• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.

1744871578769.png

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.
 
  • 103Like
  • 61Love
  • 6
  • 5
  • 2Haha
  • 1
Reactions:
You can't say that you "wouldn’t recommend splitting a supply system into states, but rather applying it universally — to make it easier for players, automation, and the AI" as an argument in one post and then say that whether or not the supply system is split into states is irrelevant in another.

You can't argue that what happens in transition is pointless when the point is that either answer is flawed.

You can't port in systems from completely different games with completely different maps and completely different gameplay loops and then call it just a combat rework - HoI 4 doesn't even have an exploration mechanic.

I mean, you absolutely can do all those things, I'm not your mum, but it's not how discussing stuff works. A discussion is two or more people actively engaging with each other's points. Yeah it's absolutely fine to dismiss stuff like individual civics or specific origins as "that's up to the devs to work out", but when people are discussing the actual core mechanics of your concept, the actual part you think will solve all the problems and things cannot be solved without, then for it to count as a discussion you have to actually read, parse, internalise, and engage with those arguments even if they bring you to conclusions you don't like (assuming the other person is actually engaging, there's no point in putting the effort into arguing in good faith with someone who's not (not a dig at you right now, just putting that important qualifier in there on general principles)).

So yeah, I've pointed out numerous, very detailed issues with applying persistent system ship limits to Stellaris without ripping out the game map and associated concepts and completely starting over with everything those chain down to. If you want to argue against them, fire away. If you want to argue it would still be worth doing to avoid the nightmare scenario of only applying combat limits in combat, sure. Lord knows I'm more favourable than most to large scale sweeping changes, but you're awful optimistic about player acceptance of such a thing, and vastly underestimating how much of the game it would impact. More importantly if we were starting from scratch anyway then there's potentially solutions other than hard, persistent system limits (SotS SotS SotS) and describing starting completely over like that as adding system limits to Stellaris is like describing a stew as adding boiled potatoes to a sandwich.

You see, I haven’t quite found the right words for it yet, but it’s starting to look like we both have completely different perspectives on what it means to implement or rework systems — what’s needed and what’s feasible for Stellaris overall.

I understand the point that reworking combat and fleet progression would be a major overhaul, since the whole game truly revolves around it. There isn’t really a clear metric for progress beyond seeing increasing fleet power over the span of the game. So yes, if you touch doomstacks, you’re forced to rewrite big parts of the game — but that says more about the issue than about the feasibility.

So maybe there isn’t any argument left — because I think the game is really starting to overstay its welcome with flavor DLCs for over two years now, while the fundamentals remain the same boring loop. Either the game changes, or it burns out — and we truly need to set our hopes (and money) on a successor.

I get the point that the changes I see as necessary are big ones — but I believe they’re needed to reach a place where all these new flavors actually make sense, and aren’t just smoke and mirrors.
 
  • 1
Reactions:
The game is absolutely not designed for that though

Starbase capacity is way too limited to defend such wide borders and citadels are too expensive in construction cost and upkeep to put them in several dozen systems
As someone who normally plays with maximum hyperlane density, I want to argue some things.
  1. If your empire is relatively small / tall, it can still be relatively easy to cover all of your border systems.
  2. If your empire connects to the center or periphery of the galaxy, that can cut your frontline systems by up to 50%.
  3. If your empire is near the gap between galaxy arms, that usually has a similar effect (though with a few bottleneck connections here and there).
  4. There are plenty naturally occurring obstacles that can be used to reduce the exposed border size even further; leviathans, marauders, fallen empires.
  5. Any gaps left, in case of a war, can be handled by mobile defenses. Especially after acquiring gateways or jump drives.
  6. It is not logical to fortify the entire border to begin with, unless you are playing a genocidal exterminator at war with everyone else.
    1. In that case, your borders would be constantly expanding in all directions, beyond those systems that would get fortified and thereby rendering those fortifications pointless shortly after they are built, so it only makes sense to fortify systems with L-gates and wormholes.
    2. Normal empires will have both friends and enemies (and some despicable neutrals), and not all non-friends are very aggressive to begin with. China only built the great wall at the border with (historical) Mongolia, not with the rest of their neighbours. If you make friends or even allies of your other neighbours, this will greatly further reduce your border exposure to hostile empires and limit the need for fortifications (your friends are your extended walls / buffers).
    3. Deterrence through military strength can also substantially limit the ability of hostile neighbours to threaten you and warrant static defenses. Neighbours with pathetic strength do not necessitate such investments, as they will not declare war in the first place.
  7. While it does require that the player pays attention to the evolving geopolitical map (conquests and bad alliances can create new exposure points), I personally find the game to be more fun and engaging when I can't choose to become complacent behind excessively overfortified permanent bottlenecks. When I need to counter developments that threaten my current balance, and use diplomacy to tilt the landscape more in my favour / make sure that not all of my neighbours hate my guts.
  8. The age of exploration also lasts longer, since the other empires need to expand more (not just into a handful of bottleneck systems) before you get finally closed off from exploring the rest of the galaxy.
I used to play with bottleneck-rich maps, but I have found the transition to maximum hyperlane density to not be anywhere near as dramatic as it first seemed like it would be, and also much much more enjoyable. Now I can't imagine switching back, because I would lose too much of the things I have found myself to enjoy with maximum hyperlane density (or,when I feel like getting more bottlenecks, the second highest density option). And it is still perfectly possible to play peaceful turtle style.

The above is, obviously, just my personal subjective experience. And it is mostly from size 300 or 400 galaxies (I modded in a size 300 option because 200 is too small while 400 is too slow). Gameplay on the biggest galaxy sizes may give a substantially different experience - though I am hoping to be able to switch up 1 or 2 galaxy sizes and find out for myself, after the upcoming performance improvements in 4.0.
 
  • 1Like
  • 1
  • 1
  • 1
Reactions:
As someone who normally plays with maximum hyperlane density, I want to argue some things.
  1. If your empire is relatively small / tall, it can still be relatively easy to cover all of your border systems.
  2. If your empire connects to the center or periphery of the galaxy, that can cut your frontline systems by up to 50%.
  3. If your empire is near the gap between galaxy arms, that usually has a similar effect (though with a few bottleneck connections here and there).
  4. There are plenty naturally occurring obstacles that can be used to reduce the exposed border size even further; leviathans, marauders, fallen empires.
  5. Any gaps left, in case of a war, can be handled by mobile defenses. Especially after acquiring gateways or jump drives.
  6. It is not logical to fortify the entire border to begin with, unless you are playing a genocidal exterminator at war with everyone else.
    1. In that case, your borders would be constantly expanding in all directions, beyond those systems that would get fortified and thereby rendering those fortifications pointless shortly after they are built, so it only makes sense to fortify systems with L-gates and wormholes.
    2. Normal empires will have both friends and enemies (and some despicable neutrals), and not all non-friends are very aggressive to begin with. China only built the great wall at the border with (historical) Mongolia, not with the rest of their neighbours. If you make friends or even allies of your other neighbours, this will greatly further reduce your border exposure to hostile empires and limit the need for fortifications (your friends are your extended walls / buffers).
    3. Deterrence through military strength can also substantially limit the ability of hostile neighbours to threaten you and warrant static defenses. Neighbours with pathetic strength do not necessitate such investments, as they will not declare war in the first place.
  7. While it does require that the player pays attention to the evolving geopolitical map (conquests and bad alliances can create new exposure points), I personally find the game to be more fun and engaging when I can't choose to become complacent behind excessively overfortified permanent bottlenecks. When I need to counter developments that threaten my current balance, and use diplomacy to tilt the landscape more in my favour / make sure that not all of my neighbours hate my guts.
  8. The age of exploration also lasts longer, since the other empires need to expand more (not just into a handful of bottleneck systems) before you get finally closed off from exploring the rest of the galaxy.
I used to play with bottleneck-rich maps, but I have found the transition to maximum hyperlane density to not be anywhere near as dramatic as it first seemed like it would be, and also much much more enjoyable. Now I can't imagine switching back, because I would lose too much of the things I have found myself to enjoy with maximum hyperlane density (or,when I feel like getting more bottlenecks, the second highest density option). And it is still perfectly possible to play peaceful turtle style.

The above is, obviously, just my personal subjective experience. And it is mostly from size 300 or 400 galaxies (I modded in a size 300 option because 200 is too small while 400 is too slow). Gameplay on the biggest galaxy sizes may give a substantially different experience - though I am hoping to be able to switch up 1 or 2 galaxy sizes and find out for myself, after the upcoming performance improvements in 4.0.
Something I was thinking about was the idea of two tiers of hyperlanes. Have the current standard hyperlane pattern that functions same as it does by default but also a larger, more connected network of much slower but still traversable lanes. Then you could do some fun stuff like certain star or nebula types only ever having one kind of connection or the other, fast lanes, space storms shutting down all of one type of lane or converting lanes for their duration, "chasms" of slow lanes, and so on.
 
  • 2
  • 1Like
  • 1
Reactions:
Something I was thinking about was the idea of two tiers of hyperlanes. Have the current standard hyperlane pattern that functions same as it does by default but also a larger, more connected network of much slower but still traversable lanes. Then you could do some fun stuff like certain star or nebula types only ever having one kind of connection or the other, fast lanes, space storms shutting down all of one type of lane or converting lanes for their duration, "chasms" of slow lanes, and so on.
Just a spitball, but:

This could be a cool feature and an interesting way to limit fleet movement from system to system — dictating how many ships can reach where.
Like small, medium, and large lanes that accommodate different amounts of ships or ship sizes — manipulatable by building hyper relays in systems.
 
  • 1Like
  • 1
Reactions:
Honestly, just keep the doomstack system around and teach players the advantages of flanking, ambushing and other silly tactics that encourage them to use catapults, jump drives or, at the very least, more than one ship design (so that their artillery X slot ships don't get rofl-stomped by torpedo defense platforms directly at the hyperlane)
Part of the problem with doomstacks is that currently they're a local maxima strategy. Hit fleet with bigger fleet = they lose many ships you lose few ships. Hit fleet with even bigger fleet = they lose many ships you lose almost no ships. Hit fleet with fleet about same size fleet = lose a bunch of ships, maybe lose fight. Hit fleet with slightly smaller fleet = lose fight, lose many ships. Playing smarty pants hit and run tactics may be the global maxima strategy but there's no intuitive path for a player to get there once they start down the doomstack route. They'll do worse by straying from the old tried and true well before they start doing better by getting good at fancy play.

That's why local maxima strategies are bad game design. It discourages players from branching out and leads to stagnation around easy to fall into, hard to fall out of gameplay styles. Part of teaching people to not doomstack is to reduce the effectiveness of doomstacking so they're not punished for experimenting. And if the players are roaming around with giant stacks then the AI needs to roam around with giant stacks and you need to boost static defences so they're worth building and you just end up in an arms race of bigger and better.

Which is why I like boosted in-combat logistics costs for a stacked side as part of the anti-doomstack measures. Medium fleet vs medium fleet means more lost ships, but giant fleet vs medium fleet = the same amount of resources in trade gone into the ether. This brings down the height of the doomstack local maxima, reducing the amount of get good required to see yourself getting more good, and also results in situations where going full doomstack risks sending you into an immediate recession so you're forced to experiment or withdraw. These combined push and pull players to at least try splitting their ships into sizes proportional to what the AI is natively fielding, and hey if I'm running three different fleets anyway I might as well send this one off to attack the undefended flank...
 
  • 1
Reactions:
Something I was thinking about was the idea of two tiers of hyperlanes. Have the current standard hyperlane pattern that functions same as it does by default but also a larger, more connected network of much slower but still traversable lanes. Then you could do some fun stuff like certain star or nebula types only ever having one kind of connection or the other, fast lanes, space storms shutting down all of one type of lane or converting lanes for their duration, "chasms" of slow lanes, and so on.
Just a spitball, but:

This could be a cool feature and an interesting way to limit fleet movement from system to system — dictating how many ships can reach where.
Like small, medium, and large lanes that accommodate different amounts of ships or ship sizes — manipulatable by building hyper relays in systems.
I think I suggested something similar in the recent hyperlane creation thread.

Basically, the galaxy would technically be generated with maximum hyperlane density, but a (setting-dependent) number of these hyperlanes could start out as non-navigable (or otherwise restrictive in navigation). They could, however, be upgraded to a better condition; this could then be a new way to escape being locked in, by paying a sufficient price (Energy?) to create a navigable bypass.

This could be used to effectively divide the galaxy into initial "continents" of navigable space, where different "continents" also would not need to be created equal; some could be dense with pre-FTL societies but devoid of post-FTL empires, while Fallen Empires could effectively be created as separate "continents" (which they would be in full control of).

The precursor homeworlds could also exist from the beginning, but only become accessible once sufficient clues have been gained to "unlock" them.

There could also be some midgame crisis that involves a period of hyperlane degradation.

Cosmic storms could degrade or enhance hyperlanes they pass.

Some space fauna could be skilled at "boring" through sealed hyperlanes, opening them up for travel.
 
  • 1Like
Reactions:
In the DSC stream last week Stephen said that the appearance of the DSC "should be related to your shipset", however I believe this is not the case.
Below are screenshots from twitch and youtube showing the DSC with the "Aquatic" shipset and the "Machine" shipset. Compared to the art shown in this diary I believe they are identical, with only the lighting to differentiate them.

DSC Aquatic, from twitch.png
DSC Machine, from youtube.png


Can we get confirmation of this? Are their textures still in development or will they look the same no matter what empire you are?
If the later, then it appears that this is following the convention from the machine age where the two structures introduced there also had only one texture map each. The difference here though is that these are much larger military structures, which are going to be seen up close in combat, and the fact that they are all glistening white is disappointing. My fear is that they will stand out like a sore thumb, especially if the empire is using the arthropoid, necroid, or imperial shipsets.

I would like to make it clear that I think the design is awesome and the team is delivering a lot with this DLC, but personally the shipset variations make a huge visual impact in my opinion and will be sorely missed if absent.
 
  • 1
Reactions:
So I seem to recall there being some game rules against multiple wormholes being in the same system, or even wormholes and the wormhole-adjacent Shroud tunnel (since you're not allowed to build the Shroud Beacon in a system with a wormhole).

With that in mind... what happens if you find Keides as a Starlit Citadel empire? Part of his plot line involves creating a new wormhole between your capital system and his original home system. Will that work if your capital already has a wormhole from your origin?
 
I think I suggested something similar in the recent hyperlane creation thread.

Basically, the galaxy would technically be generated with maximum hyperlane density, but a (setting-dependent) number of these hyperlanes could start out as non-navigable (or otherwise restrictive in navigation). They could, however, be upgraded to a better condition; this could then be a new way to escape being locked in, by paying a sufficient price (Energy?) to create a navigable bypass.

This could be used to effectively divide the galaxy into initial "continents" of navigable space, where different "continents" also would not need to be created equal; some could be dense with pre-FTL societies but devoid of post-FTL empires, while Fallen Empires could effectively be created as separate "continents" (which they would be in full control of).

The precursor homeworlds could also exist from the beginning, but only become accessible once sufficient clues have been gained to "unlock" them.

There could also be some midgame crisis that involves a period of hyperlane degradation.

Cosmic storms could degrade or enhance hyperlanes they pass.

Some space fauna could be skilled at "boring" through sealed hyperlanes, opening them up for travel.

Star Trek had an episode where there was a corridor of space where warp travel was prohibited due to environmental impact or something.

Andromeda had their Slipstream travel, which was basically about navigating difficult and dangerous tunnels to get from A to B.

Legend of the Galactic Heroes had a geographic divide between the Alliance and the Empire — a narrow region of space where faster-than-light travel was only possible, making it a major chokepoint for the wars that followed.

Hyperlanes are already cool, but I think their potential can be expanded to recreate missing sci-fi tropes and introduce meaningful gameplay features.
In addition, this could be a completely new compromise solution to the question of how to limit doomstacks and reduce their overall usefulness.
 
  • 2Like
  • 1
Reactions:
Just a spitball, but:

This could be a cool feature and an interesting way to limit fleet movement from system to system — dictating how many ships can reach where.
Like small, medium, and large lanes that accommodate different amounts of ships or ship sizes — manipulatable by building hyper relays in systems.
If you mean limiting the number that can be in the system then there's all the same problems as before.

If you mean a limit on how many ships can enter or leave a system at once by specific routes that leads to a whole other pile of micromanagement headaches. It can work in a turn based system but not RTWP.