• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 

DmUa

General
87 Badges
Jan 9, 2015
1.787
1.347
  • Teleglitch: Die More Edition
Randomization has no inherent value. It only has value if it creates interesting gameplay outcomes or choices. Anomaly fail risk did not.
- heh, chance of loosing explorer was a decision making material while also serving as reminder about dangers of unknown, so it was important from the sense of both immersion and strategy. So when you will remove other "ebil rng" from the game and finally make it gray squares vs gray squares, that apparently everyone so much desires?
 

NHunter_rus

Captain
16 Badges
May 18, 2016
379
442
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
Jump Drive uses Hyperlanes as well. Only Wormholes and Gateways could have the sability to lead into these isolated clusters.

Jump drives also allow to - well - jump from one system to another even if there is no direct hyperlane connection between them. It can't be done often and performing the jump will reduce efficiency of military ships (civilian ships generally don't care about the penalties incurred).
 

Nyrael

Field Marshal
82 Badges
Jul 20, 2008
5.858
4.990
32
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Horse Lords
  • Stellaris: Distant Stars
  • Victoria 2
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Dharma
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Shadowrun Returns
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Europa Universalis III Complete
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis III Complete
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
- heh, chance of loosing explorer was a decision making material while also serving as reminder about dangers of unknown, so it was important from the sense of both immersion and strategy. So when you will remove other "ebil rng" from the game and finally make it gray squares vs gray squares, that apparently everyone so much desires?

And please tell: when was there a chance to lose a Scientist exactly? Because the last time I checked, everyone delayed researching it until chance of losing the Scientist was minimal. The chance existed solely on paper.
And as said in the thread already: it does not actually remove the risks because the same can be accomplished via Special Projects and Events, and in a much more flexible fashion.
 

Holomanga

Second Lieutenant
80 Badges
Jan 2, 2014
112
360
  • Rome: Vae Victis
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome Gold
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • For the Motherland
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
Those enormous multiple star systems look like they'll take a while to travel across to get to the other hyperlane. Is there going to be a way around that, or are they gonna be big ol' bottlenecks in getting fleets from A to B?
 

Juboboman

Major
62 Badges
Aug 10, 2009
559
1.552
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Stellaris: Necroids
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Lithoids
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Victoria 2
  • 500k Club
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Stellaris Sign-up
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Stellaris: Megacorp
We are going to need a lot of new anomalies. Exploration phase is already too short, it feels like you get maybe a decade or two before your borders start to hit your neighbors, and most definitely before your science ships start running into systems already surveyed. Now with no dupe anomalies exploration is going to be really fast and... sadly boring.

I really think we should be able to get anomalies even after other empires have surveyed those systems or gotten them. It makes sense even lore wise. Think how often in say Star Trek they come across strange things... I would say the vast majority of times it happens in systems/planets already owned and "known" to others. In many cases in well traveled regions of space.

I get that there could be some issues with anomalies that add resources to planets... but I'm sure there are workarounds that can be programmed. I want to be exploring... seeking out strange new worlds and events for most of the game. Of course now that communications automatically give survey data that makes it even harder. Perhaps a complete rework of how anomalies work needs to be in the cards, because as it stands now they are getting squeezed more and more into irrelevance, which is unfortunate. And if 2.1 appears to be the "exploration" update it seems like if not now, when?
 

DmUa

General
87 Badges
Jan 9, 2015
1.787
1.347
  • Teleglitch: Die More Edition
And please tell: when was there a chance to lose a Scientist exactly? Because the last time I checked, everyone delayed researching it until chance of losing the Scientist was minimal. The chance existed solely on paper.
And as said in the thread already: it does not actually remove the risks because the same can be accomplished via Special Projects and Events, and in a much more flexible fashion.
- 5% Did you even played the game? I lost plenty of explorers even with this slim chance. And i loved it.
 

Vipre60000

Recruit
64 Badges
Jan 27, 2014
5
0
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • BATTLETECH: Flashpoint
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Holy Fury
  • Crusader Kings III: Royal Edition
  • Victoria 2
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Shadowrun Returns
  • BATTLETECH - Digital Deluxe Edition
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Rome Gold
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
Are you kidding...total removal of the chance of failure on anomalies. Did Paradox get bought by Fisher-Price? What great idea is next, removal of ship destruction and instead the fleet gets a time out back at base. :rolleyes:
 

Nyrael

Field Marshal
82 Badges
Jul 20, 2008
5.858
4.990
32
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Horse Lords
  • Stellaris: Distant Stars
  • Victoria 2
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Dharma
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Shadowrun Returns
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Europa Universalis III Complete
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis III Complete
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
- 5% Did you even played the game? I lost plenty of explorers even with this slim chance. And i loved it.

Congrats on not noticing that I said "minimal" instead of "zero".
These 5% mattered not (and if we only count deaths, it's more akin to 1%). Once in a campaign you may lose a Scientist, but losing just one scientist in a campaign means nothing as by that point you have half a dozen equally skilled scientists. Increase it, and the player will just ignore anomalies altogether, so that's not a solution either.

And, I repeat even if you ignore, it does not remove actual failure risks as those can be done with different methods that allow more flexibility. Anomalies that are supposed to be deadly can still be that.
 

grommile

Field Marshal
66 Badges
Jun 4, 2011
22.424
38.659
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris
  • Shadowrun Returns
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • March of the Eagles
  • Knights of Pen and Paper 2
  • Crusader Kings II
  • Europa Universalis III
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Prison Architect
And he's okay with that, and as a consumer it bugs me. It's downright corny to encounter aliens from across the galaxy with such consistencies as indestructible starbases. "Why hello Earthling, come let us talk on this indestructible base we've built here just like you because that's obviously what you do..."
All current tool-using sapient life in the Stellaris galaxy consists of oxygen-breathing liquid water users, or highly advanced robots built by oxygen-breathing liquid water users to function well in oxygenated atmospheres at temperatures where water is liquid.

I don't see why them all reaching a similar conclusion about fleet logistics is such a terrible shock.
 

nathelbiya

Second Lieutenant
72 Badges
Mar 22, 2013
127
39
  • Cities: Skylines Deluxe Edition
  • Pillars of Eternity
  • Knights of Pen and Paper 2
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Conclave
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Parklife
  • Age of Wonders III
  • Stellaris Sign-up
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
  • Stellaris: Humanoids Species Pack
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Imperator: Rome Deluxe Edition
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines Industries
  • Surviving Mars: Digital Deluxe Edition
  • Teleglitch: Die More Edition
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Stellaris: Apocalypse
  • Mount & Blade: Warband
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Cossacks
  • Knights of Pen and Paper +1 Edition
And, I repeat even if you ignore, it does not remove actual failure risks as those can be done with different methods that allow more flexibility. Anomalies that are supposed to be deadly can still be that.

So after one playthrough you know which anomalies can be deadly and just skip those?
 

Nyrael

Field Marshal
82 Badges
Jul 20, 2008
5.858
4.990
32
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Horse Lords
  • Stellaris: Distant Stars
  • Victoria 2
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Dharma
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Shadowrun Returns
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Europa Universalis III Complete
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis III Complete
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
Then how do you change Discovery tradition's bonus?

It does something else. What else exactly? Developers have most likely no decided yet because the release is weeks if not moths away.
 

Nyrael

Field Marshal
82 Badges
Jul 20, 2008
5.858
4.990
32
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Horse Lords
  • Stellaris: Distant Stars
  • Victoria 2
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Dharma
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Shadowrun Returns
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Europa Universalis III Complete
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis III Complete
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
So after one playthrough you know which anomalies can be deadly and just skip those?

Which, at worst, is the same was now.
The point is that you can still have the same risks as before, but using different mechanisms to accomplish it (instead of Anomaly Failure Risk, you use special Projects and Events). The mechanisms of this kind are used on Enigmatic Fortress and the Horizon Signal, and modders already use the same mechanisms to make not only dangerous anomalies, but large quest chains with multiple resolutions that can decide the fate of your entire Empire.
 

Tyrannical Prince

Captain
14 Badges
Nov 15, 2016
403
153
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
I'm not a huge fan of the new hyperlane generation system. It's not terrible but it seems to me that it's never going to be able to generate wide and open "fronts."
Like currently if I come across a starbase that I don't want to deal with, I can do a big detour if need be. There is no detour on these "highways." You'll just have to fight 3 starbases in a row if you want to make it to the next sector
 

Nyrael

Field Marshal
82 Badges
Jul 20, 2008
5.858
4.990
32
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Horse Lords
  • Stellaris: Distant Stars
  • Victoria 2
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Dharma
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Shadowrun Returns
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Europa Universalis III Complete
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis III Complete
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
I'm not a huge fan of the new hyperlane generation system. It's not terrible but it seems to me that it's never going to be able to generate wide and open "fronts."
Like currently if I come across a starbase that I don't want to deal with, I can do a big detour if need be. There is no detour on these "highways." You'll just have to fight 3 starbases in a row if you want to make it to the next sector

The screenshot shows that you can enter most clusters visa at least two lanes, and this screenshot seems to have been made under smallest hyperlane density.
 

Sapa Inca

Lt. General
33 Badges
Jan 21, 2017
1.672
1.624
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Europa Universalis IV
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
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.
Look like exist a trend in modern game desing about reduce/remove negative outcomes.
Instead positive and negative outcomes we have only positive and less positive outcomes. The theorical thinking make sense, peoples are less annoyed by a small bonus than by small penalties.
No judgement if this trend is good or bad, personally like a player I dont like this, but other peoples like.