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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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GAGA Extrem

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I am going to miss Wormhole FTL, although probably for different reasons than many - because it had an inherent range restriction that limited my range, so it acted as a nice reason to NOT scout and colonize outside a certain distance from my empire. Which does fit my Isolationist Pacifist playstile a lot.

That being said, I do like a lot of the details that have been added to new system so far (sadly almost everything is heavily WIP, so I can't go into details).
 

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i think that means a totally different in war and explore, it will be harder for players who like guerrilla. it's easier to catch an enenmy fleet. i don't totally agree with such change.
 

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First of all, i have to say that i dislike that change as it is quite uninspired. Developers took the easy way out of the problem. Instead of introducing say a 'soft cap'(not the best idea too) to travel in terms of time spent warping/wormholing related to distance they decided to cut it completely. Hooray for roleplay, right? Too easy, much disappointed. Or make wormhole stations not as easily build-able. Make them a strategic resource costing a ton of money, being better faster than other ftl methods. If you want to add more strategy to how wars gow, add ftl inhibitors. Like stations that have range encompassing several systems. and if a ship crosses that range by warping they get pulled to the closest station. That would solve the problem with warp. Allow us to research other ftl methods. That way if we start with a ftl method that restricts us due to bad placement we will have other means. There are so many ideas taht could be done instead of cutting this into the frame of boring, and unvaried. Stellaris is primarily a roleplaying game, not a strategy game. Cutting choice is bad.

Now i have to ask, was there ever a recorded instance of developers listening to community here? Or are we just told a fact that these changes will be made regardless of the feedback given. Im not asking for assurances here(that is directed to you devs), im asking primarily forum vets if there actually was such instance of major change due to player feedback. Cause lets get real, we have a lot more playtime clocked in as a community than developers:p We know Stellaris better:D
 

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I am going to miss Wormhole FTL, although probably for different reasons than many - because it had an inherent range restriction that limited my range, so it acted as a nice reason to NOT scout and colonize outside a certain distance from my empire. Which does fit my Isolationist Pacifist playstile a lot.

That being said, I do like a lot of the details that have been added to new system so far (sadly almost everything is heavily WIP, so I can't go into details).
My last game was a 1-wormhole-station Inward Perfection game. My empire was constrained to what I could reach from my home system.

It was a lot of fun! But I'm still looking forwards to this update.
 

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Now i have to ask, was there ever a recorded instance of developers listening to community here?
They listen all the time.

Contrary to a certain kind of disturbingly popular misconception, listening to someone does not mean agreeing with them or acting on their concerns.
 

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Im am also not a fan of border changes. For one specific reason. They remove the placement value of a planet. Before, i may have wanted to colonize a shitty low pop planet based on its position in space, because it gave me a firm grip on some nearby systems that gave me good benefits that outweighed the penalties for having one more planet colonised. Now i have no such incentive. Once again as with the newer dev diary - less variety
 

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They listen all the time.

Contrary to a certain kind of disturbingly popular misconception, listening to someone does not mean agreeing with them or acting on their concerns.
Indeed it isn't. But listening and caring is different. That is why i asked for proof that they ever actually DID. To see if we have a chance
 

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We understand that this change is upsetting to some, and we didn't expect anything else. Knowing how big of a change this will be for the game, and for some players, we still decided to go through with it. This was not something done on a whim, but rather after careful consideration and many many months of thinking. We truly believe that in order to make the game better in the terms of warfare and exploration, and more, this was a necessary bullet to bite.

Like we talked about on the Designers' Corner stream, this change opens up so many possibilities for us. In the future we hope to see reap the benefits of this change, especially with a much more interesting galaxy map. As an example, this allows us to do things like "islands" full of interesting star systems, only accessible through a gateway or natural wormhole. An understandable short-term loss (for some players) is something we're willing to risk in order to give you a better experience in the long-term.

To Boldly Go, is the best step forward!
This is late, but... could you at least not allude to Star Trek when trying to defend making a decision that makes the game less capable of giving a Star Trek exploration and warfare feel?
 

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Indeed it isn't. But listening and pretending to listen is different. That is why i asked for proof that they ever actually DID. To see if we have a chance
EU4 features have certainly seen major revision based on user feedback.
 

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@GAGA Extrem Are we getting a method to mod the old FTL drives back in? I'd be very happy if we got that + a method to affect warp via nebulae modifiers.
Regarding the bypass system, is it just a straight teleport or do they travel similar to hyperlanes/warp?
I don't know. Honestly, I doubt that anyone could answer that at this point.
Coders are probably still busy with implementing the new system step by step, so who knows what problems might come up, and what parts of the old code need to be removed or altered.

But as a modder I am pretty sure about two things:
(1) Even if you can't mod the old FTLs back in, modders will find a way to at least emulate the old experience.
(2) The people at Paradox know how important modding is for a Pdox game, so they will try their best to limit the damage and/or add helpful things for the modding community.

My last game was a 1-wormhole-station Inward Perfection game. My empire was constrained to what I could reach from my home system.

It was a lot of fun! But I'm still looking forwards to this update.
Yeah, it is a bit hard atm to restrain myself with all that new freedom.
But I am sure I'll eventually find a way to cope and come back to my Isolationist roots.
:D
 

Gimboid

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My point was homewolrd has 6 axis of movement for your fleets. these lack of restrictions do not inherently make the game boring. Further the ships are coaded for directional armor values. Nothing Says oh shit when someoen hyperspaces in a flight of ion frigates behind your phalanx of capital ships while they are engaged with your main fleet.

Or you are trying being an elitist and saying other games are inferior to the concept of grand strategy.
Right now we have a game that is trying to be both grand strategy and a 4x and succeeding at neither.

you really cannot compare Homeworld and Stellaris, the scale of travel is significantly different. Stellaris has dozens of empires moving around a full sized galaxy in real time. Homeworld missions or multiplayer take place in a single small pocket in a single area and the jump drive usage outside of cut-scenes is a mini tactical move.

False false, double negative. We're going to have to agree to disagree.
I paid full price, and bought some of the DLC, for a retail release. Not an early access build, retail. Meaning the game is in a complete, but flawed, state. There's an expectation that major features of a game don't get cut after release. If I bought the game for a reduced price during early access and they cut down the FTL methods, I would have to accpet it. But what has happened is like if World of Warcraft just decided to cut two thirds of the character classes a year after it came out because the devs preferred them and wanted the game to go more in that direction. And then they say, oh you can still play on vanilla servers if you want to use those classes, but you can't use any new DLC or Expansions with them. That would be outrageous then, and this is outrageous now.

How much did you pay for Stellaris? How many hours have you clocked? Do you think it would be fair to say you have gotten your moneys worth?

Expectations aside, different Genre games don't even live this long, the next sequel is already announced and you're expected to get hyped about the new one before you've even finished playing the current one as big studio's just milk their fanbase for as much money as possible.

I never said I was going to sue them, or even demand my money back. My point was that I have every right to complain. And I have every right to tell others that I am dissatisfied with my purchases.

But you've not even seen it or tried it yet, don't you think it is at least a little bit reasonable to wait and see? like, putting up feedback that you do not like this change is one thing, but 'complaining' is excessive when you don't even know how this will look when all done.


That's still one syte short of removing 2/3 character classes. WoW was probably a bad example though. It's online only, so you'd expect extensive balance changes. Stellaris is primarily a singleplayer game (at least for me) so it's different.

We have 3 starting FTL methods, after this patch we will have 1. That is a loss. I'm losing my preferred way to play the game. Jumpdrives are nerfed beyond recognition, and the other two "replacements" are situational. I'm not so much mad about cutting it down to one FTL, as I am mad about which FTL they chose, I absolutely hate hyperlanes. For gameplay reasons, for roleplay reasons, for lore reasons. I would have much preferred warp or wormhole generators if they worked out some way to make them more automatic.

Since you used Blizzard, I will too, Diablo 3 was launched, advertised and sold on the Auction House (both gold and a real-money one), these features were entirely removed from the game because they thought it would make it better.

Stellaris is also hugely supportive multiplayer game. hell, it doesn't even have campaign.
 

Keltosh

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Indeed it isn't. But listening and caring is different. That is why i asked for proof that they ever actually DID. To see if we have a chance

You have to realize, they probably started coding months ago.

The decision was taken long ago, they're not going to throw away all that development. So no, there is no chance in hell this thread is going to change anything about this particular issue.
 

NexusCron

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Please don't just make it another Master of Orion, Paradox, Please. You could focus solely on Warp you know. That wouldn't limit your options. Stellaris has a major star trek feel, and this ..Change will Kill Star Trek New Horizons, It really will. Star Trek New Horizons is a major Star Trek mod that relies on warp, Please. Don't limit it to hyperdrives, if you have to limit it, limit it to warp. Please don't kill the star trek feel, Don't make it another Master of Orion...
 

Mikan

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First time posting for me, but i felt that I had to after reading through all the responses to the upcoming changes to the game.

I personally enjoyed playing warp-drives the most, as they where the most convinient.
But lately I found myself playing almost exclusivly playing hyperlanes only games (for everybody on the map), as this meant the most interesting experience from a gameplay and strategical point of view. I am also happy that static defences will have some value in the game finally.

Although it might be sad, that the starting variety for FTL types will be gone, I think the many new changes will be making more than up for it (like natural wormholes, gateways, etc.).

I am looking very forward to the new changes and am sending my whole support to the devolopment team :)
 

Sherry Fox

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This DD is fine proof that they indeed listen. We've demanded major changes to broken from start game and now we finally start getting them.
The change is uninspired. There were better ways to go than removing content. That not to say that it didnt need change. Just a better one. Its like drawing a beautiful drawing and erazing a part of it because it you thought it was too much effort. Thats weak.
 

Mrakvampire

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The change is uninspired. There were better ways to go than removing content. That not to say that it didnt need change. Just a better one. Its like drawing a beautiful drawing and erazing a part of it because it you thought it was too much effort. Thats weak.

I disagree with you. They are not removing content, they change it. Yes, there won't be warp anymore, but you will get something new also, galactic terrain, natural wormholes, working static defenses... And a lot of stuff that will be showcased in new DDs.
 

grommile

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The change is uninspired. There were better ways to go than removing content. That not to say that it didnt need change. Just a better one. Its like drawing a beautiful drawing and erazing a part of it because it you thought it was too much effort. Thats weak.
Content creators routinely remove elements of a work in progress when going from one revision to another. Sometimes, part of a work doesn't fit, and the only way to make it fit is either (a) redesign everything else about the work or (b) remove the offending element.

Paradox decided that the asymmetric starting FTL setup was one of those things, and I can understand why.
natural wormholes,
"Natural wormholes" is literally just a fancy way of saying "rare randomly-placed long-distance hyperlanes".

The only thing they share with the wormhole FTL type is the name.
 
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