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Stellaris Dev Diary #380 - Defenders in the Stars

Hi, it’s Alfray once again and I’d like to introduce you to our latest megastructure, the Deep Space Citadel. This three stage mid-game megastructure is a powerful defensive bastion and converts into a starbase upon completion, much like an orbital ring.

Multi-stage defenses

The three stages of the Deep Space Citadel

Unlike orbital rings and regular starbases, Deep Space Citadels can be placed far more freely within a system, provided they aren’t too close to a gravity well (or each other).

The Deep Space Citadel technology is a Tier 3 Military Theory technology which unlocks all three stages of the megastructure and an initial limit of one per system.

Technology!



This system limit can be further increased by the Mega-Engineering, the Starlit Citadel origin and the Eternal Vigilance ascension perks.

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Choosing to build a DSC opens another menu allowing you to select the design.


Once a DSC design has been selected, you’ll be able to choose where in the system it can be placed, provided it’s within the system’s main gravity well. This allows you to choose if you want to defend a choke point or a critical planet.


Nope, that's too close

No, build an Arc Furnace on the molten world, not the DSC!

We will defend our home!

Defending the Sol-Alpha Centauri hyperlane breach point sounds like a good idea.

As the Deep Space Citadel is upgraded from one stage to the next, it gains successively more L-slot turrets, hangar bays and defensive utilities. The final stage of the DSC also gains access to both a single XL-slot turret and an aura slot capable of equipping auras from both titans and juggernauts. Additionally, to compensate for the lack of module slots on the DSC, it has a special module slot in the ship designer capable of equipping most starbase auras and a few unique DSC auras.

Shoot me!

Think of it as a giant “SHOOT ME!” sign.


Custom components

Defensive countermeasures tailored to your enemy

DSC I Design


DSC I Details


DSC II Design


DSC II Details


DSC III Design



DSC III Details


As shown, each stage on the Deep Space Citadel is individually designable and saved as its own ship design. When building, upgrading or downgrading a Deep Space Citadel, you’ll be prompted to select the design the DSC should become.

The Art of the Deep Space Citadel

Hi! I'm Lloyd and I'm a concept artist on Biogenesis. I'm here to give you a look at how I designed the look of the deep space citadel and how the art team brought it to life.

I was very excited to tackle this station. After working on bioships for a while, it was refreshing to have a chance to get back into some hard-surface design. I began by discussing with the team what we wanted the station to feel like, and what it should represent to our players. I came away with a simple mission - make Helm’s Deep in space. Here are my first sketches of the station. You can see I'm focusing a lot on fortress-like structures as well as shield shapes. Both of these are to enforce the idea that this station is a defensive bastion, a place of safety, protection, and strength.

Concept art. Credit: Lloyd Drake-Brockman

Initial sketches of the deep space citadel. Artist: Lloyd Drake-Brockman


We decided to go with something like option B. This design became more refined as I worked on it, and as it was fleshed out into a three-stage structure. Here you can see an early look at the 3D blockout for the concept art.

Early 3D Concept. Credit: Lloyd Drake-Brockman

Early stages of the 3D concept. Artist: Lloyd Drake-Brockman

Here, I had the idea to bring the shield motif back in the later stages, surrounding the station with shield-like arms that start as round shields in stage 2, but expand to be tower shields in stage 3.

With the design locked in, I polished up the details into the final concept sheets. These sheets inform the rest of the art team how to make the asset. Our philosophy is that a concept should solve as many problems as possible, instead of leaving them for the 3D, texturing, and animation stages.

Stage 1 final concept. Credit: Lloyd Drake-Brockman

Stage 1 final concept art. Artist: Lloyd Drake-Brockman
Stage 2 final concept. Credit: Lloyd Drake-Brockman

Stage 2 final concept art. Artist: Lloyd Drake-Brockman

Stage 3 final concept. Credit: Lloyd Drake-Brockman

Stage 3 final concept art. Artist: Lloyd Drake-Brockman

Turrets final concept. Credit: Lloyd Drake-Brockman

Turrets final concept art. Artist: Lloyd Drake-Brockman

You can also see the added details of the internal gravity torus, which would allow inhabitants to live comfortably even with a failure of artificial gravity systems, a massive reactor for power, and complex shielding systems. All of this is added to paint the picture of a steadfast, independent station, able to withstand punishing sieges.

With the concepts done, the task moves on to the 3D team who model and texture the station.

WIP model. Credit: Emma Quer

Work in progress on the 3D model of the Deep Space Citadel. Artist: Emma Quer

The last stage of the DSC is animation. Some of the parts of the station were designed to move, and it's always so exciting for me to see an asset come to life in the game.


Animated DSC Stage 1. Credit: Mia Svensson
Animated DSC Stage 2. Credit: Mia Svensson
Animated DSC Stage 3. Credit: Mia Svensson

Animation of the Deep Space Citadel Artist: Mia Svensson


That's it! That's how we brought the Deep Space Citadel to life for Biogenesis. Personally I thought this was one of the most fun assets to work on, and I hope you enjoy what we’ve made. We really poured our hearts into it!


New Origin: STARLIT CITADEL

Some empires are born into prosperity. Others arise under siege.

CGInglis here, reporting from far beyond the walls to bring you a closer look at the Starlit Citadel Origin, our latest offering for those who prefer their games with a little bit of defiance and a whole lot of fortification!

How many secrets are in this image?

Nothing says 'welcome to the neighborhood' like a massive orbital fortress.

Long before their species turned its eyes to the stars, a mysterious wormhole lingered on the edge of their home system. From its depths came wave upon wave of aggressors in biological ships. Entire cities were flattened before the invaders were defeated. Then they returned. Again, and again.

Faced with extinction, these beleaguered people placed their hope in the Deep Space Citadel, a towering bulwark bristling with defensive armaments, constructed not at the heart of their system, but precisely where the invaders emerge.

Please do not resist, you are being defended

Hi there! I’ll be your turret-encrusted server today. May I recommend the Mass Driver, served with a large side of Point-Defense Flak?

Empires with this Origin begin the game with a fully operational Stage I Deep Space Citadel positioned at the breach. Their homeworld also features a unique building, the Citadel Uplink, which coordinates the empire’s defensive efforts.

This Building supports a rare specialist role, the Skywatchers. Linked to the Citadel through advanced communication arrays and strategic uplinks, the Skywatchers provide a potent array of bonuses: increased planetary stability, bonus naval capacity across the empire, and spawning additional defense armies. Perhaps most significantly, their efforts amplify the effectiveness of all Deep Space Citadels, starbases, and defensive stations within the system.

Skywatcher-1 to DSC Uplink, do you copy?

All-seeing, ever-watchful, mildly overworked.
Your homeworld, though (probably) rich in history, bears the scars of conflict. Marring the surface are the blasted remains of the last wave of invading bioships:

DO NOT EAT

“And I thought they smelled bad on the outside!”
This Origin also introduces a unique dynamic for multiplayer campaigns. If several players choose to be a Starlit Citadel empire, each will begin with their own perilous portal and their own Deep Space Citadel. As the campaign unfolds, these enigmatic wormholes are revealed to be more than isolated anomalies. Like spokes on a terrible wheel, they all lead to a single, central hub:

Wormholes, they're perfectly safe!

Who are these guys, and why are they so deeply unchill?

The Starlit Citadel Origin invites players not only to withstand these threats, but also to uncover their source. Whichever empire reaches the hub system first will face the full force of the invaders. If you prevail, you’ll have the chance to fortify this keystone system and reshape the balance of power.

Choose this origin if you enjoy a playstyle centered on defense, a narrative-driven mystery, and just a hint of betrayal among friends!

Next Week

Next week @PDS_Iggy will be introducing us to the Fallen Hive Mind Empire, the Fallen Hive Mind Empire, the Fallen Hive Mind Empire, and the Wilderness origin.
 
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I mean, there literally is no solution to doomstacking because of how the crisis works

Or fallen empires for that matter

Whenever the player is faced with quality they have to rely on quantity

If you limit the amount of fleets in a system you just let the one with the strongest singular fleet win by default

On the flipside doomstacking is inefficient af in a proper war because you have a time limit due to war exhaustion, so it makes more sense to spread out a bit and quickly conquer a lot of territory rather than taking every system one at a time - it's not like the AI is doomstacking either, so they will just flank you, cut off your supply lines and conquer your territory while all your fleets are busy cuddling and conquering the enemy space - also AI rarely fights alone, so your one doomstack can't cover multiple different borders at once

The new citdadels will be helpful in that aspect because you will need less fleets to secure your borders, therefore having more to go on attack into enemy space(s)
 
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Without the ability to bypass border defences, why would you spend alloys and reactor power on Jump Drive in the first place? Relays or gateways are a much better solution to internal logistics.
Because hyper lanes are unreliable and also it really helps catch fleeing enemy fleets, or get to a battle faster to reinforce it
 
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Without the ability to bypass border defences, why would you spend alloys and reactor power on Jump Drive in the first place? Relays or gateways are a much better solution to internal logistics.
There are also Neutral and Friendly locations beside Yours and Enemy. Also not all types of galaxy are "flat field" with access in every direction.
P.S. I am surprised someone willingly don't install Jump Drives. I am so annoyed to see Mercs or Fed Fillet without them, when i want to jump somewhere. You also have access to use jump at any of your system for 500 astral threads.
 
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Because hyper lanes are unreliable
The early game is absolutely insufferable on any setting below Max Hyperlanes.
You also have access to use jump at any of your system for 500 astral threads.
500 astral threads... and £16.75 (outside of sales) for a DLC with a 28% review score.
 
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Posters complaining about static defenses and fleets being different, have any of you considered that it is, in fact, possible to counter a doomstack? It's pretty easy, use a doomstack.
 
Then don't play it lol.
On max hyperlanes, it's pretty good.

Doubling civilian ships' sublight speed wouldn't hurt, though.
 
On max hyperlanes, it's pretty good.

Doubling civilian ships' sublight speed wouldn't hurt, though.
I like my defendable chokepoints, it's already hard enough to afford enough star base capacity for bastions

Also it's not like you're missing out on anything when you are incapable of making your borders be circular
 
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It was mentioned on stream that it would look different depending on shipset, could we see a few of them? I imagine its a texture change and not a model change, like with other megastructures
 
Well, we’ve had this discussion so often I’ve lost count. But here it’s clear: the devs do know it’s better to limit something in order to create meaningful gameplay decisions and sensible game balance. Yet when it comes to fleets and doomstacking, suddenly there are no solutions to that problem.

I’m not saying we need a silly arbitrary “Only one allowed” rule like we seem to be getting with the new citadels — but some sort of system needs to be built to finally bring those aspects in: weighing player decisions and enabling sensible game balance to solve Stellaris’ biggest current flaw, doomstacks. It’s so big that if you encounter one that’s unbeatable, it’s game over — and if you have one that’s unbeatable, it’s also game over.

It feels like a parody that semi-useful static defenses have a hard building limit per system, while fleets are fair game.

More and more, it feels like the design goals and decisions are becoming increasingly careless, erratic and detached from the game’s true core mechanics. And it concerns me, it makes me mad and sad.
Yeah, but the same limits aren't always suitable across different situations.

Personally I'm hopeful for the doomstack trade combat tax that was teased in a dev diary a good while back.
 
Wait a minute. In the screenshot of what appears to be a preset empire, there is a Sovereign Guardianship civic. Does this mean that the Sovereign Guardianship will be available in Bio Genesis? Or not?
 
This seems extremely cool! I also love the fact that the origin "links" several players together, something I love in MP and currently only some mods and 2 origins do (Teachers and Fiefdom).

On another note, this would be a great time to do something similar to starbases, once you click upgrade you choose which design you upagrade to. This would finally solve all the issues people have with Starbase auto design (and its interactions with storms and systems, like pulsars, black holes etc).
 
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The early game is absolutely insufferable on any setting below Max Hyperlanes.

Is Hyperlane density still a setting you can toggle? Before my current game I was looking for it and I could not find it. Its possible I just failed a spot check, but I thought it was just taken out.

Anyway, I typically have the hyperlane density cranked down to the lowest possible. I like my chokepoints, and typically go for a tall, turtle strategy.

Wait a minute. In the screenshot of what appears to be a preset empire, there is a Sovereign Guardianship civic. Does this mean that the Sovereign Guardianship will be available in Bio Genesis? Or not?

Sovereign Guardianship was already released in a prior expansion. Not sure what you're talking about here.
 
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I may be in the minority when I say this but while I do like the idea of pairing Sovereign Guardianship with the new Citadel Megastructure, I am reminded of the incompatibility that the Militarist Ethic has with a Civic that prioritizes having as little territory as possible. Militarist Faction, aka Imperialist and/or Supremacist, prioritizes having lots of rivals, subjects and expanding their territory via conquest. Given that Sovereign Guardianship penalizes you for going over 100 Empire Size(which is what will happen with a large, ever-expanding Empire to fulfill the wishes of the Imperialist faction) means that Sovereign Guardianship should be divorced, or better yet, paired with **Pacifist** Ethic instead.

...

I also hate that the defensive civic and the defensive ethic are incompatible. It makes no sense. I don't care that it makes empire size easy to minimize - It can be reduced to zero by gestalt machines already.
 
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Is Hyperlane density still a setting you can toggle? Before my current game I was looking for it and I could not find it. Its possible I just failed a spot check, but I thought it was just taken out.

Anyway, I typically have the hyperlane density cranked down to the lowest possible. I like my chokepoints, and typically go for a tall, turtle strategy.
I typically crank it down a little as well.

I think the hyperlane density setting is in the normal settings that is opened at the start. I remembered to increase gateways and wormholes, but forgot to turn down hyperlanes for my current playthrough. Annoying.
 
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i like the default gateway settings
there's a realistic chance you never find one, which means you will never get the tech to build them

granted, L-Gates seem to count too and you will most definitely find one of those eventually
 
Wait a minute. In the screenshot of what appears to be a preset empire, there is a Sovereign Guardianship civic. Does this mean that the Sovereign Guardianship will be available in Bio Genesis? Or not?
It will probably not be available via BioGenesis, nor included in any preset empire at launch.

It is not certain that the empire in the screenshot even is a preset empire.
If it is, I would expect the design to be changed prior to launch, so that it does not rely on content from another DLC.
Though in theory, it would be possible for the developers to make a preset empire require the presence of more than one specified DLC.
 
A citadel has a default platform cap of 15. (15 battleships = 120 naval cap). Add to that Unyelding tradition tree, Eternal vigilance AP and maybe a Strategic command center, and suddenly you can park over 50 defense platforms per starbase (50 battleships = 400 naval cap). Since one ion cannon takes 8 def platform cap, lets say you use 26 defense platforms with 3 ion cannons for a nice, round 50 platform cap. That is 3 titan lances, along with... lets say 42 hangar bays/L slots/ and 40 pd slots. You can obliterate most things before they even start getting close to your starbase.

Now, let's add an orbital ring to this equation. Their platform cap is a bit lower, but still gets affected by all the platform cap modifiers, so you end 1 ion cannon less than the central starbase... In systems with 3 planets, they take out a 1M fleet power doom stack in seconds, suffering a loss of a single defense platform if the attacker got lucky.

Also fyi you don't need a starbase to build defense platforms, outposts can do them too. No doomstack can continousuly push through static ranged weapon installations on this cale. Yeah, the micro is insane, but that is allegedly changing for the better soon™.

The most defense platform cap I got on an Iron man run was over 90, because I had 4 Strategic Coordination Centers (1 was mine, 1 was ruined in the galaxy, 2 were captured from AI empires). The fleet power of a single starbase was around 700k iirc.

Defense platforms are just fine :)

Now getting the FE defense platform design when taking Cosmogenesis AP... that would be ever so neat-o :D
Upgrading our Citadels to FE Citadels would be fun.