Citadel - Starfield Destroyer Ship Build Guide Kepler R Redesign 7000 Cargo 96 Mobility EVERY HAB

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greetings captains I am Wizard and welcome to another Starfield ship build guide this is the Citadel it is a Class C Destroyer scratch build inspired by the Kepler R it was meant as a replacement and redesign of the Kepler R uh but you can build this from any other ship the Citadel has 7,000 cargo capacity with 96 mobility and 30 Lightyear jump range you can hold 11 crew with it and you have the best shield and some of the best weapons in the game it also has one Central ladder and you have every single Hab type available in the game this ship was designed with the intent to create something that excels in every Department using a true kitchen sink approach as Stout Eckland said it has everything now we have a list of requirements to go through first of all you need to be at level 49 to build this it's when you unlock the reactor that we use need 793 th000 credits piloting and Starship design at rank four and you need to at least complete the missions grunt work and all that money can buy if you want to start with the Kepler r as I do in this build during the mission overdesigned you need to show support for each of the designers Concepts get the kitchen sync budget approved complete each type of research Mission and convince the designers to each make one compromise and you'll get the Kepler R if you're just finding my channel and you're not at this level build the paragan at level 14 then when you get the star Eagle you can build the atos this was a level 14 build also but it's great for around level 30 when you hit 40 3 you can turn it into the atos 2 and this ship can do this and if you're in the endgame already and level 60 are over you need a cargo hauler you can build the bristle back I buil this ship over the Kepler also but it can be built over any ship as well there's no real reason for the Kepler and of course the Basilisk if you're looking for a heavy fighter or potentially a light Destroyer build for the endgame I think that Bethesda intentionally made the Kepler R bad basically to incentivize players to use the ship Builder because after seeing this why wouldn't you want to turn it into something like the Citadel now of course this is a heavy build so it does suffer in the acceleration and breaking Department compared to something like the Basilisk but it still has great mobility and is very capable in combat so with all that out of the way let's grab our canvas and get to [Music] work to start building the Citadel first we need to go to Titan and visit New Homestead here we're going to get our landing gear and uh several of our large Hab modules get into the ship Builder and the first thing we want to do is remove these external hope Tech landing gears next clear out these Nova bracers and these four rear stoud Eckland uh landing gear modules find your gear tab in your your menu and we need to equip eight of the ng20 landing gear modules start with one of course duplicate that right behind and put two more back here then you can highlight all four of these and duplicate them put them on the other side now the rears are not attached to the rest of the ship so just throw a couple of the Nova bracers in between those four Landers on the rear just so the ship can pass the Builder checks we can get rid of that storage module cargo module on the front and you can get rid of those two Wing pieces and I'm going to replace those locations with the 30t hauler on both sides these are not available at your Landing Pad get rid of these windows and now we can attach some Hab modules so here we need three of the large Hab modules number one is the 3x2 mess hall then we need the 2x two living quarters stick that there and we need the 2x two Brig now of course since these are just 2 by tws you can switch the variants as long as you have have the module so uh they don't have to be the living quarters or the brig right now then we want to grab six of these 200 CM ballast cargo holds these are going to be pretty important later for the look of the ship and that's what we need at new Homestead so let's get to our next location next we need to go to Hope Town down which is on the planet pvo in the valo system right here and believe it or not we're only coming here for one module and it's one of my favorites in the game it's the Hope Tech 3x3 cargo Hall uh we use this as kind of our main entrance area um and it really makes sense in the layout of the ship you'll see in the interior walk through next we're going to go to the Red Mile and again we're only getting one thing at this location so find Pima and head to the planet Pima 3 and go to the red mile walk behind the ship Services desk and we talk to L you what do you want now all we're getting here is the cargo scan Jammer because we have shielded cargo available at our Outpost Landing Pad so go over to the equipment Tab and get the multifrequency scan Jammer and just attach it anywhere done here and now we get to go see my best buddy old havershaw if he's behind the plant you have to like And subscribe everything's so new here Stout Eckland may be new but it has allowed us to learn from the others get into the ship Builder and we need to grab a few things here first thing we're going to do is get rid of all these old cargo units we're not going to use any of them oh Deja Vu reminds me of bristleback uh Delete the engines and we're going to replace this reactor while we're here because it is not available on our Outpost pad so grab the fuser DC 403 and put that in place now let's put our engines on also not available at your Outpost landing pad and we are using the S 6830s these engines have the most maneuvering thrust of anything in the game and of course your ship won't be as fast with class C as with class A or B um but if you want a heavier build like the Citadel is um you need these engines so another we've got those things let's put our cockpit on here um I should say Bridge cuz it is considered a bridge by the game so grab the cantii b600 and now we need our Hab module that we're getting from stoud and I know I'm making you jump all over the dang settled systems to get these things uh but it is going to make a lot of sense once we get to our pad and put all this stuff together now while we're here we're just going to go ahead and replace this Shield as well before we attach the weapons that we need to grab before we head to our Outpost pad a big heavy ship calls for a big heavy Shield so grab one assurance sg800 and that's what we're going to use could also use the 28t defender um if you want for the faster recharge but let's grab our Eradicator 75 me auto Neutron beams with a max power of four meaning you can equip a maximum of three of these to your ship for a total of 12 required power let's put these three on here and that is all we need at stoud equip your weapons to a slot and I just put these in the open one and let's go to our landing pad so get to wherever you need to go and get into your ship Builder and let's put this whole thing together here's what we've got and don't freak out but highlight the whole thing trust me highlight it delete it when you do this all of the parts that we've gathered are available in your menu until you leave the ship Builder so make sure you do a quick save before you start this but let's go first we need our Landing Bay and it's going to be the damos 120 LD this one can go front or rear and we are going to do a rear entry make all the jokes you want for the Citadel so for this ship our cargo Hall that we got from hch is going to be the main entry and exit point for the Landing Bay and for the docking port let's go ahead and attach that it'll make it a lot easier to continue on with the build so you want to attach it to The Landing Bay on the rear most middle attachment point and now we can build our lower deck from here uh real quick before we start adding more stuff more have modules I should say let's put our Docking Bay in here we're going to use the Amos 110 DP and if you use the attachment method using both triggers and tapping a it will automatically be flipped to the bottom of your ship just in front of this I want to go ahead and throw a stoud nose cap uh right here just so we're done with that part that's going to be the lowest point of the ship at that docking port now we are going to start building off of our cargo Hall we're going to start with our Shield you're going to put it right in the middle this thing is going to be completely shrouded by other modules and this gives the ship an opportunity to have a really cool feature uh that I can't wait for you guys to see I think it's a a perfect little gem uh so get one of these gallion s24 cargo units uh right behind your cargo hall and then we can stack up our reactor and fuel tank and graph drive just like the Basilisk and the bristleback we're going to use the 900t it not only is the highest capacity single fuel tank but it is also uh the most efficient fuel tank uh hauling the most fuel for its weight now with the grab Drive uh I always go for the highest thrust to weight ratio just to save a few pounds on any build so the gv2 200 is perfect for this now real quick throw a damos belly underneath that grab drive and that part of the ship is done now we can move on to completing our lower deck layout and the ship as you saw in the introduction has these big and imposing arms that reach off the front and so we are going to build the lower level of those arms starting with a damos uh 2x1 Armory and this is for RP what I'm considering the cruise Armory and then a workshop right in front of that on the other side of the cargo Hall you want to attach a science lab and an infirmary both from damos as well the reason that I arranged these Habs in this way is because that cargo Hall is going to be the main entry and exit point so it makes sense to have those there in my mind now to start building the main deck of the ship start by attaching a one by one to the front middle point of your your cargo Hall off of the left side of the one by one using the attachment method holding both triggers and pressing a or on PC you just need to hit the g key and find the Nova 3x2 mess hul that we got put that on there and on the opposite side of the companion way you want to start with the Nova 2x2 living quarters same thing hold those triggers and press a attach that to there now sometimes with modules like this it will not snap to the desired position that you want the have to be in in these cases sometimes you can do what I do here um you'll see that the brri wants to be in the same position there it is so find a unit that goes in the right position and attach it and then what you do is just select that unit and change it to the desired variant of that Hab module so we want to change this to a Brig it will maintain position and sometimes the door that you want will persist and you'll see in this case that it does when we get to the interior walk through on the other side go to the Nova 2x ones and grab the all-in-one B and then attach a store room next to that now you'll see later that the door doesn't persist in this case it puts a hatch into the 2x1 um but it doesn't really mess up the flow of anything so I'm okay with it now on the other side to balance it out duplicate your s204 cargo hold and bring it up to the nose right here now at this point I start to second guess myself and I had this notion that instead of using that damos companion way I used a Stroud so instead of continuing with the build I redo that whole uh main deck that we just laid out and I'm going to go ahead and speed up the footage and I'll come back to you after I've figured out my issue okay now that we've got that out of the way uh but I even missed putting that store room back in place we'll get it back on there later so now we're going to move on to the stoud 2x two battle stations that we got from havershaw and none of these attach in the position that I want so I just resort to manually bringing up the part and putting it where I wanted it thankfully and it could partially be due to the bridge that we Ed but the ladder went where I wanted it to so I'll place this here and just because I wanted to make sure this was going to work the right way I went ahead and attached the bridge Bridge right away before I placed any other have modules attached to the battle station so put your Bridge right here and that's where it's going to live so now we've got our ladder down the middle and we can start building our upper deck and you can see this Gap that we have here on each side um I found that if you put those in before the upper deck that you get erroneous ladders in the rear of the ship which is obviously under desirable so follow these steps instead I tried to use the switch the module method here uh but it doesn't work the Captain's Quarters for whatever reason just puts the hatch in the rear uh instead of the front I was hoping that this would work but it does not in this case so off of the where are we going the back of the Captain's Quarters we want to do a stoud Armory this is the private Armory for you you are the captain and you are the reason that this ship even exists off the front we're going to have a private Workshop um just for the captain's use even though we know our crew likes to break the rules so off of the front side of the Battle Stations I chose to go with another living quarters this time uh Stout Eckland and as you can start to see we've got a theme going here I've got hope Tech primarily and damos on the lower deck and I've got Nova on the middle deck and stoud on the upper and the reason I used the damos computer core there was because I really like the way the interior looks on the damos computer core it is actually quite different uh than the Stroud despite most of damos and strout parts being the same so now you can fill the leftover slot spots here and on the left side uh and again use your attachment on that point but grab the damos 3x1 living quarters on the left side attached to the back of the cargo hall or I'm sorry the mess hall and on the opposing side we want to put an engineering Bay so just like on the left side both triggers and a and Find engineering Bay a from damos those are our Hab modules laid out the only thing we missed the only thing that I missed I should say is the one by one at the front there you can see where it's supposed to go I catch it in a minute and put that back in now let's get our landing gear attached to the ship four on each side starting here and then on the the front one I like to use this kind of nose cap variant and it's hard to tell just from looking at it uh but from the requirements turntable at the beginning of the video if you noticed the those front ng20 landing gears actually have a braking engine built into them so that's a really good kind of hidden feature of this landing gear that I was previously unaware of now to start working on our upper engine attachments we need to damos Ho A's on the top of the ship right behind the bridge and then find your cargo Tab and grab those 30t haulers that we bought from new Homestead one on each side of the rear hole a and now right behind those ho a we need a stoud cap C in the AF top position and we're starting to see some shape now now at the front of the top deck since we're in the structural tab grab a bracer from stoud put one on each side in front of the upper deck front have modules and of course two stoud nose cap bees in the four toop position and then on the front of the damos uh bottom deck have modules we're going to use the damos belly pieces same as these just flipped around to the four position one on each side and now you can see we're at our length limit for the ship and I just realized that I forgot that store room so let me just pop that back in real quick and then take a second to review and this is what you should have at this point we've got all our Hab modules placed all our Landers and we can now work on some more structural elements to shape the ship and since I have now distracted myself from the rear let's put a Nova calling on each side of the front of our main deck Hab modules and you've got some choices to go in these spots here you could do a radiator like this um I chose to go with a stoud braking engine because it just is barely longer than the structural pieces on top and bottom of it now I did want to use the Nova breaking engine but if you put a Nova breaking engine in there it exceeds 40 m so tough luck I wanted to do it too but back to engine mounts we need a stoud nose cap d right behind our main deck Habs and on each side and right above we're going to use those Nova breaking engines and I just really thought these would look good in the nose too nice little matching set maybe the level 60 version will have it we'll see here I had a lapse of memory and uh thought that I had used another one of these but I don't so ignore this part I'll I'll uh I'll speed it up okay back on track now let's grab a Nova cing 2 ltf top four uh we need a middle point and one in the rear those are good now you want to duplicate the middle module of the Nova calling put one on each of your 30t caros and now let's add some shape to the front of those and the rear of our Habs so go down to Teo and find these nose caps and you want to flip them over to be the AFT variant so we need one on the right side and one on the left side nice finishing tou touch there I really like those parts now on the front of our top engines we're going to use a Teo braking engine so obviously now we're introducing some nice design repetition with those caps front and rear and which is the same reason I wanted to use the Nova breaking engines in the [Music] nose now on the side of our main deck Habs want to use the damos bumpers but on the upper and lowers we want to use the damos wings now I do something a little bit different in the middle here so once you place these um pay close attention to what I use because it's different uh on each it's a different approach and I actually like the result so copy all four of those that you put on the top and move them down to the bottom can do it all at the same time because it's a straight up and down move and then you want to find your damos spines put one here at the top of the front Hab and one skipping of space behind it duplicate those and move them to the other side and you want to find the damos radiator and you guessed it put it right in between the uh Deo spines there now we can shape the outside of our main deck Habs so go back to your structural Tab and find the damos bumpers the uh middle module for these is actually too long like that which is nice it's a saves you module limit space so then dupc duplicate the center piece and put one down here on the bottom in between your front and rear damos Wings then you can take all of those bumper pieces move them over to the other side grab them each individually and flip them and reattach them to their appropriate locations on the left side of the ship so there we go those are in place and we are almost done let's fill out the space left between the top damos wings I like these hob Tech cap pieces move them right here and right here and just like anything else duplicate them flip them individually and reattach or you can do it that way now we need to get our engines on there and I just realized that I forgot our Crown Jewel on the inside of the ship so pull these pieces out of the way and go ahead and delete the hab because we have to reattach it the proper way come in here and right in front of your Shield you want to put a port hole here and this is so cool because you're when you're inside of the ship this is like a window into the core um it it's I this was a total happy accident this was not planned in any way uh I just saw the opportunity and seized it and I I really like it wait till you see the interior walk through it's pretty cool now you want to reattach your 3x1 damos living quarters and reattach your engine mounts and now of course let's put our engines on get down to your South 6830s and you need one down here both sides two up top and one on each side side right here now duplicate this engine down and you'll see it attaches no problem but when we try to do it on the other side we run into an issue and this won't attach now this must just be a hitbox error uh but basically all we need to do is move that Tao cap out of the way put your engine there because we can still use the variant trick flip it cancel it and it will stay right there so we're good and now we can move to the front of the ship and attach the remaining modules that we have left uh we want to start by putting on our shielded cargo unit and it is going to go basically at the rear most point back there so find your 200 CM ballast shielded cargo which you get from your Outpost landing pad and you can do either side here but put it on the lowest point uh just above the stoud nose cap there either side doesn't matter now we want to move to our 200 CM ballast non-shielded caros and we need six of these uh three on each side of the arms so if you put one on each side you can duplicate them move them forward and do the same thing again and that's where those go now we need to place a few weapon attachment modules before we attach our weapons go over to your structural Tab and first you need a an equipment plate put that on the top of the stoud nose cap and then we need four Horizon weapon mounts going to do one here and one on the opposing side and highlight and duplicate both those and move them to the attachment point directly below those cargo units there now we're going to use four damos Wing E I believe they are yes the wing e and you need to flip this around to the four sorry the AFT position is what they consider this one and you need one on each side of the port hole in the front here one and two and two more just above those two and that's all we need to attach our weapons so now we can do that so first we are going to put on the PBO 175s and of course it's up to you exactly where you put these uh but I like putting the pbos just above and below the row of caros you can duplicate them and move them together attach them there and now we can attach the eradicators the first one goes on the equipment plate that we put down right here and I like to put the other two on the top damos Wing EAS they kind of close off that space and uh make it look a little more mysterious and also because if we put them in front of the port hole it would basically completely block The View so now we're going to move to our Vanguard obliterators and of course we're going to use six of them because they have a max power requirement of two so two on the very bottom two on the very top and I also put two right in front of the port hole there and you can see there's a nice little Gap left and in the interior walk through uh you'll see there's plenty of visibility out of there now the last thing we need to put on is our scam Jammer that we got from the Red Mile and this is a great spot for it at this point once you have have the scan jamer attached uh this ship is at the module limit you can't build a single other thing unless you replace something else to put it on the ship and that's it that is the build now we need to move on to assigning our weapon groups and painting when you're assigning your weapon groups if you didn't know the weapon group zero is your right trigger weapon group one is left trigger and weapon group two is your y button on Xbox and I just assigned my strongest weapon group to my right trigger and the weakest weapon group to one or the other so I can keep track all systems are nominal so when I painted the ship uh I deselected these cargo units to start with just so they would keep their nice bronzy metallic color uh for visual effect now once you're happy with your color choices and I know I went with something very similar to the Basilisk um but this one was more of a dark gray and black along with the red now you can name your ship and the build is complete so now we can do a final look and stats check and you know from the Builder that we had 7,000 cargo and 96 Mobility and here are the rest of your stats now we need to walk through the interior and show you the window to the core so we leave the Builder and uh I know it's not the most convenient thing in the world having the entry be at the rear of the ship but the layout just didn't work very well with it flipped and at the front of the cargo Hall I prefer it much more this way and what I love about this cargo Hall is just the sheer size of it look at all the space in here and so much detail um hope Tech cargo Halls are the best in my opinion here is our docking port hatch right in the middle and of course our Central ladder now that goes straight up to the bridge um and that makes it very easy to get in and out of the ship very quickly from the pilot seat now the right side of the front of our cargo Hall we have our science lab and our infirmary through the science lab and then of course on the opposing side we have our Armory and our workshop and the bottom deck is the H Tech cargo Hall and the the damos modules extending off of the front and these are as I mentioned before uh intended to be used for the crew because on this ship um the Captain's Quarters has a private workshop and Armory so now we'll move on to the main deck and immediately we're greeted with our front-facing window and on the opposite side side of our one by one Companion Way is our window to the core and this is something I haven't seen anyone else do of course this port hole is optional and you don't need to have it here if you need another module slot but uh I thought this was super cool awesome happy accident and a cool show piece going to the right side first we have our 2 by two living quarters from Nova and just off of that is our damos engineering Bay a moving back into the Nova living quarters we'll walk through the outside here and show you why I love this Hab and I wish your crew would use that pool table but it also has two beds and the damos and uh stoud 2x two living quarters don't have any beds in them so that's a nice feature now this is our Nova Brig it even has a bathroom over there in the corner and of course you have the toilets for the inmates there hopefully we get some uh Mission uses for those Briggs at some point in the future so now we'll go to the opposite side and we walk into our Nova 3x2 mess hall little kitchen here and right behind we have our damos 3x1 uh allinone birth the reason I chose the all-in one is because it's got four beds in it the living quarters only has two and with a crew capacity that this ship has I felt as though I needed to add as many beds as I could just to seem realistic now back in the Nova mess hall 3x2 this Hab really has some cool little spaces um it's not just a mess hul I really like the Nova uh living quarters and that's why I chose to primarily use them for the main deck of the ship and here is the Nova 2x1 um this is the we did the all-in-one birth B for this one and then here is the door to the store room that I tried to attach against that wall but it did not want to do that obviously the game doesn't like to put two forward-facing hatches uh right next to each other so keep that in mind when building now we can move on to our upper deck which is primarily command and Captain's uh quarters uh this is probably my favorite Battle Stations module the damos one is similar uh but I don't like the Hope Tech or the Nova but I also wanted to use stoud as much as possible on the top deck even though I use this damos computer core here uh because look at look at how it looks this thing looks great I I love this unit man so much detail on those clear walls are just an awesome touch so then on the front opposite of of the computer cores another living quarters this is the stoud living quarters unit and I kind of see this as a you know if there's passengers on the ship or some kind of VIPs or even uh for my most favored companions who get the special treatment they get to sleep up there now on the right side is all Captain's Quarters of course this is the H Tech Captain's Quarters and on the rear is the captain Captain's personal Armory uh this is a nice touch and I feel it really suits a ship of this magnitude and makes you feel like a captain uh this is also my favorite Captain's Quarters module just because of the way it feels and here is your personal workshop and all we have left to check out is the bridge and then we're going to take this ship out and pick some fights and as always we are going to run through the serpentis system and we're going to fight the key and the spacer blatto DEA and the ecliptic Battleship camulus so this is the stoud cantii bridge there's a a light and a heavier variant of it this is the b600 which is the heavier one and uh this allowed us to even out our cargo capacity at 7,000 it's a great bridge um maybe not my favorite but it really suits the ship well um in terms of exterior design and just the way it feels in here so that's the ship and uh we are ready to go out and cause some trouble but as I'm about to take off I noticed the gunfire down there let's go take these boys out and I can show you how quick it is to get out of this ship never grow weary of seeing places like this I of service captain on apologies for the rude inter eruption um I want to thank all of you for watching and for being here for these videos and builds and seeing my progression as I gain experience in editing uh I look forward to seeing you in the next one and this encounter has given me an idea for some future content thank you again and let's go pick some fights into thaty [Music] that aha an offering for the Great Serpent are you prepared to face judgment Shield Pride we're taking fire the Great Serpent demand blood you shall be judged enem Drive the Mission Drive you are discing more than an offering Target's grab Drive is offline nice work take any artifacts enemy engines are online face your suff enemy drive to SA that was a PR shot of your gra Drive heretic do you think Solomon Co would have liked me sure everybody likes you don't they do you think he would have liked you well if you listened to your grandpa Solomon Co would have given me a good whooping yes we're here look at those this all you got down enem jump Drive offline I we're running anyway fire now there go their Shields now so so sorry [Music] folks [Music] Dam it they're back [Music] online light them up their in [Music] enemy Shield system to the [Music] [Music] be [Music] [Music] down that just took out their Shield there comes the richy goddamn Target Shields are back [Music] up Target Eng ni
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Channel: Wize Old Wizard
Views: 97,345
Rating: undefined out of 5
Keywords: starfield, ship, starship, build, guide, tutorial, custom, space, bethesda, xbox, pc, spaceship, design, vanilla, full, complete, damage, combat, Heavy, destroyer, Citadel, Kepler R, Stroud, Eklund, Overdesigned, redesign
Id: 3EdENLFhKno
Channel Id: undefined
Length: 58min 20sec (3500 seconds)
Published: Wed Dec 13 2023
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