Stellaris Dev Diary #4 - Means of Travel

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Jormungandur

Producer - Game
Paradox Staff
Jan 14, 2015
185
2.852
Hey all!

Today’s topic will further explore the subjects of fleet movement, FTL-travel and the general wonders one might happen upon when ripping holes through subspace. As the writing of this is a bit sudden the dev diary came out late today, our apologies!
The galaxy is a pretty huge place and to get anywhere in a timely manner you’ll want to travel faster than the speed of light, or use FTL-travel for short. Stellaris will have three methods of FTL that players can use; Warp, Hyperlanes and Wormholes. They all have distinct advantages and disadvantages when it comes to the strategic movement of ships and fleets causing expansion paths, diplomacy and wars to be quite different depending on the method used.

Warp
Warp requires each ship in the fleet to be equipped with a Warp Drive. These are quite costly to build and cause a major drain on each ship’s available power, but allows unconstrained travel to any system within range. When travelling to a system outside the range of a single warp-jump, the fleet has to make a sequence of jumps through a number of systems. Any jump puts a considerable strain on a ship’s Warp Drive, causing the fleet to not be able to jump again for a short while after arrival. While this can be reduced by more advanced technology, it does remain a weak point throughout the game for any species using this method.
Fleets using Warp Drives to travel will need to do so at the edge of a system to lessen the gravitational pull of the local star. This in combination with the fact that warp-jumps have the slowest FTL-speed of the three methods means that the arrival point of an incoming warp-fleet can be identified, and possibly ambushed. The cost of freedom is potentially high!

stellaris_dev_diary_04_01_20151012_2.jpg


Wormhole
Some species have decided to sidestep this whole business of blasting through the void at ludicrous speed. They prefer to open up a temporary wormhole that a fleet may use to instantly travel to a distant system. These wormholes can only be generated by a Wormhole Station, a type of space station that can only be constructed on the outer edge of a system. Any fleet wanting to travel will have to use the Wormhole Station as a connecting point, passing through it whenever they leave the system. The station may only generate a single wormhole at a time, forcing all ships and fleets to wait while one is being prepared. The larger the fleet, the longer it takes for the Wormhole Station to be ready. The wormhole generated does allow two-way travel, but will collapse almost instantly after sending a fleet through.
Constructing and maintaining an efficient network of Wormhole Stations is vital to any species using wormholes, as it will allow sending huge fleets from one part of the galaxy to another in very short time. It also allows striking deep inside enemy territory with little warning. This great strength can also be a great weakness, as fleets are left with no means of further offense or retreat should the network be disabled through covert attacks by enemy strike-fleets.

Hyperdrive
The galaxy in Stellaris has a hidden network of hyperlanes connecting the systems, only visible for those who know where to look. Ships that are equipped with a Hyperdrive can access these lanes and use them to traverse the galaxy at incredible speed. They are however bound by the preexisting network, and has to path through each system connecting their current location and target. Galactic voids lacking systems are in effect huge movement-blockers for any species using hyperlanes, having few systems allowing possible crossings. An enemy could potentially fortify these vital systems should they become aware of their existence, creating strategic choke-points. As the hyperlanes exist in subspace, fleets may access them from anywhere within a system and does not have to travel from the gravitational edge as Warp Drives and Wormhole Stations do. As such, catching a fleet using hyperlanes can be tricky. Correctly identifying the paths to intercept and interrupt their somewhat long charge-up is probably your best bet.

stellaris_dev_diary_04_02_20151012.jpg


All methods of FTL-travel can be improved by researching more advanced technologies. While their exact effects differ some they all improve the speed, range, efficiency or cooldown of FTL-travel. However, being able to casually bend time and space with increased power does not necessarily mean using it with more responsibility. As additional species bend the laws of physics to send larger and larger fleets through the galaxy, there is always the risk of something, or someone, noticing...

Next week we’ll talk more about the different species in the galaxy. Look forward to it!
 
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Two questions popped in my mind:

Do we have to choose one of the space travel methods at the start of the game and stick with it for that game? Or can we change?
And are there ships which can use more than one technology?

You do choose a single type of FTL at game-start and stick with it for the majority of the game. Ships can not mix or use several FTL-types at the same time. That said, what ancient fleets may lie buried and forgotten amongst the stars, sleeping and ready to be found?

I this a lot, a whole lot. I have to ask, though, what's each dev's favorite FTL method so far?

It honestly varies week to week as we play MP. I have a love-hate relationship with Wormholes, being awesome when they allow me to deep-strike enemies but less awesome when my fleet is stuck in nowhere as another player raided my exposed connection-point.

Looks great, thanx for being a replacement DD composer Jormungandur :)

Happy to serve! I'm leaving the office now but I'll pop back in tomorrow to possibly catch up on some questions.
 
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How exactly does a wormhole-based traveler navigate the galaxy, anyway? Do they have to bring some sort of constructor vessel with them in to simply return to where you came from? To have a constructor vessel create a relay in every system you pass through?

A fleet in range of a system with a functional Wormhole Station may request a wormhole to be opened to their system, allowing them to get home. It still takes time and occupies the Wormhole Station of course.
 
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nice DD. like the differences between the styles.


looking at the screenshot i am worried now that we only have 4 ships classes.

corvette (1 block),destroyer (2 blocks), cruiser (3 blocks)....so the fourth would be battleship (4 blocks).

i am wondering if there are more 'blocks' then 4.

We have 4 classes of warships, and the last one is battleships. They are 3 sections as well.
Though as a modder there is nothing stopping you from having 20 sections, or as many classes as you like. All fully scriptable.
 
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Follow-up questions: Can you make more than one wormhole station in a system? Effectively making a wormhole hub to be able to get multiple fleets to multiple systems quickly? Also, if you make a wormhole in two "neighbouring" systems, can those wormholes link to each others' system at the same time, each operating independently for further efficiency? Costly ventures, both of my hypotheticals surely are, but they could be strategically critical.

A system can have several Wormhole Stations, creating a hub. Wormhole Stations in neighboring systems can independently send fleets to each others systems.

So, are hyperlanes there at the beginning of the game (created by ancient beings perhaps?) and impossible to change? Can you create new ones but not destroy any? Or can you destroy and create them?

Also, is all movement FTL or is it possible to send a slower-than-light ship for colonization or even exploration purpose, before your technology allows you to have good FTL?

The origin of the hyperlane-network is unknown, and can't be manipulated at will (for now at least...). Ships can be built without an FTL-drive to act as a local defense-force, but with no means of FLT-travel they can't leave the system. There is no sub-FTL travel between systems.
 
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I used to be a favor warp travel before, but wormholes are just to fun to pass up on.
 
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Is this a sign that warp equipped ships will have inferior (combat) capabilities as compared to wormhole or hyperlane ships? How major drain on the available power will be represented in game?

Not at all. But you'd have to think a bit more about how you configure your ships (until you research better reactors that is).
 
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It's a downside for picking it. They all have strengths and weaknesses, that will just be one of wormhole travels downsides. I still think there will be STL (Slower Then Light) travel in the game though, so use that until your first wormhole station is built, or build up in your home system?

Currently, they are starting with a wormhole station, but QA are constantly looking at the various FTL methods so that no one method becomes overpowered and becomes the "obvious" choice when creating a custom species.
 
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Hey! You never told me if you guys prefer whiskey or wine! :p

Whiskey - The Water of Life - Is there anything else?

Ok, enough derailing the thread ;)
 
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Awesome diary. I am super interested in what some other people of asked: Will Federation Fleets be populated with ships using the three different types of FTL travel? That could make a federation quite difficult to fight. You can't just blockade hyper-lane choke-points, they can teleport past. Destroying a wormhole station might cut off immediate reinforcements but you are still vulnerable to warp and hyperlane fleets. I wanna know more. Keep up the great work guys, Stellaris sounds awesome.

More details on Federations, the Federation Fleet and such will be available in a future dev diary (though can't say exactly when)!
 
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This is a really old post, but I'm having fun reading back to old Dev Diaries and the reactions as sort of a historical overview of how Stellaris evolved.

Now, this question, just in general, is relevant not just to Stellaris. Hypothetically speaking, absolutely there could be a way to do it without FTL travel. The light sail. As long as you can get up to 10 - 20% the speed of light with a constant 1 - 2 Gs of acceleration, A ship could get to neighboring stars in a few decades. It wouldn't be completely "impractical" to a civilization like our current one in real life any more than the horse and buggy was to the American pioneers in 1820. Obviously, to a space-faring empire it would be.

Furthermore, to a spacefaring empire, they probably wouldn't have any real need to install a lightsail on their ships. And if they did being along such equipment as a very last resort "just in case" need to do so (kind of like bringing along a spare tire), the ships would probably be so massive that it would take significantly longer with a really low rate of acceleration if they didn't continue to improve upon the light sail technological idea.
Please do not necro old posts. If any post is >6 months old, you are encouraged to make a new thread.

Thank you.
 
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