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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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This is something we're currently sorting out, I'm currently leaning towards giving the empire who owns the system of the spacefaring primitives the choice between making them a protectorate and ceding the starbase or stopping them from becoming spacefaring altogether.
Not sure how I feel about that. Those shared ownership gave a touch to the game I think. Contested zone, point of diplomatic contention and so on.
 

Important notice one thing. That it is a "straight" line and doesn't extend above and below. It would take trillions upon trillions upon trillions to just put up beacon all around a solar system never mind a "line" from a to b.

Also the movie was mostly a joke with how apparent realistic it was and that line was just one of those silly things.
 
Outposts owning space makes perfect sense for me. They're essentially state funded supply depots that make system exploitation economically viable for the civilian sector.
Once the civilian sector get's involved, other empires entering that space means they are interfering with your civilians livelyhoods. Which is a valid reason to have border permissions, wars and other mechanics to enforce border control.

The new border mechanic's going to forbid multiple owners per system but I'm quite confident that's for programming reasons, not design reasons. With an overhaul, coming out with a working and fun first-pass is better than a bug-ridden clusterfuck.
I assume later when they release the diplomacy expansion* they'll introduce shared borders and other fancy borders, which will be much easier to design and implement with the new border mechanic.
The current system uses essentially heatmaps, which are great for visualizing data but are inflexible** and shit for everything else.

I would actually love it if they used heatmaps for some view modes. For example, a military strength view mode where green means neutral/friendly, red means enemy and intensity represents fleet power.


* The devs have mentioned several times there will be (initially) 3 expansions fleshing out war, diplomacy and internal stuff. We've already got internal stuff (Utopia) and know war is next, so it's obvious diplomacy will be third (with a story pack inbetween).

** Heatmaps are the reason we don't have secondary colours in the borders or border change predictions for placing frontier outposts. While both are technically possible under the current system, the first would be too inflexible from an artists point of view and the second - from what I understand - would be too computationally expensive and unreliable (things change while the outpost is building).
 
The old border system makes no sense. I saw someone compare it to Africa, which is absurd. Africa is a landmass, humans are a land dwelling species. Space is space, and every empire in Stellaris are solar system dwellers. If we want an analogy comparing Stellaris to humans on Earth, each solar system is an island about 1km wide, and between each island is a stretch of ocean 10 000km wide. No matter how developed that island is it doesn't exert control of neighbouring islands.


Do you have a door on your home? Do you lock it? Why? Probably because you don't want squatters there.

If you think that just because man attains an interstellar empire they will give up their instinctive desire to "own" territory or not to jealously protect what they claim as their own, then you are far more optimistic about others than I.

Borders aren't the issue. It's the ability to have unlimited range right off the get go of the game that is hugely unbalancing. In MOO, that feature was a technology available only fairly high up on the tech tree. In this game, all spacefaring races start with it, which is a little too OP if you ask me.
 
Huh, I feel the complete opposite. For me it completely makes sense that borders in space would be system focused and I'm excited to play a game in which empires aren't just giant blobs of systems that realistically they have little claim to. Why should an empire arbitrarily get a system they don't have a single asset in just because it's near them?
Yes and no.
If I do have some colonies, a gigantic star citadel, a big fleet, well, I can easily make the law in the neighborhood. After reading a lot of comment on the subject and thinking about it, I feel that an hybrid system migth be the solution. You only truly control system with outpost in it, but colony and major starbase should give you an influence over close system. allowing you to exploit it. But since it is not claimed, rivals could come and snatch it from you in theory, even if the influence cost would be big.
 
Yes and no.
If I do have some colonies, a gigantic star citadel, a big fleet, well, I can easily make the law in the neighborhood.

only if the people are willing to listen, if not it's war, and well, then you just take their outposts...

I view the outposts as the necessary infrastructure to exploit the region and a good way to claim "boots on the ground" for a given system. you can still claim systems in-game, just not through mechanics. if someone takes your claims, insult them and prepare for war.
 
don't make me show the maths again. the hundreds of systems is so far beyond a hyperbole i don't know why people keep saying this.

largest map is 1000

hundreds is minimally 200 stars

that's 20% of the map captured by you without conquest.

that means the average 15 remaining AI have only grabbed 5% on average of their surrounding each, meaning you have 4 times the average output of other empires.

being able to do that consistently is highly improbable. this isn't even including FE taking up space and taking up more space when they become AE.

edit: also 36 pages in 24 hours, cool.

It's certainly not "so far beyond a hyperbole".

For instance in my last game I heavily focused on peaceful expansion, and yes, I controlled about 20% of my 1000-star galaxy in the end, with only minor gains due to conquests. I agree that I was somowhat lucky that I managed to achieve this, but expanding to 100-150 systems is pretty realistic even if you're not so lucky. And 150 instances of building outposts using the current space construction interface is quite tedious.
 
Just some random thoughts from a new player here. Been playing about a week. Now I hear a complete re-write is coming. Ugh.
It's not going to be a complete re-write.

- unlimited fleet range. Needs hit hard with a nerf bat. If the Dev's would change this, I believe a lot of issues with wars, in your face AI, etc. would disappear. It's silly to have resources in the game that either aren't strategically important to increase your range or ship capabilities for warp. Add a fuel tech tree, limit range. This will force players and AI to act strategically, and not just build punk stacks that mysteriously show up with zero warning right after you throw your fleet at that ringworld. A second thing this does is give new players a chance to manage their growing empire without fatal consequences by year 100. Getting some time to "build up" isn't always a bad thing.
I believe there's a teapot in orbit around the sun between the orbits of Earth and Mars.
It's unclear how limiting ranges would prevent/lead to any of the things you mention. Either way FTL changes will be explained Thursday, there might be something you like there.

- wars and influence. I really, really, really wanna hit someone with a nerf bat on this one. In your face AI as soon as you run into them. Added random antagonistic computer for addition fun. First battle is crucial. Lose it, and you're likely to get CONSTANT influence demands, that eventually will lose you the war. Silly. Successful attacks or defenses should simply gain or lose influence. War is fluid and demands and strategy change over time for various reasons. A computer losing should not be able to make influence demands, especially not 100 at a time. Go look at MOO and you'll see computer's that sued for a few credits, conceding one system, etc. You shouldn't get your clock constantly cleaned since the aggressive AI (even when set non-aggressive) forced you to attack it. What they should have done is a kind of influence tug of war. A larger empire would have more influence, therefore is a more daunting opponent and would be less likely to get attacked for the heck of it. Consequently, a larger empire would be able to take a serious influence beating, whereas smaller ones, not so much. Set victory conditions to something like a loss of 50%-60% of your total influence. Loser would probably have forced government reform, loss of some key systems or limits on ability to wage war for a time, etc.
The AI can only send demands when you're at negative warscore ie losing. Their demands are also in relation to how much you're in the red meaning they sometimes sue for peace just asking for a colony or humiliation (much like your MOO example).
Why should influence be gained or lost by space combat?
Larger empires are already more daunting opponents, they don't really need to be made more so. How would this system be an improvement on the current warscore system (that's also getting an update, fyi)? What you're describing are essentially wargoals but for some reason with influence instead of warscore. And as influence gain is pretty even between large and small empires right now you'll have to completely rework that, and then how do you adjust all the things that cost influence now? Hard to imagine how that would be an improvement.

- Empire Borders. One aspect of the game I actually like and think is great. Now you're changing it entirely. Facepalm. Huge mistake getting rid of this feature. Some of us enjoy our empire having a "fence". If you fixed the other two issues, borders as is would be fine. They help one act strategic without actually having to pop a starbase or outpost at every location.
You'll still have your fence, it's just moved. Unclear how "fixing" the first two would do anything about the problems of the current system.

- Tech tree. Silly if you have a researcher that is good at physics but his/her only research options are biology. Likewise, how can one develop proton torpedoes before even developing the torpedo? I see that the devs may want a little randomness, but apply some logic here. There seems to be little ability to guide your tech tree in a certain direction. You might need your physics guy to research powerful lasers to fight that new empire that just got in your face, but instead your options are research improvement and hydroponic farms II. Ugh. Should have techs broken down into three or four areas, physics/social/engineering, with the ability to have sub areas of improvement like weapons, construction, etc. Maybe it's done randomly now? Need to be able to guide it more. Also, primitive techs cost more if developed later just because you might have "more systems". Silly. The more complicated the tech costs the more expensive it should be, and vice versa.
Then you should probably put your researcher that's good at physics in the physics slot.
What researcher you put where affects the weighting of the different techs so you can guide your research, to a point. Your suggested improvement is essentially how it works now.
Tech costs going up with empire size is a classic 4X mechanic, without it you basically force all empires to blob as much as possible or fall behind not just in economy but also in technology. Wide and tall doesn't need to be equally viable but it's nice if tall isn't completely thrown under the bus. If you'd like a "realistic" motivation then we can say that it's more difficult to coordinate research over a huge empire, there will be more unnecessarily duplicated research etc.

- Sector Management. I like this feature a lot, but what I don't like is not being able to see physically the boundaries I've set to my sectors at the galactic map level. Please consider changing this.
You can already do this.

Shame that an entirely new way of doing things is coming. This game only needed a few minor tweaks to improve it, but now we're getting what looks like a massive change. Let me lay some advice on you devs: If it ain't broke, don't "fix" it.
Thus never improving on anything that isn't "broken".


Let's go through some topics to improve the game without a total rework, shall we?:
To sum up, you don't like the revamp of the border system but would like complete revamps of a number of other systems. Because when you want it it's not a complete rework but when you don't it is
 
It's certainly not "so far beyond a hyperbole".

For instance in my last game I heavily focused on peaceful expansion, and yes, I controlled about 20% of my 1000-star galaxy in the end, with only minor gains due to conquests. I agree that I was somowhat lucky that I managed to achieve this, but expanding to 100-150 systems is pretty realistic even if you're not so lucky. And 150 instances of building outposts using the current space construction interface is quite tedious.

cool, still not hundreds. people were acting like people were gona have to build 500 outposts to cover a 1000 star map and didn't realize that you would gain the vast majority of your space-flags from conquest.
 
@Wiz

Just keep going the direction you are going...Starholds/Starbases sound amazing and I cant wait for the game to have better borders, defense and all of the potential strategic depth these changes will bring!

I'm sorry to say but if people are bothered by "clicking" a few times for added content/strategic depth, they really didnt show up to play a 4x game and there is nothing you can do about it.

You simply cant make a "Strategy / Management" game for people that want Strategy / Management and for people that want to do as little management as possible and want the strategy to be as shallow as possible...

You can only choose to make a game for the 4x / Grand Strategy players that showed up to play a 4x / Grand Strategy game!
 
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I'm actually super alright with having to build hundreds of outposts. It seems like it will slow down border expansion.

It does seem thematically off for a lot of Stellaris' inspiration. There are many stars in Federation space that don't have specific installations after all. But from a gameplay perspective, the old system has a way of making the galaxy feel crowded and small. This system feels like it might slow down border expansion, leave more blank space on the map, and make you think about each star as a significant asset, and I'm super excited about that. (I noted in my earlier comment, I also think it opens up the potential for an entire system of wildcat colonies in unclaimed space if they wanted to do that, with potentially cool diplomatic and mechanical implications.)
 
I'm looking forward to this next update! Sounds like there's a good sense of priority about what needs to get done.

I wonder if it changes the "close borders" ability. Having my fleet vanish because someone closed borders to me, not being able to reach someone I'm at war with or most recently, having a colony completely surrounded by closed borders and cut off from the rest of my territory is disappointing. Closed borders should be more of a diplomatic mechanic than an in game force that magically repels fleets that haven't declared war.

Great job with the updates and patches! My friends and I are looking forward to more!
 
So, the old border system made as much sense as any other aspect of diplomacy.

Of course you can claim a system without building anything there. You just say, "I claim this". How you enforce it is another question.

Other than FE, why can't a big powerful empire violate your closed borders and dare you to go to war with them? Why can't someone just plop a colony ship down next to your colony? Why can't you declare war within 10 years of the previous war ending? Who enforces any of these rules, and how?

Clearly, in Stellaris, everyone (even purifiers and devouring swarms) abides by a gentleman's agreement to follow the space rules. And the space rules include, whoever yells loud enough from their colonies and outposts owns a system. And some things let an empire yell louder. And even an FE will acknowledge it, if someone is yelling loud enough.

The thing is, someone giving up a system, to a potentially weaker empire, just because they claim it, is very unrealistic. But, it is similarly unrealistic that I can't say "this is mine" about any system I please. And whether anybody decides to abide by it, or isn't afraid, or calls my bluff, is up to them.

The current border system kinda simulates that; these are the systems you are "strong enough" (or loud enough) to claim, and people will follow the space rules. That simulation is gone. Though, maybe it'll be replaced by an ability to "warn off" other empires manually, like an FE? Or the ability to demand a system that was just claimed, but you considered yours? Sure there's war, but what if it's an ally that claimed it? They'd probably have listened if you could tell them, somehow, "these systems are going to be mine", or maybe give them up for some compensation.

But now we're getting into things the current system can't do either. The new outpost system gives just as little actual justification for why an empire accepts your claim. Sure, a level 0 outpost can scare off a civilian ship, but why doesn't he move a sufficiently large fleet in there with it and say "you wanna stop this colony, then make me"? Space rules, that's why. The only thing this improves is that now you'll actually have the sensor coverage to know if someone were to violate your claim, which they can't anyway :p

Now, actually gathering resources from a system you can't reach, where some other empire previously built mining stations? That doesn't make sense. Of course, I'm sure it'll still be possible, even if the FTL system changes. Whether some systems are not hyperlane accessible but you claimed one from a more technologically advanced empire, or they're cut off by closed borders. But, wiz did leave the possibility open that it will come with penalties, at least.
 
@Wiz First I just want to say how awesome this looks. I've been keeping an eye on Stellaris as it developes, promising myself I'll come back when warfare becomes a deeper experience. It looks like this will be my time! I have a question, and a suggestion/idea:

Q: Will one available Megastructure be some sort of "super station"? Essentially a level 6 station, perhaps limited to 1 per empire, capable of nigh impregnable defenses? Or will the strength of citadels be balanced to the point where this would be not needed or over the top?

Suggestion: What if collection of resources and trading between empires had to occur along trade lanes? Resources from any given system could be sent to the nearest station (upgraded outpost), and then funneled along trade lanes back to the empire's capital star base. Trade lanes would appear over the course of the game between star bases as they are constructed, and would create points of strategic interest on the map outside of targeting star stations: for instance you could try to force an engagement with your enemy by blockading their trade lanes and starving them of resources, forcing them to come out and face you.
 
So here's my question: If Starbases are replacing Frontier Outposts, and FOs have to be placed on stars, will Starbases also have to be placed on/around a system's star? If so how will they defend our poor vulnerable worlds when aweful aliens come to invade them?
 
It's not like starbases defend worlds now. They just kinda blow up when the enemy fleet gets in range.
yep. Computer with less stars and resources? No problem. He'll just show up with a doomstack twice as big as your fleet and chew through defensive numbers twice his own size like they are butter. Literally just experienced this as a 1.2k starbase, a 350 defense station AND a fleet of 1.2k couldn't stop an attacking force of only 1.9k.

Beginning to really dislike this game.
 
only if the people are willing to listen, if not it's war, and well, then you just take their outposts...

I view the outposts as the necessary infrastructure to exploit the region and a good way to claim "boots on the ground" for a given system. you can still claim systems in-game, just not through mechanics. if someone takes your claims, insult them and prepare for war.
I think you misunderstood me.

If a system is empty and you've got infrastructure in the nearby system, building a civillian outpost (mining station, scientific station) should be possible. Even if you don't have military control of the system, you're the one paying the workers salary, so yes, they will do what you say without the presence of a small millitary outpost nearby.
But doing so does indeed expose you to the risk of another nation coming and gaining control of the system. Afterall, you do not control it, you just exploit it.

I really disliked the fact that in Stellaris, only claimed system could be exploited. Economic and scentific developments are big motor for expension and are in fact the most common one. We should start with the exploitation of rssource and then securing it.
No sense in having an heavy border defense when as far as you know, you are the only intelligent race out there.