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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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Mandemon

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Yeah, except with their price battleships seem to be useless now since they die like corvettes. What point of buying a battleship that takes a year to make if if it's made of wet tissue paper?
Developers could lover armor cap or rebalance weaponry, but not turn armor into another health bar.

Battleships are "big guns lots of damage" type of damage dealers. They are not be-all-end-all ship type. Torpedo corvettes kill battlesips, destroyers/cruisers kill corvettes and battleships kill cruisers.

If your fleet is nothing but battleships, it will get torn apart by a swarm of angry hornets corvettes that can avoid those big guns.

Well, you did have to bother with defense stations because even if your enemies had wormholes they still had a war goal. They always went for planets and outposts.

I believe the current defense stations could have been implemented in 1.9 with the FTL inhibitor and it would have fit in quite well.

Which means that every colonized system now needs a defensive station, which just means we are back at 1.9 where stations were not used to slowdown/prevent enemy from reaching core worlds. They are just another defensive layer on top of core worlds, to tie them there until your fleet gets to them. Meaning whole idea of defensive station is gone. As noted in the diary:

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.

So yeah, your idea basically means that entire idea of starbases is ignored.

Taking 2.0 and the split of doomstacks it would still work if you build many defense stations in each outpost.

3 defensive stations are noway enough to fight a proper mid-game fleet. Defensive stations themselves are pretty weak, it's the numbers backed by Star Fortress/Citadel that makes them formidable.

So you can predict their movement and get ready.

You already know where they will go. To the systems. So you set up fleet nearby, wait for enemy to arrive and then drop your doomstack to system enemy fleet is no busy sitting in. No need to plan further.
 

Siatru

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And now it feels like your ships are taking a bus in order to get to needed location. Situation gets especially dreary when you have to merge ships from different shipyards to fill up your losses after another battle, because even battleships now a paper thin. Seriously, before it took fleet of 30k worth of battleships to took down Enigmatic fortress, while losing one or two of them, now with armor as additional hp pool they feel paper thin so any fleet (even if it two times weaker) trash your fleet so you would need to return to base after every serious battle. Which again gets us to problem of hyperlanes.
P.S. Now we need for developers to add hyperlane traffic in next patch so ships could get stuck in traffic.

Which is still much more generous than it's supposed to be.

Honestly, it sounds like you want the whole game to happen inside a single system so you don't have to make your ships travel.

Travel is supposed to feel long. It's interstellar travel ffs.
 

pcavalcanti

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3 defensive stations are noway enough to fight a proper mid-game fleet. Defensive stations themselves are pretty weak, it's the numbers backed by Star Fortress/Citadel that makes them formidable.


You already know where they will go. To the systems. So you set up fleet nearby, wait for enemy to arrive and then drop your doomstack to system enemy fleet is no busy sitting in. No need to plan further.

Like I said, it depended on your tech, but they were sure limited to 30K at max power, although I'm not sure.
How is that strategy different in 2.0? you already know which roads the enemy fleets will take and all you have to do is to upgrade your starbases along the way. What a huuuuuuuuge difference... o_O
 

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Which is still much more generous than it's supposed to be.

Honestly, it sounds like you want the whole game to happen inside a single system so you don't have to make your ships travel.

Travel is supposed to feel long. It's interstellar travel ffs.

I LOL'ed so hard after reading that.
Well, if that's your criteria for how a game should feel like then Stellaris nailed warfare(pre and post 2.0). Motivated by greed, boring, repetitive, wasteful, unbalanced, working in favor of the rich and powerful - unless of course it's against a hive mind os a slaver empire.
 

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Like I said, it depended on your tech, but they were sure limited to 30K at max power, although I'm not sure.
How is that strategy different in 2.0? you already know which roads the enemy fleets will take and all you have to do is to upgrade your starbases along the way. What a huuuuuuuuge difference... o_O

No, you do not know unless you have somehow managed to block all the access for the enemy take except one. Unless you have a managed to build you empire so that there is only one, singular entrance, you need to consider which locations you want to fortify.

In addition, the difference of being able to fortify entries and routes means that you can have defense in depth, where as 1.9 was basically "All battles happen over colonies", making defense in depth impossible. In 2.0, you can have your empire separated in different sections by different routes, meaning you might lose control of part of it, but still be able to defend other part. Depending the layout of the hyperlanes, diplomatic relations between nations and wormhole locations, you might need only few stations to protect large chucks of your empire, or you might tons of stations spread around.

Station you which you do not have an infinite amount, so every station dedicated to defense is one less station dedicated to commerce, anchorages or ship production.

Also, only you can get 30K power is full compliment of stations (18) and fully upgraded Citadel full of guns and nothing else. That is significant expense. Expense which can't move to counter enemy fleet if it decides to use access to allies to go around the station.

Furthermore, in 2.0 even a weak station serves a way to slow down enemy movement, so that your fleets, if caught off-position, can start to travel back and hopefully reach second defensive line before enemy has time to destroy everything. You did build second defensive line, instead of relying on that single station, right?
 

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I LOL'ed so hard after reading that.
Well, if that's your criteria for how a game should feel like then Stellaris nailed warfare(pre and post 2.0). Motivated by greed, boring, repetitive, wasteful, unbalanced, working in favor of the rich and powerful - unless of course it's against a hive mind os a slaver empire.

It's my criteria for how travelling the galaxy should feel like.

People seem to expect that you should be able to use the entirety of your military might in any scenario at any given moment without even planning on it. Or have ships reach one edge of the galaxy towards another in like 10 jumps.
 

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It's my criteria for how travelling the galaxy should feel like.

People seem to expect that you should be able to use the entirety of your military might in any scenario at any given moment without even planning on it. Or have ships reach one edge of the galaxy towards another in like 10 jumps.

Tech?!? They are very advanced technologically.

Oh and btw, wars in our little planet take years and sometimes decades. Wars in space should take centuries if not millenia. Which means the current war system is totally inconsistent with the travel time adjustment white peacing after just a few encounters with little to no consequence to an empire's economy.
 

Siatru

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Tech?!? They are very advanced technologically.

Oh and btw, wars in our little planet take years and sometimes decades. Wars in space should take centuries if not millenia. Which means the current war system is totally inconsistent with the travel time adjustment white peacing after just a few encounters with little to no consequence to an empire's economy.
Webgates! Those let you do what I just described instantaneously. Oh and then there's jump drives too.

Well firing a single shot from a naval ship takes days.

And agreed, you should be able to completely destroy planets to cripple someone's infrastructure. Ruined buildings shouldn't be so easily repaired. And while War Exhaustion works quite too fast, the fact that you can still take the fully occupied systems after a forced white peace is worth it. My headcanon is the peace between wars are simply ceasefires... which is what they actually are considering the negative relations.
 

pcavalcanti

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No, you do not know unless you have somehow managed to block all the access for the enemy take except one. Unless you have a managed to build you empire so that there is only one, singular entrance, you need to consider which locations you want to fortify.

In addition, the difference of being able to fortify entries and routes means that you can have defense in depth, where as 1.9 was basically "All battles happen over colonies", making defense in depth impossible. In 2.0, you can have your empire separated in different sections by different routes, meaning you might lose control of part of it, but still be able to defend other part. Depending the layout of the hyperlanes, diplomatic relations between nations and wormhole locations, you might need only few stations to protect large chucks of your empire, or you might tons of stations spread around.

Station you which you do not have an infinite amount, so every station dedicated to defense is one less station dedicated to commerce, anchorages or ship production.

Also, only you can get 30K power is full compliment of stations (18) and fully upgraded Citadel full of guns and nothing else. That is significant expense. Expense which can't move to counter enemy fleet if it decides to use access to allies to go around the station.

Furthermore, in 2.0 even a weak station serves a way to slow down enemy movement, so that your fleets, if caught off-position, can start to travel back and hopefully reach second defensive line before enemy has time to destroy everything. You did build second defensive line, instead of relying on that single station, right?

You make a good point. Yes, I had a second defensive line. I'm still getting used to no longer using my fleets for defense anymore and building tons of defense stations to try to take care of it without fleets as much as possible. Specially because the AI will still leave the front lines completely unguarded to chase smaller fleets destroying far-away unfortified stations that I'm taking.
 

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In my play through of 2.0 I left one system with a single hyperlane connection (a spur) unclaimed and surrounded by my territory. As expected, pirates used it as a spawn point every single time. Building up the station defenses in the adjacent system completely neutered the pirates as they periodically sent fleets in suicide attacks. I farmed them for some tech in the salvage but otherwise ignored them. This does not seem like a strategic challenge to me.
 

Xephos Demonslayer

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Guys. And girls. (And whatever else you may identify as, be it human or otherwise...)

It's been 277 pages. I get it. We broke the record for longest thread in Stellaris, and probably Paradox, EVER.
2.0 (and 2.0.1 & the 2.0.2 beta) has been out for more than two weeks now. I get some of you are upset and won't update. I get some of you will update but will try to use mods to fix it. I get some of you will wait and see, and some of you love it. It's done though. This forum isn't going to change anything else at this point. Save yourself further grief. Put the PC or tablet or phone down. I know it's cliche, but IT'S TIME TO STOP. Try the update if you want, stay on 1.9 if you want, but arguing here isn't going to change anything else at this point. I'm sorry for those of you who are upset, and even though I like, even LOVE the changes, I'm still pissed with the rest of you that a core feature which was a major selling point that may have been THE deciding factor in your purchase was removed. Good reasoning or not, that's wrong. But it's done. Complaining just let's the salt flow longer.
 

Xephos Demonslayer

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only you can get 30K power is full compliment of stations (18) and fully upgraded Citadel full of guns and nothing else.

No. You can get over 40k on a citadel (otherwise the achievement wouldn't be at that number) Also, one of the AP's adds more max forts, and makes them stronger, which increases their (and by extension the starbase's) power as the defensive grid supercomputer building gives ANOTHER 8. My cap on a citadel is at 28, and i think there's something else that lets me squeeze it to 30. So a 40k station is more than possible, and that's not even bringing repeatable techs into play. Static defenses also have another advantage that I have yet to see mentioned: they only cost energy maintenance, instead of energy and minerals.

Edit: Ion cannons add about 7-10k a pop (but take up 8 regular fort slots), and you can hit about 50k without repeatables (using the strategic resources that boost shields and armor, in addition to dark mater shields). With repeatables, increasing armor, shields, fire rate and damage of all types, or even just outright increasing hp and damage of DP's, I'm sitting at a comfortable 75k on a fully dedicated bastion citadel, and I'm sure you could theoretically push it to 100k and beyond if you kept stacking bonuses, but because you are limited to 28 forts (and that's with an AP and a building that gives 8 more fort cap), fleets will eventually just become more powerful simply because you have more ships and more guns than the citadel. Maybe if they added a few techs to specifically increase fort cap, maybe even repeatables that added +2 forts for each, they could keep up with fleets, but as it is, by late game they are essentially just a static emplacement that tips an engagement between fleets decisively in your favor, rather than a fleet killer on it's own.
 
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pcavalcanti

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In my play through of 2.0 I left one system with a single hyperlane connection (a spur) unclaimed and surrounded by my territory. As expected, pirates used it as a spawn point every single time. Building up the station defenses in the adjacent system completely neutered the pirates as they periodically sent fleets in suicide attacks. I farmed them for some tech in the salvage but otherwise ignored them. This does not seem like a strategic challenge to me.

Agreed. It took a couple hours to figure out you don't necessarily need to use your fleets as a mobile defense anymore. In the early game I prefer to invest in static defense... It's not a strategic challenge at all. The challenge is the upkeep depending on the type of empire you have.

Edit: Well, prior to 2.0 pirates were there to teach the players to construct fleets, now they're here to make you keep your starports upgraded.
 

irahacker35

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can anyone help I have discovered a natural wormhole researched all the tech needed to stabilize and travel through it and still it wont let me travel through it and wont give me a reason why I am also unable to travel through gateways that were built by me or left behind by a previous empire
 

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can anyone help I have discovered a natural wormhole researched all the tech needed to stabilize and travel through it and still it wont let me travel through it and wont give me a reason why I am also unable to travel through gateways that were built by me or left behind by a previous empire

There's a bug / unintended behavior with this, that claims to be fixed in today's new 2.0.2 beta.
Are you on 2.0 "stable" or on the beta?
 

Xivitai

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Guys. And girls. (And whatever else you may identify as, be it human or otherwise...)

It's been 277 pages. I get it. We broke the record for longest thread in Stellaris, and probably Paradox, EVER.
2.0 (and 2.0.1 & the 2.0.2 beta) has been out for more than two weeks now. I get some of you are upset and won't update. I get some of you will update but will try to use mods to fix it. I get some of you will wait and see, and some of you love it. It's done though. This forum isn't going to change anything else at this point. Save yourself further grief. Put the PC or tablet or phone down. I know it's cliche, but IT'S TIME TO STOP. Try the update if you want, stay on 1.9 if you want, but arguing here isn't going to change anything else at this point. I'm sorry for those of you who are upset, and even though I like, even LOVE the changes, I'm still pissed with the rest of you that a core feature which was a major selling point that may have been THE deciding factor in your purchase was removed. Good reasoning or not, that's wrong. But it's done. Complaining just let's the salt flow longer.
Nope. If there is so much annoyance over one patch's changes, we must press on in hope that developers will listen to players and fix it. After all, people forced EA to remove money-draining mechanics from Battlefront II, so we may be able to do something here.
 

Siatru

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Nope. If there is so much annoyance over one patch's changes, we must press on in hope that developers will listen to players and fix it. After all, people forced EA to remove money-draining mechanics from Battlefront II, so we may be able to do something here.
But the thing is, not everyone agrees. A lot of people actually love the update.
 

Xivitai

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But the thing is, not everyone agrees. A lot of people actually love the update.

Have you been at Stellaris' Steam page lately? There've been mixed reviews from players just after 2.0 release. Even if some people like taking a bus every time they have to go to war or take up some unclaimed territories (which sometimes require to go around whole galaxy even with wormholes and gates) some people still do not like it. So maybe devs should allow players to choose what kind of FTL mode they like?
 

Devanor

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Have you been at Stellaris' Steam page lately? There've been mixed reviews from players just after 2.0 release. Even if some people like taking a bus every time they have to go to war or take up some unclaimed territories (which sometimes require to go around whole galaxy even with wormholes and gates) some people still do not like it. So maybe devs should allow players to choose what kind of FTL mode they like?

Say that they do what you want, and undo all 2.0 changes back to 1.9, what about the people who actually like 2.0?

I don't know whether it's a minority or majority who dislike 2.0, since we don't have a graph of 100% of the community, but you can't make everyone happy, and the devs think this was a step in the right direction.
 
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