader.

Every ship consists of at least one section that you can place different components on. A Corvette, for example, has one only section but a Battleship has three. The number of slots on each section (slots to place components) may vary between different sections. You can choose all different sections by yourself. The sections are divided into categories based on where they are placed on the ship, so a stern section cannot be placed in the middle section position.

View attachment 154549

Every section may have available weapons and utility slots. These slots can be of Small, Medium or Large sizes. The different sizes affect the size of the component you may place in the section; a large weapon component may, for example, do more damage but has a lower hit chance. Some sections also have a hangar slot, but more on those in a later dev diary...

Weapon components are, like the name suggests, different components that work as weapons of some kind. It could be something like a huge X-Ray Laser or some point-defenses that are great for when you encounter hostiles using missiles.

Utility modules are passive components that affect the properties of the ship. It could be different types of shield or improved power reactors. A reactor is vital for your ship to function; several different weapon and utility components drain power, and unless you have enough reactors providing the necessary power, your ship will not be able to function (it’s an invalid design).

We also have some required components depending on the class of ship you are trying to build. One of the basics is what FTL capability your ship has, so you may build some ships with warp and others with wormhole FTL. It is, however, only possible to have ships with the same type of FTL in the same fleet. You may also set what thruster to use, which affects the speed of your ships and their evasion chance. For military ships, you can also set what combat computer to use on the ship, which affects how they behave in combat. Different combat computers can be unlocked by technologies. There are a lot more types of components than the above, but this should give you a hint of the basic mechanics..

For those of you who really don’t like to fiddle around with designing your own ships (and we know that you are legion), we have the option to auto-generate new ship designs whenever you research a new technology with something that the game thinks you should use on your ships. This algorithm is very close to what the AI will use.

In the mid and late game you may also use the designer to customize your military defense stations and make sure that noone will ever be able to penetrate your solar system defenses.

View attachment 154551

That is all for this week, I hope you enjoyed it despite the fact that I don’t write as well as Goosecreature! ;-)

Next week we will talk about fleet combat in Stellaris!
so i need to know, as you do, what, if any, aesthetic customisation is there, for us that want that kind of thing, i kinda want to zzom into battle and see all my ships sweeping around annihilating a fleet of enemy vessels
 
The art direction is once again phenomenal.

Yes...agreed! One of the ways that I believe a player can be immersed in the story/galaxy, is to provide a strong art thematic for the various species in-game. Art style becomes a "jumping-off point" for the individual player's imagination, and man....it adds loads to the fun! The direction that Paradox has gone in this area is really cool. If you take note of the different stations and ships, it just really adds to the feeling that alien designs are lurking in deep space.

I love it!
 
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Just some questions :)
1. Why is the date 0000.00.00 on these screenshots, instead of something around 2200.00.00? Time travel confirmed? xD [Found it out, it's just a debug mode]
2. Will the different sections for ships also be moddable? [Yes they will be. I should have looked up Dev answers before asking :D]
3. Are colony ships and science ships just modified Corvettes/Cruisers/Battleships, or are they other ship types with new look?
4. What does "Special Values" (in the stats on the right, first pic) mean?
5. And what is that red radar symbol with the number III on it? It's in the third picture.
6. "One of the basics is what FTL capability your ship has, so you may build some ships with warp and others with wormhole FTL." - Didn't you say that wormhole FTL works with special stations? Or is there also a late game wormhole drive?
7. When you have armor conponents on a ship, does it have a higher chance to block damage (but instead get a destroyed armor component), or will your ship get less damage when something hits it?

And an info for all interested people: When the page loaded, for a short moment the pictures were called "Fungoid Cruiser" and such stuff. This means that the shown ships are of a fungoid species this time :)
 
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Is the cost of a ship (in build time and resources) effected based on the modules used? I know this sounds like a question with an obvious answer, but in some space games (like Spore) adding on components, didn't affect those values, which really bothered me as a player.
 
For those of you who really don’t like to fiddle around with designing your own ships (and we know that you are legion), we have the option to auto-generate new ship designs whenever you research a new technology with something that the game thinks you should use on your ships. This algorithm is very close to what the AI will use.
(emphasis mine)
This is interesting to me. What makes it so that the players will want different ships than the AI ? Why "very close" and not "the same" ?