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Stellaris Dev Diary #111 - Anomaly Rework & Expanded Exploration

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

2018_04_19_4.png


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!
 

James Fire

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The choice is to risk it.Now we have 100% pass ala no consequence.
We do? I would love to know where you got 2.1 from so that you can know this.
 

Dr_Gentech

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Note though, you don't get that event until you've succeeded at the anomlaly and done the special project that it spawns.

(Also once you've seen that one once you don't do it again because its only "good" outcomes have very restrictive requirements for the scientist doing it.)
Would you mind explicating what anomaly it is and what requirements are there? I hate it and if there's a way to conquer it I want to
 

TimFisher

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We will have the choice whether to move on or to spend valuable time researching it now.
No, it will be gamed. The choice will be to just build extra science ships to make up for all the extra time it takes to do anomalies. Run them in parallel.

Again, how does slowing down anomalies increase fun? I'd love to know the answer to this question.
 

James Fire

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No, it will be gamed. The choice will be to just build extra science ships to make up for all the extra time it takes to do anomalies. Run them in parallel.

Again, how does slowing down anomalies increase fun? I'd love to know the answer to this question.
You need a scientist to do anomalies.
 

General Karthos

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No, it will be gamed. The choice will be to just build extra science ships to make up for all the extra time it takes to do anomalies. Run them in parallel.

Again, how does slowing down anomalies increase fun? I'd love to know the answer to this question.

You need a scientist to do anomalies.

Also, science ships have maintenance costs. In the mid-game it's not at all a big deal, but in the early game it can be really expensive, slow your economic development, stall out any development of new colonies.

Plus, scientists that have a worthwhile trait (if you're lucky enough to have one as an option) cost 200 energy credits, which again... early game... is rather a lot. I run two science ships in the early game so I can explore more systems and find more anomalies, I suppose I could have one of them research the anomalies the other finds, but I think the exploration is more valuable, since you won't find anomalies most of the time in systems that have already been explored by other races. So eventually you do run out of anomalies.
 

NICHHCIN

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Cannot wait to see how this improves on my turtling strategies as all I need to do is claim my cluster and then turn the choke points into the most defended places in space
 

GloatingSwine

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Would you mind explicating what anomaly it is and what requirements are there? I hate it and if there's a way to conquer it I want to

It's Anomaly.4011. The anomaly is called "Lost in Space", you find a derilict ship and are given the opportunity to investigate it or leave it be. The base outcomes for investigating are 50% a small amount of society, 20% contact with an undiscovered empire, 30% science ship lost. IIRC if the researching scientist has either Expertise:Biology or Paranoid you are more likely to get one of the first two options.

30% chance to lose a science ship is in no way worth 150 society research, so I always say no time to research this.
 

BlackUmbrellas

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It's Anomaly.4011. The anomaly is called "Lost in Space", you find a derilict ship and are given the opportunity to investigate it or leave it be. The base outcomes for investigating are 50% a small amount of society, 20% contact with an undiscovered empire, 30% science ship lost. IIRC if the researching scientist has either Expertise:Biology or Paranoid you are more likely to get one of the first two options.

30% chance to lose a science ship is in no way worth 150 society research, so I always say no time to research this.
I thought it was the "Careful" trait that made it safer, not "Paranoid"?
 

GloatingSwine

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I thought it was the "Careful" trait that made it safer, not "Paranoid"?

Could be, don't remember and don't feel like digging through the text files.

It's still not worth doing for the piddly return though.

(In fact, with anomalies only firing once each, and all the base research costs going up since these were set up, all those piddly fixed amount of research anomalies need changing really. 6 months of one research capped at 150 is too low. Make it 1 year's worth with a considerably higher cap like 5000 instead. See also: Habitable Worlds chain and Specimens chain.)
 

AlexanderSirius

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I have question on new cluster hyperlane.
WIll you let user to set max. cluster size on start game option?
Let's user to choose old way(2.0), very big cluster ( for two empires with few chokpoints and fortresses), normal, or very small (island map)
Thank you.
 
Last edited:

Takfloyd

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Failure risk should stay for those anomalies that have interesting failure outcomes. Risks are fun, it's just not fun to research an anomaly and be told that it's nothing, when you know it could have been something. It's a shame to lose those rare "your science ship was sucked into an eldritch portal into the nightmare realm" types of outcomes, or those that give the scientist funny negative traits.
 

Sapa Inca

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Anomaly lvls relative to scientist lvl being just the time necessary to research the anomaly is only a mathematical question of time necessary to research the anomaly vs survey time necessary for up scientist lvl.
If someone bother to make the calculations and share the tables, the 100% optimal decision for each scientist lvl and each anomaly lvl is a exact answer, always.

Anomalies with failure chance was better and more interesting, you risk lose the anomaly or risk gain the anomaly early when this is more valuable?
 

GloatingSwine

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Anomaly lvls relative to scientist lvl being just the time necessary to research the anomaly is only a mathematical question of time necessary to research the anomaly vs survey time necessary for up scientist lvl.
If someone bother to make the calculations and share the tables, the 100% optimal decision for each scientist lvl and each anomaly lvl is a exact answer, always.

If you could do it without the science ship having to move it would be,

But survey time is variant based on number of bodies in systems around the anomaly you find and your science ship speed (survey speed makes relatively little difference), so there's an amazing amount of fuzz in the amount of time it's going to take to level up scientists then get them back to the anomaly to research it.

Failure risk should stay for those anomalies that have interesting failure outcomes.

No anomalies have interesting failure outcomes. All anomaly failures are "nothing happened" with a very small chance of "nothing happened and the science ship died".

All the interesting failure outcomes happen in the special projects after the anomaly has succeeded.
 

szopaw

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Failure risk should stay for those anomalies that have interesting failure outcomes. Risks are fun, it's just not fun to research an anomaly and be told that it's nothing, when you know it could have been something. It's a shame to lose those rare "your science ship was sucked into an eldritch portal into the nightmare realm" types of outcomes, or those that give the scientist funny negative traits.

While I agree with this particular sentiment, this has nothing to do with Random Fail Chance and more with interesting anomalies. With most of them you'll just get a "*shrug* Nothing here, waste of time"... And what's the point of that? It's not interesting, it's just a waste of time. And if there's one thing I LOATHE in games, is when they waste my time with boring rubbish. There is nothing to cry for there. Now if the failing actually MATTERED, as in your sentiment, that'd be a different story.
I quickly learned to just save as the anomaly bar almost finished and reload if failed. I could get lvl 5 anomalies with a lvl 1 scientist like that, because save-scumming works.

To be quite honest, the biggest problem with anomalies is that the majority of them are so... inconsequential, even if they succed. Oooooh, a +3 to physics research. How fascinating.
That's why I savescum the anomalies in the first place, so the RNG doesn't screw me over and miss the interesting ones in the sea of tedium. I wouldn't mind the fail risk if I knew the ones which succeed will be 100% worthwhile. As it is, there is so little payoff for succeeding that failing only makes me annoyed at the game, certainly not at the edge of my seat.

All the people who seem to think that the fail risk is what makes them interesting completely miss the point of what's wrong with anomalies - anomalies should be interesting in and out of themselves, so that merely finding one should be exciting and you'll want to see what it'll do. You shouldn't want to get your kicks out of an RNG, like some bizarre danger averse adrenaline junkie, because that meant everything else about it is boring you. Unless you are just weird like that, and losing in RNG really DOES excite you. But I assure you, 99% of people do not feel like that.

TL;DR Fail risk only matters if it's a RISK, and not a mild annoyance. As of now, the only risk is that I won't see the interesting anomaly outcomes because they'll be drowned out by the +3 Engeneering bonus to an asteroid or something. Might as well just win every time, because there's nothing worse that slightly annoying entertainment.
 

Viktor Heresy

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I guess this makes sense, but I would still like some 'risky' anomaly outcomes - e.g.

"Scientist Argofax finally unlocked the Neutron Cube. How shall we proceed?"

Option A: Attach it to Ship's Core (Risky)
Option B: Ship it to a Research Lab (+200 Physics)
Option C: Gift it to our glorious Starfish Overlords. (+1000 Energy)


Choosing Option A would be the dice roll - for example the science ship could implode, vanish for 20 years or be singularly upgraded to Tier V gear.
 

ViolentBeetle

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I guess this makes sense, but I would still like some 'risky' anomaly outcomes - e.g.

"Scientist Argofax finally unlocked the Neutron Cube. How shall we proceed?"

Option A: Attach it to Ship's Core (Risky)
Option B: Ship it to a Research Lab (+200 Physics)
Option C: Gift it to our glorious Starfish Overlords. (+1000 Energy)


Choosing Option A would be the dice roll - for example the science ship could implode, vanish for 20 years or be singularly upgraded to Tier V gear.
I actually had the same idea that I contributed to More Events Mod a few days ago. You find abandoned refueling station and you can choose to pump your fuel directly into your science ship. Do it and it will fly crazy fast for 3 years, but there's 33% chance an event that blow it would be scheduled for somewhere in those 3 years.