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Stellaris Dev Diary #380 - Defenders in the Stars

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

Multi-stage defenses

The three stages of the Deep Space Citadel

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

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

Technology!



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

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


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


Nope, that's too close

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

We will defend our home!

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

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

Shoot me!

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


Custom components

Defensive countermeasures tailored to your enemy

DSC I Design


DSC I Details


DSC II Design


DSC II Details


DSC III Design



DSC III Details


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

The Art of the Deep Space Citadel

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

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

Concept art. Credit: Lloyd Drake-Brockman

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


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

Early 3D Concept. Credit: Lloyd Drake-Brockman

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

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

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

Stage 1 final concept. Credit: Lloyd Drake-Brockman

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

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

Stage 3 final concept. Credit: Lloyd Drake-Brockman

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

Turrets final concept. Credit: Lloyd Drake-Brockman

Turrets final concept art. Artist: Lloyd Drake-Brockman

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

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

WIP model. Credit: Emma Quer

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

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


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

Animation of the Deep Space Citadel Artist: Mia Svensson


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


New Origin: STARLIT CITADEL

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

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

How many secrets are in this image?

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

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

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

Please do not resist, you are being defended

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

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

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

Skywatcher-1 to DSC Uplink, do you copy?

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

DO NOT EAT

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

Wormholes, they're perfectly safe!

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

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

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

Next Week

Next week @PDS_Iggy will be introducing us to the Fallen Hive Mind Empire, the Fallen Hive Mind Empire, the Fallen Hive Mind Empire, and the Wilderness origin.
 
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I like the idea - problem all static defenses have thus far is they don't scale well - too much of there power comes from hull armor and sheilds, and not enough from weapons. to what extent does the DSC take this into account?
 
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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.
Same as it works on everything? It gets multiplied according to target ship size and the maximum multiplier of the torpedo
 
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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?
Fleets are mobile. Preventing fleets in transit from point A to point B from ever occupying the same system would be a logistical nightmare both from a pathfinding perspective and for player micro.
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?
These questions all have the same answers as the do for bastion stations. If you're arguing bastion stations are useless... well actually that sounds like a fun conversation.

The concern I have is this:
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.
With no empire cap other than a flat economy they're in an even harder to balance scenario than Bastions. Bastions eat station cap so there's a decent opportunity cost there. These seem to be a bit of a winsmore mechanic.
 
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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.
You have a maximum fleet capacity though?
You could never afford to have all your borders secured with just ships

Defense platforms are also way cheaper than battleships and each platform can target one ship each

Also can't each individual weapon shoot a separate ship anyways? Worst case equip hangars, those definitely can spread their damage out since fighters are ships themselves
 
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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
The final upgrade is:
  • +1 XL weapon slot (0 > 1), in place of the +3L slot upgrade of T1>T2
  • +3 hangar slots (6 > 9), same as T1>T2
  • +1 aux slot (2 > 3), same as T1>T2
  • +8 L component slots (16 > 24), same as T1>T2
  • +40k hull (40k > 80k), doubling it, same as T2 doubled the hull of T1
  • A special titan/juggernaut type aura slot
Looks like a pretty meaty upgrade to me, and cheap at the price if you've got a system it is worth fortifying with immobile defenses in the first place. :)
 
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Fleets are mobile. Preventing fleets in transit from point A to point B from ever occupying the same system would be a logistical nightmare both from a pathfinding perspective and for player micro.

These questions all have the same answers as the do for bastion stations. If you're arguing bastion stations are useless... well actually that sounds like a fun conversation.

The concern I have is this:

With no empire cap other than a flat economy they're in an even harder to balance scenario than Bastions. Bastions eat station cap so there's a decent opportunity cost there. These seem to be a bit of a winsmore mechanic.

The limitation — or soft cap, if you will — is that they are immobile and cost the same resources as fleets. So basically, there’s no real reason to choose static defenses over fleets if you can still afford to build fleets, both in terms of naval cap and alloys.

It’s the good old opportunity cost — mostly meaningless and only relevant when you’re already losing.

So if they are a direct resource competitor against fleets (which are mobile), and citadels are capped by an arbitrary system limit, then there are only subjective reasons to build them over a fleet.

These defenses would only become truly useful if we also applied the same limits to fleets. And all UX problems you’ve prophesied are solvable — and have already been solved in other GSG games.
 
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You have a maximum fleet capacity though?
You could never afford to have all your borders secured with just ships

Defense platforms are also way cheaper than battleships and each platform can target one ship each

Also can't each individual weapon shoot a separate ship anyways? Worst case equip hangars, those definitely can spread their damage out since fighters are ships themselves
adding on, there's a tension in designing a game, any game. defensive play needs to be there, and be good enough, but can't be too good. if defense is always superior to attack, the game doesn't advance toward any conclusion. not easy to tread the needle here.
 
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You have a maximum fleet capacity though?
You could never afford to have all your borders secured with just ships

Defense platforms are also way cheaper than battleships and each platform can target one ship each

Also can't each individual weapon shoot a separate ship anyways? Worst case equip hangars, those definitely can spread their damage out since fighters are ships themselves

Fleet cap is only a soft cap — you can go over it with no problem. But I’d like to see you circumvent a hard system cap.

And starbases aren’t really about real defense once the game truly begins. They’re just tripping stones until your doomstack arrives to wipe out the enemy — or dies trying. In addtion the whole combat calculation is set up to disadvantage stations and smaller numbers of entities.
 
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adding on, there's a tension in designing a game, any game. defensive play needs to be there, and be good enough, but can't be too good. if defense is always superior to attack, the game doesn't advance toward any conclusion. not easy to tread the needle here.

Defensive play needs to truly solve the problem of defense — otherwise, offense is the better defense. Perfect example here.

The burden should always lie on the attacker — I know that’s not what players often like (myself included), but the payoff from a well-coordinated and thought-out offensive to circumvent defenses or find weak points and use tactics is a far greater experience in the long run.
 
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I hope we will be able find a Ruined version of it (we already can find mid tier Megas - Arc Furnaces). I just hope they will be in chokepoint, or at least in a 2-way system, not in the 1-way system in dead end...
Another hope - they will be in a range of wormhole/gateway/system hyperlanes, not in opposite side of the system.
 
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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
... late game economy laughs at those numbers.
 
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... late game economy laughs at those numbers.

It has been harder to make an adequate economy happen in 3.99 but I’ll admit the post beta steams seem to show it working better.
 
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Custom components


Defensive countermeasures tailored to your enemy


DSC I Design
This is a pure, distilled garbage and a lazy design. Becasue:
- AI will not use it, ever
- It adds ZERO depth to the conflict.
- It promotes micromanagement meddling routine, constantly refitting the station to be adequate response to some temporaty conflict. A micro for the sake of micro.

Galctic Civilizations and Endless Space series both tried rock-paper-scissors approach and it failed miserably every time.
 
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It has been harder to make an adequate economy happen in 3.99 but I’ll admit the post beta steams seem to show it working better.
Sorry, but basing any opinion on economy numbers from the beta is just silly :)

It has been stated oh so many times that not only are the numbers completely off, but that the sole purpose of the beta is/was purely to let the most eager of players test out zones and see how they feel at the conceptual phase.
 
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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
Because the claim is made by entities that don't entirely understand numbers and the many operands they support.
 
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