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Stellaris Dev Diary #111 - Anomaly Rework & Expanded Exploration

Hello everyone and welcome to another Stellaris development diary. Today, we're going to start talking about the 2.1 'Niven' update, which will be the next major update after 2.0. At this point I cannot give you any details on the exact nature of the update or when it's arriving, but I *can* talk about some changes we're making and new features we're introducing in regards to exploration, galaxy generation and anomalies.

Anomaly Changes
In 2.1, we're changing the way anomalies work in a few ways. First and foremost, we are removing the concept of failure risk - we found that the possibility to fail on anomalies added little to the game in terms of interesting choices, and mostly frustrated players or made them wait with researching said anomalies until their chance of success was maximized. As such, instead of making it so that anomalies have a failure risk based on scientist skill level, we've instead made it so that the time it takes to research an anomaly is heavily dependent on the scientist skill versus the level of the anomaly - researching a level 2 anomaly with a level 2 scientist will be a comparatively quick affair, while attempting a level 10 anomaly with the same scientist can take a very, very long time, and might mean that it is better to return to it later with a more skilled scientist, so not to hold up your early exploration.
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(Note: Not final numbers, etc)

As part of this we've also added an anomaly tracker tab to the situation log. The anomaly tracker will keep track of anomalies that you have discovered but not yet researched and easily let find and you return to them.
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Hyperlane Generation
Another thing that is changing in 2.1 is the way the Hyperlane network is generated. Rather than simply attempting to connect stars to nearby stars, we've created a new generation algorithm that builds up 'clusters' of stars with a high degree of internal connectivity, that are connected to each other by thinner 'highways' which form natural chokepoints. These chokepoints are also registered as such by the game, allowing us to find actual chokepoint systems and avoid placing Leviathans and other powerful space monsters there, as well as improving the AI's ability to detect suitable spots for defensive starbses. The hyperlane connectivity setting will determine the level of connectivity between clusters, and thus how frequent and easily circumvented chokepoints are.
2018_04_19_3.png

(Note: Image is not final. We're still working on the algorithm)

As part of this it will now also be possible for modders to easily generate systems and clusters of systems that are not connected to the main hyperlane network.

New Stars & Systems
Lastly for today, we've added a bunch of new system and star types to the game. First out are binary and trinary star systems - systems containing more than a single star. These systems come in a variety of configurations, and will often contain more planets and resources than conventional, single-star systems. We've also added some new star types to the game in the form of Brown Dwarves (not technically stars, I know) and Class M red super-giants. We've also made it possible to generate more than a single asteroid belt in a system, and created some new mineral-rich asteroid-heavy systems. Finally, there are some new unique systems to find with large amounts of resources in them, guarded by powerful space creatures.
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That's all for today! Next week we're going to be talking about something just a little bit mysterious called the L-Cluster... see you then!
 
I have never tried to research an anomaly with more than 10% fail chance since I first lost a scientist that way. I am curious to see how viable it will be to research higher level anomalies early in the new system.
 
Could this new "cluster system" be used to balance starts? Meaning clusters have approximately equal ammounts of planets, space resources, monsters etc.

Thinking primarily as a galaxy generation option.
 
Another thing that is changing in 2.1 is the way the Hyperlane network is generated. Rather than simply attempting to connect stars to nearby stars, we've created a new generation algorithm that builds up 'clusters' of stars with a high degree of internal connectivity, that are connected to each other by thinner 'highways' which form natural chokepoints. These chokepoints are also registered as such by the game, allowing us to find actual chokepoint systems and avoid placing Leviathans and other powerful space monsters there, as well as improving the AI's ability to detect suitable spots for defensive starbses. The hyperlane connectivity setting will determine the level of connectivity between clusters, and thus how frequent and easily circumvented chokepoints are.
Do you, maybe, consider making those "clusters" to take more actual role in gameplay? Maybe owning a whole cluster give some bonuses to combat problems like with people not wanting to take systems with a few resources and promoting the pursue of more "natural" borders?
 
I think Wiz forgot to mention hidden Hperlanes!

Please actually DO put space monsters in the chokepoints though. Having chokepoints blocked off by 'natural hazards' is an interesting, dynamic way to control the politics of empires, and it's an interesting mid/late-game question when you'd actually remove a barrier like that (or have it removed by an enemy empire).

It would be good if there was a Game Rule for this:
1. No Leviathans, Marauders, Fallen Empires, and other threats on choke points
2. No Leviathans, Marauders, Fallen Empires, and other threats on choke points close to Homeworlds
3. No limitations to what can spawn on Chokepoints
 
These are great changes imo

So will all the negative anomaly outcomes just be trashed?

I hope not ... Some of the "fails" are still interesting outcomes. Would be a chance for (partly ethos-based) multi-branching.
But i guess that depends on how you like to play your game.
 
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I know the hyperlane clusters still are WIP, but what hyperlane density setting was used in the screenshot?

Also, if possible, it would be nice to see (WIP) screenshots for different densities so we can compare them to the current setup.
 
I'm excited, especially considering I'm working on a Known Space mod atm. Any chance of getting new Niven related anomalies? Finding something like the Sea Statue, or a Ringworld with primitives on it would be pretty neat
 
I really want to see a Blackhole eating a Star :D Something like this :

balckhole.jpg
 
Are you going to rename them in game to "system bases" to avoid future confusion?

I doubt it. Star Base is an SF term, System Base is nothing. I doubt anyone but small few will be confused by the name anyway.
 
hmmm ... Now that we get multiple-star systems.. Just comes to my mind:
Would there be something like "improved pathfinding" for STL now?
You know ... Regarding stars & planets gravity wells, or will ships still just charge straight line above all obstacles half a plane above the stellar objects like they do now?
 
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