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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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pete3great

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The problem being, it seems that the game they're making has changed from "Stellaris" to "Groundwar in space".


I've been going back and forth on whether this was a good change - especially since I only play warp or wormhole. Like a lot of people, I find hyperspace painful and restrictive, even when I've set it so everyone has hyperspace. Still, I thought if they did some things like, say, make the creation of permanent wormholes something mega-engineered, that might be okay. Having read your comment though, I get it. Besides killing some of Stellaris's flavor by restricting everyone to one kind of movement, I think there might be huge repercussions to game play that haven't been considered yet. I don't want "ground war in space." I want "space war in space."

All I'm saying is, if I'd known this was coming, I wouldn't have bought Utopia and Synthetic Dawn a few weeks ago.
 

Sherry Fox

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Err, doesn't this lead to the exact same problem we have in the game right now with bypassing static defenses? Sure, each FTL is a little more unique now but the problem with having all three still exists.
Why would you defend against different things in the same way? Wouldnt it be more logical do do it in different ways, rather than jsut build a wall of stations and say 'it doesnt work against warp. NEEEERF'? I play wormhole and as someone who know what its like to drop in on someone's core world i build a heavily fortyfied military station with ftl inhibitor to pull them in. Usually near a station so i can have a fleet orbiting it. A fleet specifically designed for close encounters. If i fight hypers, i just cut them of on lanes sure. To be honest, hyperlanes symply should be excempt from being pulled near the station. They are already weak, they need love, but not that MUCH love to remove all else.
 

Stahl-Opa

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I just want to throw in another thought:

Pdox want to make (defence) star bases more important.

  • At the monent we: fly just around and evade fortified Systems, destroy his fleet/navalyards and capture his worlds.
  • With the new patch: We can't evade the starbases, we have to fight them.
Why are starbases insignificant? Because we can evade them? You can build them in the Systems with strategic planets - this way you can't really evade them.
The problem is there laughable strength. Why I should build a starbase if any "not-tiny" fleet can destroy it?

With the new System, the Problem is the same: In case a), the starbases are also weak, and in fact it foesn't matter if I have a fortified border or not. In case b), the starforts are strong enough to destroy an fleet by themself, but this would mean that there is no way to win the war, since it always will be attackerfleet (strenght 1) vs. Defenderfleet (str 1) & Defenderstation (str 1). (=1 vs. 2)

Solution for case b)? just build more ships/Research more techs to win even with the 1vs2 Ratio. Which is exactly the same like in the current build: just match the enemy doomstack.

The new System doesn't add any tactic, strategy or depth. It exactly only adds the possibility the higher the defenders doomstack with starbases. Wich is garbage.

A (imho) much better solution would be, if we have to choose: Starbase-doctrine or fleet-doctrine. (just an example, I just write this from nothing without any conceptual thoughts.)

Starbase-Doctrine can build (more&better) starbases, (maybe "starbase-fleets" like in the dev diary), so that they are aible to defeat a entire fleet WITHOUT any supporting fleets. To Balance that, the empire with this doctrine, shouldn't be aible to build any strong fleet. Only some small ones to raid unguarded Systems. This would be only allow very defensive gameplay.

With the fleet-doctrine, you can have a strong fleet, maybe you can destroy one of the Starbase-Doctrine defended Systems, but after that you can't go further due heavy losses. If you do that, your empire is maybe vulnerable to the small "defense-doctrine" fleet. You have to use your fleets to advance into very important strategic positions, or every victory will be a pyrrhic one.

Nevetherless, the "defense-doctrine" empire have to decide: use the moment and attack back or rebuild the defense with the small fleet as reserve.

With this System, you have to made REAL strategic decisions (still not tacticals but in the scale of Stellaris I think real tactics are not really a thing. If you need tactic, don't play Grand strategy).
You have to decide: Which System should I attack? What is the "Eintrittspreis" (a word used at least in swiss military history, means 'how much effort a war will cost/compared to the gain')?
Should I risk my fleet to get this world? Do I have any reserves to push back enemy Counter attacks? Should I improve/rebuild my defense or counterattack?

The current "design choices" shows either that @Wiz have absolute no qualification for his Job, or @Wiz is trying do reshape Stellaris to a "casual wargame 'strategist' favourite game". (which sells itself far better then a real global strategy game (=still a niche product))

Chess =/= War. A realistic war can never be "simple". If the Stellaris designers don't know this, the CEO may should hire me instead.
 

Wolffox

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I was wondering with warp drive did you guys think of things like asteroid field that in the game they looks small on the map but are so huge an dangerous that you can't warp thou it . also Nebula field could stop warp drive or they just wont go anywhere near it . I love the wormhole that are natural in space and the gates the once build your ship can use to jump to one gate to other . ( also it someone ask this already an you answer this am sorry I did go thou all the post on here)
 

Akka le Vil

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While I do disagree with you, I don't have any direct evidence of what Wiz or the rest of PDX to make this decision, so I won't try trying to convince you they're not trying to be lazy. I don't think they are, but I can see why you think they may be.
They might not deliberately try to be lazy, but they still give up into lazyness when they just chose to gut the game instead of fixing it, and to use known pattern instead of using creative solutions.

Just read again the first post and the arguments about why "3 FTL methods are unworkable". It's all about "this specific defense system can't work". It's not about adapting solutions to the game, it's about adapting the game to the solution. If that's not lazyness and lack of both imagination and vision, what is it ?

Err, doesn't this lead to the exact same problem we have in the game right now with bypassing static defenses? Sure, each FTL is a little more unique now but the problem with having all three still exists.
"bypassing static defense" is a problem only if you try to set up a wall of defense (which is, in space, an absurdity).
If you put defenses in the systems that need it, then there is no possible way to bypass them, you have to confront them.
Again, it's the perfect illustration of tunnel vision with a single solution (which stems from ground-based warfare), instead of trying to find adequate solutions for the context of the game (space-based warfare).
 

brifbates

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Why are starbases insignificant? Because we can evade them? You can build them in the Systems with strategic planets - this way you can't really evade them.
The problem is there laughable strength. Why I should build a starbase if any "not-tiny" fleet can destroy it?

They are taking steps to address this but yes, the reason no one builds defense bases (and their being the only sort of defenses in the game is a bit laughable) is because they don't even slow down any attack worthy of the name.
 

Akka le Vil

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They are taking steps to address this but yes, the reason no one builds defense bases (and their being the only sort of defenses in the game is a bit laughable) is because they don't even slow down any attack worthy of the name.
So basically, they are removing FTL alternative for no reason, because the problem is completely unrelated. Yay.
 

Sherry Fox

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They are taking steps to address this but yes, the reason no one builds defense bases (and their being the only sort of defenses in the game is a bit laughable) is because they don't even slow down any attack worthy of the name.
i do lol. they have very good aura bonuses, that act as a decent force multiplier. a starbase with a shield regenbuff and fire rate debuff allows me to take on a larger fleet. They are also invulnerable for protecting your core worlds. They allow you to engage in your place of choosing. They are useful if you use them well
 

brifbates

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Fun fact: realistic war isn't fun.

But send your resume in anyhow! I'm sure nobody at Paradox will have a private laugh over your ego.

I think it's more that a fair segment of the population finds losing wars not fun and it's much easier to win predictable wars. The devs realize this so they are making war more predictable for the can't stand losing crowd.
 

BlackUmbrellas

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That was my impression. When they were talking about revamping static defenses, I thought they meant "bring back the ability to cluster platforms together," not "limit everyone to hyperspace."
Give it like, a week after release and I'm sure there'll be an overhaul mod that makes Starbases and their military station clusters buildable over planets alongside a "retro FTL" system that emulates the current one. It'll be a mess, but you'll have what you want.
 

Stahl-Opa

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Give it like, a week after release and I'm sure there'll be an overhaul mod that makes Starbases and their military station clusters buildable over planets alongside a "retro FTL" system that emulates the current one. It'll be a mess, but you'll have what you want.

Sure, I buy a game, pay Money for DLCs and then have to mod the (afterwards) removed content back in. Maybe YOU should send a application documents to Pdox, you would be a great sells manager.
 
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