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Stellaris Dev Diary #17 - Ship Designer

Good news everyone!

This week we will talk about the Ship Designer. Last week we said that this week would be about “War, Peace, Influence and Claims”, but due to some really good (and secret) reasons we have decided to postpone that Dev Diary for a later date. Now let's continue with how you customize your ships in Stellaris...

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Customizing your ships is vital for making sure that your ships are equipped for any challenges that awaits them in the galaxy. Your ships have a build cost, build time and maintenance cost that is calculated from the different sections and components that your ship consists of. The ships also receive a wide range of different values; all these are affected by what sections and components you use on your ship. These values can be modified by, among other things, researching technologies and the traits of your leader.

Every ship consists of at least one section that you can place different components on. A Corvette, for example, has one only section but a Battleship has three. The number of slots on each section (slots to place components) may vary between different sections. You can choose all different sections by yourself. The sections are divided into categories based on where they are placed on the ship, so a stern section cannot be placed in the middle section position.

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Every section may have available weapons and utility slots. These slots can be of Small, Medium or Large sizes. The different sizes affect the size of the component you may place in the section; a large weapon component may, for example, do more damage but has a lower hit chance. Some sections also have a hangar slot, but more on those in a later dev diary...

Weapon components are, like the name suggests, different components that work as weapons of some kind. It could be something like a huge X-Ray Laser or some point-defenses that are great for when you encounter hostiles using missiles.

Utility modules are passive components that affect the properties of the ship. It could be different types of shield or improved power reactors. A reactor is vital for your ship to function; several different weapon and utility components drain power, and unless you have enough reactors providing the necessary power, your ship will not be able to function (it’s an invalid design).

We also have some required components depending on the class of ship you are trying to build. One of the basics is what FTL capability your ship has, so you may build some ships with warp and others with wormhole FTL. It is, however, only possible to have ships with the same type of FTL in the same fleet. You may also set what thruster to use, which affects the speed of your ships and their evasion chance. For military ships, you can also set what combat computer to use on the ship, which affects how they behave in combat. Different combat computers can be unlocked by technologies. There are a lot more types of components than the above, but this should give you a hint of the basic mechanics..

For those of you who really don’t like to fiddle around with designing your own ships (and we know that you are legion), we have the option to auto-generate new ship designs whenever you research a new technology with something that the game thinks you should use on your ships. This algorithm is very close to what the AI will use.

In the mid and late game you may also use the designer to customize your military defense stations and make sure that noone will ever be able to penetrate your solar system defenses.

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That is all for this week, I hope you enjoyed it despite the fact that I don’t write as well as Goosecreature! ;-)

Next week we will talk about fleet combat in Stellaris!
 
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In the Diary Stellaris Dev Diary #4 - Means of Travel there is the following screenshot...

You can see to the right on the outliner Pakkan-Ye Attack Swarm which has a number 9/45. If you then look at the selected fleet, commanded by Admiral Su-Pe, there are nine individual ships of various classes.

This is why, having, as I said, looked through all of the screenshots, I came to my conclusion. The absolute last thing I want to do is to spread false information, and any speculation I make, I ensure I can back up with as much solid evidence as I possibly can, otherwise I'll zip my mouth and not say a word.
The thing I've seemed to notice about just about all of the screen shots is that what I'm assuming is the amount of planets you can own is always 4 no matter how "powerful" the empire may appear to be. It does seem like the amount of ships in a fleet would increase with power, but wouldn't the amount of planets you can control increase as well?
 
The thing I've seemed to notice about just about all of the screen shots is that what I'm assuming is the amount of planets you can own is always 4 no matter how "powerful" the empire may appear to be. It does seem like the amount of ships in a fleet would increase with power, but wouldn't the amount of planets you can control increase as well?

I can`t remember where, but I`m pretty sure it was said somewhere that the amount of planets you can control increases with technology. I also remember seeing a screenshot where the planet limit was 5 instead of 4. I could be wrong, though.
 
Numbers in screenshots don't mean shit at this stage. For all we know, they could've just typed in "140" that day because they wanted to test how their engine responds to high numbers of ships.

I absolutely agree that the numbers are certainly not reflective of the final product, but I can't imagine they would have been testing how the engine responds to large fleet sizes for the past five months since these screenshots have been getting released. These large fleet sizes have been present in screenshots and gameplay footage for a long time now, and at the end of the day, all a fleet is, is a generic collection of ship instances. Not, from a programming stand point, anything too complicated once you have the framework in place. (and they've had the/a framework for grouped collections of varying units in place since Clausewitz came into play with Sengoku/CK/EU/HOI).

There's a screenshot or video or something somewhere where you can get a tech that increases maximum fleet size.

I just had a re-watch of the Polygon gameplay out of curiosity to see if there was anything else to back up that speculation. At 1:35 the player assigns an admiral to a fleet with a maximum ship count of 10, and it increases by eight.

The thing I've seemed to notice about just about all of the screen shots is that what I'm assuming is the amount of planets you can own is always 4 no matter how "powerful" the empire may appear to be. It does seem like the amount of ships in a fleet would increase with power, but wouldn't the amount of planets you can control increase as well?

This is something I've also been kind of scratching my head at for a while now. I've heard a number of people speculate that it could be a "sector limit" counter, sort of like the Crusader Kings vassalage limit. I think that is backed up by a screenshot from Stellaris Dev Diary #9 - Planets & Resources

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You can see that the player owns three planets, but the counter shows 2/4 - If you look at the dotted circles on the overlay, there are two (looking at it again, actually, three, oops...) in total, and they are green. All three planets fall within these circles, which is why I am in total agreement with the whole, "sector limit" idea.
 
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We also have some required components depending on the class of ship you are trying to build. One of the basics is what FTL capability your ship has, so you may build some ships with warp and others with wormhole FTL. It is, however, only possible to have ships with the same type of FTL in the same fleet.
It's kind of disappointing to hear that it works like this. Previously it sounded like the FTL was going to have three different paradigms, and wormholes were generated by free-floating things in space, not part of your ship. It would have been nice if we weren't forced into such a narrow paradigm, and the idea of an ultimate endgame ship being able to use all three was cool in its own right. Being unable to group together ships with different FTL seems like a meta/micromanagement way to discourage the use of multiple types of FTL as well.
 
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Having looked through all of the screenshots, the maximum fleet size I've seen so far has been around 150. In one screenshot, there were three fleets of ~150, so I would imagine the more powerful you become, the more fleets you can command, and you could perhaps be seeing fleet battles in the hundreds or thousands.

Edit: Not sure why someone has "disagreed" with my post when all I did was state facts. Stellaris Dev Diary #10 - The Spaceport and rare resources contains the following screenshot which shows 59 ships spread out between three different fleets all with a maximum capacity of 140 ships per fleet.

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As I have clarified in another post, and to counter the "command points" argument, the following screenshot from Stellaris Dev Diary #4 - Means of Travel shows that the (30|13|16)/140 counters do in fact represent individual ships in each fleet.

index.php


You can see that the fleet selected, has nine individual ships of various classes commanded by the Admiral Su-Pe. in the Outliner to the right and in the fleet interface, you can see that it states that the fleet is 9/45. Also, there are visibly nine ships in space, which is pretty cool, having the possibility of seeing hundreds of ships actually in space. The fights in this game should look absolutely epic.

I stick by my speculation. The more powerful you become, the more technologies you unlock, the larger your fleets can be. I'd imagine there are special admiral traits that modify the maximum ships possible to command per fleet too. Therefore, I'm fairly certain, as I said, you'll be seeing plenty of battles, especially in the later game, with hundreds or thousands of ships per engagement.

well yes from 9 ships we have 2 cruisers and 7 destroyes if you look to the photo you gonna see 2 big sips and 7 small ships .
my question is why there is alwyas 1/4 planete in the photos ?
 
I absolutely agree that the numbers are certainly not reflective of the final product

Well said. We also must pay attention to what developers say in regards to this game. When Henrik said - in an online interview - that individual ships will be very valuable, we must pay attention. If I can have hundreds of ships, then losing one is no big deal. That seems very antithetical to the vision spoken of by Henrik.
 
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In the Diary Stellaris Dev Diary #4 - Means of Travel there is the following screenshot...

index.php


You can see to the right on the outliner Pakkan-Ye Attack Swarm which has a number 9/45. If you then look at the selected fleet, commanded by Admiral Su-Pe, there are nine individual ships of various classes.

This is why, having, as I said, looked through all of the screenshots, I came to my conclusion. The absolute last thing I want to do is to spread false information, and any speculation I make, I ensure I can back up with as much solid evidence as I possibly can, otherwise I'll zip my mouth and not say a word.


Yes....I too am well aware of the screen shots. All of these values are manipulated for Alpha/Beta testing. I still don't think it will be as you see it now in the final release.
 
Well said. We also must pay attention to what developers say in regards to this game. When Henrik said - in an online interview - that individual ships will be very valuable, we must pay attention. If I can have hundreds of ships, then losing one is no big deal. That seems very antithetical to the vision spoken of by Henrik.

d ont forget there is thounseds of anomalies need to be explored + the mission they gonna ask us many time to send ships to located regions to complete missions .
when we have 1000 star systeme each systeme with 4 to 5 planetes any huge empire can easily recruit 350 ships or more
 
Well said. We also must pay attention to what developers say in regards to this game. When Henrik said - in an online interview - that individual ships will be very valuable, we must pay attention. If I can have hundreds of ships, then losing one is no big deal. That seems very antithetical to the vision spoken of by Henrik.
well they said many times that in the mid game they gonna be some sort of crazy wars (so 140 ships is probable thing + i think its gonna be hard to recruit 140 ships they are very expansive .
in other hand even if they allow us to use just 10 ships per fleet like in endlesse space .d ont forget we can merge fleets during battle so 10+10+10+10+10+10 is 60 ships .
in other games like GC3 or endlesse space we have some ( 23 fleet vs 25 fleet each one have 10 ships but we do 25 battle tho see who ise the winner ) her just send reiforcment and watch the full battle .
10 ships per fleet is just an example . maybe they are 45 or 140
 
Here's another way to look at this speculative issue. If a Corvette takes roughly 1 unit of energy per month to support. (0.93 - whatever it was), and a single power complex on planet produces 3 units per month - 5 with adjacency bonuses. How many power complexes would one need to support....say 70 Corvettes, 20 Cruisers, and 12 battleships. Go back and look at what the bigger ships cost to support per month.

This all does not include the upkeep cost on science stations, mining facilities, and military outposts. Nor does it consider other things like FTL gates, or science and construction ships....oh, aaand military transports for invasions.

How many planets and population would one need - as the game stands now....eh....by Alpha screen shots?

A massive empire comes to mind.
 
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Here's another way to look at this speculative issue. If a Corvette takes roughly 1 unit of energy per month to support. (0.93 - whatever it was), and a single power complex on planet produces 3 units per month - 5 with adjacency bonuses. How many power complexes would one need to support....say 70 Corvettes, 20 Cruisers, and 12 battleships. Go back and look at what the bigger ships cost to support per month.

This all does not include the upkeep cost on science stations, mining facilities, and military outposts. Nor does it consider other things like FTL gates, or science and construction ships....oh, aaand military transports for invasions.

How many planets and population would one need - as the game stands now....eh....by Alpha screen shots?

A massive empire comes to mind.

in eu4 first game we have small ressources we can recruit jus 8 to 25 brigades and 25 ships with same probleme of ressources .
now i have in my contry in eu4 (byzantium empire= halfe of balkan some of anatolie ) 500 brigades and 500 ships polande have same number i have +10000to 18000 of cash per month . and netherland and britagne have 350 to 450 ships .with some 300 brigade .
aguain we are not in gc3 or endlesee space probleme of ressource can be resolved this game is total war style and all paradox game are like that (why they gonna give us skirmishing battle in they biggest release ever they promise us something big as they said so why they will be just small engagment and small fleets ? what you said is true but if you have some virgin planetes with nothing built . in eu4 first sipyard give you -50% ship cost and -50% time of building and second sipyard +4.00 slot of navy same thing with infantry .
if we calcul 60 systeme in your empire and 5 planetes + asteroid + stations . with 4 to 5 ressource per planete . well we can build some sort of 250 to 300 ships .
(note:energy=money in this game we can handle probleme of money in all paradox games )
after what they said the real probleme gonna be the pop . in victoria 2 i play with grece (as always) but because pop my max is 68 brigades and 150 ship .i have no chance aguainst germany350 brigades and 300 ships or ottomman 250 brigades .
 
Here's another way to look at this speculative issue. If a Corvette takes roughly 1 unit of energy per month to support. (0.93 - whatever it was), and a single power complex on planet produces 3 units per month - 5 with adjacency bonuses. How many power complexes would one need to support....say 70 Corvettes, 20 Cruisers, and 12 battleships. Go back and look at what the bigger ships cost to support per month.

This all does not include the upkeep cost on science stations, mining facilities, and military outposts. Nor does it consider other things like FTL gates, or science and construction ships....oh, aaand military transports for invasions.

How many planets and population would one need - as the game stands now....eh....by Alpha screen shots?

A massive empire comes to mind.

I imagine the power of planetary improvements increases with technology.
 
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Here's another way to look at this speculative issue. If a Corvette takes roughly 1 unit of energy per month to support. (0.93 - whatever it was), and a single power complex on planet produces 3 units per month - 5 with adjacency bonuses. How many power complexes would one need to support....say 70 Corvettes, 20 Cruisers, and 12 battleships. Go back and look at what the bigger ships cost to support per month.

This all does not include the upkeep cost on science stations, mining facilities, and military outposts. Nor does it consider other things like FTL gates, or science and construction ships....oh, aaand military transports for invasions.

How many planets and population would one need - as the game stands now....eh....by Alpha screen shots?

A massive empire comes to mind.





with one virgin planete you gonna have +2 in energy +5 in crystal + 5 in pop .
if we upgrade those planetes maybe it will become +12+15+15 per month
+ what about 300 planete in 60 star systeme ? in mid game it gonna chaos you gonna need recruit so many ship so even with + 350 + 400+ 400 in ressources we gonna have some problems . every corvet need 150 crystal if want construct it and 0.75 for maintenance !
for the scale of fleets in the video of gameplay in 0:48 you gonna see a research +8 fleet size thats mean 18 ship in first day + 8 ships bonus for the admiral . but he d ont click on it
 
I imagine the power of planetary improvements increases with technology.


I still say - and I've said it before - I don't think this game is going to be a Galactic Civilizations, blobing all over the map, re-boot.

If one looks at the totality of the DD's and where the Devs are going with this game - fracturing empires, POPs mechanic, multiple ways to slow or stall growth, a clear picture is formed....and it doesn't look like Gal Civ.
 
I still say - and I've said it before - I don't think this game is going to be a Galactic Civilizations, blobing all over the map, re-boot.

If one looks at the totality of the DD's and where the Devs are going with this game - fracturing empires, POPs mechanic, multiple ways to slow or stall growth, a clear picture is formed....and it doesn't look like Gal Civ.
we know this .look to my other commentry about ressources !
 
random but in battles, i'm wondering if it tells you number of casualties. Also the population of various species and worlds. I hope the answer is yes to both.

Would love to see trackers for ships number of 'kills' and battles. I imagine that would be far to much for the game though.
 
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