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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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I fundamentally disagree that building a Starbase can be construed as 'mindless clicking'.

We're talking about building the outposts, dozens of them, not the fancy starbases that clearly going to end up being players pride and joy.
 
I take it it's not possible to destroy an outpost in a war and thus make the system unowned again? Are outposts / control over systems wargoals then (like EUV IV provinces)? And systems with colonized planets are simply more expensive?

Edit: And I guess outpost influence cost is a function of distance to capital systems as well as distance to next owned system?
 
Wiz. The outposts, which you've told us go in literally every system we want to hold. Not the important "starbases" which are obviously an important limited resource.

Yes, that's what I meant as well. When choosing which system you want to put an Outpost in next, you have to consider the following factors:
- Which resources and planets it contains
- Which systems it will bring you closer to, and what planets they contain
- Which systems your neighbors and rivals are likely to claim, and whether you should try to take them first
- Whether it is worth to rush towards a particular system (to get those resources/planets) or stick to a more 'blobby' expansion (to save influence)
- The influence it costs, and whether you have a better use for that currency

It's as strategic a decision as strategic decisions get. If you're doing it without thinking, you're doing it very, very wrong.
 
With mods adding various components, weapons, shields, and armor, it would be good to have some sort of control over the automatic upgrade process so that not as many defensive stations, if any at all, have to be built in case of non-optimal choices by the upgrading algorithms.

Otherwise, this looks very good, should make the game more interesting, can not wait to see what else this update will bring.
 
The new Border-system will be really interesting in conjunction with creating vassals, since you can now precisely determine which systems they should get.
Space-feudalism approves.

On second note: Wouldn't it be possible to build max Level Starbases with combat specialization at your borders and then releasing said systems as Vassals, thus byspassing the Starport-limit and creating a very strong Vassal-shell around your empire?
Or would the maintenence-costs simply be too high for the Vassals to handle? (Will be interesting to see, how costly the maintenence is in general)

Really like to update and already hyped for FTL next week (somebody has a time-machine?)
I would assume that like current defensive stations the starports fleet power would count against you if the overlord strength modifier so if you surrounded yourself vassals with super powered defensive stations they would be likely cause a rebellion against you. Also your probably correct that the mini vassal likely be unable to maintain a high powered starport themselves.
 
@Wiz How will this new border System work with the crisis? Will they also build outposts to Claim Systems? Can they destroy outposts of normal Empires? It wouldnt make much sense for the Prethoryn or Unbidden to take over your outposts, would it?
 
I'm a bit surprised by the general enthusiasm for those changes. For me it looks like a back to the roots approach, switching back to simplified game models from past 4X games.
I won't claim that it'll necessary be bad/less fun to play, I'd have to play their update to know that. But to me it feels like the less ambitious approach, giving up on a feature that did its part to define Stellaris.

The old border approach was utter BS. I conquered a third of the Galaxy by just spamming border range buffs. It also never makes sense when your borders eat someone else's outside of war.
The old system was also not ambitious or innovative, it was just a simple way to define borders.
 
In my opinion, this was the best and most interesting dev diary ever made. Was kinda tired of robot or ethics improvements that wont change doomstack and unplayable combat....
 
I am hoping planet cap for sectors is next! I am glad this is happening as it makes regions and sectors more significant as focus areas for ship production or defense.

Will sectors get their own star base cap or share it with the empire?
 
@Wiz How will this new border System work with the crisis? Will they also build outposts to Claim Systems? Can they destroy outposts of normal Empires? It wouldnt make much sense for the Prethoryn or Unbidden to take over your outposts, would it?

Why wouldn't it? The Prethoryn infect it, the Unbidden transform it.
 
Super excited about these changes, but I have a few questions.

Does this make cutthroat politics the best choice by far, now?

Do outposts require minerals in addition to influence?

Can you capture these systems in a first contact war?

The changes look really good and I'm excited to play them. I do have kinda mixed feelings about the 'outpost in every system' as like you said it now means every star system has to have something interesting in it and it complicates primitives and other features as well.

But, I know that you've delivered a lot of fun already and you know what you're doing so I have faith it will come out really good.

Thanks!
 
This looks great.

Just one remark about map aesthetics though: since we build starbases in all system we want to claim, we can choose to not claim systems that we don't want. This means that we can have empire looking like bubbles without contiguous borders on the map, then.
The problem is that currently the empire names are repeated on each contiguous region, and basically unreadable if that territory is too little or the name is too big.

Could it be possible that empire names were written larger even when borders aren't completely contiguous (like, when there's just one or two systems in the gap)? It would make reading the map easier.
 
The old border approach was utter BS. I conquered a third of the Galaxy by just spamming border range buffs. It also never makes sense when your borders eat someone else's outside of war.
The old system was also not ambitious or innovative, it was just a simple way to define borders.

And that's why a developer can chose to improve it, instead to replace it by the most simple "My base, my system" solution. That's why I called this the less ambitious approach.
Was the old system perfect? Certainly not. But this "improvement" just feels like a surrender.
 
Yes, that's what I meant as well. When choosing which system you want to put an Outpost in next, you have to consider the following factors:
- Which resources and planets it contains
- Which systems it will bring you closer to, and what planets they contain
- Which systems your neighbors and rivals are likely to claim, and whether you should try to take them first
- The influence it costs, towards other uses of that currency
- Whether it is worth to rush towards a particular system (to get those resources/planets) or stick to a more 'blobby' expansion (to save influence)

It's as strategic a decision as strategic decisions get. If you're doing it without thinking, you're doing it very, very wrong.

You've missed the whole point. There is absolutely a strategic decision in which system you want to out an Outpost in *next*. Just like there was a strategic decision in which planet to colonize next in early game Stellaris. No dispute there.

The problem is that after I've picked out the "best" system to pick next, now I pick "the next best" one. Once I've made my priorities or strategic decisions, and until I reorder them, it'll just be "mindlessly clicking" on each star system to build each outpost as influence allows.

Particularly if there is a category of systems that are "filler" (and it seems obvious there will be). By that I mean, after I've picked all the strategic systems I can get to short of war and/or as limited by influence, I'm just going to be backfilling my own systems based on their resources. That is *not* a strategic decision; it's just more mindless clicking. Looking at how border fill works in Stellaris now, the last thing I would ever want to do would be to do that all manually.

Yes, there are going to be strategic outpost building decisions in this system. But the sheer number of stars in Stellaris guarantees that most decisions won't be strategic.
 
I see potential...if there was an option to give away starbases, one could declare a "neutral" zone made up of level 0 starbases handed over to a dummy empire called "Neutral_Zone_Empire_1_Empire" that gets a +5000 opinion modifier for both parties, but that could lead to problems with border friction and the bonus xenophiles get...

Will you think about it @Wiz ? At least make it accesable if possible for modders.