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Stellaris Dev Diary #92: FTL Rework and Galactic Terrain

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about Faster than Light travel in the Cherryh update, and it's likely to be a controversial one. When discussing, please remember to keep things civil, and I would kindly ask that you read the entire dev diary before rushing to post, as it's going to cover some of the questions and concerns we expect to see from the playerbase. Also, as posted last week, all of these changes are currently far away, and we cannot give more details on ETAs or the exact nature of the Cherryh update than we already have. Thank you!

FTL Rework
The single biggest design issue we have had to tackle in the Stellaris team since release is the asymmetrical FTL. While it's a cool and interesting idea on paper, the honest truth is that the feature just does not fit well into the game in practice, and blocks numerous improvements on a myriad of other features such as warfare and exploration, as well as solutions to fundamental design problems like the weakness of static defenses. After a lot of debate among the designers, we finally decided that if we were ever going to be able to tackle these issues and turn Stellaris into a game with truly engrossing and interesting warfare, we would have to bite the bullet and take a controversial decision: Consolidating FTL from the current three types down into a primarily hyperlane-based game, with more advanced forms of FTL unlocked through technology.

However, as I have said on the previous occasions when discussing this issue, one thing we would never consider doing is just slashing FTL types from the game without adding in something else to compensate their loss. That is what most of this dev diary is going to be about. However, before continuing with the details on the additions and changes we're making to FTL, I want to cover a couple of the questions I expect will arise from this:

Why are you removing FTL choices instead of building on them?
A lot of people have asked this question when we have brought up consolidating FTL types before, suggesting that problems such as static defenses can be solved by just adding more mechanics to handle each special case. I think the problem with this is best illustrated with defense stations and FTL inhibitors. One of the aims of the Starbase system is to give empires the ability to 'lock down' their borders, building fortresses that enemy fleets cannot simply skip past to strike at their core worlds, instead of having to create static defenses in every single valuable system.

With hyperlanes, this is a pretty simple affair: As hyperlanes create natural choke points, the only thing a hyperlane-stopping FTL inhibitor needs to do is to prevent enemy fleets from leaving the system once they enter it. The fleet can enter, it can retreat (via emergency FTL) and it can bring down the source of the FTL inhibitor (which might be a Starbase or even a planet) to be able to continue. This is quite easy to understand, both in terms of which system you need to defend to lock down your borders, and how it works when you are on the offensive.

Now let's add Warp to the mix. In this case, the single-system FTL inhibitor is useless because Warp fleets can just go over it, so we'll invent another mechanic: A warp interdiction bubble, stretching a certain distance around the system, that pull in any hostile Warp fleets traveling there to the system containing the FTL inhibitor, and force them to battle it or retreat. This is immediately a lot more messy: First of all, this bubble can't possibly affect Hyperlane fleets, because it could potentially pull them dozens of jumps away from their current location. This means that when fortifying your borders, you now need to not just make sure that every important chokepoint is covered, but also that your entire border is covered in warp interdiction bubbles.

But there's more: Add Wormholes as well, and you now have an FTL type where not only the 'bubble' type interdictor doesn't make intuitive sense (because Wormhole fleets make point-to-point jumps rather than traveling over the map) but if said interdictor works to pull Wormhole fleets out of position regardless of what makes intuitive sense, you end up with the same probem as with hyperlanes, where the fleet can get pulled out of range of its wormhole network and end up stranded even if it brings down the defenses. This means you pretty much have to invent a third type of interdiction type for Wormhole on top of what is already an overengineered and hard to understand system.

Finally, add the problem of displaying all these different types of inhibitors and interdictors on the map, in a way that the player can even remotely start to understand, and you end up with nothing short of a complete mess, where it's far better to just have static defenses protecting single valuable systems... and so we come full circle.

This is the fundamental problem that we have been grappling with when it comes to asymmetrical FTL: What works in a game such as Sword of the Stars, with its turn-based gameplay, small maps of usually no more than 3-6 empires, and 1-on-1 wars breaks down completely in a Stellaris game with real-time gameplay and wars potentially containing a dozen actors, all with their own form of FTL. The complexity collapses into what is for the player just a mess of fleets appearing and disappearing with no discernible logic to them.

Why Hyperlanes?
When discussing this, we essentially boiled down the consolidation into three possibilities: Hyperlanes only, Warp-only, and Warp+Hyperlanes. Wormhole is simply too different a FTL type to ever really work with the others, and not intuitive enough to work as the sole starting FTL for everyone playing the game. Keeping both Warp and Hyperlanes would be an improvement, but would still keep many of the issues we currently have in regards to user experience and fleet coordination. Warp-only was considered as an alternative, but ultimately Hyperlanes won out because of the possibilities it opens up for galactic geography, static defenses and enhancements to exploration.

Here are the some of the possibilities that consolidation of FTL into Hyperlanes creates for Stellaris:
  • Unified distance, sensor and border systems that make sense for everyone (for example, cost of claiming a system not being based on euclidean distance but rather the actual distance for ships to travel there)
  • Galactic 'geography', systems that are strategically and tactically important due to location and 'terrain' (more on this below) rather than just resources
  • More possibilities for galaxy generation and exploration (for example, entire regions of space accessible only through a wormhole or a single guarded hyperlane, containing special locations and events to discover)
  • Better performance through caching and unified code (Wormhole FTL in particular is a massive resource hog in the late game)
  • Warfare with a distinct sense of 'theatres', advancing/retreating fronts and border skirmishes (more on this in future dev diaries)
Are all new forms of FTL free patch content?
Yes. Naturally we're not going to charge for any form of content meant to replace the loss of old FTL types.

Hyperlane and Sublight Travel
As mentioned, in the Cherryh update. all empires will now start the game with Hyperlanes as their only mode of FTL. By default, hyperlane generation is going to be changed to create more 'islands' and 'choke points', to make for more interesting galactic geography. However, as we know some players do not enjoy the idea of constricted space, we are going to add a slider that controls the general frequency and connectivity of hyperlanes. Turning this up will create a more connected galaxy and make it harder to protect all your systems with static defenses, for players who prefer something closer to the current game's Warp-style movement.

Sublight travel is also being changed somewhat, in the sense that you need to actually travel to the entry point to a particular hyperlane (the arrow inside a system) to enter it, rather than being able to enter any hyperlane from any point outside's a system's gravity well. This means that fleets will move in a more predictable fashion, and interdictions will frequently happen inside systems instead of nearly always being at the edge of them, in particular allowing for fleets to 'guard' important hyperlane entry/exit points. To compensate for the need to move across systems, sublight travel has been sped up, especially with more advanced forms of thrusters.
2017_11_02_2.png


FTL Sensors
Along with the change to FTL, we are also changing the way sensors work. Instead of simply being a circle radiating an arbitrary distance from a ship, station or planet, each level of sensors can now see a certain distance in FTL connections. For example, a ship with level 1 sensors (Radar) will only give sensor coverage of the same system that it is currently in, while a ship with level 2 (Gravitic) sensors will give sensor coverage of that system and all systems connected to it through a Hyperlane or explored Wormhole (more on that below), a ship with level 3 sensors will be able to see systems connected to those systems, and so on. Sensor coverage can be 'blocked' by certain galactic features (more on that below), which will also block propagation into further connected systems. We are currently discussing the implementation of sensor blockers as a potential Starbase component.
2017_11_02_1.png


Wormholes
While Wormhole as a full-fledged FTL type is gone, Wormholes are not. Instead they have been changed into a natural formation that can be encountered while exploring the galaxy. Wormholes come in pairs, essentially functioning as very long hyperlanes that can potentially take a ship across the entire galaxy near-instantly. Natural Wormholes are unstable, and when first encountered, you will not be able to explore them. To explore a Wormhole, you need the Wormhole Stabilization technology, after which a science ship can be sent to stabilize and chart the Wormhole to find out what lies on the other side. If you're lucky, this may be unclaimed space full of valuable systems, but it could just as well be a Devouring Swarm eager to come over for dinner. There is a slider on game setup that controls the frequency of wormhole pairs in the galaxy.
2017_11_02_4.png


Gateways
Gateways is an advanced form of FTL most closely resembling the Wormhole FTL in the live version of the game. While exploring the galaxy, you can find abandoned Gateways that were once part of a massive, galaxy-spanning network. These Gateways are disabled and unusable, but with the Gateway Reactivation mid-game technology and a hefty investment of minerals, they can be restored to working order. Like Wormholes, Gateways allow for near-instant travel to other Gateways, but the difference is that any activated Gateway can be used to travel to any other activated Gateway, and late-game technology allows for the construction of more Gateways to expand the network. Also unlike Wormholes, which cannot be 'closed', Gateways also have the advantage of allowing any empire controlling the system they're in to control who goes through said Gateway - hostile empires and empires to whom you have closed your borders will not be able to use 'your' Gateways to just appear inside of your systems.

When the first Gateway is re-activated, another random Gateway will also be re-activated along with it, so that there is never a situation where you just have a single active Gateway going nowhere. There is a slider on game setup that controls the frequency of abandoned gateways in the galaxy.
2017_11_02_8.png


Jump Drives
Jump Drives and Psi Jump Drives have been changed, and is now an advanced form of FTL that mixes Hyperdrive with some functionality from the old Warp FTL. They allow for a ship to travel normally and very quickly along hyperlanes, but also come equipped with a tactical 'jump' functionality that allows a fleet to make a point-to-point jump ignoring the normal hyperlane limitations. This is done with a special fleet order where you select a target system for the jump (within a certain pre-defined range, with Psi Jump Drives having longer range than regular Jump Drives), after which the fleet charges up its jump drive and creates a temporary wormhole leading to the system. After the fleet makes its 'jump', the Jump Drive will need to recharge, with a significant cooldown before it can be used again, and also applies a debuff to the fleet that reduces its combat effectiveness while the cooldown is in effect. This allows for fleets with Jump Drives to ignore the usual FTL restrictions and skip straight past enemy fleets and stations, but at the cost of leaving themselves vulnerable and potentially stranded for a time afterwards. This design is highly experimental, and may change during the development of Cherryh, but we wanted Jump Drives to not just be 'Hyperdrive IV' but rather to unlock new tactical and strategic possibilities for warfare.

Galactic Terrain
With the switch to Hyperlanes and the creation of strategically important systems and chokepoints, we've also decided to implement something we had always thought was a really interesting idea, but which made little sense without such chokepoints: Galactic Terrain. Specifically, systems with environmental effects and hazards that have profound tactical and strategic effects on ships and empires. This is still something we are in the middle of testing and prototyping, but so far we have created the following forms of Galactic Terrain:
Nebulas block all sensor coverage originating from other systems, meaning that it's impossible for an empire to see what ships and stations are inside a system in a nebula without having a ship or station stationed there, allowing empires to hide their fleets and set up ambushes.
Pulsars interfere with deflector technology, nullifying all ship and station shields in a system with a Pulsar.
Neutron Stars interfere with navigation and ship systems, significantly slowing down sublight travel in a system with a Neutron Star.
Black Holes interfere with FTL, increasing the time it takes for a fleet to charge its emergency FTL and making it more difficult to ships to individually disengage from combat (more on this in a later dev diary).

The above is just a first iteration, and it's something we're likely to tweak and build on more for both the Cherryh update and other updates beyond it, so stay tuned for more information on this.
2017_11_02_3.png

2017_11_02_5.png


That's all for today! I will finish this dev diary by saying that we do not expect everyone to be happy with these changes, but we truly believe that they are necessary to give Stellaris truly great warfare, and that we think you will find the game better for it once you get a chance to try them. We will be doing a Design Corner feature on today's Extraterrestial Thursday stream, where me and Game Designer Daniel Moregård (grekulf) will be discussing the changes, fielding questions and showing off some gameplay in the internal development build. If you want a look at some of these changes in a live game environment, be sure to tune to the Paradox Interactive twitch channel at 4pm CET.

Next week, we're going to talk about war and peace, including the complete rework of the current wargoal system that was made possible by the changes to FTL and system control discussed in this and last week's dev diary. See you then!
 
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Morwys

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Love it (even though I never usually play hyperlane).
But I do hope you don't do away with warp completely, because we still have awakened empires and crisis and stuff that can be a fun challenge if they use warp instead.
Just think of if a awakened empire causally drops by your defenses. Suddenly they don't always have to be stronger than you, just massively more advanced.
@Wiz clearly states that they're removing it entirely. The "hyperlane IV" is basically an end game warp with some drawbacks, i.e., not warp. Better say your goodbyes while your at it, I know I'm saying mine.
 

Oskiirrr

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Yes! This is what I have been waiting for! I've started to get really bored from playing with wormholes all the time but never wanted to make the switch to hyperlane since I always thought wormhole was too powerful to pass up. Really looking forward to the new strategies I will have to employ with these restrictions!
 

Fishman786

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I disagree; the game has always had a strong focus on roleplaying existing space-themed franchises, be it Star Trek, Star Wars, Aliens, Warhammer, etc. This change sacrifices that roleplay-ability for improving combat engagements.

My point is that there are other ways combat engagements could be improved that don't sacrifice people's ability to roleplay as they've been doing since the game launched.
From an alternative point of view you are now able to roleplay other franchises like Mass Effect or Stargate. Depending on the wormhole situation we might even get Farscape-style events where a ship gets randomly teleported and stranded in the middle of nowhere. That said, I disagree that roleplaying existing franchises was ever really a core purpose of Stellaris. Sure you can kind of do it, and obviously modding is available, but I don't ever recall cross-franchise roleplaying being part of the game's marketing and I've never done it myself. Isn't the core vanilla Stellaris experience/universe more important than pretending it's a Star Trek or Halo game?

I think that all changes made to the game will reduce roleplaying possibilities for one franchise or another. They might also increase it for others as well. The new mechanics seem to fit Halo pretty decently. Hyperlanes/directed warp (Halo hyperspace has currents) as the main form of transport, with more exotic forms of transportation being provided mostly by precursor civilisations.
 

Morwys

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I rarely play Hyperlanes, but only because it makes me feel so restricted when everyone else is flitting and jumping about from star to star without a care in the world. If everyone's in the same boat, this could be very interesting. Looking forward to seeing how it pans out.
As someone who constantly plays MP with hyperlane-only rules, let me tell you: restrictive as hell.
 

Darustet

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Is it possible to add some background with the hyperlane in-game?. As we know, Warp Drive is one of the most accepted theories of a possibility of FTL IRL. If we start with Hyperlane, is it obvious that the Warp Drive tech have been alredy discovered and that we have developed a " new technology" circa 2200 which enable a new age of space exploration. So it would be awesome if you can give us some background explanation, like an event, when you start to explore. (in order to give some scientific explanation for hyperlane being the default FTL).

Hyperlanes only could be explained by a new discovery, that enabled the creation of FTL years before it would be possible to create warp drive. Thus warp drive was never invented.

@Wiz I fear this will ruin the immersion and diversity of the game. It's like hey look culturally we are all different but for some reason scientifically we all find the exact same method of travel. That's like saying hey China has ricksha so every culture now can only use rickshas. This in and of is self, does not make sense. Even here on earth different cultures discovered and invented different travel methods. I hope that it will work well but this was one of my favorite things about this game. This is my favorite game and I even got my wife into it. I do hope that my fear is unwarranted and I am wrong.

You can justify every empire starting with the same tech, because in the game's lore it will be the easiest one to invent and the laws of physics are the same for every race. China or Aztecs had very different cultures and way of doing things, but both used fundamentally similar weapons: sharpened stone/metal to puncture flesh, because both are by the laws of physics the optimal way to inflict damage with the tech they had. As everybody starts at the same tech level, just like change from stones to swords, this change is universal.
 

lilsaihah

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Ok with this you effectivly destroy on of the biggest and best mods for this game( in my opinion better as the base game on its own) the new horizons mod. The starbase thing was bad enough but this is killing it maybe if the modders dont find a way to work around it. When you do it like this its the last time i played this game

Oooh, I'd be super worried. Modders totally aren't adaptable and flexible, they're not known for bending the rules at all. Sounds like your favorite mod is dead in the water!
 

Rievan

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As sad as I am to see regular wormholes disappear, I'm really happy you highlighted the amount of thought that's gone into this. It sounds like a good future for the game so I'm looking forward to seeing where this goes. A lot of the surrounding changes sound really interesting (nebulas!). Not too sure about the sensors though- it seems a shame to drop the tactical advantage from a non-border system in a good sensor position.

Some questions:
- Will there be advanced/rare techs to get around some of the galactic geography penalties (e.g. reduce pulsar penalty to 50% shield)?
- Will players ever be able to alter the FTL setup after the game has started? Like creating/destroying hyperlanes, or permanently collapsing wormholes (e.g. if the swarm spawn on the other side of a wormhole near your capital system you might want to sacrifice the convenience for a bit of safety)
 

thirawin

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Ugh everytime paradox games reach a point where they change the game to the point i revert back to the previous patch and never leave that patch again, and dont buy dlc anymore.
It happended with eu4 and ck2. And now it happens with stellaris, i was expecting this but not so soon.
I hate hyperlane space games, if i wanted hyperlane space games i could buy any other space game.
Hyperlane is way too restrictive for me and that slider wont do much for me.
I will always prefer warp over the hurr durr you cant go to the neighbouring star system because there isnt a magical line there.
 

Augustus93

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Well thanks for ruining the Star trek mod. Hyperlanes are the most unrealistic option ever. And thanks for not making me pay for the removal of warp, something that is crucial to Star trek. This is not something that you would be able to reverse with modding. Sorry but more stupid connections are not a replacement for warp and it would also get rid of your so disired choke points. Choke points are the worst thing ever, you could find yourself boxed in next to a fallen empire and a dimensional horror and you would just sit there in your little space while your opposing empires would get stronger and if you have fanatic purifier civic then you are doomed, also if you are hive mind then you are doomed as well. And all for what? Because defense staions are useless? They will still be useless regardless. People didn't use defensive stations even if they could have been used in a system that would be worth defending (a system with colonized planets).
 

DeinonychusTaco

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While I did like the "diversity" of having species with three different FTL technologies in the same game, from a gameplay perspective, I think this is a good step. Making ship movement more SoaSE-like can't possibly be a bad thing, given how much of my life I've wasted playing that game and how much better Stellaris is at other things. It also would seem to make the gameplay a bit more like other paradox games, so some more familiar styles of buffing and debuffing (like this "galactic terrain") seem natural.

Not a big fan of the new jump drives. I'm probably never going to use an explicit action over just moving my fleets. Maybe it would make more sense to have jump-drive-equipped fleets able to jump from anywhere in the system like the old hyperlanes, rather than moving to access the jump point? Part of me wants to see warp drives and wormhole stations returned as jump-drive-level research, too, but I talked myself out of it in a gameplay sense after typing up that argument. Maybe as a very, very late-game thing.

To get back some of the warp-drive-esque limitations on accessible systems, maybe different kinds of hyperlanes could exist? E.g. with hyperdrive 1, some hyperlanes are too "unstable" to traverse, and as you upgrade more (longer?) hyperlanes become accessible. Having all the hyperlanes accessible from the start gets rid of some of the sense of new expansion options becoming available over time, which was the strongest gameplay element of warp drives, in my opinion.
 

Magdaki

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Generally, I don't like 4X games with hyperlane only type movement; however, these changes sound like they are good for Stellaris and I actually find the tweaks that @Wiz and the team are doing are pretty interesting. All in all, it sounds like it will be quite good and I support the changes.
 

NapoleonComple

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Choke points essentially create fortress warfare. You want to design fortifications at key points in your empire to either stop an enemy in their tracks or, if there are multiple ways in, at least force them to go around/launch feints if every way in is barricaded. It is probably more tactically in-depth than doomstack warfare currently in-game.

I still think allowing warp and introducing warp snares could add to that depth by creating another defensive consideration. Warp snares would also force the attacker to consider corvette reconnaissance (don't just blindly jump into a rival empire unless you're prepared for the possibility of being dragged into a fight not of your choosing.
 

Achab

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So from this "province" you can move now move only to this and this and this "neigbouring provinces", just like in any classic Paradox game. Will we get "river crossing" penalty as well?
 

Purussaurus

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  • Unified distance, sensor and border systems that make sense for everyone (for example, cost of claiming a system not being based on euclidean distance but rather the actual distance for ships to travel there)
  • Galactic 'geography', systems that are strategically and tactically important due to location and 'terrain' (more on this below) rather than just resources
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  • Better performance through caching and unified code (Wormhole FTL in particular is a massive resource hog in the late game)
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You can keep the warpdrive with three simple changes:

- Warpdrive military ships are weaker due to the increased space occupied by this technology, so they would only be useful for guerrilla tactics.

- They're slower.

- They can not cross dust clouds, due to the risk of collision with debris. This keeps the idea of regions inaccessible.
 

Terijian

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=(

goddammit
I hate hyperlanes so much. now thats just going to be my only choice?
I can see what you're trying to do but just.... urrrgghhh so salty.
Used to refuse to play hyper only games, guess thats just what the game is now =(

*rolls around in salt mine*
 

razaron

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Personally, I like the changes. In the beginning I always played with a wormhole start (because SotS Hivers) but once I went hyperlane only, I never went back.
Making wormholes into a system that better resembles Hivers is a plus. There would probably be a civic/ascension perk that gives early access.

As far as warp is concerned, I've never liked using it in any game so I honestly don't care.

So if I understand it correctly, instead of having to deal with just the enemy doomstack I'm gonna have to deal with an enemy starbase + doomstack. In other words, I'm gonna need a bigger doomstack. Or am I missing something?
They're introducing fleet size caps and what appears to be a morale system (orange bar). Plus there will probably be stacking combat penalties for having multiple fleets in a battle.
 

brokenbow1

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Just about everything in this Dev Diary was reminding me of Sins of a Solar Empire... which is not a problem. I love that game.

You've got your Vasari phase gates in the form of Gateways, and variable amounts of hyperlanes (phase lanes) between systems at galaxy generation... yeah, I like this.
 
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