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Developer Log - Stardate: 23724.7

The Statement

Last week, in Dev Log #1, PDX_Ruk described the genesis of Star Trek: Infinite. But how do we actually build a grand strategy game of Star Trek? I love these kinds of games, and I have spent hundreds if not thousands of hours in Paradox games. If there is one thing that has always been clear to me about them, it is that they always allowed me to tell my own story. So my vision statement for Star Trek: Infinite is very simple: "This game allows the player to live their own Star Trek story" in the iconic timeline.

What is not simple is to execute it. Difficult decisions needed to be made. The first three of these being, When, Who and Where?

When?

Of these three questions, the real difficulty was to answer When?. In reality we considered all options, but the final choice was between two, the Archer Era or Picard Era. Archer had many reasons to be the winner, but our statement was clear: we wanted the player to live their own Star Trek story. We felt that if we focused on this era, the player was only going to be able to live their story as the Federation, and Star Trek is so much more than the Federation. The Next Generation era brings a lot of other challenges, but the political map it presented was the perfect canvas for the player to experience different civilizations’ points of view and develop their own story.

The choice was clear.

Who?

Not every species in the Alpha and Beta quadrants are equal or have the same capabilities. When it comes to choosing the other paths that the player can develop, in addition to the Federation, we looked for other Powers that have similar importance and means for fun competition. At this time, three new players joined the mix, The Klingon Empire, The Romulan Star Empire, and The Cardassian Union.

Empire Selection.png


Now, does that mean that we leave all the other species in the quadrant out? No, many other species join our game in the form of Support Powers—species that have a certain degree of power, but concentrate on providing services to our Major Powers, such as the Ferengi.

In addition, we will meet other species with FTL capabilities, but are not so developed. These species are called Minor Powers and will serve as opportunities for expansion and conflict for the Major Powers. Among them you can find Bolians, Talarians, Boslic, and many others.

first_contact_ufop_idanian.png


Where?

The Star Trek Milky Way is a vast space, mostly unexplored but with a rich lore. If we wanted to do it justice we had to focus on a smaller area and fill this with as much Star Trek as possible. That's why we chose to have our game concentrate on the Alpha and Beta quadrants.

Wait a minute! Exploration is iconic! If we present a galaxy that the player already knows, how much can they explore? Finding a way to balance the known with the unknown was one of our first technical challenges.

Seeing a familiar star system like Vulcan (also known as 40 Eridani) placed randomly in the map would feel jarring since we know its a close neighbor to the Sol system; a similar issue would arise with the relative positions of the four Major Powers, so we created a bespoke representation of the core neighborhood of the Federation where the series take place most of the time, and left the rest to be procedurally generated so players can’t anticipate what they will find when exploring the farther reaches of the quadrants.

But those 3 questions were just the beginning, and many decisions followed. Warp being the one that changed everything.

Warp Travel

One of the challenges of space strategy games is geography, how to give shape to the vast emptiness of space and how that shape affects its travelers. A very common and effective approach used by many modern games of the genre is the starlane graph we all know from Stellaris, and while this system can be controversial at times, in Star Trek it's simply a non-starter. You must be able to boldly go, in a straight line at warp 9, but then what stops you from reaching the extremes of the galaxy from the get go?

highway_ftl_travel_ufop.jpg


Well, speed is one, but Voyager was actually an inspiration for the solution! The difficulties of finding fuel, supplies and repair opportunities while deep in alien space far from home present a great challenge.

Warp range was the inevitable approach, provided by your space stations, forcing you to plan your infrastructure to enable your fleets to deploy and move about. Another factor in geography are political boundaries: you can’t just cross someone else’s space without permission (well, spies can…), even in a straight line towards a star outside of their domain. This of course changes war considerably, mostly doing away with choke points.

You can no longer amass a 200 ship fleet in the doorway to your empire, confident that the enemy cannot get through. Since they can simply go past you, strongholds and a more evenly-spread deployment of your fleets become paramount (pun intended), reinforcing that space geography. There is a lot more to war, thanks to our warp approach, but that is a story for another log.

Balance of Power

Another thing that comes with the territory of the Picard era is the political stage of the Alpha and Beta quadrants. Unlike many strategy games, in the Star Trek universe constant, all-out war is something even sworn enemies strive to avoid! There are reasons to seek peace, to quell the tensions between the Powers, and in part this tension is kept by a constant balance with no single Major Power ever gaining a definitive advantage over the others.

warscore_background.jpg


To reflect this in Star Trek: Infinite, we added two systems that interact with each other to push the galaxy into this back and forth in a way that seems organic and justified. The first is the balance of power, where you can clearly see the relative power of all four major players, and make decisions of who to befriend and who to ostracize, because the A.I. surely will…

The other system is galactic tension, because war does not affect only those involved in it! War pushes all factions into uncertainty and instability which, in turn, puts them under threat too! The longer the duration of a war, the more extreme measures will be considered, and the less you can trust that the crosshairs won’t fall on you next. Any action of aggression and violence increases this tension, and any move for collaboration and conciliation reduces it. If you let it go too far, society itself may crumble!

But if an all-out war is something we want to avoid, how can we expand without going to war? One answer we came up with is our new Principles mechanic.

Principles

Instead of having ethics, each “pop” (meaning population, the citizenry on your planets) may feel more attracted to the principles that represent each of the Major Powers. Among other gameplay elements, spies and governors become extraordinarily important in influencing how affiliated they are with these principles. Now why would I want a pop to seek to follow the principle of my power? A pop that follows a different principle than the power they belong to has a chance of defecting to his new affiliation!

galactic_peace_summit_minor.jpg


I wanted to be brief and, much like sitting down to watch “just one episode of TNG,” time flew by and we ended up going through a lot. I would like to tell you much, much more but I think that is quite a lot for this week already! I hope we can meet again soon!

End log,

Ezequiel Alejandro Maldonado
Game Director for Star Trek: Infinite
 
In theory, nothing. But if I were a game designer, I'd make it so that while their doomstack can beat your scattered fleets, nothing forces you to throw them at the enemy. You can destroy his shipyards, bomb his core worlds, intercept supplies for the doomstack...

Of course, we'll have to see how it plays out ingame.

If there are interruptable supply lines, then I think that would actually be a counter. Let them doomstack, you disrupt their supply and they fall apart due to attrition.
 
All this speculation on mechanics is gonna give rise to unmet expectations. We know almost nothing about the game except it's an official ST mod for stellaris and a few minor details. I'm keeping my expectations tempered in the meantime. The fact that its release is right around the corner so close to announcement is both satisfying and concerning at the same time.
 
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I don't mean to be negative or anything, but when making a game like this, you should have a good answer to the question: what does this do that a total-conversion-DLC doesn't? I mean (and I want to stress that I am not trying to gotcha, really) you need to be able answer the question of why this deserves to be a standalone game, and what advantages that offers. Because, from my perspective, the advantages of keeping your game as a mod-cum-DLC for Stellaris are considerable, not least because it provides an impetus for continued support for the entire life of Stellaris that a standalone game does not.
Paradox games that aren't developed in-house (and this, as I understand it is, is not) have a very spotty reputation in this area. Hopefully the game is significantly different from Stellaris to avoid feeling hopeless outdated whenever some new QoL feature in Stellaris drops, but the screenshots currently available make me feel like that will not be the case.
 
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I think that's a fair expectation, and from what I've seen so far, it seems like they've been able to explain the advantages and significant differences fairly well.
 
Stellaris mod-makers do not have the code support needed to do half of the stuff in these dev diaries, because this isn't a Stellaris mod. This is a stand-alone game made in the Stellaris engine.
 
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I dont think that I like the idea that you magically cant cross a border. Trespassing should be possible - especially for the Great Powers on non Great power territory. Because lets face it, the small nation would not be able to do anything about it - it should come with a huge relationship hit and possibly create an event / crisis.

There should also be a difference between a fleet doing that or a single ship, esecially if its not necesserily a military ship. Imagine commanding a single ship to trespass with an intention of exploration etc. The nation if it detects the ship gets an event on how to react to it - ignore, demand apology or compensation to attack it. Depending on their reaction you could also decide how to proceed - ignore, apologize and pay and also continue or abort the mission, apologize but dont pay, deny and disassociate and say its gone rogue to back it up with a military threat. All of that should have of course again relationship impact.

It would be way better than and in some cases in character than we respect all borders unconditionally.
 
This seems very nice indeed ! But I have to say, it does look kind of similar to Stellaris. The space theme and all. I do enjoy Picard though, so good luck!
 
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This seems very nice indeed ! But I have to say, it does look kind of similar to Stellaris. The space theme and all. I do enjoy Picard though, so good luck!
ST:I is a separate game built using the Stellaris game engine. Visually speaking, similarities will surely exist, but so what.

I can't wait to see how that will translate towards the sort of game that we are hoping to have in our "hands".
 
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I really dont get the "its just a mod" comments at all. Was Doom a mod of Wolfenstein when it used the same engine with enhancements.

A bit insulting to Nimble Giant, who did a great job on MOO. I like both Stellaris and Star Trek. Having more of it doesn't replace either or what is already out there.
 
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I really dont get the "its just a mod" comments at all. Was Doom a mod of Wolfenstein when it used the same engine with enhancements.

A bit insulting to Nimble Giant, who did a great job on MOO. I like both Stellaris and Star Trek. Having more of it doesn't replace either or what is already out there.
Or Star Wars Battlegrounds and Age of Empires 2
 
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Wait, you've done away with the stupid hyperlanes and we can just hyper where we want now? This has gone from 'looks cool, but not interested' to 'shut up and take my money' for me and I'm not even a Star Trek fan. Ever since I played Stars! as a kid, I've preferred 4X games that just let you roam freely, and all the gameplay that comes from that --intercepting other ships, skirting along the edges of enemy scanners, and so on. Just gives you a kind of freedom warp lane maps could never give you, and also of course fits the space theme way better. I hope something like this is what they're going for with this game.
 
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