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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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If federation fleets end up with a mixture of FTL options because of the different techs of their members, then I could see fighting against a federation being a real ordeal.
 
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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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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!

View attachment 139835

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.

View attachment 139833

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!
I understand we'll only be able to develop one of these, but will we be able to trade for the tech of other species who have chosen to go with another option?
Havign some ships with warp engines seems great for exploration but the other two techs seems way more conventient for routes you travel a lot.
Also did I read that right, you don't need a wormhole device on the recieving end to open a wormhole?
 
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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.

So I can have carriers and missile cruisers and E-warfare corvettes and what not? :3
 
Interesting ! So there are 2 travels methods that allow to go system by system of our choice. But the hyperdrive do not let us choose where we go. Does that mean we can't explore all of the galaxy (if not all system have connection)?? Does that mean thoose empire will be scattered compared to other? (scaterred geographically but since they are linked by lanes they are not really...).
Or there is connection in any systems but not always direct to closest system so probably produce scattered empire??
 
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?

Can this be modded so that one can use whatever he wants at the same time?
 
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.
Ooooh, that's nice. Very handy. Very cool.

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.
 
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Is this the confirmation for lack of civilian shipping in the game? Or will Wormhole users construct dozens of stations at their system peripheries to prevent their fleet transitions being blocked by merchant traffic?

... Or will freighters just cosmagically teleport from system to system, rendering any thought about supply lines moot (or even worse: only being allowed to do so when not shipping for the military)?
 
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I have 2 questions

Can you use an ally's worhole station to send your hyperdrive ships through?

Are hyperlanes visible to everyone, or do you need to research a tech that allows you to see them?
 
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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?
Is there no way to gain different FTL technologies from other civilizations? I'm not asking for something like reverse-engineering via salvages. If major powers can uplift primitives, then why can't they [foolishly] willingly share their FTL technology, a la naive SJW humans from GalCiv?
 
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How "almost instantly" do wormholes collapse? In particular, would it be possible for another fleet, or even part of one to sneak into someone else's wormhole before it collapses?
 
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I really like the options outlined here. I'm usually a fan of the hyperlane model, personally, but the wormholes also sound interesting. Somehow, the comon warp model rarely holds my interest, however,
 
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So a copy of three of the five FTL mechanics that are in Sword Of The Stars?

Nothing wrong with that I suppose. I am very excited for this game.
Or, alternately, three of the most common FTL implementations in Sci-Fi. :)
 
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As I thought. I'm definitely going with hyperlanes most of the time. Warp seems too slow and wormholes too risky. That said, I may experiment with all three over time.
 
Some questions:

Warp: It sounds like Warp would be good for mothership / parasite setups, with a warp capable craft carrying smaller ships, from fighters to cruisers. Is this in game?
How much does warp drive inhibit the combat ability of the ships that use them?
Can you build warpless defense craft for home defense? and possibly carry them to new systems in a warp capable tug?

Hyperlanes: Will hyperlanes be all short range, or will they jump all over the map? Or will there be multiple types, like short ranged green, medium ranged yellow, and long range red?
 
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