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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 in general. I'm concerned with the reliance on L slots; until later in the game they may be problematic. A L laser is 90% Acc, 5% Tracking, range 80; a L mass driver is 75% Acc, 5% Tracking, range 100. While a S missile is 100% Acc, 25% Tracking, range 100. Against a typical beginning game corvette with 60+% Evasion, that's going to be less than 20% hit rate at range 100 for the station vs. 100% for the corvette. If they close in, the laser does a bit better with 35% but it's already taken some fire, fire that ignores the shields at that. Then if they continue to close, the L mass driver has a minimum range, where the corvette's weapons do not. So you're outranged if lasers, and underranged if mass drivers, and not likely to hit with either.

Theoretically, the station has some point defense to help defend, and the hangar slots to help attack back. But those are going to be easily overwhelmed by even a small corvette fleet. It looks like the starter cost is 1000 alloys, and it's not clear whether that includes the stuff on it, or you have to do that in a second stage or additional cost. I'm thinking the ideal attacker early on is Flak, Missile, Missile. At 103 alloys each you can get about 10 of these for the station cost, and they're mobile and reusable (and can retreat, be repaired, and return to fight another day); with 10 PD and 20 missiles total, vs. 9 PD and 3 hangars of Scouts. That may be kinda OK or not, depending; someone needs to run some sims. Against a typical early game attack of 20 corvettes, the numbers look a lot worse; 20 PD and 40 missiles. It's down to the sheer volume of hit points on the defender, with an attacker that can control the engagement.

But even a little tech improvement probably helps the attacker more. Basic swarm combat computer, ion drive, and basic afterburner takes evasion of the corvettes up over 70%. Getting Basic Strike Craft helps the defender, but once the attacker gets Frigates the balance shifts against even harder. The torps (max range 30) will reliably get it inside of the range of the L mass drivers (45 min), so you can design them mostly for laser defense. Three deflectors and a reactor booster still leaves them with 25% evasion, so only a 70% hit rate, attack of say 70 with 50% vs shields and 225 shields means they need an average of 9 shots to get through the shields, 1 more to get through the armor, and 6 more for the hit points; that's 16 shots with a L laser to take out one frigate. With cooldown about 5.7 that gives about 91 time units to take one out.

During that time the frigate gets 4-5 shots with the torp, doing about 125 base damage each, and presumably something higher than a 9x multiplier. Even at 9x and 4 shots, that's 4,500 damage to armor and then hull; and that's ignoring some damage from presumably a missile in the other slot. 20k hull sounds like a lot until you look at the attacker numbers. Yes, the attacker probably wants to bring some flack/missile corvettes as above to help saturate the defenses and deal with the fighters.

Looking at it another way, the tier I is pretty equivalent to three Artillery/Hangar cruisers with nothing in the back third (1 L, 2 PD, 1 H each). That combination isn't going to do well against corvettes and frigates, and the station has an even worse damage multiplier.

Feel free to do different back of the envelope calculations, but it looks like they would do considerably better off in the corvette, frigate, and even destroyer era if they traded some if not all of the L slots for more hangars, more PD, or some S and/or M slots (direct fire early on, and then swarm missiles later). Or perhaps even added some slots. 2 L, 3 H, 2 M, 2 S, 10 PD (36 S-equivalent) would be equivalent slotting volume to three cruisers (3 * 12 S-equivalent), for instance; and I think would be far more useful early on.
 
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I'm thinking that if bio-DSCs are made, they should require food from either local planets or mobile bio-ships, or online bio farms/meat factories. If they have excess food they can grow, they might also be able to use a lot of excess food to move about the system farting their way across the place so to speak. Make them different though.
 
I like the idea in general. I'm concerned with the reliance on L slots; until later in the game they may be problematic. A L laser is 90% Acc, 5% Tracking, range 80; a L mass driver is 75% Acc, 5% Tracking, range 100. While a S missile is 100% Acc, 25% Tracking, range 100. Against a typical beginning game corvette with 60+% Evasion, that's going to be less than 20% hit rate at range 100 for the station vs. 100% for the corvette. If they close in, the laser does a bit better with 35% but it's already taken some fire, fire that ignores the shields at that. Then if they continue to close, the L mass driver has a minimum range, where the corvette's weapons do not. So you're outranged if lasers, and underranged if mass drivers, and not likely to hit with either.

Theoretically, the station has some point defense to help defend, and the hangar slots to help attack back. But those are going to be easily overwhelmed by even a small corvette fleet. It looks like the starter cost is 1000 alloys, and it's not clear whether that includes the stuff on it, or you have to do that in a second stage or additional cost. I'm thinking the ideal attacker early on is Flak, Missile, Missile. At 103 alloys each you can get about 10 of these for the station cost, and they're mobile and reusable (and can retreat, be repaired, and return to fight another day); with 10 PD and 20 missiles total, vs. 9 PD and 3 hangars of Scouts. That may be kinda OK or not, depending; someone needs to run some sims. Against a typical early game attack of 20 corvettes, the numbers look a lot worse; 20 PD and 40 missiles. It's down to the sheer volume of hit points on the defender, with an attacker that can control the engagement.

But even a little tech improvement probably helps the attacker more. Basic swarm combat computer, ion drive, and basic afterburner takes evasion of the corvettes up over 70%. Getting Basic Strike Craft helps the defender, but once the attacker gets Frigates the balance shifts against even harder. The torps (max range 30) will reliably get it inside of the range of the L mass drivers (45 min), so you can design them mostly for laser defense. Three deflectors and a reactor booster still leaves them with 25% evasion, so only a 70% hit rate, attack of say 70 with 50% vs shields and 225 shields means they need an average of 9 shots to get through the shields, 1 more to get through the armor, and 6 more for the hit points; that's 16 shots with a L laser to take out one frigate. With cooldown about 5.7 that gives about 91 time units to take one out.

During that time the frigate gets 4-5 shots with the torp, doing about 125 base damage each, and presumably something higher than a 9x multiplier. Even at 9x and 4 shots, that's 4,500 damage to armor and then hull; and that's ignoring some damage from presumably a missile in the other slot. 20k hull sounds like a lot until you look at the attacker numbers. Yes, the attacker probably wants to bring some flack/missile corvettes as above to help saturate the defenses and deal with the fighters.

Looking at it another way, the tier I is pretty equivalent to three Artillery/Hangar cruisers with nothing in the back third (1 L, 2 PD, 1 H each). That combination isn't going to do well against corvettes and frigates, and the station has an even worse damage multiplier.

Feel free to do different back of the envelope calculations, but it looks like they would do considerably better off in the corvette, frigate, and even destroyer era if they traded some if not all of the L slots for more hangars, more PD, or some S and/or M slots (direct fire early on, and then swarm missiles later). Or perhaps even added some slots. 2 L, 3 H, 2 M, 2 S, 10 PD (36 S-equivalent) would be equivalent slotting volume to three cruisers (3 * 12 S-equivalent), for instance; and I think would be far more useful early on.
Corvettes get absolutely shredded by fighters though
Also the tech comes online late enough that Corvettes shouldn't be relevant anymore anyways
 
I'm thinking that if bio-DSCs are made, they should require food from either local planets or mobile bio-ships, or online bio farms/meat factories. If they have excess food they can grow, they might also be able to use a lot of excess food to move about the system farting their way across the place so to speak. Make them different though.
DLC bio part here are enemies, not the star base itself. You even can't use organic ships with this origin, it's clear that bio ships are enemies to them.
UPD: New origin is "peak" of using this starbase. All other guys are just "coping" it.
 
View attachment 1282244
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.
Its only me that like option "A" like a lot moreee :rolleyes:

The final dessing is cool but just wondering
 
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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.
That's what I meant by it being a winsmore. Are you winning? Build this and win more.
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.
I can't tell if you're saying that enforced per-system fleet combat widths are an obviously silly idea and as such you think there should be no enforced per-system limit on the stations, or if you are actually arguing for enforced per-system fleet combat widths.

In either case I want the exact opposite to them having more placement freedom. I want a a per-system and a per-empire limit and then they can make them super wicked awesome without turning building manual-placement-only space structure everywhere into a mandatory part of the game. Again.

e: Or make it like the starbase cap where you can build X + (systems you own/Y) and going over results in ramping costs. Or have them east starbase cap and have the tech give you a bit more starbase cap. I'm easy.
 
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I was hoping these would function as fortress worlds, habitats always seemed too fragile for using them as fortresses to make sense thematically, but these purpose built structures would be perfect. Sadly it seems that these will hold out for all of 5 seconds like regular starbases and fortress worlds or habs will still be needed if you want to slow any relevant enemy down. At least they can replace the obligatory if mostly useless chokepoint bastions and free up a bit more starbase cap for astro-mining bays.
 
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It looks like tall empires will get more opportunities to defend themselves. (and they still lose significantly to wide empires in economy, development, resource inflow and population growth)

It's a pity that you have to build separate defense bases, and I can't upgrade the starbase of the required system to a super-defense-megastructure. There is something artificially limiting in this.
 
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Super excited for this! Between the notbajor origin and the citadels I'm getting real ds9 vipes. I approve
Even more DS9: Evolutionary predators/malleable genes are described as "not having typical organs" and changing their body to fit the job. Just like Changelings from Dominion.
 
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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
Defense platforms have the cost of me having to manually rebuild all my defense platforms after a fight and that's far, far more than I am willing to pay. Going to grab Unyeilding in every playthrough now but I would prefer if they weren't locking a basic UI element behind an entire tradition.
 
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Since this is a empire that has a megastructure focused origin, would they have any bonuses to constructing megastructures? Considering that they have already started on putting together one before even getting full FTL.
 
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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.
How will this system affect the performance?

I remember that L-Gate system was very taxing for performance due to all the pathfinding configuration. It was so much, that you have introduced the option to disable L-Gates.

Will this system cause similar problems? Or has performance of the base game (and/or pathfinding) improved so much, that it won't cause visible difference?
 
That's what I meant by it being a winsmore. Are you winning? Build this and win more.

I can't tell if you're saying that enforced per-system fleet combat widths are an obviously silly idea and as such you think there should be no enforced per-system limit on the stations, or if you are actually arguing for enforced per-system fleet combat widths.

In either case I want the exact opposite to them having more placement freedom. I want a a per-system and a per-empire limit and then they can make them super wicked awesome without turning building manual-placement-only space structure everywhere into a mandatory part of the game. Again.

e: Or make it like the starbase cap where you can build X + (systems you own/Y) and going over results in ramping costs. Or have them east starbase cap and have the tech give you a bit more starbase cap. I'm easy.
I don't think citadels will be mandatory, given that they have the same issues as bastions

Unless you specialize in them (with Eternal Vigilance for example) they won't be too impressive, also if your playstyle is rapid expansion or just neverending expansion in general you will probably move your borders faster than you fortify them

They're probably "mandatory" for pacifists and people who don't think they have to paint the entire damn map
 
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