Stellaris Dev Diary #111 - Anomaly Rework & Expanded Exploration

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Wizzington

Game Director (Victoria 3)
Paradox Staff
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Nov 15, 2007
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Hello everyone and welcome to another Stellaris development diary. Today, we're going to start talking about the 2.1 'Niven' update, which will be the next major update after 2.0. At this point I cannot give you any details on the exact nature of the update or when it's arriving, but I *can* talk about some changes we're making and new features we're introducing in regards to exploration, galaxy generation and anomalies.

Anomaly Changes
In 2.1, we're changing the way anomalies work in a few ways. First and foremost, we are removing the concept of failure risk - we found that the possibility to fail on anomalies added little to the game in terms of interesting choices, and mostly frustrated players or made them wait with researching said anomalies until their chance of success was maximized. As such, instead of making it so that anomalies have a failure risk based on scientist skill level, we've instead made it so that the time it takes to research an anomaly is heavily dependent on the scientist skill versus the level of the anomaly - researching a level 2 anomaly with a level 2 scientist will be a comparatively quick affair, while attempting a level 10 anomaly with the same scientist can take a very, very long time, and might mean that it is better to return to it later with a more skilled scientist, so not to hold up your early exploration.
2018_04_19_2.png

(Note: Not final numbers, etc)

As part of this we've also added an anomaly tracker tab to the situation log. The anomaly tracker will keep track of anomalies that you have discovered but not yet researched and easily let find and you return to them.
2018_04_19_1.png


Hyperlane Generation
Another thing that is changing in 2.1 is the way the Hyperlane network is generated. Rather than simply attempting to connect stars to nearby stars, we've created a new generation algorithm that builds up 'clusters' of stars with a high degree of internal connectivity, that are connected to each other by thinner 'highways' which form natural chokepoints. These chokepoints are also registered as such by the game, allowing us to find actual chokepoint systems and avoid placing Leviathans and other powerful space monsters there, as well as improving the AI's ability to detect suitable spots for defensive starbses. The hyperlane connectivity setting will determine the level of connectivity between clusters, and thus how frequent and easily circumvented chokepoints are.
2018_04_19_3.png

(Note: Image is not final. We're still working on the algorithm)

As part of this it will now also be possible for modders to easily generate systems and clusters of systems that are not connected to the main hyperlane network.

New Stars & Systems
Lastly for today, we've added a bunch of new system and star types to the game. First out are binary and trinary star systems - systems containing more than a single star. These systems come in a variety of configurations, and will often contain more planets and resources than conventional, single-star systems. We've also added some new star types to the game in the form of Brown Dwarves (not technically stars, I know) and Class M red super-giants. We've also made it possible to generate more than a single asteroid belt in a system, and created some new mineral-rich asteroid-heavy systems. Finally, there are some new unique systems to find with large amounts of resources in them, guarded by powerful space creatures.
2018_04_19_5.png

2018_04_19_6.png

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That's all for today! Next week we're going to be talking about something just a little bit mysterious called the L-Cluster... see you then!
 
Looks good! Are you still working on the shading in the trinary systems? I can't help but notice that the planets are only lit by the central sun, and so are sometimes in shade on the side facing their own sun...
 
Looks good! Are you still working on the shading in the trinary systems? I can't help but notice that the planets are only lit by the central sun, and so are sometimes in shade on the side facing their own sun...

It's something we're aiming to improve.
 
Is it possible to build multiple starbases around multiple stars in the same system? For screenshot-1 it makes perfect sense, for screenshot-2 it's debatable.

No. A starbase is essentially a system base.
 
Also worth noting that I didn't put in the DD is that it is no longer possible to get the same anomaly twice for the same empire in 2.1, and that we have reworked the anomaly back-end to be easier to work with, so modders will have an easier time adding anomalies to the game.
 
Why does randomized events and results so threaten you in regards to your design decisions? It always has. You think something is lost in the unknown chance of failure when it isn't; it correctly simulates unforeseen variables in occurrences. Your design philosophy is akin to removing the dice roll in Tabletop RPG's.

Randomization has no inherent value. It only has value if it creates interesting gameplay outcomes or choices. Anomaly fail risk did not.