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Stellaris Dev Diary #111 - Anomaly Rework & Expanded Exploration

Hello everyone and welcome to another Stellaris development diary. Today, we're going to start talking about the 2.1 'Niven' update, which will be the next major update after 2.0. At this point I cannot give you any details on the exact nature of the update or when it's arriving, but I *can* talk about some changes we're making and new features we're introducing in regards to exploration, galaxy generation and anomalies.

Anomaly Changes
In 2.1, we're changing the way anomalies work in a few ways. First and foremost, we are removing the concept of failure risk - we found that the possibility to fail on anomalies added little to the game in terms of interesting choices, and mostly frustrated players or made them wait with researching said anomalies until their chance of success was maximized. As such, instead of making it so that anomalies have a failure risk based on scientist skill level, we've instead made it so that the time it takes to research an anomaly is heavily dependent on the scientist skill versus the level of the anomaly - researching a level 2 anomaly with a level 2 scientist will be a comparatively quick affair, while attempting a level 10 anomaly with the same scientist can take a very, very long time, and might mean that it is better to return to it later with a more skilled scientist, so not to hold up your early exploration.
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(Note: Not final numbers, etc)

As part of this we've also added an anomaly tracker tab to the situation log. The anomaly tracker will keep track of anomalies that you have discovered but not yet researched and easily let find and you return to them.
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Hyperlane Generation
Another thing that is changing in 2.1 is the way the Hyperlane network is generated. Rather than simply attempting to connect stars to nearby stars, we've created a new generation algorithm that builds up 'clusters' of stars with a high degree of internal connectivity, that are connected to each other by thinner 'highways' which form natural chokepoints. These chokepoints are also registered as such by the game, allowing us to find actual chokepoint systems and avoid placing Leviathans and other powerful space monsters there, as well as improving the AI's ability to detect suitable spots for defensive starbses. The hyperlane connectivity setting will determine the level of connectivity between clusters, and thus how frequent and easily circumvented chokepoints are.
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(Note: Image is not final. We're still working on the algorithm)

As part of this it will now also be possible for modders to easily generate systems and clusters of systems that are not connected to the main hyperlane network.

New Stars & Systems
Lastly for today, we've added a bunch of new system and star types to the game. First out are binary and trinary star systems - systems containing more than a single star. These systems come in a variety of configurations, and will often contain more planets and resources than conventional, single-star systems. We've also added some new star types to the game in the form of Brown Dwarves (not technically stars, I know) and Class M red super-giants. We've also made it possible to generate more than a single asteroid belt in a system, and created some new mineral-rich asteroid-heavy systems. Finally, there are some new unique systems to find with large amounts of resources in them, guarded by powerful space creatures.
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That's all for today! Next week we're going to be talking about something just a little bit mysterious called the L-Cluster... see you then!
 
And back to waiting for the update rather than playing. :D

I'm so sick of anomaly failures. It's the most inconsequential thing but like something gross thrown into a bowl of nice soup, having the chance to fail and therefore putting it off only to maybe fail later was just not enjoyable. Glad it's being replaced by something more sensible.

New hyperlane generation looks good already. Can't wait to see the final version.
 
so , now will be possible to do a "mass effect" style galaxy . with clusters , connected with wormhole station . :D ...

its still a bit impractical , since all system would have multiple wormhole to send them to the close cluster ... mhh... can you mod wormhole to have different destination? :O
you can't use portals, since once into an empire influence they wold be close on war ....
 
This update looks great. I will not miss the boring 5% fail rate - all the interesting dangers occur after the anomoly investigation succeeds anyway.
 
@Wiz

Can we please have an explanation for the design reason to eliminate duplicate anomalies? I can understand from an immersion standpoint that encountering a once in a lifetime event twice seems a bit silly - but given the choice between doubling up on an event or having a finite amount of discoveries, I vastly prefer the former.

If there are (making this up) 78 anomalies in the game, then I am going to reach a point in game play where I regularly discover all 78 of those every game. The only difference from game to game will be which ones were discovered in what order. I do think that the exploration/colonization sub system of Stellaris is already its strongest sub system, so I am hopeful these changes will improve it even further.
 
"Hyperlane Generation"

You posted dozens of dev blogs and I can't disagree with any of them. Apart for some quirks and limitations of current programing languages / hardware Stellaris is a wisker away from being the best game of all time.
 
so , now will be possible to do a "mass effect" style galaxy . with clusters , connected with wormhole station . :D ...

its still a bit impractical , since all system would have multiple wormhole to send them to the close cluster ... mhh... can you mod wormhole to have different destination? :O
you can't use portals, since once into an empire influence they wold be close on war ....
Gateways are virtually identical to Mass Relays
 
These chokepoints are also registered as such by the game, allowing us to find actual chokepoint systems and avoid placing Leviathans and other powerful space monsters there


Actually pretty good, because I recently realised just how OP a single void cloud can become if placed in a chokepoint. Every two fleets they kill adds another void cloud to the system. Each vote cloud is 1k. I had a game recently where there were FP's next to me at the start. There was a chokepoint between us, but rather than rushing it and fortifying, I noticed there was a void cloud there. I just fed it construction ships, because when you think about it you're spending 200 minerals to add 1k to the system. It got to a point where he declared on me and couldn't actually reach me because I had just fed the void clouds until there was 30k power in the system, purely of void clouds, which only cost me 6k minerals, rather than the 14-20 k I'd have spent on forting it up myself. Out of a morbid curiosity, I kept feeding the clouds to see just how ridiculous it could get. My game started having bff problems after it hit 80k, or 80 clouds, which is roughly the equivalent of an end game citadel, but it wasn't even mid game yet. In the end, I got them to 100k, and to put them down because of the lag. Just saying, it's a pretty nasty exploit and I'm glad it's getting fixed.
 
Can we please have an explanation for the design reason to eliminate duplicate anomalies? I can understand from an immersion standpoint that encountering a once in a lifetime event twice seems a bit silly - but given the choice between doubling up on an event or having a finite amount of discoveries, I vastly prefer the former.
Some of the anomalies are oddly specific, so it's jarring to see them pop up more than once.

Maybe a good compromise is for there to be "repeatable anomalies" whose descriptions and outcomes are generic enough that it makes sense for there to be multiple instances of them.
 
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Risk vs Reward.

When you remove the risk, you also remove the value and excitement of getting the reward...

Ofcourse up to you if you want to remove excitement from the game, but I think it's a silly design choice to do so.
 
Some of the anomalies are oddly specific, so it's jarring to see them pop up more than once.

Maybe a good compromise is for there to be "repeatable anomalies" whose descriptions and outcomes are generic enough in scope that it makes sense for there to be multiple instances of them.
This functional is already implemented by setting a country or even global flag to prevent another anomaly from spawning. Unless we are talking simply of setting such flags on all vanilla anomalies, this is a rather odd choice indeed.
 
Hello everyone and welcome to another Stellaris development diary. Today, we're going to start talking about the 2.1 'Niven' update, which will be the next major update after 2.0. At this point I cannot give you any details on the exact nature of the update or when it's arriving, but I *can* talk about some changes we're making and new features we're introducing in regards to exploration, galaxy generation and anomalies.
Anomaly Changes: As a "frustrated player" Hurrah!

Anomaly Tracker: HURRAH!!!!!!!!!!!!!!!!!!!!!!!!!!

Hyperlane Generation: Hurrah! Meaningful chokepoints!

New Stars & Systems: Hurrah anticipated but postponed for seven days due to Wiz reticence.
 
Please actually DO put space monsters in the chokepoints though. Having chokepoints blocked off by 'natural hazards' is an interesting, dynamic way to control the politics of empires, and it's an interesting mid/late-game question when you'd actually remove a barrier like that (or have it removed by an enemy empire).
My own first thought. Wasnt it mentioned in a previous dd when discussing possible changes to the lane generation or was that also just suggesting it?
 
I always see people that say they love the anomaly system, and wish it would continue into the mid to late game, but I can't see how you could love the system and not want any risk at the same time... if there are no consequences you might as well replace 95% of the text with 'Thing found' and 'Research complete, +3 minerals', or just increase the base resources of most systems and remove basic anomalies all together, because that's all those anomalies boil down to, the stories have no chance of changing.

Yes, there are bigger anomalies with unique endings (ie sheilded world), but those are few and far between. Paradox would have to give almost every anomaly a branching path in order to make anomalies even slightly interesting. Encounters without any decision or risk are not interesting stories, they're dressed up research assignments; You might as well take all the scientists off the ships and handle every thing through an R&D position because it'll pretty much be the same thing.
 
I always see people that say they love the anomaly system, and wish it would continue into the mid to late game, but I can't see how you could love the system and not want any risk at the same time... if there are no consequences you might as well replace 95% of the text with 'Thing found' and 'Research complete, +3 minerals', or just increase the base resources of most systems and remove basic anomalies all together, because that's all those anomalies boil down to, the stories have no chance of changing.

Yes, there are bigger anomalies with unique endings (ie sheilded world), but those are few and far between. Paradox would have to give almost every anomaly a branching path in order to make anomalies even slightly interesting. Encounters without any decision or risk are not interesting stories, they're dressed up research assignments; You might as well take all the scientists off the ships and handle every thing through an R&D position because it'll pretty much be the same thing.

There will still be risk, don't worry. There just won't be a risk of "it was just a blip in the sensors".
 
Love the idea of long starlanes and some systems or clusters being off on their own.

But having this as a general map feature, isn't there a worry that this will pull every war back to doomstacks? Judging from the image posted (which, 100% acknowledged is not final), every empire on the map can defend themselves with one or two systems.

Won't every every empire just stack maximum defenses in those systems, leading every war to become a question of who can break through the other guy's wall? Chokepoints can be a great element to strategy, but I worry that this doubles down on them as essentially the entire game in and of itself. Without other viable options we're basically back where we were before. Fortifying a choke point, then throwing the biggest possible fleet at the enemy's chokepoint will become the dominant (if not only) move.

Also, not to be snarky, but isn't this almost exactly what Endless Space 2 did with its constellations?
 
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