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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...

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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.

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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.

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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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Can you refit older ships to newer designs? E.g. I've just designed the Imperial Star Destroyer; can I take my old Victory-class Star Destroyers ships and upgrade them to Imperials, or do I need to scrap my old ships and build new ones?

And can we give individual ships names in addition to the classes (e.g. my ISDs can be manually named "Invincible," "Aggressor," etc., so I can track their progress through time)?
 
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In theory I should love ship designers, but in most implementations I've seen they end up being tedious in a lot of games I've played. Unfortunately, my OCD kicks in and I have a hard time playing suboptimally if the capability to min/max ships is there.

Obviously I'm making no judgments on Stellaris' implementation until I get to play it, but is there any possibility from a technical point of view to have a "Enable Ship Designer" option on the game, similar to how there's an option for Custom Nations in EU4? Or is the designer too integrated into the game?
 
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I think they want to rule out sending warp or hyper ships through a wormhole (that would be tough to balance). Plus they need to put something in that design slot if you are a wormhole-using species. Wormhole can still enable more powerful ships than warp or hyper by making the wormhole-enabling component low-cost, low-maintenance and low power requirement. So warp ship may have to dedicate some extra utility slots to power generators where a wormhole ship could use that space for extra PD, shields, armor, etc.
Plus, they could make it a small component, like some sort of transponder, rather than a large bulky engine, meaning more design flexibility and free utility slots.
 
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PLEASE, don't adopt Rock-Paper-Scissors system. It already killed combat mechanics of Endless Space and Galactic Civilizations. Shields countering lasers, ECM to missiles and armor to kinetics is a sure recipe for disaster. It looks fun but ALWAYS devolves to "check enemy, refit your fleet and crush him with hard counters"
Look at Mastr of Orion 2 mechanics - One Shield, One armor and various weapons with different effects and damage types. but you won't be franticly restart mid-game because AI researched hard counter to all your weapons

I hope they are going to take the Sword of the Stars route, which was vaguely rock-paper-scissors, but there were lots of options, hard counters were very difficult to get, and even soft counters might not be available if the randomised tech tree decides it doesn't like you.
 
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Kind of moot since there is no real starship combat for stellaris universalis anyway but this system is the first time in these design discussions I thought it was weak, Maybe better in actual play but I think I will be hitting the auto button a lot.
 
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That is all for this week, I hope you enjoyed it despite the fact that I don’t write as well as Goosecreature! ;-)

I actually prefer your style. Far easier to gather the relevant information.
 
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How much can you do with utility modules? Is there any scope for utility modules that do things like the special modules in MoO2? Some of those are extremely powerful and change the whole concept of the design. Things like lighting shields, damper fields, automated repair unit and phasing cloak seem too powerful to just occupy a utility slot.

The game design shares some similarities with Sword of the Stars. One thing that game has is ship sections with special features. Like a section that projects a defector shield in front of the ship, or allows it to carry a giant siege gun. The sections you showed in the screenshot only seemed to vary on their distribution of slot sizes. Do any sections come with special features?
 
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For weapons, are all of them turret mounted, or are there some spinal mounted choices? (Like a MAC cannon)
 
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Second Question, what is "special value"?

2 of the screen shots have a value of 1 and the middle one is showing 0. I cannot work out what is causing the value to change on the screen shots.

Thanks, Good job as always.
 
Very neat alien art. I know this DD isn't about art, but are the ships designed to the characteristics of the races?

In these screenshots, whatever the race they are, they must have bug-like mandibles as their mouths, because the front designs of the ships make it seem so. Then I could somewhat assume that this race is arthropoid. However, there are other ships that looks like a puffer fish and very alien jellyfish. The ones that look like bug-heads can possibly be sea creatures as well, and the ship designs look very slimy. Aha.. Molluscoids are a possibility too...