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Greetings Earthlings!

Today’s dev diary is an important one, because it deals with something that makes Stellaris stand out, something that really defines the early stages of the game: the Science Ships. These bad boys are necessary to survey unknown planets and other objects in space, finding out which resources they contain and making sure habitable planets are actually safe to colonize. Although a Science Ship can operate without a Scientist character as captain, it is strongly discouraged because skilled Scientists are required to research many of the strange anomalies you will find out there...

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I like to compare these intrepid explorer-scientists with the questing heroes you might see in an RPG. They fly around the galaxy exploring, having little adventures, gaining experience and perhaps picking up some new personality traits. The galaxy is, after all, ancient and full of wonders. The way this works in the game is that when a Science Ship completes a survey, it might uncover an Anomaly of some sort. Each Anomaly has a difficulty level, so you often want to delay researching some of them until you have a Scientist with a high enough skill. Researching an Anomaly takes time and may result in success, failure, or, sometimes, catastrophic failure… For example, if the Anomaly consists of some strange caves on an asteroid, the Scientist could find out their origins and learn something of value, come to a wrong conclusion (the Anomaly would then disappear forever), or accidentally trigger a fatal explosion which might knock the asteroid out of orbit and put it on a trajectory towards an inhabited planet.

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Anomalies are thus quite like little quests, and usually require some player choices (exactly like the “events” you’ve seen in our other games.) Some options are only available under certain conditions. For example, a special option might require that the Scientist or empire ruler has a specific personality trait.

The biggest challenge we face when writing these Anomaly events is to provide enough variation that players keep getting surprised even after several complete playthroughs. Therefore, we work with rare branches and having multiple start and end points, so that you might initially think you’ve seen the Anomaly before, only to find that this time it plays out differently...

There are other important tasks for Science Ships as well; they are required for many special research projects and for analyzing the debris left behind after a battle, perhaps managing to reverse engineer some nifty technologies (the subject of a future dev diary…)

That’s all for now folks! Next week Henrik "GooseCreature" Eklund will talk about the “Situation Log” and special research projects.
 
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Yeah but isn't destroying a ship much easier? I've been thinking about how pirates would need special weapons for capturing even civilian ships. If you want a dynamic like that to work you need to figure out what kind of tech would make it more practical to capture rather than destroy.

You just fire a quantum entangler attached to some nanorope from your particle accelerator at the enemy's ventral shuttle bay and swing over with your trusty lightfalchion, of course. Nothing simpler, really.
 
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Yeah but isn't destroying a ship much easier? I've been thinking about how pirates would need special weapons for capturing even civilian ships. If you want a dynamic like that to work you need to figure out what kind of tech would make it more practical to capture rather than destroy.

EXACTLY - that's the whole point. Its easier to send in soldiers to occupy a hostile urban center than police because the soldier's will just shoot dead anyone that gets in their way.

The point is the way we perceive our priorities. Its more important to keep orbital space clean than it is to blindly destroy everything for conquest.

What's the point of 'owning' a planet where the orbital space is so dangerous that nobody can get on or off the planet?

You actually have to create a whole new system of warfare to accommodate your priorities.

Ship defenses are like egg shells you want to crack - JUST crack, not smash. Then attackers rely on invasive communication beams and use trojans, worms, viruses, (etc, etc) to take control of the ship.

If a ship's weapons are disabled, it has no offensive capacity in the battle. If a ship's engines are disabled, it is captured (or liberated) by the victor of the battle.

(Part II: )

Every ship needs to have a variety of ports on the outer hull of the ship to facilitate drone-tugs.

Moving ships into orbital 'parking lots' and lining large vessels up to FTL transit stations is precarious. Just like docking huge ships today, the final stages require the assistance of small independent engines that communicate directly with the port authority.

Those ports are not just physical connectors - they are information network hubs. A ship's automation systems have to be made subservient to civilian drone-tugs. This would apply to every ship larger than a yacht.

ANY kind of collision with space vessels is completely anathema. Close movement between vessels - especially in the context of traffic - must be highly regulated.

Using various ports like those as hostile entry points would be considered routine. Of course, this then creates a chess game of protections and attacks.
 
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Beast virus time.

Not only are AI viral weapons expendable, but they also follow Sun Tzu's principles, where turning an enemy into an ally is better than expending the resources to destroy the enemy while depleting your own forces.

And in nature, the closest example would be HIV. Use the host's system itself and take it over, then watch as the system destroys itself. Humans have replicated one viral weapon in ideological form to do the same thing to civilizations too. Although there's a debate about what it should be called now.
 
I'm really excited for this feature. I hope it becomes as fleshed out and stand out as it sounds.

I'm hoping for...
1) Depth. I see your already working on a large variety, I hope this is as broad as it sounds, because am loving the sound.
2) Input. I'd like to see my captain request permission for crazy missions, or how to proceed in a sticky situation, and having some input in his decisions. "Admiral, we've discovered an ancient vessal but is has drifted across the neutral zone, how should proceed?" (Cross the boarder but disengage if spotted/Recover the Vessel at all costs/Do not cross); each triggering different outcomes. kinda-thing
3)Upgrades! I'd feel remiss if I send my crews on a 3 hour tour without; shields, weapons, advanced sensor arrays, etc.
4) Skills/Traits/Abilities - If these guys are going to be heroes I sure hope they have the beef to back the cow. Sorry, terrible euphemism, but I think you understand me.
 
I intend to save-scum virtually every one of these (at least any with a reasonable chance of success). It will be annoying as it will mean waiting for load times and probably enduring random crashes / bugs. It's not something I'm looking forward to dealing with.
Well that's your choice, isn't it?
If you don't like wait times, don't save scum. Accept less than stellar outcomes and respond accordingly. If you really need to play a 'perfect' game with every war won and every anomaly resolved successfully then save scumming is the price to pay. If PI took out the random element to anomalies then they would end up incredibly boring.
 
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That's exactly my point: "not having the science/technology available to properly investigate". The suggested game design implies that you would then never again have a chance to investigate it, because you "used it up", and therefore it will be gone for all time. What I think is much better is exactly the same as you, that you discover something, you start to investigate/analyze it, and you realize see it's "beyond you". But it doesn't disappear!

A silly but analogous example: The new finds at the Pyramids. In Stellaris's model this would be impossible, since we already researched the Pyramids in the 1900's, and they're now "gone" forever. It the proposed Stellaris mechanic, presumably Howard Carter would be told to "hold it off" for a couple of hundred years since technology was not yet advanced enough...?
Ok, but since we aren't investigating pyramids and are instead investigating things like wormholes and spacial anomalies lets imagine this:
'A scientiest studies anomaly X for 2 years trying to figure it out, near the end of his tenure he sends a probe into the anomaly in order to try and gather information about it from the inside (a sensible approach when more passive investigations have failed). Unfortunately, the anomaly reacted in an unexpected way, imploding. It not only destroyed the probe, but it disappeared from our ability to detect, gone for ever because of this scientists mistakes.'

THAT is why you might only get one chance to investigate something. Want a real world example? Lets take Egypt, which you brought up! During the early 19th century British 'archeologists' (I apply quotes to it, because really they were just tomb raiders using a fancy title) destroyed an incredible amount of evidence while 'studying' (looting) ancient tombs. Today there is no possible way to study what they destroyed because it is... well.. destroyed.
 
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Will we be able to use two or more science ships at the same time to research an anomaly and get the risk down lower / complete it faster ?
 
Will we be able to use two or more science ships at the same time to research an anomaly and get the risk down lower / complete it faster ?

No, but you can use science ships to boost a planet's research output once you get the tech for it.
 
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No, but you can use science ships to boost a planet's research output once you get the tech for it.

Yeah i saw that in the blorg stream.

It's cool and all, but there is a chance you won't even get that research card.

Would be cool if using two or more research ships on the same anomaly behave / be available in the same way as the planet research assist.
 
Nah, you would always have doomstack of science ships. The way it is now is better.

Well that would be a personal choice.

Some people will focus on making Combat Fleets like 99% of the time.

And someone else might like to have a 'Science Fleet' as well.

We are taking about having the option to do it. You can still do whatever you would like.
 
Nah, you would always have doomstack of science ships. The way it is now is better.
Well they could allow it with diminished returns, say your first scientist works at 100% capacity your second at 50% the next one on 25% and so on. Meaning you can use them as astack if you need to but in most cases it's a waste of resources.
 
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Well they could allow it with diminished returns, say your first scientist works at 100% capacity your second at 50% the next one on 25% and so on. Meaning you can use them as astack if you need to but in most cases it's a waste of resources.

Well i don't think you might need more then two, three max.

This is assuming there will be lvl 5 anoms that will still not be 100% success rate with a single lvl 5 captain science ship.

There could also be another option. 'If' the anomalies are also split into 'types' like the science leaders ( the perks or traits ) then having a science ship with the same trait as the anom could balance the % out a bit.

Any thoughts ?
 
I didn't see it mentioned, can we attach a few corvettes to a science ship as some sort of permanent "escort" force to prevent unnecessary scientist deaths?
From memory watching the blorg stream, I think the science ship is set permanently on "avoid" or something, meaning it will always flee from danger.