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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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this makes me nostalgic for stellaris 1.0. How far we've come. Looks great. i wouldve loved a meatier final upgrade, just on XL slot is ... not a lot, but i suppose modders can add a 4th and 5th tier or something.
Or you could use your defense platform capacity for the ion cannons
 
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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 on XL slot is ... not a lot, but i suppose modders can add a 4th and 5th tier or something.
to be fair that's to account you can build 2-3 (4 if you take the origin) on the same system on top of a starbase AND add Ion cannons (and platforms) to it, they're basically the equivalent of having a few titans on every system you build it in since they also got them auras.
also, is there a chance that Bulwarks get an extra one too?
 
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The DSC doesn't use starbase cap, much like orbital rings.
If it doesn't have a cap and only per-system limit, then the "correct" gameplay is to build as many as possible in every system?
That sounds exactly like the defense platforms in Stellaris 1.x. I thought we didn't like that...

But if DSC are limited then we have to choose which systems to defend.
 
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If it doesn't have a cap and only per-system limit, then the "correct" gameplay is to build as many as possible in every system?
That sounds exactly like the defense platforms in Stellaris 1.x. I thought we didn't like that...

But if DSC are limited then we have to choose which systems to defend.
they seem to be fairly costly (30 energy and 20 alloys per singular one), so it's more a matter of how many can your economy support
there'll be rules on how many you can build on MP games for sure though
 
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If it doesn't have a cap and only per-system limit, then the "correct" gameplay is to build as many as possible in every system?
That sounds exactly like the defense platforms in Stellaris 1.x. I thought we didn't like that...

But if DSC are limited then we have to choose which systems to defend.
Well, the energy upkeep would be insane and the alloy cost would be even worse

Also when an enemy can conquer your systems then YOU will have to beat all those citadels
 
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So as I understand it, these are arbitrarily capped by a "Citadel per System" rule. So why don’t we have a "Fleet per System" rule then? Or are these not meant to be used against fleets?

I mean, do these even compare in the late game when we have a hard limit? Is this just an alloy sink once we’re capped on fleet power? Is it there to add additional tripping stones for doomstacks? What’s the balance idea behind them? What are they good for that I can’t solve better with a massive fleet stack — which is completely uncapped and mobile?
 
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Or you could use your defense platform capacity for the ion cannons
Defense platforms are rather expensive and take ages to build for something that is so squishy. Ive suggested in the past for either letting higher levels of starbases build defense platforms in parallel or make them buildable at shipyards...
 
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Defense platforms are rather expensive and take ages to build for something that is so squishy. Ive suggested in the past for either letting higher levels of starbases build defense platforms in parallel or make them buildable at shipyards...

In 4.0 eternal vigilance unlocks a policy to auto-spawn defence platforms. Which to me is a huge shame that a basic QoL feature is being hidden behind an ascension perk.
 
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So as I understand it, these are arbitrarily capped by a "Citadel per System" rule. So why don’t we have a "Fleet per System" rule then? Or are these not meant to be used against fleets?

I mean, do these even compare in the late game when we have a hard limit? Is this just an alloy sink once we’re capped on fleet power? Is it there to add additional tripping stones for doomstacks? What’s the balance idea behind them? What are they good for that I can’t solve better with a massive fleet stack — which is completely uncapped and mobile?
There's an "arbitrary" cap because otherwise you could build an unbreakable wall

Also a regular bastion can already be an obstacle in the late game, with four or more citadels you can definitely tank a lot

And if your economy can handle it you could chain several of them in a line and then the enemy doom stack will be notably worse for wear at the end of it
 
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Could we get a range indication for the DSC?

I.e. when you build one there are a number of circles around the position, each indicating 100 range or so.

For me at least I dont know how far any given point in a system is in terms of in game distance and for a base I definitely want to know that it is in a good position for its weapons
 
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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?
Sovereign Guardianship and Inward Perfection are already mutually exclusive.
 
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There's an "arbitrary" cap because otherwise you could build an unbreakable wall

Also a regular bastion can already be an obstacle in the late game, with four or more citadels you can definitely tank a lot

And if your economy can handle it you could chain several of them in a line and then the enemy doom stack will be notably worse for wear at the end of it

Well, what’s the difference compared to building an unbreakable fleet then? You can bring as many as you like to a system. No caps for that at all.

Citadels aren’t even mobile. And fleets even have dedicated starbase-killer weapons.
Starbases can only target one ship at a time, as far as I remember — which means they have to clear the chaff before they even hit the anti-starbase ships.
This is so useless on so many levels that I can only attribute this addition as flavor.
 
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How will the torpedo multiplier work on them? Seems to be a hard counter against missile and strike craft spam.
And if it's necessary to capture a system by taking all DSC and star base.
 
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Why the claim that defense platforms are expensive and squishy?

They have a base cost of 60 alloys (like a destroyer), a build time of of 60 days (like a Corvette) and a base health of 3000 (like a battleship)

According to the wiki

Sure, they have no evasion chance, but battleships only have 5% evasion
 
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