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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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WebShaman

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Because leaving in random bits of code that Paradox no longer official supports could cause buggy problems in the future? Thats probably exactly the reason why they dont want to leave the code in the game. Debugging probably isnt fun. And getting rid of however much thousands of lines of code they dont want to have to deal with is probably ideal.
You are reaching, at best.

It already works now. It just needs to be left in.
 

Insane Commander

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My god, design changing after two years and actually seeing the game in action. And if you go look at all the pre-release dev diaries you'll see a lot of features that have gotten changed post-release.

I mentioned the dev diary to support the fact that warp is different from hyperlanes and the flag analogy was a bad one. Not because I think they can't change the design of the game.
 

Tavior

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Yes, I beleive Wiz hints about the fact that hyperlanes simplifies making a trade system. Or says something along the lines of doing this FTL rework opens up the possibility of a trade system.

I don't really believe that this argument stand on strong ground because there has been non-hyperlane 4X video games that has trading (as in actual civilian ship that you can shoot at from your empire and everybody else).

So to say that you need hyperlane/starbase to support a civilian trading ship is kind of weak excuse. Unless they are so worried about performance that they don't want to raise the minimum spec which might just be reasonable valid.

Except Distant Worlds is capable of supporting at least 2k civilian ship for a single empire with at least 8 other similar size empires. When the recommend spec is this you really have to question that excuse. I understand Stellaris and Distant Worlds are not the same game engine but the point remain is that it is possible to support something like that on a relatively modern PC.

From Steam page:
Processor: Dual Core CPU @ 2.0 GHz
 

Insane Commander

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Why is it difficult to imagine that hyperlanes are natural occurrences like ocean currents? Because you don't want to?

Because there is no sign, evidence or any reason to believe they exist? Warp and wormholes are predicted theoretically. These predictions have many problems like the requirement of exotic matter or negative energy, but it's a lot better than hyperlanes anyway.
 

BlackUmbrellas

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Because there is no sign, evidence or any reason to believe they exist? Warp and wormholes are predicted theoretically. These predictions have many problems like the requirement of exotic matter or negative energy, but it's a lot better than hyperlanes anyway.
The fact they're still impossible based on those problems means its all fake. FTL is fake. It isn't real. A functional warp drive is no more realistic than hyperlane currents. Stellaris is fiction, FTL is fiction, it's perfectly acceptable to make use of any given arrangement of fake, not-real physics to accomplish what the narrative or mechanics require.
 

Lucian667

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Why is it difficult to imagine that hyperlanes are natural occurrences like ocean currents? Because you don't want to?

Rare natural wormholes are not difficult to imagine. Whats hard to swallow is the following stack of increasingly improbable contrived requirements....

1/ Every single star in the galaxy has at least one starlane, usually more.
2/ These starlanes only connect to nearby stars, never distant ones.
3/ Of the nearby stars, only some are connected, not all. This forms the forced "land-terrain-in-space" and choke points.

But honestly that's all besides the point, I bought Stellaris to play a space game, not land-strategy with a space skin. If I want land strategy I'll play RISK.
 
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Malecord

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Why is it difficult to imagine that hyperlanes are natural occurrences like ocean currents? Because you don't want to?

I've no difficulty in imagining natural hyperlanes, as I have no difficulty in imagining natural rivers or ocean.

What I find difficult is to imagine that an intelligent race that knows them before exploring the space, as much as I find difficult to imagine renaissance age explorers leaving their ports with a semi complete world map including currents, rocks, shallow waters, etc and running blindly at full speed toward the terra incognita using just said map.

Plus the incapability to actually explore and complete the missing map parts but this is really the last of the absurdities here.
 

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I'm still waiting for all these awesome free movement 4X games... Without digging too much in the past, right now there are three major 4X space games on the market:
-GalCiv3 is a hex game with classic turn-based 2D movement (the best choice, IMHO)
-Endless Space 2 has starlanes
-Stellaris is moving to starlanes

So here we are.

Yes (GalCiv 3 has free Movement though ;)), most of the new Games have Starlanes / Hyperlanes. Wouldn't it be better to have more choices? Right now Stellaris has the free Movement (Warp/WH) I prefer. After the move to hyperlanes it won't. It will loose a unique selling point. And will make the game completely uninteresting for me and many others.

Of course people that love hyperlanes will love the change. People that don't care about the FTL methods won't mind. The rest of us should just use 1.8.3 with all it's bugs and flaws despite supporting the game until now?

That leaves a really bad taste in my mouth.
 

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SOTS only hade point-to-point trading and not real trade-lanes. And point-to-point WH-trade would be quite hard (or impossible) to raid in any case. And if you have WH, why bother (logic and immersion-wise) with transporting stuff in lumbering ships in any case. Just send it from the factory to the customers home if you're hellbent on transporting anything at all.

Not saying it would be impossible to introduce with different FTL methods but it's damn much harder on larger scales and distances than pathfinding on pre-calculated routes (and you can actually make sensible AI logic around both interdiction and trade).

You could raid the wormhole stations to disrupt trading or even outright raid the entire section by parking a fleet at an important trading nexus.

Remember current wormhole stations is at the outer most solar system. You could park a fleet to raid the civilian ships between wormhole and the planet.

If the good can't reach where they are suppose to go then income goes down. Simple as that really if you can retain space superiority that is.
 

monsterfurby

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Natural wormholes are not difficult to imagine. Whats hard to swallow is the following stack of increasingly improbable contrived requirements....

1/ Every single star in the galaxy has at least one starlane, usually more.
2/ These starlanes only connect to nearby stars, never distant ones.
3/ Of the connected stars, only some are connected, not all. This forms the forced "land-terrain-in-space" and choke points.

But honestly that's all besides the point, I bought Stellaris to play a space game, not land-strategy with a space skin. If I want land strategy I'll play RISK.


In the science fiction setting I use for short stories, FTL has its completely own spatial layout. Empires may be neighbors in normal space but located on completely opposite ends of the map in foldspace. Since sublight travel between stars does not happen, this leads to the political map of the galaxy having little to no resemblance of the actual, physical galaxy and foldspace routes being mostly independent from real space. That's kind of one of the possible cases you end up with once you start overthinking warp technology xD

Regarding your "space-game" point: Surely you didn't buy Stellaris for a space simulation, but for a strategy game that uses tropes from science fiction universes. "Rule of Cool" > Realism. That's not really a statement in favor of any decision regarding FTL, but more of an overall philosophical one: realism really shouldn't matter - how well the game depicts various sci-fi/space opera franchises should.
 

Sherry Fox

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Yes (GalCiv 3 has free Movement though ;)), most of the new Games have Starlanes / Hyperlanes. Wouldn't it be better to have more choices? Right now Stellaris has the free Movement (Warp/WH) I prefer. After the move to hyperlanes it won't. It will loose a unique selling point. And will make the game completely uninteresting for me and many others.

Of course people that love hyperlanes will love the change. People that don't care about the FTL methods won't mind. The rest of us should just use 1.8.3 with all it's bugs and flaws despite supporting the game until now?

That leaves a really bad taste in my mouth.
Mostly the ones who are happy are those who dont adapt to the difference between star warfare and ground one. Hyperlanes offer a very familiar playstyle. Warp less so. WH is very different(a nation moving by portals, yo).
All would be fine if hyperlanes could compete. They cant, they have nothing unique to them. They are dicount warp. They are the worst FTL of three as far as actual gameplay benefits are concerned. Warp and Wormholes offer unfair benefits over hyperlanes that just doesnt fit with them. Thats not the cause to butcher the 2. Thats the cause to make hyperlanes better. Make them able to create hyperlanes between arbitrariy systems and close previous natural hyperlanes. Give them an ability to create temporary routes. Then a properly set up system would be rivaling any other travel method. Youd be able to blink reinforcements to important systems in a snap.
 

Tavior

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Like 80% of the dev diary is meticulously laying out reasoning for the change and explaining "Why". You might read it and disagree with the reasoning, but if you read it and are still asking "Why", I suspect you didn't read it very closely.

Many of us are clearly not happy with the reasons they gave and want more info. Especially because most of them where "vague one-sentence" simple answer that is clearly "wrong".

Shameless @Wiz quote abuse.
 

Druesling

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All would be fine if hyperlanes could compete. They cant, they have nothing unique to them. They are dicount warp. They are the worst FTL of three as far as actual gameplay benefits are concerned.

Maybe it would have helped a bit if they didn't give us a year and a half to realize that for sure.
 

monsterfurby

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mostly the ones who are happy are those who dont adapt to the difference between star warfare and ground one. Hyperlanes offer a very familiar playstyle. Warp less so. WH is very different(a nation moving by portals, yo). All would be fine if hyperlanes could compete. They cant, they have nothing unique to them. They are dicount warp. They are the worst FTL of three as far as actual gameplay benefits are concerned.

You're probably right on the first count. I hate naval warfare in strategy games. It's just something I cannot and don't want to wrap my head around. I like frontlines moving, territories changing color and the ability to trade ground for time. I'm entirely with you on that being probably one of the reasons I prefer hyperlanes.
 

Tavior

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I'm waiting for that to go on sale. Is it worth getting at retail price?

It is certainly fun if not long length game. Most of the game length will be short due to vast smaller map gen relatively compared to Stellaris.

They just recently had an expansion adding a new race that are pure robots and can build mobile outpost/starbase and explore the entire galaxy faster by deploy fuel outpost whenever they need it. Not to mention assimilating (very different than Stellaris version) other race into their empire.
 

Sherry Fox

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You're probably right on the first count. I hate naval warfare in strategy games. It's just something I cannot and don't want to wrap my head around. I like frontlines moving, territories changing color and the ability to trade ground for time. I'm entirely with you on that being probably one of the reasons I prefer hyperlanes.
And the uniqueness of other methods is why i fell in love with Stellaris. Thats why i am very torn by the decision to remove all but the most mundane of playstyles. They were weird, different and a breath of fresh air. They needed to buff Hypers to be competitive, not remove all else. this way hypers only would still play the same or even better, and hypers would become valid in free for all games.
 

Lucian667

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It is certainly fun if not long length game. Most of the game length will be short due to vast smaller map gen relatively compared to Stellaris.

They just recently had an expansion adding a new race that are pure robots and can build mobile outpost/starbase and explore the entire galaxy faster by deploy fuel outpost whenever they need it. Not to mention assimilating (very different than Stellaris version) other race into their empire.

The cartoony artwork really turned me off up until now, but since Stellaris is now poised to become just another mediocre starlane-infested land-warfare snorefest, I might check it out. Devs who support free movement in their 4x space games are becoming as rare as hen's teeth and really deserve to be supported.
 

monsterfurby

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And the uniqueness of other methods is why i fell in love with Stellaris. Thats why i am very torn by the decision to remove all but the most mundane of playstyles. They were weird, different and a breath of fresh air. They needed to buff Hypers to be competitive, not remove all else. this way hypers only would still play the same or even better, and hypers would become valid in free for all games.

Somehow, I think this may be this game's "historical determinism vs. plausible freeform history" as seen in CK2 and EU3/4. That's why this discussion has gone on for over 200 pages and several other threads so far.

It's not just a matter of conscious preference but also of a deeper sense of how people are wired. Some people see the game as a challenge, enjoy staying on top of things, enjoy facing new obstacles and thrive in that kind of environment, even if they have to deal with ping-ponging fleets and more micromanagement in exchange. Others are looking more for grand strategy comfort food, something that's easy to handle, that spits out an interesting story without too much input, preferably with as much randomization and as little player input as possible, with an easy-to-understand warfare system that is focused on narrative structure rather than strategic depth.

Another example would be if they decided to remove random race generation and only offer predesigned races with modification options, MOO/DW-style. Some people wouldn't mind because the challenge and management aspects aren't really touched by that - others would abandon the game because it would severely compromise its customizability and story generator aspects (I, for example, would never touch Stars in Shadow based solely on the lack of completely custom species/empires).

This is a spectrum, of course, and not as clear cut - but I suppose it may touch upon what this discussion is really about. FTL drives aren't really the core issue of the matter - people seem to grow frustrated because they disagree with the philosophy behind the choice which is likely an indication of how development will progress, not the choice itself.
 

TheAtreides84

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That's disingenuous and you know it. Galciv maps count tens of thousands of hexes where stellaris map has 1000 stars tops, not only that the tiles also all have 6 connections obviously to the adjacent tiles and ships can go through tens of tiles in one turn. The model is far closer to a free movement game than to a hyperlane based one. In fact there are no chokepoints in galciv.

And I said it was the best model, in my opinion. But it's different from free movement in one crucial way: the hex-grid works as a support for the AI. What to us may seem so granular that is basically "free", nevertheless is discrete and for the AI is still more similar to a travel-by-node model. And there are chokepoints in GalCiv. You can box a system with starbases if you want: you need six of them, and that's all. You can't do it in current Stellaris because a warp equipped ship will jump over your fortification ring.
 
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