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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 my defendable chokepoints, it's already hard enough to afford enough star base capacity for bastions
I think exploding-starship game design should encourage positioning static defences directly over high-value targets.
 
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Because the claim is made by entities that don't entirely understand numbers and the many operands they support.
Well, at least in my experience, currently defense platforms are only useful against AI, and early game MP humans. Because as soon as you get lots of battleships they will preferentially lock larger targets (aka the station itself). Making them rather useless against crises or fallen empires.

Ever wonder why after you conquer a fallen empire you always inherit a whole lot of platforms? That's because your X slots evaporated the station itself before the platforms can do much damage.
 
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L slot weapons are preferable on defense platforms for starbases because of their distance from system entry points, but I am curious to see how short range but high DPS weapons like auto-cannons will perform on DSCs, which can be placed close to the entry points.
Now that you talk about it, I imagine the main anti-AI meta (and also anti-crisis?) to be autocannon lane camp. Outranging the enemy with L slots, which the DSC has quite a bit, is generally not used in the current meta just because of their horrible accuracy (kinetic artillery I'm talking about you). If you can have 3 enigmatic decoders and still not have 100% accuracy that's a loss. You can get around it with plasma throwers but then again, shorter range.
 
I also hate that the defensive civic and the defensive ethic are incompatible. It makes no sense. I don't care that it makes empire size easy to minimize - It can be reduced to zero by gestalt machines already.
Any Bio Empire can eliminate Empire Size from Pops too but it's far harder without Sovereign Guardianship. Yet if they were to make the Ethic switch, I already have a build in mind for it: Fanatic Pacifist + Spiritualist with new Citadel Origin, Sovereign Guardianship + Dark Consortium(for FE Tech) + Ascensionist with an Oligarchic Government and Synthetic Ascension(Virtual focus). Systems will still be a pain at +125%(2.25 Empire Size) but Colonies are -25%(7.5, reduced to 1.125 when fully ascended in a Holy Covenant) and -100% on the other two factors if I can get Lost Building Methods to roll.

I don't even care if they keep Sovereign Guardianships incompatibility with Inward Perfection but if we could combine both... you could get +3% Damage/HP to Defense Platforms from IP and all those buffs to Starbases via SG to really make a Space Maginot line. Granted for a Maginot Line to work, you'd have to prevent the enemy from bypassing it via Quantum Catapult/Jump Drives or simply have static Defense everywhere.
 
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If I could proffer one suggestion: I think it'd be nice if we could move the system location of the Citadel, and gateways for that matter, for an energy/time cost instead of having to tear it down and build it again.

It'd make it less terrible if you accidentally put it in the wrong spot, out of weapon range or your borders shift ect, and makes a degree of sense. They're large structures not planetoid sized ones.
 
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Playing the test version now, no other empire has any stationed garrison anywhere... That a bug?
(sorry i did'nt know where to post my bug report ^^)
Known bug. Best place for feedback on the beta is in the bug forum.
 
Why would you ever not park this right next to the main system starbase to double up on firepower?
You might want to concentrate them around the entry point to a system so ships can't sneak around the edge of your starbase's combat range, or the overall range of the citadel might not stretch from the system centre to the entry point in question.
 
Why would you ever not park this right next to the main system starbase to double up on firepower?
To prevent killing it by outranged weapons? I do it all times - i snipe almost every FE starbases without taking any hit. Titans alone can snipe Cetana starbases (i did it when i turn her off using psionic, but all my other fleets were destroyed).
 
Without the ability to bypass border defences, why would you spend alloys and reactor power on Jump Drive in the first place? Relays or gateways are a much better solution to internal logistics.
You will still have that ability to breach borders and do hit & run attacks. I do not know how many of citadels you can have, but it seems to be rather limited structure to build. It would enhance gameplay and allow you to protect better small percentage of your territory, add another strategic layer. Late game jump drives have counters in fortress world or another jump drive (But please, correct me, if I am wrong). So basicaly it would just be nice to have more options to prevent to reach few chosen systems directly or set more reliable defensive line on key systems.
 
Late game jump drives have counters in fortress world or another jump drive (But please, correct me, if I am wrong).
Fortress worlds and their associated combination of "enormous armies", "allocation of population to non-productive labour", and "planetary FTL inhibitors" seem like very precisely the kind of thing you use Jump Drive to bypass if you don't have colony deletion weapons.

(And if you do have colony deletion weapons, you delete the fortress colony instead of conquering it.)
 
Figure I would reiterate my recommendation that they change Sovereign Guardianship from being a Militarist Civic to either Xenophobe or Pacifist(preferably Pacifist). Reason for this is due to Inward Perfection(great synergy w/ Sovereign Guardianship + Citadel origin) and AI weights on Eternal Vigilance Ascension Perk and AI weights on Unyielding Tradition. If we're going to create a Space Maginot line, it would be beneficial to have it attached to an Ethic(and Faction) that doesn't emphasize conquest and expansion.
 
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Great, another big dumb object whose function I can't fathom, but that I'll still build because it looks cool.
 
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