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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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John_Titor

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Warp and wormhole lead to better exploration by letting the player choose where to explore immediately without needing to take a round about route. Hyperlanes restrict this by creating chokepoints, especially if we need to survey every system before moving onto the next.
We shouldn't have to be forced to conquer, and since fanatic pacifist is an option the devs didn't think so either.
There are ways to prevent the player from skipping across the entire galaxy at the start that don't force hyperlanes on us. Powrerful space monsters, an actual logistics system, nebula that can't be safely FTL'd without advanced tech.
In summary I disagree.

I am not sure you are addressing my entire post. Just set the sliders to max lanes and it will be almost impossible to make chokes. You can explore in any direction, just now you can see the connections (although I do hope as some have said hyperlanes will be initially invisible). Correct me if i'm wrong, but even with warp you couldn't jump past other empires with closed borders efficiently? If you're a Fanatic Pacifist, you're going to need to make use of diplomacy to keep borders open. That is what you need to do regardless of ethics if you want to explore everything as a pacifist. There are ways to do as you say, but you have to do them for 3 different FTL's and then balance them. Wiz has said that was not practical, and I am sure he has a good idea of his manpower/financial capacity for these updates. Maybe Paradox should hire more people and go at it with all 3 FTL, then we wait another year for other updates, but for me personally I am already amenable to these change and the FTL system desperately needed an overhaul to address other areas of the game. I respect your position, but I am placing my faith in the devs to make this work.
 

brifbates

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The problem is that I have play more than a dozen of hyperlane 4X and I am not too fond of many for various reason including but not limited to hyperlane restricted movement system.

Having a mid/late-game jump drive/gateway/nautural wormhole doesn't fix the inherit fundemental flaw of being trapped by hyperlane (Fallen Empire blocking your only existing hyperlane exit here comes to mind).

But, but, the anecdotal evidence from the pro crowd all says that never happens (despite actual screenshots in the thread showing that it does, indeed, actually happen)!!!
 

Stormhawke

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Yes it is.
Look- it's very simple. You place defenses to directly protect your most important resources- generally, your colonies. Since the war mechanics would already be getting an overhaul, you make it so those colonies and their defending bases are more important to winning a war than a bunch of backwater worlds or mining posts. Losing those minor parts of your empire during war can hurt, but ultimately the enemy should still have to strike at a 'core world', if you will, to secure victory, or else they're just being a nuisance.
 

Jervaise

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The game is not even close to the state that you bought it in unless you bought it right after the last update. And if that's the case, I don't think you should be on here talking about what should be what and how everything should work because you have no idea. Just roll back the game to 1.0 and play to your hearts content. You're as bad as legacy wow players.

Hahaha just as Blizzard announced legacy WoW servers. You made my day, thank you!
 

Tavior

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But, but, the anecdotal evidence from the pro crowd all says that never happens (despite actual screenshots in the thread showing that it does, indeed, actually happen)!!!

Erm....

I don't even.

I have had it happened to me a few time although not by a FE specifically but other empire that manage to snatch a colony projecting border which block my expansion routes that I planned to take. It is extreme rare but it does indeed happen from time to time. If I end up like that I would just quit the game and restart as a wormhole. Then this problem goes away. THAT is what I dislike the most about hyperlane only game. Nevermind lack of a distance-based attrition.

It has nothing to do with anecdotal from Pros.
 

grommile

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Really? This update is still in testing and months away at best. They're just giving us a notice on what stuff they have in mind. But to each their own I suppose. I'm the type of person to at least wait to see how it goes live before making a decision.
1.8 has problems. Noticeable problems that need fixing, aren't related to space travel mechanics, and leave me not really wanting to do another playthrough.

If 2.0 was going to keep the mode of play I like as a first-class option, then I'd just stop playing until 2.0 arrives. But it isn't; @Wiz has decided that there's no way to keep supporting Warp-only as a gameplay mode, and nothing in this diary gives me any reason to believe it'll even be possible to mod back in a tolerable second-rate imitation of Warp-only.

So, uninstall it is.
 

methegrate

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I mean, Wiz has shown over and over again that he is not a creative thinker. He's a very logical systems guy, but I don't think he's had an exciting creative thought in his life. Is it really so surprising that he would choose to "re-envision" the game to be exactly like every other land-based Paradox title?

Mostly I'm surprised by how closely this parallels ES2... Starlane start. Then you can discover a free-movement tech that lets you ignore starlanes, but it's sub-optimal. (In ES you move slowly, here you arrive less ready to fight.) Then you tech up a little more and open up wormholes to other parts of the galaxy. There are even some systems that aren't available through normal starlane travel (in ES2, stars not part of a constellation, here stars not connected to the starlane network).

It it's not a carbon-copy, but it doesn't feel that far off.
 
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Deadcommand

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1.8 has problems. Noticeable problems that need fixing, aren't related to space travel mechanics, and leave me not really wanting to do another playthrough.

If 2.0 was going to keep the mode of play I like as a first-class option, then I'd just stop playing until 2.0 arrives. But it isn't; @Wiz has decided that there's no way to keep supporting Warp-only as a gameplay mode, and nothing in this diary gives me any reason to believe it'll even be possible to mod back in a tolerable second-rate imitation of Warp-only.

So, uninstall it is.

Mmmm, fair enough, I suppose. Disclaimer: I've never played a Warp empire, always Hyperlane/Wormhole with a preference towards Wormhole. So in that regard, this proposal would be far more damaging to how you usually play than how I do. There's also the fact that I really only ever single-player to test new empires before taking them into multiplayer with IRL friends probably makes a difference in how I view it as well.
 

brifbates

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Erm....

I don't even.

I have had it happened to me a few time although not by a FE specifically but other empire that manage to snatch a colony projecting border which block my expansion routes that I planned to take. It is extreme rare but it does indeed happen from time to time. If I end up like that I would just quit the game and restart as a wormhole. Then this problem goes away. THAT is what I dislike the most about hyperlane only game. Nevermind lack of a distance-based attrition.

It has nothing to do with anecdotal from Pros.

You aren't alone. Over the 125+ pages this issue has been brought up multiple times and every time it gets pooh-poohed by the pro crowd because "I play only hyper-lane all the time and it's never happened to me". That was the point I was making (in a somewhat sarcastic fashion)...
 

Tavior

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You aren't alone. Over the 125+ pages this issue has been brought up multiple times and every time it gets pooh-poohed by the pro crowd because "I play only hyper-lane all the time and it's never happened to me". That was the point I was making (in a somewhat sarcastic fashion)...

Oh well that kind of went over my head heh.
 

treb

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Look im not at all pleased with this update too, but im sick of seeing people being melodramatic and saying you'll uninstall/never play again and it will get us nowhere. We could try to make a point for keeping warp as is as a feature locked in vanilla but with the code moddable to re-allow it for those who want it.

That way is probably the best and most pragmatic solution we can hope for.

Now stop moping and make a damn case for it!
 

Vikådin

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The problem is this stupid focus on ground-based tactics ("frontlines", "chokepoints", etc.). It's having a hammer and then saying "screws are crap, let's make them into nails" instead of dropping the hammer and taking a screwdriver.

His arguments are basically shit because they are just pretext to bring back EU-like ground combat, instead of actually looking for real solutions to a situation that is different from ground-based campaigns.

Did you read the whole diary? Did you watch the vids? Did you pay attention to all the problems they came up with from trying to add more and more and more to try and fix the problem?

Your metaphor doesn't fit. What we have is boat, and it has some leaks we can all agree on that need to be fixed. And what you are suggesting is just tacking on more and more shit, more shit more shit. Tack this on to stop the water coming in. Oh now it's too bulky so tack this on to make up for that. okay now it's too heavy tack this on so we can float more. okay now I can't see tack this on.. okay tack this one..

It's the rule of unintended consequences but it's simpler in the game than it is in real life. You can't just keep adding bandaids to fix problems that need reconstructive surgery. have you ever had a bone heal the wrong way and it needs to be broken and set back straight, so you can stop walking with a limp? That's what this is like. We have a system that functions and limps along and we all love it for it's quirks (or we wouldn't play it let alone be argueing endlessly with one another on this forum) and you guys want to keep giving it crutches and keep giving it a wheelchair and make wheelchair ramps and make more handicap accessible bathrooms and then make handicap transgender only bathrooms and then you'll want to start anti bullying programs because all the other kids will see how much attention you've been putting into that crooked limb and they'll get jealous and mad and demand attention too because it's only fair and then..... Get my point? You snowball totally out of control trying to add more and more and more when what you need to do is rip out the problem, rebuild it so it isn't a problem, and put it back in. Instead of those programs and bathrooms and wheelchair ramps and crutches, all you need to do is rebreak that limb, set it PROPERLY, give it time to heal (ie allow the initial shock of something new to wear off) and that kid can run and play and jump and do all sorts of things that NEVER WOULD HAVE BEEN POSSIBLE NO MATTER HOW MANY WHEELCHAIR RAMPS YOU MADE!

Pulsars should affect shields. Black holes should affect warp drives. This isn't ground based combat it's a fundamental fact of ALL warfare. Sun Tzu has a great book you should read called "The Art of War" that might be able to better impress upon you the universal constant of "terrain" in warfare. Being aware of your surroundings and using them to your advantage is fundamental, on the ground, in the air, in the water, or in space. And the broken leg of the situation is that existing FTL systems prevent our little game from making those slam dunks, and unless you're trying to build an exo skeleton suit (and don't forget, then all the kids would want one) there's no solution of "adding more stuff" that will fix that. But simply getting over the momentary, initial discomfort of breaking something we have all become accustomed to, no matter how crippling it is and how it makes us limp, and resetting it properly WILL allow us to make those slam dunks.
 
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Druesling

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I am not sure you are addressing my entire post. Just set the sliders to max lanes and it will be almost impossible to make chokes. You can explore in any direction, just now you can see the connections (although I do hope as some have said hyperlanes will be initially invisible).

I think that isn't really planned, but they said they will testing that and maybe make it optional.

Correct me if i'm wrong, but even with warp you couldn't jump past other empires with closed borders efficiently?

Thing is, you can jump past systems with space monsters and pirates when you have warp, with hyperlanes you aren't only forced to jump through all the systems on the way, but also to drive through the system to the other hyperpoint with sub light speed. With how space monsters and pirates are concentrated in clusters now, I see a starting player being boxed in really fast by those.
 

Leraje_

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Mostly I'm surprised by how closely this parallels ES2... Starlane start. Then you can discover a free-movement tech that lets you ignore starlanes, but it's sub-optimal. (In ES you move slowly, here you arrive less ready to fight.) Then you tech up a little more and open up wormholes to other parts of the galaxy. There are even some systems that aren't available through normal starlane travel (in ES2, stars not part of a constellation, here stars not connected to the starlane network).

It it's not a carbon-copy, but it doesn't feel that far off.

It would've been much better if Wiz and Co copied the feel of individual empires with all of their asymmetrical quirks and mechanics from ES2 instead of FTL.
 

grommile

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Look im not at all pleased with this update too, but im sick of seeing people being melodramatic and saying you'll uninstall/never play again and it will get us nowhere. We could try to make a point for keeping warp as is as a feature locked in vanilla but with the code moddable to re-allow it for those who want it.
The STNH crew are doing the best they can on that score, and rumour has it they're not very optimistic.
 

mario94

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Mostly I'm surprised by how closely this parallels ES2... Starlane start. Then you can discover a free-movement tech that lets you ignore starlanes, but it's sub-optimal. (In ES you move slowly, here you arrive less ready to fight.) Then you tech up a little more and open up wormholes to other parts of the galaxy. There are even some systems that aren't available through normal starlane travel (in ES2, stars not part of a constellation, here stars not connected to the starlane network).

It it's not a carbon-copy, but it doesn't feel that far off.

It's much closer to sin of a solar empire. The addition of chokepoints, wormholes and gates is done in basically the same way of that game. Even starbeses strongly resemble the ones in sins, they even customize in the same fashion. Hinted future additions like trade ships and initially unaccessible zones in the galaxy also are identic features to the ones in sins.
 

Foefaller

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It would've been much better if Wiz and Co copied the feel of individual empires with all of their asymmetrical quirks and mechanics from ES2 instead of FTL.

PDX MO has always been to build up on that with DLC and free updates. Inward Perfection, Hive Minds, Syncretic Evolutions and Machine Empires all play fairly different from each other (at least internally) yet none of them existed at launch.

It always bugs me to see posts of "Now every empire is going to be the same!" France, Poland, Ming, Great Horde, Aztec, Venice, Ottomans and Ethiopia in EU4 all technically have the same movement types available (well, Aztec has to work for ships, but still) have much of the same considerations when it comes to forts and means to attack (and on a map that, unless you Random New World, is identical every time too), but you can't tell me, especially now after 11 soon to be 12 DLCs that they are all "the same."
 
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methegrate

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The STNH crew are doing the best they can on that score, and rumour has it they're not very optimistic.

Much of this seems unnecessary and confusing to me, including the fact that they haven't addressed the obvious question of "won't this make doomstacks worse" and seem to have taken as obvious the idea that a fleet-based game needs to operate along defined borders and front lines.

But this is probably the worst of it. Why, for the love of our new RNG god, are they planning to make this unmoddable? New Horizons is almost all of my Stellaris playtime, and starlanes are very un-Trek.
 

Baron Devant

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Why not just remove the "mixed" FTL option? Let players choose the single mode that will be available for the entire game (plus jump drives?). Accordingly, each game will have available only the relevant type of defense, completely avoiding the mess. No problem presented in the statement seems to conflict with this option.
 
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