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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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Zarpaulus

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Late-game technologies are not the same, as having options from the start of the game. Otherwise you could make the point, that Jump Drives are already the only real FTL type.
Would you normally put the ability to bypass defenses as a starting tech or a late-game tech?

Because currently an empire with warp or wormholes has a significant strategic advantage over one with hyperlanes.
 

Aldernut

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Would you normally put the ability to bypass defenses as a starting tech or a late-game tech?

Because currently an empire with warp or wormholes has a significant strategic advantage over one with hyperlanes.

I'd retain all the three FTLs, and build on Tavior's inhibitor idea: https://forum.paradoxplaza.com/foru...scussion-thread.1053192/page-57#post-23601845

These could be available at the same time starbase tech is, or even earlier. Then further improved as tech progresses.
 

Zarpaulus

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Aldernut

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Ediros

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Sorry, @Wiz , but I think this a terrible decision in general.

I have played pure vanilla hyperlane game recently and I was bored out of my skull until Jumpdrives came in. It is boring, tedious, predictable and lacks any option.

Oh no, a Fallen empire is blocking my expansion, I can't do anything. Oh no, all other empires closed their borders to us and there is nothing like wormhole to let us pass.

And another best thing. I had one planet (one planet build) and another empire decided to attack me, but they had to go through so many lanes, I was able to build a fortress and fleet big enough to kill all of them.

Not to mention, building a bunch of snare traps to slow them down even further in your so called 'chokepoints'.

If your idea of 'depth' is chokepoints and 2D warfare in 3D space then you can keep 2.0 for yourself. I would rather keep the current iteration than play those bloody hyperlanes ever again.

Regards, Ediros.
 

Hertzila

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Naw, sorry; you don't get to just hand-wave away the issue like this. It has nothing to do with SotS being a turn-based game or a smaller game or wars in said game involving fewer factions. 'Oh, well, those other devs just had it so much easier, and our game is so much more complex!'

SotS is more complex than Stellaris will ever hope to be.

You're not as talented as them, full stop, and you didn't do all the groundwork that they did to get their system to work. Namely, you didn't start with movement as the bedrock of the experience. That's why you now have to slash & burn most of your work. If you'd actually done the vital white paper writing & prototyping, we wouldn't be having this unpleasant moment.


SotS didn't just toss-in a few different FTL modes and hope it worked out somehow. Each faction was specifically tailored to a given type of movement, and the gameplay isn't reactionary - rather than countering potential incursions, it is up to you to exploit what you have while understanding the tools at your opponents' disposal. Like most strategy games (both real-time & strategy), SotS boils down to tempo. If you're worrying about the fact that the Hivers aren't restricted by known choke-points, you've more or less already lost the game (against a competent opponent, anyway), nevermind any static defense or lack thereof.

Stellaris implemented wormhole FTL with tying it fundamentally into area denial, space lanes without tying it fundamentally into harassment, warp without tying it fundamentally into initiative / aggression. That's why it didn't work out, and also why - while I'm sure it will be perfectly functional - space lanes will ultimately just make the experience feel generic. One of a dozen other 4X space titles where the only meaningful difference is how optimized your spreadsheet is vs your opponents'.

I think it has much, much less to do with talent (I'm still sore about SotS2) and much more to do with core design and direction. To put it succintly: SotS was always intended to be its own 4X, doing things its own way, with its own style; Stellaris has been primarily a meld of traditional 4X and Paradox's own Grand Strategy with a big grabbag of other bits from a myriad of sources and influences.

As you said, SotS tied their species extremely tightly with the exact weapons, ship layout, combat style and FTL method they would use or favour. Basically, each species character was pretty well set from the start. Hivers go slowboating ballistic while the Liir are teleporting Directed Energy Weapon dolphins. You can go against the favored balance and it might even be better, but they are still tightly coupled.

Contrast Stellaris, with its dozens of RNG empires with a myriad of shapes and sizes. There was never going to be a tight couple between, say, empire ethics, starting weapons and the choice of FTL. The ship layouts are all generic because they have to be, to accomodate the much wider pool of choices. Stellaris could never tie their species' character into FTL or tactics. They couldn't remove the numerous species either, since Grand Strategies need all those empires to work correctly.

Which is why this Dev Diary was (most likely) the only realistic option to break from the deadlock. One thing I think Stellaris desperately needed to steal from Paradox GS's like EU4 that it never really did was terrain, because that's one of the big factors that gives the empires their character in Grand Strategies. France isn't France primarily because of the name, the national traditions, the troop choices or the leaders, it's France because its starting location and surrounding terrain enables it to become the Big Blue Blob we all love to hate. This rarely happened in Stellaris, thanks to the wealth of options players had to bybass terrain.

That's my 0.02€ anyway. I might be disappointed with this change (Hivers FTW) but I remain optimistic that the devs know what they are doing and Stellaris will remain good. If not, well... The world is full of games, I'll just jump ship into another.
 

Juboboman

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I think they should have kept warp in the game and had it only be usable for science/construction ships etc. While having hyperlane only for military ships could be abstracted as supply lines or something like that.
 

President Jyrgunkarrd

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I think it has much, much less to do with talent (I'm still sore about SotS2) and much more to do with core design and direction. To put it succintly: SotS was always intended to be its own 4X, doing things its own way, with its own style; Stellaris has been primarily a meld of traditional 4X and Paradox's own Grand Strategy with a big grabbag of other bits from a myriad of sources and influences.

As you said, SotS tied their species extremely tightly with the exact weapons, ship layout, combat style and FTL method they would use or favour. Basically, each species character was pretty well set from the start. Hivers go slowboating ballistic while the Liir are teleporting Directed Energy Weapon dolphins. You can go against the favored balance and it might even be better, but they are still tightly coupled.

Contrast Stellaris, with its dozens of RNG empires with a myriad of shapes and sizes. There was never going to be a tight couple between, say, empire ethics, starting weapons and the choice of FTL. The ship layouts are all generic because they have to be, to accomodate the much wider pool of choices. Stellaris could never tie their species' character into FTL or tactics. They couldn't remove the numerous species either, since Grand Strategies need all those empires to work correctly.

Which is why this Dev Diary was (most likely) the only realistic option to break from the deadlock. One thing I think Stellaris desperately needed to steal from Paradox GS's like EU4 that it never really did was terrain, because that's one of the big factors that gives the empires their character in Grand Strategies. France isn't France primarily because of the name, the national traditions, the troop choices or the leaders, it's France because its starting location and surrounding terrain enables it to become the Big Blue Blob we all love to hate. This rarely happened in Stellaris, thanks to the wealth of options players had to bybass terrain.

That's my 0.02€ anyway. I might be disappointed with this change (Hivers FTW) but I remain optimistic that the devs know what they are doing and Stellaris will remain good. If not, well... The world is full of games, I'll just jump ship into another.

I hear you loud & clear on SotS2; that was the biggest disaster I ever had front row seats to. I'd kind of love to know what was going through Macron's head when he figured he could somehow swing releasing the game in that state.

That wasn't a matter of talent, though - just some mix of greed & desperation.


The lack of clear species identity in Stellaris just means its up to the player whether or not they want to min-max. Playing optimally, you'd want to tie wormholes into area denial - but Stellaris just hands-off how exactly to accomplish that off to you, or allows you to do something entirely different if you'd rather roleplay instead of min-max. Regardless of that, the movement systems should still serve as an immutable bedrock that everything else sits on top of.

That fact that those systems can be just stripped right out of the game and that this might actually be better for the gameplay speaks volumes about how poorly they were integrated in the first place. It should have been more or less unthinkable to do, and/or require so much reworking that you'd be better off starting from scratch & designing a new game.


I certainly agree that Stellaris needs terrain & much less ridiculous structure to warfare; I've been playing hyper-lane only games, and what I am finding overwhelmingly is that the doomstack issue is exacerbated. It makes the most sense to just pile-on all of your ships into a key choke and grind-out your opponent.

None of the proposed measures for addressing doomstacks fill me with any confidence at all: admirals just mean I'll have multiple fleets instead of a single fleet sitting on the choke, morale damage just means I have to cycle ships into the choke over and over again, the bonus RoF vs larger stacks just means there will be a magic number stack size to use. Absolutely none of that stuff alters the fundamental fact that in a world full of chokepoints, you're going to want to concentrate all of your forces on those chokepoints & by that same token your opponent will want to run as much of their stuff as they can into a chokepoint to try and overcome you. This only gets worse when we consider the substantial improvements being made to static defenses.
 

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Argl, why do I have the feeling that the game is since a while at a point at which its getting worse with each update? Especially with those FTL changes. Those changes are as drastic as that it makes Stellaris a new game, but since its not Stellaris 2 I cant opt out into not buying it... so sad!
 
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Has there been any word in the "New Horizons" mod and how it'll avoid this hyperlane fiasco? There might be something that can be salvaged here (but I'm not holding my breath).
 

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Argl, why do I have the feeling that the game is since a while at a point at which its getting worse with each update? Especially with those FTL changes. Those changes are as drastic as that it makes Stellaris a new game, but since its not Stellaris 2 I cant opt out into not buying it... so sad!
You can stick with the current version.
 

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You can stick with the current version.

Can I ask if this was intended as a trolling post or if you are genuinely ignorant of the detriment of remaining on a version of the game littered with bugs and having no availability to any additional (paid or otherwise) content?

I'd like to know as a I suspect you posted this with poor intentions and were attempting to instigate trouble given that this particular thread is littered with posts explaining why folk are not happy with this "solution".
 

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Can I ask if this was intended as a trolling post or if you are genuinely ignorant of the detriment of remaining on a version of the game littered with bugs and having no availability to any additional (paid or otherwise) content?

I'd like to know as a I suspect you posted this with poor intentions and were attempting to instigate trouble given that this particular thread is littered with posts explaining why folk are not happy with this "solution".
but since its not Stellaris 2 I cant opt out into not buying it... so sad!
You can in fact opt out of it. Granted it's not opting out of "buying" it, because noone has to buy it, but you can opt out of it. I ignored all the largely similar posts because they didn't make this particular point, this post did so I responded to it.

btw, as for all the "similar" posts, if you like the current game you can keep playing it, if you don't like the current game then it's probably because of one of the reasons they're trying to fix in the next update. Damned if they do damned if they don't. But this heavily depends onwhat exactly the individual is discontent with so I don't usually bother to address them.
 

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You can in fact opt out of it. Granted it's not opting out of "buying" it, because noone has to buy it, but you can opt out of it. I ignored all the largely similar posts because they didn't make this particular point, this post did so I responded to it.

btw, as for all the "similar" posts, if you like the current game you can keep playing it, if you don't like the current game then it's probably because of one of the reasons they're trying to fix in the next update. Damned if they do damned if they don't. But this heavily depends onwhat exactly the individual is discontent with so I don't usually bother to address them.

OK, I see you've avoided what I asked. Opting out is not really viable as 2.0 isn't DLC. (If hyperlanes only was a hefty DLC then I'd have no issue with the change but it isn't.) The game as it stands today is full of bugs and serious problems that we're going to have to live with if retaining the current version (including the crippling late game lag). That - to me at least - isn't acceptable.

Having said that I'm enjoying playing other things while I sincerely hope 2.0 and Apocalypse bomb (hard). At this point only a monumental failure of the new direction will bring back warp/ wormholes. It's sad I'm rooting for the Stellaris team to fail here as it's been one of my most played games since release but I'm just being honest.
 

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OK, I see you've avoided what I asked. Opting out is not really viable as 2.0 isn't DLC. (If hyperlanes only was a hefty DLC then I'd have no issue with the change but it isn't.) The game as it stands today is full of bugs and serious problems that we're going to have to live with if retaining the current version (including the crippling late game lag). That - to me at least - isn't acceptable.

Having said that I'm enjoying playing other things while I sincerely hope 2.0 and Apocalypse bomb (hard). At this point only a monumental failure of the new direction will bring back warp/ wormholes. It's sad I'm rooting for the Stellaris team to fail here as it's been one of my most played games since release but I'm just being honest.

Wishing failure upon something/someone over nothing more than a personal preference is an ugly mentality.. Especially in a video game market where failure usually means the end of a franchise.

Stellaris is the only game trying to change up the formula, and they had to become more focused to fix a great number of these bugs you say make the game unplayable. So wishing them to an imminent death over just one aspect, which actually a far greater number of people are at least "ok" with in comparison to the particularly small portion who are out-right hostile over the changes, suggests a self-centered personality.
 

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Wishing failure upon something/someone over nothing more than a personal preference is an ugly mentality.. Especially in a video game market where failure usually means the end of a franchise.

Stellaris is the only game trying to change up the formula, and they had to become more focused to fix a great number of these bugs you say make the game unplayable. So wishing them to an imminent death over just one aspect, which actually a far greater number of people are at least "ok" with in comparison to the particularly small portion who are out-right hostile over the changes, suggests a self-centered personality.
The unfortunate thing is that they are going back a bit on the changing the formula thing. Not being bound by railroads in space was a refreshing experience. Now we're going back to a system that was used by pretty much every other 4X space game.
 

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The unfortunate thing is that they are going back a bit on the changing the formula thing. Not being bound by railroads in space was a refreshing experience. Now we're going back to a system that was used by pretty much every other 4X space game.

Once again, it's just one small aspect. Even with a more typical, restricted ftl method, the rest of the game, is, quite literally nothing like other 4x games besides a few traditional tropes like one ship colonization and such.

There are so many changes, good changes, coming in 2.0 that ONLY in a total vacuum does the ftl changes regress the game at all.

I really wished that they could have kept all 3 in their original form, but the reality is that without steady progress it's likely Paradox will pull the plug on stellaris, and it's nowhere near a point that i'd be satisfied with the devs just saying "were done, ran out of ramen and money".

So on the matter of whether or not they could have tried to create a strategically satisfying system that allowed multiple ftls. The answer is yes, they could have. However, do they have the time to pull it off the what the real question is? If you are a gamer and know anything about publisher funded game development, you'd know the answer is no, they do not.

The only way I could have seen the ftls surviving is if Paradox just wrote an infinity symbol on their check, but knowing thats not the case, regressing in a particularly troublesome coding obstacle just to keep the train chugging was necessary.
 

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You can stick with the current version.

Thats not really feasible with mods using usally the latest version of the game and without the abiltiy to add bugfixes for older problems that maybe be fixed with one of the next patches after Cherryh.

There are so many changes, good changes, coming in 2.0 that ONLY in a total vacuum does the ftl changes regress the game at all.

Sorry to say that, but there is only one positve change and that is the basic asscension perk for all even without the DLC. Every other change is at best neutral of for the worse or based on the FTL change and with that already to see as negativ.

In general I see the game as it currently is as neutral with the FTL changes, the Science-Ship restriction and the need to build "barracks" on the precious tiles it drops into the negativ.
 
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