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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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Tsu Chi

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New FTL types based on extended hyperlane mechanic described here:
https://forum.paradoxplaza.com/forum/index.php?posts/23541177/

Yes, it would be possible.

Fast hyperlane net
Imagine an empire that at the start only has a very expensive jump drive, with quite a long jump range but wiyth a very very very long wind up/down, but no penalties devs described in DD. Their hyperlane map is empty so they can only slowly jump.
But they also have a constructor ship with a possibilty to build artificial hyperlane net that could be used only by that empire. When “building” a hyperlane is finished, the ship is destroyed and the “artificial hyperlane” is created that connects this system with the nearest system owned by that empire.
This empire also has a special new engine type “artificial hyperlane engine” that is mounted on all ships that allows to travel very very fast travel through this “artificial hyperlane” net.

Random artificial hyperlane net
It starts the same with jump drive.
But when constructor ends building the artificial hyperlane, some random 1-3 connections are added to nearby stars in defined range. Then mechanic is similar as in previous ftl

Hypernet FTL
Imagine station - a “hypernet station” similar building like wormhole station that creates hyperlanes of “hypernet” type within hypernet station range. Each star within range of hypernet station gets 1-3 hyperlane connections that only a ship with hypernet drive can go.
Whenever a hypernet station is destroyed, all hypernet hyperlanes within range are destroyed.

What do you think?
 
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Boygor

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New FTL types based on extended hyperlane mechanic described here:
https://forum.paradoxplaza.com/forum/index.php?posts/23541177/

Yes, it would be possible.

Fast hyperlane net
Imagine an empire that at the start only has a very expensive jump drive, with quite a long jump range but with a very very very long wind up/down, but no penalties devs described in DD.
The constructor ship would have a possibilty to build artificial hyperlane net that could be used only by that empire. When “building” a hyperlane is finished, the ship is destroyed and the “artificial hyperlane” is created that connects this system with the nearest system owned by that empire.
This empire also has a special new engine type “artificial hyperlane engine” that can be mounted on all ships that allows to travel very very fast travel through this “artificial hyperlane” net.

Random artificial hyperlane net
It starts the same with jump drive.
But when constructor ends building the artificial hyperlane, some random 1-3 connections are added to nearby stars in defined range. Then mechanic is similar as in previous ftl

Hypernet FTL
Imagine station - a “hypernet station” similar building like wormhole station that creates hyperlanes of “hypernet” type within hypernet station range. Each star within range of hypernet station gets 1-3 hyperlane connections that only a ship with hypernet drive can go.
Whenever a hypernet station is destroyed, all hypernet hyperlanes within range are destroyed.

What do you think?

What do I think? I think that I've just purchased Distant Worlds: Universe for £14.84 on the Steam Autumn sale!!!! Catch you all later :) I'll be back when they re-instate warp, or never lol.
 

Insane Commander

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What do I think? I think that I've just purchased Distant Worlds: Universe for £14.84 on the Steam Autumn sale!!!! Catch you all later :) I'll be back when they re-instate warp, or never lol.

Same here. I watched Tortuga's tutorial in youtube and the game is not complicated as I once heard it was.

This actually saddens me greatly. He knows. :(

I had forgotten about this. Sad indeed.
 

Nurizeko

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What do I think? I think that I've just purchased Distant Worlds: Universe for £14.84 on the Steam Autumn sale!!!! Catch you all later :) I'll be back when they re-instate warp, or never lol.

I'm considering it. I'm certainly not going to be paying Paradox any money for a long time now (unless the iffy decisions for Cherryh are dropped/reversed), but I got a scifi itch that needs scratching.

Not gonna lie I liked the graphics and diversity of aliens in Stellaris, but if Wiz seems intent on turning the game into a rubberheaded hyperlane only generic 4X then I guess I have little to lose! :)
 

Kappenloch

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Good idea.
Will also look at this game and maybe buy it:)

I'm considering it. I'm certainly not going to be paying Paradox any money for a long time now (unless the iffy decisions for Cherryh are dropped/reversed), but I got a scifi itch that needs scratching.

Not gonna lie I liked the graphics and diversity of aliens in Stellaris, but if Wiz seems intent on turning the game into a rubberheaded hyperlane only generic 4X then I guess I have little to lose! :)

If you're considering it for improved combat and warfare you most certainly wont be sorry, DW combat and warfare effortlessly leaves Stellaris in the dust and always did. You also get espionage, trade, better diplomacy, much better ship / station design, civilian ships (carrying real cargo) for your navy to protect, optional pre-warp start where all empires are confined to their starting solar system (and at the mercy of pirates) until they research warp, and fully hands-on tactical combat which is controllable OR automated, your choice!. You can even play as a pirate if you wish, competing with other pirate clans and preying on vulnerable, fledgling empires who initially dont even have FTL capability but rapidly increase in power unless you keep them firmly under your boot..... :)

If you want race diversity and generic sci-fi story-telling flexibility then Stellaris is still better, there are many races to choose from in DW, but you cant make your own and the existing races are not very customizable, about all you can do is alter the colour of their flag, the government type and...... not much else.

Bottom line though is that DW is simply a vastly superior grand strategy game to Stellaris with an enormous galaxy which truly feels alive. Stellaris is still better as a flexible sci-fi story-telling RPG'ish type of game.

Previously Stellaris was also considerably more attractive than DW in that it allowed 3 different types of FTL where DW only allows free movement (warp only) but obviously now that has turned into a massive negative for Stellaris with the devs abruptly deciding to tear out all that content and forcing (of all things) generic hyperlane-only travel onto everybody whether they like it or not. I honestly couldn't think of a more effective change to drive away players who like their space games to actually feel like space and not EU with a starry skin.
 

Ryasyr

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Looks like you guys are going to kill another franchise. I guess you didn't learn from ck2 and eu4? Have fun ruining FTL travel. I could give out way more interesting and less time consuming ways of fixing the "problem" but you wont listen. Maybe youll listen to another lose wallet, ima go to another 4x space game until then. I hear endless space 2 and distant worlds. Better use of my money. Ill call you when i wanna give you my money. dont call me
 

Kappenloch

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It works well as a containment board for all the toxic entitlement though. Better than letting it bleed out onto the rest of the forums.

There's still the vague and fading hope that somebody who matters is actually reading it, besides white knights and vindictive trolls just posting to gloat over the misfortune of others.
 

Fade2Gray

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There's still the vague and fading hope that somebody who matters is actually reading it, besides white knights and vindictive trolls just posting to gloat over the misfortune of others.
Considering the positive feedback outweighs the negative feedback on this issue, I think it is time to just kill that hope now.
 

khedas

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Whoa, I was about to buy the Utopia and Leviathans DLCs from Steam to enlarge the game, but then I saw a review that warned about the FTL changes. Came here to see they were right, so I just deleted all the Stellaris DLCs from my cart.

Sorry, but space is space and I got Stellaris for its vastness and different FTL types.

Any talk about 'static defenses', 'chokepoints' and 'proper borders' in space is nonsensical and clearly done for players who refuse to think outside of modern land-based combat.

(I have actually been outplayed by AIs that used different FTLs than me, so different FTLs do help to keep the game a challenge, too).

I'll revert Stellaris to 1.8.3 whenever any new update comes out. I will now consider the current game as the finished product and refuse any updates and DLCs.
 

Princess Stabbity

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This actually saddens me greatly. He knows. :(
Nice try ^^ But it doesn't work. Technically, nothing was removed, only repurposed.

The utility of warp and jump-drives (which were functionally the same thing, point-to-point travel within a limited range that ignores hyperlane restrictions) will still exist in the form of Jump Drives, now functioning as a cooldown-based fleet ability unlocked with tech.

And wormholes are being replaced not by one but TWO different but at their core similar mechanics (point-to-point travel revolving around static structures), one of which (Gateways) will even be buildable after researching a late-game tech.

Are they the same exact things? No. But it would be naive to expect them to be. Instead what we're getting are mechanics that are adapted to work within the new environment.

So the promise has been upheld. FTL systems within the game have been, as promised, REDESINGED (caps-locked for emphasis because people like to ignore this part of the quote) and they did not "just cut two of them out of the game and call it a day". Since there will still exist non-Hyperlane modes of travel similar to former warp/jump and wormholes (and I think better implemented than before) the devs cannot be accused of having cheaply removed anything without providing compensation.
 

LeanneKaos

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Nice try ^^ But it doesn't work. Technically, nothing was removed, only repurposed.

Two starting options have been removed, and one late game unlockable has been nerfed; Jump drive is not 'repurposed warp,' it's something that has existed (albeit as a rare find) alongside Warp and is now going to be a lesser version of itself.

New mid-late game unlockables have been added, but that's really not the same thing as "nothing was removed." Appealing to technicality in this manner is borderline insulting.
 

ImpalerWrG

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What do I think? I think that I've just purchased Distant Worlds: Universe for £14.84 on the Steam Autumn sale!!!! Catch you all later :) I'll be back when they re-instate warp, or never lol.

Yep I think I will also be moving to DW.

Whoa, I was about to buy the Utopia and Leviathans DLCs from Steam to enlarge the game, but then I saw a review that warned about the FTL changes. Came here to see they were right, so I just deleted all the Stellaris DLCs from my cart.

Sorry, but space is space and I got Stellaris for its vastness and different FTL types.

Any talk about 'static defenses', 'chokepoints' and 'proper borders' in space is nonsensical and clearly done for players who refuse to think outside of modern land-based combat.

(I have actually been outplayed by AIs that used different FTLs than me, so different FTLs do help to keep the game a challenge, too).

I'll revert Stellaris to 1.8.3 whenever any new update comes out. I will now consider the current game as the finished product and refuse any updates and DLCs.

Glad that our reviews were able to spare you from a wasted purchase.
 

~Robbie

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Nice try ^^ But it doesn't work. Technically, nothing was removed, only repurposed.
New jump drives are not mechanically similar to warp. Gateways are long hyperlanes. They aren't at all the same, and the old options have been removed. Using the same name/theme doesn't mean they're functionally similar. No matter what, we won't be able to use features that we could before.

I honestly don't know why people can't just admit that content is being removed. If you like that it's being removed hey that's fine, but don't sit here and try to tell me that content isn't being removed.
 
Last edited:

Dianno5741

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First off, Distant Worlds is years older than Stellaris.

Secondly, nobody is going to miss you or care. The game is being greatly expanded at the cost of warp/starting wormholes.

Third, I highly doubt any of you solely purchased a game because of JUST warp.

Fourth, someone mentioned that Paradox ruins their other franchises. Last I checked they are still releasing CK2 and EUIV expansions and updates. Seems to me they are quite successful.
 
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