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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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Ulfr

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Ahh I didnt know that, but sill it underlines the point that ES is not a purely starlane restricted game, it has free movement available from the very early game and that free movement is extremely useful. I know because I often used it to travel straight from A to E faster than I could travel from following the road network A-B-C-D-E. In Stellaris 2.0 on the other hand, you'll be stuck on space rails until at least the late game.

No, it isn't available early-game at all. Warp is unlocked mid-game by researching Atmospheric Filtration, a Tier 5 Tech. You literally can't go off-road before. It's also generally faster to go through 5 to 10 systems than to use warp until late-game at least.

To put it into perspective: at that point you can colonize every planet type and even asteroids, remove simple anomalies and survey moons. The first terraforming techs have been researched and you have unlocked all but 1 or 2 ship hulls.

It's really similar to Stellaris 2.0.
 

Kappenloch

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It would reduce freedom of movement (when compared to Stellaris 1.9), especially in early game, when you just cannot build supply depot in every system. Therefore It would make people angry.

So in order to avoid making people angry due to fuel range reducing freedom of movement they decided to scrap Warp FTL entirely, scrap Wormhole FTL entirely and restrict everyone to a rat's maze of space-rails which never changes for the entire game? Seems entirely reasonable. Personally though, I'd rather go with the fuel range (which can be increased with tech) and keep all the FTL diversity. Especially if it helps stop doomstacks from attacking home worlds too early. Which it does.

No, it isn't available early-game at all. Warp is unlocked mid-game by researching Atmospheric Filtration, a Tier 5 Tech. You literally can't go off-road before. It's also generally faster to go through 5 to 10 systems than to use warp until late-game at least.

To put it into perspective: at that point you can colonize every planet type and even asteroids, remove simple anomalies and survey moons. The first terraforming techs have been researched and you have unlocked all but 1 or 2 ship hulls.

It's really similar to Stellaris 2.0.

I'm beginning to think we're not even talking about the same game, I'm talking about Endless Space 2, you might be talking about 1 which I dont own and have no idea about. I haven't played very often but whenever I did, I made a quick beeline for "Baryonic Shielding" which is a tier 2 science tech (you start the game with tier 1 already researched) and I always managed to get it really quickly and had useful free movement in the very, very early game. And you can improve it from there even more. Here's the Wiki entry which explicitly states that baryonic shielding unlocks warp FTL...
http://endless-space-2.wikia.com/wiki/Baryonic_Shielding

Edit: Just started up another game of ES2 and checked. The first tier tech (earth foams or something) is actually not pre-researched but that still means warp travel is only 2 techs away and if you make them your first 2 techs, you end up with free movement in the very early game. Slower yes, but not so slow that it still isn't extremely useful. I should really give this game another chance, I might have found my replacement for Stellaris.
 
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PK_AZ

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So in order to avoid making people angry due to fuel range reducing freedom of movement they decided to scrap Warp FTL entirely, scrap Wormhole FTL entirely and restrict everyone to a rat's maze of space-rails which never changes for the entire game?
No.
 

AlanC9

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Better reaction times wouldn´t really solve the problem of uninhibited striking of core worlds, meaning that you get one big battle and that tends to decide the war (unless it´s a close one), I think. You need some kind of fortification / travel inhibition mechanic (EU4 had the same problem before forts) to enable recovery and more arduous wars even for superior attackers.

Several MoO2 techs were in to control this. MoO 1 didn't have them, and would occasionally degenerate into all-out bioweaponing of homeworlds and galactic depopulation.
 

Butlerian

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Hey, can I revert to 1.0? I'd like to see how the game shipped.
  • Primitives' trait points weren't capped so you could find incredible pops on pre-FTL worlds and you were actually excited to discover aliens
  • Empire-capital complexes gave you influence and you kept enemy homeworld's empire-capital complexes, so conquering enemy homeworlds actually meant something because you got blurple mana you couldn't get anywhere else
  • Strategic resource modules for stations encouraged the development of dedicated shipyard systems which were then strategic targets for attack
  • Strategic resources could be funneled into domestic bonuses or military bonuses, actually forcing you to make a decision about the use of a scarce resource
  • Before buildable ringworlds, Fallen Empires actually had awe-inspiring stuff that you wanted to take, rather than just going "Meh, I'll build my own"
  • Also, Fallen Empires didn't awaken, so they functioned more as Optional Bosses than Nuclear Bombs Buried Under The Floorboards
1.1 was best Stellaris and I'd revert in a heartbeat if it didn't kill all my mods.
 

pcavalcanti

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1.1 was best Stellaris and I'd revert in a heartbeat if it didn't kill all my mods.

One of the problems with that version is that there's nothing to do in the mid game other than war. Nowadays you can create habitats, megastructures, etc.
I wish they would bring the old rebellions back, this new faction system is boring and inconsequential... they force you to play a certain style and maybe change your ethics but little else.
 

McUH

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It would reduce freedom of movement (when compared to Stellaris 1.9), especially in early game, when you just cannot build supply depot in every system. Therefore It would make people angry.

This was solved so many times I'm surprised you are no aware of the solution. One easy way is to introduce fuel modules (e.g. in the armour/shield slots). You can design scout ship (or maybe usable only in science ship if they want to kill corvette exploration) to fly far. But your military ships still have small range. You can make long range fleet if you really want but it will be very inefficient (little armour/shields), still it is strategic option.

I logged into this forum after many years to add my voice that I don't like this FTL change. Since it was discussed so much already I won't elaborate any more.
 

zizard

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One of the problems with that version is that there's nothing to do in the mid game other than war. Nowadays you can create habitats, megastructures, etc.
I wish they would bring the old rebellions back, this new faction system is boring and inconsequential... they force you to play a certain style and maybe change your ethics but little else.

Click a button every time your influence goes past 150, like a rat in a Skinner box?
You have a charitable definition of "do".
Not to mention habitats and megastructures are DLC only.
 

Dr. Chaos

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  • Strategic resource modules for stations encouraged the development of dedicated shipyard systems which were then strategic targets for attack
  • Strategic resources could be funneled into domestic bonuses or military bonuses, actually forcing you to make a decision about the use of a scarce resource

This one please! Make strategic resources great again! Maybe if you have a strategic resource in a system, in that system the starbase can build two different modules, each will use up that resource, so you must choose one. With this you can sell strat. resources systembounded, and if you buy a strat. resource you have a passive empire wide bonus like now. Dunno, just brainstorming, make a suggestion thread in the suggestion subforum?
 

Boygor

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This was solved so many times I'm surprised you are no aware of the solution. One easy way is to introduce fuel modules (e.g. in the armour/shield slots). You can design scout ship (or maybe usable only in science ship if they want to kill corvette exploration) to fly far. But your military ships still have small range. You can make long range fleet if you really want but it will be very inefficient (little armour/shields), still it is strategic option.

I logged into this forum after many years to add my voice that I don't like this FTL change. Since it was discussed so much already I won't elaborate any more.

Fuel cells would have created strategically important locations for warp players - if refuelling sites were incorporated into Starbases. It would have worked with galactic terrain and created locations that a warp player would have been obliged to defend or else suffer severe a severe offensive penalty (effectively splitting up warp doomstacks).

It would also have given hyperlane players something to assault if a warp player jumped too far into their territory forcing a rampaging warp fleet to disengage and jump back to their nearest outpost or risk becoming stranded. Strategic Asymmetrical FTL could have worked with a little imagination, time and effort but...

This one please! Make strategic resources great again! Maybe if you have a strategic resource in a system, in that system the starbase can build two different modules, each will use up that resource, so you must choose one. With this you can sell strat. resources systembounded, and if you buy a strat. resource you have a passive empire wide bonus like now. Dunno, just brainstorming, make a suggestion thread in the suggestion subforum?

Yeah, strategic resources could also be used to create more strategic warfare. Actually tying resources to ship components would incentivise capturing specific star systems. The loss of a system with a heavily abused resource could severely cripple a fleet making people more leery of creating mono-fleets.

*edit* this would also work very well with enigmatic engineering. If you can't ID the resources used on a fleet it'll make it much harder to determine which resource site to destroy.

I'm going to make my own 4x game. With blackjack and hookers.
 
Last edited:

Butlerian

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You make a good point. So, how did you enjoy the mid-game of 1.1?
It was a roller-coaster ride of excitement because vassals and protectorates weren't included in their overlord's truces, so you could manipulate your way past the 10-year cooldown by cleverly tugging at hanging threads on the diplo screen, like you can in EUIV.

I'd forgotten about that one, thanks for reminding me. 1.1 truly was a golden age.
 

pcavalcanti

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It was a roller-coaster ride of excitement because vassals and protectorates weren't included in their overlord's truces, so you could manipulate your way past the 10-year cooldown by cleverly tugging at hanging threads on the diplo screen, like you can in EUIV.

I'd forgotten about that one, thanks for reminding me. 1.1 truly was a golden age.

Another thing I miss is that your pops could change ethics and then when you colonize you have to choose which of those pops you think would be more beneficial to the newly developed colony.
 

Boygor

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OK Jumpdrives can indeed be modded to a starting tech :) I've completed my first start-game jump:

http://oi67.tinypic.com/29p3o14.jpg

Off to find the cool down settings and to get used to using "J" to move lol. Nicely, all your ships auto-start with the drive too which is a nice touch.

OK warp fans, I've figured out how to remove the jumpdrive cooldown. Find the 00_rules.txt file and find the jumpdrives right down the bottom. Simply delete the following line for no jumpdrive cooldown (obviously not ideal but it's early days!):

NOT = { has_modifier = jump_drive_cooldown }

This will allow you to jump all over the place (tested). Still, bit too OP so going to figure out if the malus can be adjusted rather than completely removed :)

OK found the jumpdrive cooldown modifer. Seems easy enough to modify:

C:\Program Files (x86)\Steam\SteamApps\common\Stellaris\events\on_action_events.txt

# Jump Drive cooldown modifier
ship_event = {
id = action.89
hide_window = yes
is_triggered_only = yes

immediate = {
add_modifier = {
modifier = jump_drive_cooldown
days = 120
}
}
}


and here we go:

located here: C:\Program Files (x86)\Steam\SteamApps\common\Stellaris\common\static_modifiers\06_static_modifiers_apocalypse,txt

# Jump Drive
jump_drive_cooldown = {
ship_weapon_damage = -0.5
ship_speed_reduction = 0.5
}

so... a combination of these items will restore some kind of warp drive functionality in 2.0.

Now... time to find out how to make multiple types of jumpdrive and write this up into a "how-to" guide.
 
Last edited:

pcavalcanti

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I've been playing a little of 2.0 and so far like they said the game seems slower to expand. I haven't bought the DLC yet and looking through the reviews I found this gem:

"I spent probably around 50% of one war just getting my ships to the border of an empire that delcared war on me. Due to the slowness of hyperlane around 8 or 9 systems that were on the far side of them from the initial starting position of my fleets (I was partially wrapped around them) were sieged out and occupied. What this meant is when I went to go unsiege them they would just go occupy some other random outposts along the border. You can see where this is going. It did not matter how many times I crushed their fleets, due to the nature of the update of individual ships being able to escape I was never able to destroy enough ships to stop them from running around like mosquitos and nabbing random outposts."

So, no more whac-a-mole in space, now it's mosquito smashing in space... That sounds even more annoying. When I get there I'll post my experience about it as well.
 
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