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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!
 
That's even worse. High level anomalies would be a 50/50 chance or worse. I don't think either side would be happy with that solution.

Everyone who isn't being reckless to "roleplay" waits for the 5%-10% anomaly risk chance anyways. Anyone who disagrees with that is simply being dishonest to push a point they themselves don't fully experience.

fair point
 
Ehm aren't white Dwars Neutron Stars?
To be specific, white dwarf stars are star remnants from most stars when they can no longer get hot enough to fuse their available matter anymore. They're what remains once the star has shed off its outer layers, leaving behind only the core. While very dense, a white dwarf is made up of regular matter (most will be made up of helium).

Neutron stars are what remains after a very massive star goes supernova, they're still cores from former stars, but are comprised of degenerate neutron matter. Instead of being made up of atoms, neutron stars are made up of nothing but neutrons packed together as tightly as an atom nucleus throughout. That's far, far more dense than a white dwarf is. They are also extremely radioactive, creating fields of radiation that would cook almost any life in the same system as them.
 
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Love these changes, all of them.

About the asteroid belt, will you change the asteroid design ? (they look like a big potato right now, a little rework in term of graphic would be nice)
 
About anomaly research time:
While non-final number is non final, 86 days for challenging difficulty (which I assume is about high failure chance under current mechanism) is simply too short. If I leave it for later, travel time to bring a science ship back here alone can be measure in years. So research-it-now actually saves time.

About no anomaly repeated:
Are you sure you will not run out of anomaly? There aren't many anomalies in vanilla.

About galaxy generation:
Now that galaxy is generated by "block", will you go one step further and call those "blocks" as "sectors"? So that administration sectors becomes natural development from galactic geography, similar to Vic2's regions and states, instead of something artificial snaky structure.
 
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.
You really do like your chokepoints in space, don't you ? Finally made the galaxy looks and behave like ground terrain on a planet ?
Though spite aside, it might finally allow to deliver on the "space region only reachable by later tech", which was an early promise still unfulfilled.

(hyperlanes are still boring and simplistic regardless)
 
I like the idea of having clusters connected by a few chokepoints, but... As shown in the dev diary, the new clusters are far too small, and don't look too good. They say the hyperlanes connectivity setting now affects how many hyperlanes are between the clusters, which does not exactly fix the issue. I'd like larger clusters, so the galaxy feels like it is made of continents instead of islands, with few chokepoints between them.

Well, the ideal would be if there were some smaller and some larger clusters, so we have islands as well. This would be interesting galactic terrain. Imagine isolationists on smaller galactic islands (if they're lucky), or having a purifier conquer a whole continent before making an invasion. It also means you won't always have chokepoints, making the battlefield less static, and chokepoints more important. Not to mention the possibility to have leviathans and space creatures blocking with less of risk in ruining someone's game.
 
These anomaly changes, though, don't actually change the decision being made in most cases (high level anomaly will still mean 'wait until I have a high-level scientist' to research). What they do is remove the variation in gameplay outcomes (instead of a chance anomalies could go one way or another (failure/success), leading to a subtly different narrative, the variation now is in how long one waits before something happens - but what happens is no longer varied.

Thing is, the variations weren't interesting. They were either "get the thing or don't", with an outside chance of "don't get the thing, also here is a punch in the balls for your trouble".

All the interesting variations that the player has decision making input over happen after the anomaly is successfully researched.
 
Is it possible to start in a Binary, Trinary system?
 
Thing is, the variations weren't interesting. They were either "get the thing or don't", with an outside chance of "don't get the thing, also here is a punch in the balls for your trouble".

All the interesting variations that the player has decision making input over happen after the anomaly is successfully researched.

Sometimes the thing was an interesting thing though - but it's hard to judge what we miss out on when we don't get it, because we don't know what we've missed out on. I agree it wasn't huge though. My main point was that the new approach seems to be broadly similar in terms of decision-making, and reduced in terms of variation. I expect (obviously, I can't tell until I play it) I'll find the old model more 'engaging' than the new one, because there's less (no) risk, and the outcomes are known ahead of time. That's just my preference though - I'm not saying it's a huge issue, and I'm aware a significant proportion of players prefer more certainty to less.
 
Sometimes the thing was an interesting thing though - but it's hard to judge what we miss out on when we don't get it, because we don't know what we've missed out on. I agree it wasn't huge though. My main point was that the new approach seems to be broadly similar in terms of decision-making, and reduced in terms of variation. I expect (obviously, I can't tell until I play it) I'll find the old model more 'engaging' than the new one, because there's less (no) risk, and the outcomes are known ahead of time. That's just my preference though - I'm not saying it's a huge issue, and I'm aware a significant proportion of players prefer more certainty to less.

The removal of "nothing happens" only reduces variation in the technical sense not the gameplay meaningful sense. The outcomes were all known ahead of time before, except 5% of the time with no decisions or input from the player nothing happened. That's not interesting variation.
 
"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."


For circumvening chokepoints, would it be possible to re-introduce Warp in 2.1? Either at least for modders (like a line/command in the component templates that says "ignore hyperlanes = yes"), or possibly reverse-engineerable during mid-game (for example some quest/event from studying the "Biodrives" of space creatures?).
 
The cosmologist in my tells me that this is probably an abbreviation for the local cluster (more commonly known as the local group) of galaxies (Milky Way, Andromeda, Magelanic clouds etc.). That could mean we get maps with several galaxies that are only connected by wormholes / gateways (and in some cases via jumpdrive).

I would LOVE if that was true, but unfortunately I doubt they’d put that in the vanilla version, considering some people have a hard time running Stellaris as is, on the smallest settings. One can dream, though!
 
avoid placing Leviathans and other powerful space monsters there
But WHY? Logistic advantage or even a new cluster to explore is a cool reward for defeating a space monster. At least make it an option at game starting screen.
And allow us to customize leaders, their traits and agendas for custom empires please
 
Moo:Cts had little clusters of stars connected by two hyperlane chokepoints. I don't want Stellaris to become like Moo:Cts.

I trust that the ability to increase hyperlanes will alleviate my concerns.

I would not mind an occasional cluster that is impossible to get to without new technology or is guarded by a monster, but I don't really want the entire galaxy generation to be guided by this "cluster-chokepoint " idea.
 
But WHY? Logistic advantage or even a new cluster to explore is a cool reward for defeating a space monster. At least make it an option at game starting screen.
And allow us to customize leaders, their traits and agendas for custom empires please
I have a feeling weaker space monsters will still be there, and those still take a little bit to be able to kill... I am guessing this is just to prevent the situation of somebody literally being trapped in their cluster by a dragon and a dimensional horror.

Like, having one path blocked by that, here and there, would be cool, the issue is allowing that while preventing the uncool situation :p
 
I have a feeling weaker space monsters will still be there, and those still take a little bit to be able to kill... I am guessing this is just to prevent the situation of somebody literally being trapped in their cluster by a dragon and a dimensional horror.

Like, having one path blocked by that, here and there, would be cool, the issue is allowing that while preventing the uncool situation :p

That's not being trapped in, that's everyone else being shut out...