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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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It's actually a quite good question. How many ships are we going to have, and are there size limits for fleets?


Henrik has already stated that individual ships will be very valuable.....so I don't see hundreds of ships being spammed in this game. No....nope.
 
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Man there's so many questions about stuff that was answered in the dev diary (some of it answered in the first paragraph), like I don't even understand what you're doing on this thread if you didn't plan on reading the dev diary. As a side note: the ship designer looks great. I'm glad you can auto generate competent builds. I'm telling myself now that I won't tinker with the ship designs, but we'll see how long I keep to that once the game releases ;)
 
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Please don't go to the usual "bigger is better" -thinking. Most space warfare games end up in a situation where any smaller ships are completely useless as you just build as many titan sized monsters as you can and crush any enemy coming your way. Usually smaller ships are needed only until you can build big ones.

There are reasons why real life battleships died out. Bigger was not better. Strong weapons in a small fast and a lot cheaper ship was more efficient a solution.

One big reason for this is that while a big armored monster could take a lot of damage and stay functional they could only be repaired in a few places with big enough facilities. Meaning that while you might have won the battle you still often needed to retreat for a long while to repair the damage. In space warfare games usually you can easily repair your monsters anywhere with no extra support facilities.

Edit: it would be great if the ideal ship design would depend on the weapon technology you and your enemy uses. Smaller ships might be able to avoid kinetic projectiles but computer controlled lasers would be able to hit anything. On the other hand the lasers might not be able to penetrate shields of a bigger ship. When new technologies are developed old ship designs should become obsolete and new designs arise.

Eve Online had a great solution to small ships vs big ships. And it seems Stellaris is also using it with small vs large weapon accuracy differences.

That's why carriers became the staple of the fleet. It wasn't small ships replacing large ones, it was carriers replacing battleships.

It's during this current time era that big naval ships are being phased out though, due to a number of reasons. The big ships will still be important as strategic counters and power projection, but more of the tactical operations will depend on smaller, more efficient, swifter craft.

Same dichotomy between escort carriers vs fleet carriers.
 
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Sure, why not :) Point is that there shouldn't be a situation where your offensive weapons suddenly are worthless. And personally I hope game balance makes it hard to stay on top of multiple different offensive philosophies (ie, missile vs beam vs mass drivers/railguns vs whatever ) forcing you to invest in your chosen path. Changing path should be possible, but painful, IMO.
Rendering weapons useless might not happen by running into an other civ that is very good in PD against your missiles as long as they are not missile dependent themselfes due to the fact that only a missile heavy civ might be good in PD because how should a civ be good in defending against a weapon they do not know/use themselfes.
 
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Rendering weapons useless might not happen by running into an other civ that is very good in PD against your missiles as long as they are not missile dependent themselfes due to the fact that only a missile heavy civ might be good in PD because how should a civ be good in defending against a weapon they do not know/use themselfes.

Good point. Takes one to know one.
 
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.

Super secret hedgehog alien races that would be spoiled by it?

Spore feelings. The game looks beautiful, and this is coming from a guy who is not into futuristic stuff.

My God, I hope this isn't a massive hype flop like Spore.
 
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Intriguing. I would've wished for an Aurora-4x style approach where modules themselves are designed and then appear as research projects but I'd settle for just being able to freely name the sections).
It would've been nice if new ships (or rather their specific class) were projects in their own right or if shipyard tooling puts some limit on punching out new designs every time something new becomes available (I really liked the MOO ship refit mechanics). Upgrading your oldfart battleships with new tech instead of scrapping and building new would be awesome.

The section/modules approach feels very Eve online T3-like which I wholeheartedly support.
 
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I recall it being said that each of the species phenotypes has their own ship style, which is shared by all within that category. i.e. humans and scyldari will have the same ship modules, being mammals.

Will we be able to manually select our ship aesthetics when starting the game?
 
I have it on good authority that the "Soul Breaker" attacks the other player's soul directly. Do enough damage and they become permanently afk.

It's based on a design by Kodak :)
 
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I have it on good authority that the "Soul Breaker" attacks the other player's soul directly. Do enough damage and they become permanently afk.
Soul Breaker is a module which enables direct DLC modules to be exchanged and activated on the fly (for a small fee) for ultimate adaptability. The drawback is that it kills a bit of your soul with every click. :cool:
 
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Will the AI get to use your designs? What I've noticed is that with games like this is that my ship design is always superior and I always overrun the AI in this respect. It can never design as well as a human so its yet another AI weakness to exploit.
 
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Being honest the ship details are hardly state of the art visually.You look at old games ships like EmpireTotalwar way back in 2009 and they are massively detailed.SOTS2 are also a much higher level.It looks a bit like Sins of the Solar empire era.
 
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My question is are we limited to one ship design per hull size at a time? So we can only have one corvette design, one cruiser design, and so on? Or is there freedom to design, save, and build multiple types of the same hull? Maybe I want one cruiser filled with point defenses guns to act as an escort while another cruiser just has long-range missiles for fire support. Things like that. From the screenshots its hard to say if we can save multiple designs for the same hull sizes or not.
You can have multiple saved designs.
 
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I wasn't aware that you could use all FTL drives and not just one.
Also, I wonder how hangars will work. Do you have generic fighter units for attacks or do you really carry other ships you have to design&build (which can be stronger as they do not need the FTL drive)?
 
You can upgrade your fleet to the latest design at your nearest spaceport :)
Any limitation for that, like player can't change ship sections, or refit power and propulsion system will be really painful (thus player can't simply refit their best weapon onto old ships, considering power limit)? I don't like Distant World's way that player could easily refit an old-like-hell ship to their best one.

Also, I hope we can design fighters and bombers, and manage fighter wings. Those pea-shooter fighters in SOTS really, really sucks like hell, and even in Distant World they are treated like disposable ammunition.
 
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