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Dev Diary #91: Starbases

Hello everyone and welcome to another Stellaris development diary. Today's dev diary marks the start of dev diaries about a major upcoming update that we have named the 'Cherryh' update after science fiction author C.J. Cherryh. This is a major update that will include some very significant reworks to core gameplay systems, reworks that we have been prototyping and testing for some time. Right now, we cannot say anything about the exact nature of the update or anything at all about when it will be released, other than that it's far away. Normally, we wouldn't be doing dev diaries on an update at this stage at all, but there's simply so much to talk about that we have to start early. Cherryh will be a massive update, the largest one we've done to date, and there are many new and changed things to talk about in the coming weeks and months.

Please bear in mind that screenshots are from an early internal build and will contain art and interfaces that are WIP, non-final numbers, hot code and all that business.

Border Rework
We've never been entirely happy with the border system in Stellaris. While it generally works fine from a gameplay perspective, it has some rather quirky elements, such as being able to claim ownership of systems that you have never visited and indeed have no ability to reach and making it hard to tell what the exact border adjustments will be when planets are ceded or outposts are built. For this reason, we have decided to fundamentally rework the Stellaris border system to be based on solar system ownership. Each system will have a single owner, with complete control of the system, and borders are now simply a reflection of system ownership rather than a cause for it to change. In the Cherryh update, who owns a system is almost always based on the owner of the Starbase in said system.
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Starbases
A Starbase is a space station orbiting the star of said system. Each system can only have a single Starbase, but this can be anything from a remote Outpost to a massive Citadel with its own 'fleet' of orbiting defense stations. Starbases can be upgraded and specialized in a variety of ways (more details on this below), and is the primary means of determining system ownership. This means that wars are no longer fought for colonies controlling a nebulous blob of border that may not actually include the systems you really want, but rather for the exact systems you are interested in, and their starbases. This change of course would not be possible if we kept the wargoal system that exists in the live version of the game (just imagine the size of that wargoal list...), but more on that in a couple weeks.
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As Starbases now determine system ownership, it will no longer be possible to colonize or invade primitives outside your borders in the Cherryh update, but if a system contains a colony and no starbase, it will still count as being inside the borders of the colony's owner. These restrictions are moddable. Since Starbases now cost influence to construct (see below), we have removed the influence cost for colonizing and attacking primitives.

Starbases entirely replace the old system of Frontier Outposts.

Starbase Construction
With borders from colonies gone, empires now start only owning their home system, with a Starbase already constructed around their home star. To expand outside their home system, empires will have to construct Outposts in surveyed systems. An Outpost is a level 'zero' Starbase that has only very basic defenses and cannot support any buildings or modules, but also does not count towards your maximum Starbase Capacity (more on that below). Building an Outpost in a system costs influence, with the cost dependent on how far away the system is and how contigous it is to your empire as a whole, so 'snaking' or building starbases to ring in a certain part of space will be more influence-costly than simply expanding in a natural way. Starbases do not cost any influence upkeep, just an up-front cost when first building one in a system. As this change makes influence far more important in the early game, there will also be significant balance changes to empire influence generation in the Cherryh update.
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As an aside note, because we felt it made very little sense to have a home system with a fully built Starbase but no surveyed planet, empire home systems will now start surveyed, with a only slightly randomized amount of resources, and mining/research stations for some of those resources already in place. This should also help make player starts a little less random, ensuring that you are never *completely* without resources in your home system.
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Another thing we have been wary about when working on this is making sure that building the Outposts for each system does not simply feel like adding tedium. Right now, between the fact that which systems you choose to spend your limited influence on is an extremely important choice, and various tweaks and interface improvements we are making to ease up the process of developing your systems, we are confident that this will not be the case. We've also made it so that there are no entirely 'empty' systems (systems with no resources at all), as we discovered during playtesting that spending influence to claim such a system felt extremely unrewarding.

Upgrades and Capacity
Each empire will have a Starbase Capacity that represents the number of upgraded Starbases they can support. There are five levels of Starbases:
Outpost: A basic Outpost that exists only to claim a system. Costs no energy maintenance and does not count towards the Starbase Capacity, and cannot support buildings or modules. Outposts will also not show up in the outliner or galaxy map, as they are not meant to be interacted with at all unless it is to upgrade the Outpost to a Starport.
Starport: The first level of upgraded Starbase, available at the start of the game. Supports 2 modules and 1 building.
Starhold: The second level of upgraded Starbase, unlocked through tech. Supports 4 modules and 2 buildings.
Star Fortress: The third level of upgraded Starbase, unlocked through tech. Supports 6 modules and 3 buildings.
Citadel: The final level of upgraded Starbase, unlocked through tech. Supports 6 modules and 4 buildings.
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Regardless of the level of the Starbase, so long as it is not an Outpost, it will use 1 Starbase Capacity and will show up on the map and in the outliner. Overall, the design goal is for the vast majority of Starbases to be Outposts that you never have to manage, with a handful of upgraded Starbases that are powerful and critical assets for your empire. Going over your Starbase Capacity will result in sharply increased Starbase energy maintenance costs. Starbase Capacity can be increased through techs, traditions and other such means. You also gain a small amount of Starbase Capacity from the number of Pops in your empire. If you end up over Starbase Capacity for whatever reason, it is possible to downgrade upgraded Starbases back into Outposts. It is also possible to dismantle Starbases entirely and give up control of those systems, so long as they are not in a system with a colonized planet.
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Spaceports and Ship Construction
Starbases fully replace Spaceports in the role of system/planet defense and military ship construction. Spaceports still exist, but are no longer separate stations but rather an integrated part of the planet, and can only build civilian ships (Science Ships, Construction Ships and Colony Ships). To build military ships you will need a Starbase with at least one Shipyard module (more on that below). Starbases also replace Spaceports/Planets in that they are now the primary place to repair, upgrade, dock and rally ships, though civilian ships are also able to repair at planets.
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Modules and Buildings
All non-Outpost Starbases can support Modules and Buildings. Some of these are available from the start of the game, while others are unlocked by tech. Some modules and buildings are only available in certain systems, for example Trading Hubs can only be constructed in colonized systems.

Modules are the fundamental, external components of the Starbase, and determine its actual role. Module choices include Trading Hubs (for improving the economy of colonized systems), Anchorages (for Naval Capacity), Shipyards (for building ships, duh), and different kinds of defensive modules such as gun turrets and strike craft hangar bays that improve the Starbase's combat ability. There is no restrictions on the number of modules you can have of a certain type, besides the actual restriction on module slots itself. This means, for example, that you can have a Starbase entirely dedicated to Shipyards, capable of building up to 6 ships in parallell. Modules will also change the graphical appearance of the Starbase, so a dedicated Shipyard will look different from a massive defensive-oriented fortress brimming with dozens of gun turrets.
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Buildings represent internal structures inside the Starbase proper, and typically work to enhance modules or provide a global buff to the Starbase or system as a whole. Building choices include the Offworld Trading Company that increases the effectiveness of all Trading Hub modules, and the Listening Post that massively improves the Starbase's sensor range. You cannot have multiples of the same building on the same Starbase.
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Defenses
One of the fundamental problems with the military stations in the live version of the game is that they simply do not have enough firepower. Even with impressive hit points and shields, a station with at most a dozen or so guns simply cannot match the firepower of a whole fleet. An another issue is the ability to build multiple defense stations in the same system, meaning that no single station can be strong enough to match a fleet, as otherwise a system with several such stations will be effectively invulnerable. For this reason we decided to consolidate all system defenses into the Starbase mechanics, but not into a single station. Starbases come with a basic array of armaments and utilities (gun and missile turrets, shields and armor, etc), with the exact number of weapons based on the level of the Starbase. These are automatically kept up to date with technological advances, so your Starbases won't be fielding red lasers and basic deflectors when facing fleets armed with tachyon lances.
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Additionally, Starbases (with the exception of Outposts) have the ability to construct defense platforms to protect them. Constructed defense platforms will form a 'fleet' around the Starbase, supporting it with their own weapons and giving Starbases the firepower needed to engage entire fleets. The amount of defense platforms a Starbase can support may depend on factors such as starbase size and modules/buildings, technology, policies, and so on. The exact details here are still being worked on, but the design intent is that if you invest into them, Starbase defenses will scale against fleets across the whole game rather just being completely outpaced in the late game as military stations and spaceports currently are in the live version.
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One last note on Starbases: For a variety of reasons (among them to avoid something like the tedious rebuilding of Spaceports that happens at the end of wars) Starbases cannot be destroyed through conventional means. They can, however be disabled and even captured by enemies. More on this in a couple weeks.

... whew, this was a long one but that's all for today! Next week we'll continue talking about the Cherryh update, with the topic being Faster than Light travel...
 
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Ah okay, I understand your point, you mean that if I do this, I wont be getting the discount for the next system if an outpost is built, but then again this same issue arrises when you are queueing up multiple outposts one by one as then as you said, they will not know (cannot know of course) that a new system will be claimed and the outpost is going to be finished earlier.

In an example: This is the same issue as of right now: you plan to colonize a 200 influence cost planet and there is another one next to it for another 200 influence cost. If you queue them up it will cost you 400 influence but if you had waited for the first to claim the system it will onyl cost you a 100.
I am not sure if I am explaining my point:

TL DR: So in short, queueing up multiple system claims with outposts will be very tedious as you SHOULD wait for each to finish to get the influence reduction and apply the "new prices". OR are there any plans to give us players an easy way to plan and order our expansion?

I am not sure why are you saying my idea should not work: You draw a rectangle > you tell the construction ship to start building outposts. The resource will be deducted after each outpost constructed, so you only made ONE click to start claiming like 12 systems and you will pay each construction cost NOT upfront BUT after each order is actually started.

I know the current system uses the UPFRONT pay mechanics which are not suitable for this so this must be changed, otherwise I dont see how you could queue up your expansion.
You assume that you'll be able to afford this. I imagine that claiming systems will be the top priority early game where you spend every single point of influence as soon as you are able to. Once midgame hits, all systems are claimed.
 
It doesn't really work like this because of the influence cost. You don't just grab large chunks of space at once.

Hey Wiz, have you considered appropriating the sector creation mechanic for this so that you could, for example, select a construction ship, click on Build Outpost, then get taken to a screen where you can just click on each individual system on the galaxy map and have it queue up orders for outpost creation from there? Alternately give it an F# button and have an outliner for construction ships, which could then be used as a kind of strategic construction view for the game. It'd work pretty well for a future economy change as well, if you could turn it from just construction into an overall economic mapmode.
 
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Really hope you're not restricting Warp and Wormholes to paths as with hyperspace, effectively creating "provinces" as in EUIV. Or worse, removing them in favour of keeping hyperspace.
Hyperspace is the odd duck in the 3 FTL methods in that there's no basis beyond science fiction for it actually existing; Warp and Wormholes are both theoretically possible, Warp more-so than traversable Wormholes, but the latter is still theoretically possible (I just wouldn't want to be the one to try jumping through it, I don't fancy being spaghettified).

Realism is really not the hill you want to die on here. If you want to argue about things having no basis in reality there are dozens of things I can point to.
 
I think there's an actual argument to be made that building mining/research stations is excessively micro-intensive beyond the very early game, and that's an area we could target for 'less clicking' much moreso than outpost building.

100% agree there. Research/mining station building is obviously many times worse than outpost building.

The people complaining about too much micro do realize that the other empires will claim systems as well? So by midgame, every single system will have been claimed by someone? Considering the influence costs, how many systems do these people think they'll be able to claim by then? You have read that the Outposts cannot be destroyed? You'll probably take at most 100 systems through this system, after that it's swapping ownership through war for which we get an entirely new system.

But the new war swapping system can only possibly require MORE clicks than it does now, not less. Every single system traded in war will have to be manually selected using the new system, which is exactly the same problem in the war context as it is in the colonizing/frontier outpost context.
 
So when you build an outpost in a system, does it still expand the borders the way it did before? or does it just target select systems around it? Also, is border range still going to be a thing?
 
But the new war swapping system can only possibly require MORE clicks than it does now, not less. Every single system traded in war will have to be manually selected using the new system, which is exactly the same problem in the war context as it is in the colonizing/frontier outpost context.
How about we wait and see what they got in store for that?
 
But the new war swapping system can only possibly require MORE clicks than it does now, not less. Every single system traded in war will have to be manually selected using the new system, which is exactly the same problem in the war context as it is in the colonizing/frontier outpost context.
that's why Wiz said wargoal system is being redesigned
 
Hello, may I suggest an improvement.

If you mouseover a starbase / planet you see exactly which system are in its borders.

"I want to attack someone and get exactly system X, but it's on the border between two starbases and I don't know under which starbase it falls. If I mouseover over the starbase it will now highlight all systems under it".

I hope someone reads and considers this. Thank you!

One starbase, one system. There will be no longer be any ambiguity.
 
But the new war swapping system can only possibly require MORE clicks than it does now, not less. Every single system traded in war will have to be manually selected using the new system, which is exactly the same problem in the war context as it is in the colonizing/frontier outpost context.

Incorrect.
 
I wonder how you will deal with crisis.

I imagine (I may be wrong) that they will build outpost to contest systems. And I wonder what will happen to those when they are defeated ? Destroyed ? All go to the guy who last hitted them ?
Or they ll stay them waiting to be claimed by the first who grab them maybe ?
 
Can you still design the defence platforms starbases build & pick what weapons the starbases use? Will they also be mod-friendly or will they only use base-game weapons?
 
Far away sectors costing more influence to build an outpost to isn't anything new and has nothing to do with borders.

You missed the point.

In the early game/early-mid, you'll be grabbing strategic systems via frontier outposts. This is the same as it is now. You'll inevitably end up with some kind of roughly outlined area of space that has no habitable planets within it, and so no reason for anyone else to expand into.

In the later parts of the midgame, outside of war, you'll just be spamming frontier outposts to grab all the in-between systems to fill out your borders, having already made all the "interesting" decisions. Nobody else will be able to get to them because they're basically within your borders, and they'll be extremely cheap because you already surround them. In the current game, this would happen automatically as your borders fill out. Now, it'll happen through 3 clicks per star system.
 
So how do borders work than? If i want to build mining stations are research station i have to build outposts in all the systems i want to claim? And does it cost influence to claim those systems?

From the Dev Diary, yes. You'd have to survey the system, then claim it manually, then build all the mining stations. Wiz has said that they're looking to change the station building mechanic though, as it is very micro intensive in the late game.