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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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If people are really looking for fancy FTL, I'd actually recommend Star Ruler 2 over DW.
Fling Beacons are <3.
 

Princess Stabbity

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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.
You click on a system within range and Warp takes you there directly.
You click on a system within range and Jump takes you there directly.

Warp and Jump are the same in terms of utility. Jump is simply an upgrade over Warp because it skips the physical transit but in the end the way they both work is identical.

By contrast and comparison, the new Jump Drive involves selecting a cooldown-based ability, then clicking on a system within range aaand... it takes you there directly.

Soooo... other than the automation aspect, how are they not functionally the same? Is it really JUST the animation of travelling from point A to B that people are so hung up on? Really? 259 pages of beating around the bush and coming up with excuses over... an animation?
 
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Furiia

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Third, I highly doubt any of you solely purchased a game because of JUST warp.
3 FTL types was the reason I brought Stellaris because it was something I didn't see in other space strategy games I played.
It was something new and interesting and made me realize how hyperlines are boring and predictable.

Soooo... other than the automation aspect, how are they not functionally the same? Is it really JUST the animation of travelling from point A to B that people are so hung up on?
The animation is important because it creates immersion. Maybe there will be a mod that gives Jump drive as starting tech but it won't be the same.
 

Princess Stabbity

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The animation is important because it creates immersion. Maybe there will be a mod that gives Jump drive as starting tech but it won't be the same.
So if Wiz had said that the Jump Drive code would include a boolean that could turn the travel animation on/off, reading this thread wouldn't require a hostile environment suit?
 

Nurizeko

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First off, Distant Worlds is years older than Stellaris.

And you care because?

Secondly, nobody is going to miss you or care.

Yeah that doesn't really help your argument, such as it is.

The game is being greatly expanded at the cost of warp/starting wormholes

It's not getting expanded, if anything it's being cut down to a generic simplistic model.

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

And flat-Earthers insist on ignoring all evidence in front of them, your doubt is meaningless. People bought Stellaris for/in large part for it's diverse FTL, people have told you as much.

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.

TBF I've never heard of Paradox removing post-release mature content, and aside from Cities Skylines I don't have any DLC for EUIV or the other titles. Paradox like releasing DLC for their products and milking them to the grave. That's fine, up until Cherryh announcements I was willing to fork out for Stellaris shinies. Was.

If they want to consider themselves successful by permanently alienating a sizeable element of the customer base they built with Stellaris, more power to them. You said yourself "nobody cares" and you seem to fancy that this will have no negative repercussions for Paradox so...why are you posting again?

FYI we've already had plenty of trolls and fanboys make pointless comments, so your comment is neither sort nor required. Your valuable input started and finished with "I like the direction Stellaris is going and I don't care that it's unfair to other players and pushing them away".

Thanks for your opinion.
 

Malmvist

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What is even the point of all those pages? As long as they get profit from whatever they do they don't care about their playerbase opinons. Be it positive or negative review they won't care cuz in order to even write it you will have to buy said dlc, and once you did and they've gained their profit they won't care whatever those reviews are positive or negative.

EDIT: It starts with removing 2 out of 3 FTLs who knows what Wiz planned for future? Maybe he will remove misiles and ballistic weapons for the sake of "balance". Perhaps he will even remove some races for the sake of political correctness.
 
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Kappenloch

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First off, Distant Worlds is years older than Stellaris.

So what? Distant Worlds was always better in many ways and now with Stellaris getting one of its ONLY superior and defining features scrapped, DW is clearly a far better game. It's age is totally irrelevant and graphics aren't that important to most true strategy gamers anyway.

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

Blatant troll comment, but I'll bite since its pretty obvious that this is just whistling in the dark. You know who will care if lots of Paradox customers migrate to other space 4x games? Paradox will care, that's who, because they wont be able to milk any more cash out of those players with further DLC. Obvious really.

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

Who the hell cares what you highly doubt? Numerous people have only been saying it about a thousand times for the past 250+ pages ad nauseum. Here's one more time just for you..... I only bought Stellaris because it allowed me to play without being forced to use hyperlanes, I never would have touched it with a 40 foot barge-pole if it was released as hyperlane-only. Whether you believe that or not is of zero concern to me.

If people are really looking for fancy FTL, I'd actually recommend Star Ruler 2 over DW.
Fling Beacons are <3.

Meh, my honest impression of SR2 is that it seems to be chock full of rather disconnected, totally abstract mechanics (card mini-games, and connect-the-planet-puzzles) that make it feel like anything except a 4x space strategy game. Immersion is the first casualty. Its almost like the SR2 devs were so proud and enamoured with their clever metagamey puzzles and nifty mechanics that they totally forgot to ask themselves it it actually made for a good space strategy game. There's a good reason it flopped so badly in almost all reviews. DW is old-school, but light-years better IMO. Even Stellaris's overall design is considerably better than SR2, apart from the forced hyperlanes, SR2's FTL options definitely beat it there.
 

Noomie

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The one thing I really don't get is the mention of space geography or space terrain or whatever.

If they really wanted to flesh that out, they could've taken a cue from i'm sure many spacey strategy games but I'm going to use Sins of a Solar Empire 2 as an example here even though that's more of a grand strat or arguably an rts. But the concept works here I feel.

In Sins of a Solar Empire 2, specially after the Forbidden Worlds and Stellar Phenomenons DLC, space was littered with all kinds of effects caused by different astral bodies which effected fleet combat and travel.

Ice fields increased the damage of specific types of weapons when fighting in them.
Shattered moons reduced the damage you dealt and removed some armor.
Radiation storms made strike craft disabled, removed antimatter (which was like ship energy for abilities in that game), hurt shields and hull regen rates.
Magnetic clouds disabled all special abilities and made space forts impossible to move or build there.
Plasma storms disabled strike craft.
Near gas giants, ships would take a bit of extra damage from setting off gas explosions sometimes.

Heck even stars had a special effect depending on the type! A Black Hole reduced jump speeds by 50% (charge up to jump) and then cut phase jump acceleration by 350% (the actual transit during a jump)

Now a lot of that more of applies to the way Sins of a Solar Empire 2 functions, but! I think they could've made a lot of strange or bizarre effects in a number of stellaris' systems that change up how you want to approach things, or even have them effect specific kinds of FTL in different ways. Even have research and anomalies related to these phenomenons.

It's just saddening to me that they couldn't explore something in a similar vein to this, it's very possible to add terrain like this without sacrificing 2/3rds of the FTL types.

Edit; Spelling.

Also forgot to mention that some of these could move essentially, there were plasma and magnetic storms caused by random events that could move about for a period of time until they expired.
 
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LeanneKaos

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New jump drives are not mechanically similar to warp. Gateways are long hyperlanes.

I agree with the rest of that post, but on this I have to disagree. I could see equating (Natural) Wormholes to long hyperlanes, but Gateways look like they'll be something actually different.

You click on a system within range and Warp takes you there directly.
You click on a system within range and Jump takes you there directly.

Warp and Jump are the same in terms of utility. Jump is simply an upgrade over Warp because it skips the physical transit but in the end the way they both work is identical.

Skipping the physical transit is actually a relevant difference. The overall impact is minor (though there was potential to expand on it, now lost with the decision to do away with warp instead of building on it) but it does still affect (and is affected by) a few things.

There is also a difference between 'basic starting tech' and 'late game unlockable.' Namely, one of them impacts you through the whole game while the other only does things at or near the end.
 
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Druesling

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There is also a difference between 'basic starting tech' and 'late game unlockable.' Namely, one of them impacts you through the whole game while the other only does things at or near the end.

This is even more true with the random tech cards. There is really no way to rush the gateway or wormhole tech if you want to play with hyperlanes as little as possible.
 

Sarilho1

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I understand your motivations for the change, but it really saddens me. Hyperlanes were always the only FTL which didn't made sense to me. Warp and Wormholes are in a sense possible if you buy into FTL travel, but even for sci-fi, hyperlanes are badly explained and I hardly can RP with them without feeling I'm betraying reality.
 

~Robbie

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I agree with the rest of that post, but on this I have to disagree. I could see equating (Natural) Wormholes to long hyperlanes, but Gateways look like they'll be something actually different.

Gateways are just a different flavor of natural wormhole. They're still generated randomly by the map and are still limited in number, it just takes later tech to use them because they can have multiple destinations. It's just a hyperlane with more connections.

They don't function at all like current wormholes, which let the player determine the location of the generators and connect to all stars in range of that generator.
 

mangalore

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I can understand the choice to go for a more varied terrain and hyperlanes was the logical choice though I'd say Stellaris is in the unique position to make warp work as it has the realtime calculation aspect that would solve the problem Warp has in turn based games (essentially that of unblockable and unstoppable moves). Still, hyperlanes were always the most strategic wars I ever had.
 

GAGA Extrem

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TheDeadlyShoe

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Personally i just got epic eyerolls over this all 'fu, imma going to distant worlds!' bit.

Distant Worlds is a great game with some massive flaws. So is Star Ruler 2. So is Stellaris. It's the nature of the beast, and why weren't you playing those games *already*? Gaming's a cheap hobby, and anyone that can afford to game can afford to buy every good 4x on the market. There's only a handful of them after all.

Gateways are just a different flavor of natural wormhole. They're still generated randomly by the map and are still limited in number, it just takes later tech to use them because they can have multiple destinations. It's just a hyperlane with more connections.

They don't function at all like current wormholes, which let the player determine the location of the generators and connect to all stars in range of that generator.
Calling this tortured is generous. Did you know wormhole FTL is just temporary hyperlanes? Really, its the same thing.
 

~Robbie

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Calling this tortured is generous. Did you know wormhole FTL is just temporary hyperlanes? Really, its the same thing.
I don't think there's an argument to be made that a method of FTL that lets you jump to certain, specific stars is at all similar to wormhole generators which must be placed and maintained, and are range-based instead of connection-based. One (wormholes) creates arbitrary connections based on proximity to the generator, the other is individual predetermined paths based on map generation.
 

Tsu Chi

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I don't think there's an argument to be made that a method of FTL that lets you jump to certain, specific stars is at all similar to wormhole generators which must be placed and maintained, and are range-based instead of connection-based. One (wormholes) creates arbitrary connections based on proximity to the generator, the other is individual predetermined paths based on map generation.

but imagine that each time a gateway is build in a star all other stars in range are found and special type of hyperlanes are crated to each of the stars.
This way wormhole would create special hyperlanes but visually they would be not shown.
(this idea I try to show to everyone including devs to save 3FTLs and evenadd new ones)

But honestly I do not think that current Stellaris engine do it this way,bcs Wiz said that Wormholes are a resource hog in late game. If they were based on hyperlanes they would work very fast bcs efficient pathfinding hyperlanes have.
 
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