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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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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

Yeah ok, I'll keep building those Battleships.
 
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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.

We will see, but I'm not holding my breath. This will have the same impact as the Fleet Command limit, which is also a hard cap, by the way. So basically none — we’ll just shift our industrial complex to support our fleets and only stretch the game longer before we still stack 3 to 5 fleets into a 15 million fleet power stack.
 
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We will see, but I'm not holding my breath. This will have the same impact as the Fleet Command limit, which is also a hard cap, by the way. So basically none — we’ll just shift our industrial complex to support our fleets and only stretch the game longer before we still stack 3 to 5 fleets into a 15 million fleet power stack.
To be fair, fleet command limit encourages you to split your fleets, they're after all already split so you might as well send them towards different targets

If they were all literally just one fleet it would be a lot trickier to split them in opportune moments

It also encourages fleet variety, like having a fleet of brawlers run around with a fleet of long range weapons
 
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We will see, but I'm not holding my breath. This will have the same impact as the Fleet Command limit, which is also a hard cap, by the way. So basically none — we’ll just shift our industrial complex to support our fleets and only stretch the game longer before we still stack 3 to 5 fleets into a 15 million fleet power stack.
Putting a hard system or combat limit on the number of ships in a fight doesn't work in Stellaris because ships move and, unlike SotS, Stellaris doesn't have a distinct battle map. "You can't build that here" is straightforward and only comes up once, but you're either preventing ships moving into a system or having a bunch of ships that are visibly "there" but not fighting, both of which would be irritating. "GUI" is not a real solution to either of those, unless we're talking removing in-system views from the game except during combat and working from there which I'd be fine with tbh but I'm probably in a minority.

I would be absolutely fine with a soft cap where your "combat" fleet cap is (base fleet size) + (a bit per extra admiral present) + a bit more depending on the size of the enemy fleet) and every ship after that doesn't get admiral bonuses and such, though it would be hard to implement that transparently with the current setup.
To be fair, fleet command limit encourages you to split your fleets, they're after all already split so you might as well send them towards different targets

If they were all literally just one fleet it would be a lot trickier to split them in opportune moments

It also encourages fleet variety, like having a fleet of brawlers run around with a fleet of long range weapons
Yep. Doomfleets are appealing in general and in Stellaris in particular because:
1) Using a big pile of ships to obliterate a smaller pile of ships is fun.
2) Managing one big pile of ships is easier than managing several small piles of ships.
3) Using a big pile of ships to obliterate a smaller pile of ships loses you less ships than using a small or medium pile of ships to fight a small pile of ships.
4) Using a small pile of ships to fight a medium or big pile of ships or a medium pile of ships to fight a big pile of ships just doesn't work.

It'd be nice to fix everything with a single magic bullet but sometimes you need to nibble away at a problem pieces by piece. It's fine to come at each of these one by one as long as the end result is a coherent whole.

Point 1 isn't a problem except that any solution would ideally allow for point 1 to still be an option.

Fleet limits help with point 2 without getting in the way of point 1, and that they don't solve points 3 to 4 doesn't take away from that.

Good doomfleet mitigation for points 3 and 4 (and rewards for putting the extra effort into point 2) include rewarding the player for bringing a knife to a knife fight, a gun to a gun fight, and a nuke to a nuke fight (and yes we're all picturing the same starship troopers scene but let's leave that for now). I like the trade cost concept for part of this because it mitigates the economic incentive to always bring the nuke. You may more decisively win the knife vs gun fight but you had to pay out extra for bullets, and you're not actively (or effectively) prevented from bringing the gun or nuke if that's what you'd have more fun with. Numbers will be tricky though - finishing a fight faster due to bringing more ships could end up resulting in savings anyway.

It could be neat for if debris scaled inversely with the relative size of your opponent, since unloading a few dozen battleships onto a half a dozen cruisers will result in fewer intact cruisers than a fairer fight. Or is that already a thing?
 
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It could be neat for if debris scaled inversely with the relative size of your opponent, since unloading a few dozen battleships onto a half a dozen cruisers will result in fewer intact cruisers than a fairer fight. Or is that already a thing?
There's a kind of underutilized mechanic that gives the smaller side additional ship fire rate
 
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There's a kind of underutilized mechanic that gives the smaller side additional ship fire rate
"Target-rich environments" could be made a thing when the targets are unable to coordinate effectively, i.e. are split into multiple different fleets.

The simplest implementation could be to track fire rate separately for each target fleet in combat, i.e. if 1 fleet is fighting 2 fleets, the single fleet would effectively fire twice as often. If all fleets are perfectly equal, this would mean that both sides inflict equal amounts of total damage on each other. The advantages for the 2-fleet side are that it can finish the battle twice as fast as otherwise (if that is strategically important), and can inflict damage on the single fleet twice as fast as it inflicts damage on each of the two hostile fleets. The latter could translate into fewer ships being completely worn down and destroyed.

Basically, a reduced numerical advantage from the current situation, where stacked fleets get advantage from both dealing damage from multiple fleets and having the received damage be spread out across all fleets. With a "target rich environment" mechanic as described above, stacked fleets could still enjoy a numerical advantage, but would be less capable of exploiting it than if all ships were organised as a single, cohesive fleet.
 
Sounds like a fully optimized build in the endgame will have at least 4 capacity per system (assuming each thing listed only gives +1)
That's gonna be A LOT of defense platforms
"The sky was full of stars that day. And each star was an exploding defence platform. One of ours." - commander of a turtle player.
 
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"Target-rich environments" could be made a thing when the targets are unable to coordinate effectively, i.e. are split into multiple different fleets.

The simplest implementation could be to track fire rate separately for each target fleet in combat, i.e. if 1 fleet is fighting 2 fleets, the single fleet would effectively fire twice as often. If all fleets are perfectly equal, this would mean that both sides inflict equal amounts of total damage on each other. The advantages for the 2-fleet side are that it can finish the battle twice as fast as otherwise (if that is strategically important), and can inflict damage on the single fleet twice as fast as it inflicts damage on each of the two hostile fleets. The latter could translate into fewer ships being completely worn down and destroyed.

Basically, a reduced numerical advantage from the current situation, where stacked fleets get advantage from both dealing damage from multiple fleets and having the received damage be spread out across all fleets. With a "target rich environment" mechanic as described above, stacked fleets could still enjoy a numerical advantage, but would be less capable of exploiting it than if all ships were organised as a single, cohesive fleet.
I'm usually for making mechanics work off bigger things but making boosts work off the number of fleets would be a huge boost to the +naval cap techs, and one of the main reasons to "legitimately" make a doomstack is to pull all your fleets together to fight a numerically superior foe like the crisis. Also weird edge cases like having a big fleet and then pulling in a small fleet leading to your total fleet performing worse than just the big fleet on its own. Total ships seems viable though.
 
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Great with, there are many fantastic things about this.

However, there is one big problem with it: massive micro management!

Having to build a new DSC for every hyperplane (if they're not close to each other) creates too many extra steps, especially when the player is not lucky enough to capture the best chokepoint systems.

We were hoping the DSC can reduce rather than increase micromanagement.

An even better system would be to make DSC function like a starbase citadel with +1 range to hyperlane FTL inhibitor!

That way, it can give players a way to fortify their space even if they are 1 system away from a chokepoint system.

As for increasing the military power of the DSC, instead of having to build a new one on the same system it should follow a system similar to building defense stations for starbases, only with the full setup and cost.
 
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An even better system would be to make DSC function like a starbase citadel with +1 range to hyperlane FTL inhibitor!
That would make your empire literally invulnerable to anyone without Jump Drive, so no.
 
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To be fair, fleet command limit encourages you to split your fleets, they're after all already split so you might as well send them towards different targets

If they were all literally just one fleet it would be a lot trickier to split them in opportune moments

It also encourages fleet variety, like having a fleet of brawlers run around with a fleet of long range weapons

Well, that’s a noble ideal you're talking about — but the reality is, you build one type of cruiser or maybe battleship and just spam them until your fleet cap is filled. Then you build a new one.

You can easily solve all problems by simply bringing more fleet power to the fight.

The hard limit of Deep Space Citadels is just a stark reminder that they’re not really useful. They only buy you time until the enemy’s military-industrial complex has caught up to your repeatables by building more ships. Then they walz in, and the alpha damage from all their X-slot battleships is enough to wipe it out in one go.
 
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Putting a hard system or combat limit on the number of ships in a fight doesn't work in Stellaris because ships move and, unlike SotS, Stellaris doesn't have a distinct battle map. "You can't build that here" is straightforward and only comes up once, but you're either preventing ships moving into a system or having a bunch of ships that are visibly "there" but not fighting, both of which would be irritating. "GUI" is not a real solution to either of those, unless we're talking removing in-system views from the game except during combat and working from there which I'd be fine with tbh but I'm probably in a minority.

I would be absolutely fine with a soft cap where your "combat" fleet cap is (base fleet size) + (a bit per extra admiral present) + a bit more depending on the size of the enemy fleet) and every ship after that doesn't get admiral bonuses and such, though it would be hard to implement that transparently with the current setup.
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"I like the trade cost concept for part of this because it mitigates the economic incentive to always bring the nuke. "

Not what I meant by that. In general, I don’t oppose the idea of using "trade" as a supply resource. It’s just that I predicted what will happen with its implementation in Stellaris: they won’t make the necessary changes to finally plug the giant sinkhole that is the entire military system — and how our gameplay decisions always revolve around it. It will just drag the problem out to the later stages of the game.

This must be a two-part solution:
  1. A soft supply limit
  2. Enforced per system
Anything else will be a "solution" like the current fleet command caps.
 
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Well, that’s a noble ideal you're talking about — but the reality is, you build one type of cruiser or maybe battleship and just spam them until your fleet cap is filled. Then you build a new one.

You can easily solve all problems by simply bringing more fleet power to the fight.

The hard limit of Deep Space Citadels is just a stark reminder that they’re not really useful. They only buy you time until the enemy’s military-industrial complex has caught up to your repeatables by building more ships. Then they walz in, and the alpha damage from all their X-slot battleships is enough to wipe it out in one go.
The citadels could cause just as much alpha damage with ion cannon spam

Also if you specialize your ships like that they will be absolutely obliterated by citadels placed directly at the hyperlane and fully equipped with torpedoes

Using the hypothetically strongest design means nothing outside a vacuum, all weapons and defenses have easily exploitable weaknesses, like for example minimum range on most large or X slot weapons

Also, just like so many others, you assume that the enemy won't just have (some?) their own fleets sitting in the targeted system, backed up by the citadels and the bastion

Defense platforms are after all cheaper than battleships and faster to build, despite having similar stats
 
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Not what I meant by that. In general, I don’t oppose the idea of using "trade" as a supply resource. It’s just that I predicted what will happen with its implementation in Stellaris: they won’t make the necessary changes to finally plug the giant sinkhole that is the entire military system — and how our gameplay decisions always revolve around it. It will just drag the problem out to the later stages of the game.

This must be a two-part solution:
  1. A soft supply limit
  2. Enforced per system
Anything else will be a "solution" like the current fleet command caps.
What do you mean by "enforced per system" if you don't mean either "preventing ships moving into a system [if it's already at cap]" or "having a bunch of ships that are visibly "there" but not fighting"? I legit can't think of a third option that doesn't require a hefty rewrite of many base game assumptions (which I'm not exactly opposed to).
 
Defense platforms are after all cheaper than battleships and faster to build, despite having similar stats
Even more so - with eternal vigilance u can watch ur defense platforms be built automatically. As the perk gives an edict that builds them for free over time.

Leaving the turtle player only with the cost for the DSC itself and upkeep.
Meaning if someone really wants to throw their doomstack against ur fortress system they probably not only will meet the expected defenses - but a sizable defense fleet as well. As thats where the spare resources can be spent on.
That way a smaller empire really can fend of a way bigger empire. As that enemy doomstack would cost a lot more resources to outsize the cheaper defenses. And at that point its time to use tactics for real.
 
The citadels could cause just as much alpha damage with ion cannon spam

Also if you specialize your ships like that they will be absolutely obliterated by citadels placed directly at the hyperlane and fully equipped with torpedoes

Using the hypothetically strongest design means nothing outside a vacuum, all weapons and defenses have easily exploitable weaknesses, like for example minimum range on most large or X slot weapons

Also, just like so many others, you assume that the enemy won't just have (some?) their own fleets sitting in the targeted system, backed up by the citadels and the bastion

Defense platforms are after all cheaper than battleships and faster to build, despite having similar stats

Well yes and no, you can spread damage across ships when a doomstack rolls in — but stations really can’t. They’re capped, limited, and stuck with hard platform limits per system. It’s always a numbers game, and stations will never outnumber fleets. So you either dump time and resources into fortifying one system just to slow a doomstack, or you build your own. And sure, once you're deep into soft cap and your economy’s stretched, maybe you start throwing alloys into citadels — but by then, you probably don’t need them. - Oh well, you could just make stations hilariously OP and create the precedent that fleet power numbers aren’t a real metric anymore. But where’s the fun in that?

That’s the problem. If orbital rings or stations were actually viable, we wouldn’t even be having this conversation. This Deep Space Citadel feature is just another patch on top of a broken foundation — a way to see if defenses can feel meaningful, without addressing the core issue: the game is built around doomstacks. The mechanics that make it shallow — uncapped fleets, simplified combat, brute-force meta — those are untouched. And yet we’re capping the few things that might actually diversify play. It's not that depth isn’t possible — it’s that this isn’t the way to get there.
 
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What do you mean by "enforced per system" if you don't mean either "preventing ships moving into a system [if it's already at cap]" or "having a bunch of ships that are visibly "there" but not fighting"? I legit can't think of a third option that doesn't require a hefty rewrite of many base game assumptions (which I'm not exactly opposed to).

Bad choice of words on my part. I meant a system where fleet presence is measured/supported per system. I don’t know what the game designers wanted to come up with — I’d guess a hard cap (lol). If it were me, I’d just have a soft cap that, if overstepped, ramps up costs and decreases effectiveness.