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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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Couple of questions: Since hive-mind fallen empire will appear in the add-on will it have unique bio-ships?
If yes, then in case of taking ascension perks cosmogenesis will we get access to them?
 
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Amazing content as always :)

Can the DSC get any starbase building? Like, Hydroponics, Nebula Refinery, etc? This will be nice to offset some of the upkeep costs.

Can that origin also pick bioships or is it locked into hating them?

Will the Hostiles Hub System wormhole act identical to the L-Gate network? It seems so from the multiplayer description.
 
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... meh, can't get too excited. Why would I build the DSC over a gateway and jump my Battleships back in to defend? And why is the origin yet another copy-paste of Galactic Gateway? "We start you with the megastructure of the DLC so you can get right into the action."

Yeah, it sounds like it will go the way of the original fortress platforms, which is that it will be irrelevant because you can arbitrarily concentrate fleets and these have a hard upper limit because they can't be built close to each other. If one of these has the firepower of five battleships and the other guy brings fifty it's not going to make much of a dent.
 
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Better the naval-cap of a battleship than a starbase slot o_O


Noooooooooooooooooooooooooooo.... Plz give repeatable tech for starbase cap then :3

The DSC doesn't use starbase cap, much like orbital rings.

Can the DSC get any starbase building? Like, Hydroponics, Nebula Refinery, etc? This will be nice to offset some of the upkeep costs.

It only has access to military buildings.

Can that origin also pick bioships or is it locked into hating them?

No bioships for the Starlit Citadel origin.

Will the Hostiles Hub System wormhole act identical to the L-Gate network? It seems so from the multiplayer description.

Similar but not identical, but still has a one-to-many connection logic, unlike the one-to-one connections of wormholes or many-to-many connections of gateways.
 
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I think I might prefer to jump into this Origin from the inception stage and build the DSC(discounted or free) against a clock for the second wave and get to place it myself. That said you can't play these Origins with Life-seeded and the like, so I may never get around to it.

Will Force Spawning AI Empires with this Origin add more Wormholes and increase the difficulty? Can I take over a neighbour with the Wormhole and face them myself without the Origin?
 
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This sounds and looks awfully alike the Fortress mechanic system that launched with the game before it was removed in the Apocalypse expansion release/update but with a new coat of paint and minor tweaks.
 
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Will other empires be able to build the Citadel Uplink once they get the tech for DSC? or is it unique to just the origin? I'm hoping it'll be more accessible as I love the idea of having the ability to provide additional bonuses to defenses, but don't like it being constrained to a single origin. If restricted, it would be nice if having Unyielding or Eternal Vigilance would also unlock it.

Additionally, it would be nice to be able to block hostiles from being able to jump into our systems, such as through the construction of a starbase building or even a unique megastructure. Could get pricy, but that is the price of security.
 
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Yeah, it sounds like it will go the way of the original fortress platforms, which is that it will be irrelevant because you can arbitrarily concentrate fleets and these have a hard upper limit because they can't be built close to each other. If one of these has the firepower of five battleships and the other guy brings fifty it's not going to make much of a dent.
Yes, but if you and an empire of more or less equal strength are going to war then you can keep them out because they can't beat your fleets, your bastion AND one or more citadels

There's also systems like Terminal Egress which need to be fortified at all costs because if the crisis ever gets them they will spread like a wildfire

Sometimes the L-Gates also get opened before I am strong enough to take out the factory in the center, so I fortify Terminal Egress and contain the threat - you could also do that intentionally to keep the crisis around until you have been elected as Custodian, removed your term limit and gotten the galactic defense force

The notion of "just bring more ships" is kinda silly anyways because you have a naval capacity and economical constraints, you can't just indefinitely keep increasing your fleets either

Odds are, a fully fortified system, even without support from any fleets, can do significant damage even on a loss

Also the infamous AI Federation/vassal blobs will struggle with your citadels, just fortify the borders you aren't expanding at the moment while your fleets expand elsewhere
 
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Man this origin paired with the sovereign guardianship and inward perfection civics might create the strongest defenses in the game. Unless this origin stops you from picking those.


Edit: I noticed that the pre-made empire has sovereign guardianship so that answers that. But what about inward perfection?
 
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Curious, do the Sky Watchers count as soldiers? I'm seeing unity production in the screenshot, is that from the "unity from soldiers" modifiers? That'd be so cool and integrate so well with existing mechanics

Also seconded desire for jump drive inhibition

Regardless, super excited to dust the ol' soldiers for unity, starbases for defense build with the new origin <3
 
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I would like to be able to see the range for weapons when i choose where to put this fortress (for example 3 circles 50/100/150 range), because we are "playing tower defence now" and i would like to understand the limits my weapons will have to fire and make some min-maxing, so i make sure no ship will be able to go back and outrange me at this side of system.
 
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It would be great to get a designer for regular star bases, or at the very least have better logic for how they equip themselves. Seeing shields and anti shield weapons on star bases around stars that nullify shields drives me up the wall.
 
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this makes me nostalgic for stellaris 1.0. How far we've come. Looks great. i wouldve loved a meatier final upgrade, just one XL slot is ... not a lot, but i suppose modders can add a 4th and 5th tier or something. A deep space fortress should have L slots if we have to spend this many resources imho
 
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