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Stellaris Dev Diary #289 - Hide and Seek

A staple of sci-fi that has long been missing from Stellaris is the ability to have fleets and stations capable of being cloaked and hiding from enemy sensors. With the addition of Awareness and improvements to interactions with pre-FTL civilizations, we felt that First Contact was the right place to explore how cloaking could be added to the game in a meaningful way, tying into warfare, exploration and espionage.

When we set out to design the cloaking and counter-cloaking systems our goals were that:
  • Science ships should be able to equip cloaking devices to allow exploration of space regardless of if another empire has closed their borders to you.
  • Observation posts should be capable of being hidden from the pre-FTL civilizations they were observing.
  • Military vessels should be capable of cloaking, with limitations. Cloaking should be balanced such that it is better to cloak frigates or cruisers than battleships.
  • Cloaking should interact with the existing espionage system.

So how does this work in practice?

Cloaking Field Generators are a new type of ship component that is limited to one per ship and occupies either an Aux slot (for designable ships) or a special cloaking device slot (for undesignable ships e.g., science ships or observation posts). The first cloaking devices available can only be equipped on corvettes, frigates, science ships and observation posts. As technology improves so does the cloaking strength provided by the cloaking devices and the size of ship they are capable of cloaking.

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Basic Cloaking Field Generators unlock cloaking for corvettes, frigates and selected civilian ships.

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Advanced Cloaking Field Generators unlock cloaking for destroyers.

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Elite Cloaking Field Generators unlock cloaking for cruisers.

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Dark Matter Cloaking Field Generators unlock cloaking for battleships and titans.

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Psi-Phase Field Generators unlock cloaking for battleships and titans and offer the best cloaking strength in the game.

While cloaked, ships and fleets can ignore closed borders and can’t be detected by normal sensors. This can be useful for a variety of reasons such as having science ships explore and survey systems that might otherwise be blocked off, research anomalies or special projects inside the borders of your rivals or getting a well armed fleet situated to ambush an enemy starbase upon war declaration. Cloaked science ships will also have another trick up their sleeves, being able to perform covert reconnaissance on colonized planets to gather Intel on other empires and increasing the speed at which this Intel is gained. Finally, cloaked fleets and observation posts can’t be seen by pre-FTL civilizations, so using them will minimize your chances of accidentally increasing their Awareness.

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Performing reconnaissance on an enemy can provide a great deal of Intelligence.

Due to the power draw and manipulation of particle fields, cloaking imposes penalties on the shields of ships while cloaked, depending on the type of cloaking device equipped:
  • Ships equipped with a Basic, Advanced or Elite Cloaking Field Generator suffer from 100% Shield Nullification while cloaked.
  • Ships equipped with a Dark Matter Cloaking Field Generator have a reduced penalty of 50% Shield Nullification.
  • Ships equipped with a Psi-Phase Field Generator and any regular shields will suffer from 100% Shield Nullification while cloaked.
  • Ships equipped with a Psi-Phase Field Generator and psionic shields or barriers will not suffer from any Shield Nullification while cloaked.
It’s important to note here that as of 3.7 “Canis Minor”, both Shield Nullification and Armor Nullification have had a slight change. Previously, if a fleet suffered from 100% Shield Nullification (such as being in a pulsar system) and then the nullification was removed (say by leaving the system), their shields would instantly jump back up to full strength. This has been changed so that the fleet has to restore shields back to full capacity via their shield regeneration.

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Spreadsheets are an important part of our design workflow!

The cloaking strength of a fleet is determined by the ship in that fleet with the lowest possible cloaking strength. Thus, in order to be able to cloak, all ships in the fleet must be capable of cloaking. How well a fleet can cloak is described by the stability of the cloaking field of a fleet and can range from Non-Existent to Exceptional depending on the cloaking strength of the fleet.

This stability (or cloaking strength) factors into both how easily a starbase can detect or reveal the cloaked fleet (more on this later) and what penalties (if any) the fleet may suffer from.

It’s worth keeping in mind that, as the cloaking strength of a fleet is determined by the ship with the lowest cloaking strength in the fleet, a fleet of mixed battleships and corvettes will have a lower cloaking strength (and be more easily detected) than a fleet solely comprised of corvettes.

The highest level of cloaking strength and the corresponding cloaking field stability obtainable purely by ship components is 5 (Very High). In order to reach strength 6 or greater and thus the various grades of Exceptional stability, your fleets will require additional sources of cloaking strength, such as finishing Subterfuge traditions or hiding in a nebula.

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Cloaking Strength levels and penalties

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A UNE science ship makes use of a nebula to boost their cloaking strength.

In order to be detected or revealed a fleet needs to be within sensor range of an enemy starbase with a Detection Strength equal to or greater than the Cloaking Strength of the fleet. Detection Strength is normally gained by building Detection Array modules on a starbase, though certain rare technologies can unlock buildings or orders for science ships to further increase this.

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Oh, and we rearranged the starbase UI to list various previously hidden modifiers.

When a fleet is detected by a starbase, it is either detected or forced to decloak depending on these conditions.
  • If the cloaked fleet is outside of your borders, you’ll be able to see it, with the cloaking visuals, but it won’t be decloaked.
  • If the cloaked fleet is inside of your borders, it will be forced to decloak.

If a cloaked fleet is inside another empire’s borders (and thus is not detected) when you declare war, it will not be forced to go MIA like normal.

Now to hand over to @PDS_Iggy to discuss the new civics!

For this story pack we were always on the lookout for flavorful and fun civics we could add to further explore the themes of First Contact. It was thanks to a helpful comment from one of our betas that Alfray and I started to investigate a generic Low-Tech civic. The aim was to add a civic that could be used in combination with other existing origins to get a pre-FTL feel.

After brainstorming and fusing ideas we came up with a low tech civic in which you start with reduced resources and a very limited jumpdrive.

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Reaching for the stars, no matter what.

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What is out there?

Exploration Vessels are early science ships and Engineering Vessels are simple construction ships.

Alfray and I also wanted to challenge ourselves since civics are often just identical for all government types, so we made a unique one for each government style. In the end we implemented multiple civics that should be able to facilitate many fantasies and builds.

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The Stargazers starting info as well as the Jump Range

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Look at them go!

And before you ask, you can put these jump drives on your other ships. It's even something you will have to you will have to do if you want to get our new achievement:

The Path Not Taken - Have 10 colonies without ever discovering Hyperdrives.

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Déjà vu!

Finally, I'll leave you with an in-game gif of the MSI flagship activating its cloaking field.

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Warships need to look tough to pass the message that messing with that ship is a bad idea. But the ships of that shipset utterly and completely failed to deliver the message.
well, they are primitives
they are trying their best, but even then it doesn't amount to much

"Captain, they are now locking lasers on us."
"Lasers?"
"Yes, sir."
"Lasers can't even penetrate our navigation shields. Don't they know that?"
"Regulations do call for yellow alert."
"Hmm, a very old regulation. Well, make it so Number One. And, reduce speed… drop main shields, as well."
"May I ask why, sir?"
"In case we decide to surrender to them, Number One… "
 
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Considering the AI already knows where player fleets are, regardless of nebula or sensor range, will cloaking really matter? Or will they simply see through that too?
I guess the easiest way for the AI to still know about the player fleet is to make it so let an « image » of the full fleet where they cloaked, so AI still know that the player have a fleet somewhere in the area and can act accordingly
 
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Warships need to look tough to pass the message that messing with that ship is a bad idea. But the ships of that shipset utterly and completely failed to deliver the message.

Well, tell that to the Kzinti (Larry Niven) who didn't think anything of a primitive ship that didn't even have artificial gravity and used lasers for propulsion.
 
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You Sir have no idea what you ar talking about.
Especially in Space :)
No, they're basically right in an IRL Physics sense. Hiding things in space is very, very difficult if you want those things to actually do anything, double that if there's a need for life support.

The wonderful Atomic Rockets has a much better breakdown on this than I could ever write, but the core of the argument is basically "Doing things in space generates heat. Space is pretty cold. Therefore any hot object is pretty obvious."

It then goes on to talk about all the common arguments, like directing the heat away for your opponents, decoys etc.

Of course, none of this matters because Stellaris is basically jelly when it comes to being hard/soft sci-fi. It's an argument's that's technically valid but not at all useful in the context.
 
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No, they're basically right in an IRL Physics sense. Hiding things in space is very, very difficult if you want those things to actually do anything, double that if there's a need for life support.

The wonderful Atomic Rockets has a much better breakdown on this than I could ever write, but the core of the argument is basically "Doing things in space generates heat. Space is pretty cold. Therefore any hot object is pretty obvious."

It then goes on to talk about all the common arguments, like directing the heat away for your opponents, decoys etc.

Of course, none of this matters because Stellaris is basically jelly when it comes to being hard/soft sci-fi. It's an argument's that's technically valid but not at all useful in the context.
+1 just for mentioning Atomic Rockets.
They also have a good article about orbital bombardment and why that would actually be pretty hard. Too low of an orbit and your ships are toast, too high and everything you can throw at the planet can easily be intercepted unless we go into throwing around asteroids and relativistic attacks.
 
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I just want cloaking to be as inconvenient for the cloaker as it is for the person that has to deal with the cloaking.... I want it to be something you can do, but not easily, that you have to make very tactical decisions doing it, rather than 'Ho ho, you can't see me', *jumps from out of the shadows stab in back, immediately disappears into the shadows to do it again*. I want it to be...largely just for info gathering with limited military applicability beyond that. Make cloaking less perfect (in the sense that the detecting player knows something's there, but not what or who it is, or in-system where it is), make it really stress the cloaking player out that they have to work their way around inhibition stations either by not decloaking and taking looping paths around, or choosing stations their fleets can take while dealing with extreme decloak malice.
cloaking already isnt that important since you still have to beat the enemy deathstack in a fight, it doesn't give you more damage to do so
 
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Finally a promising psionic buff.

Pray that it fare better than espionage.
why "finally"? they already had the best jump drives, the best (and most expensive) shields and the best ship combat computers
on the ship combat side psionic was easily the best already
and just recently the 4 shroud gods got notably buffed
 
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cloaking already isnt that important since you still have to beat the enemy deathstack in a fight, it doesn't give you more damage to do so
When the enemy has greater range than you it does give you more damage, from all the ships that weren't knocked out of the fight before they were close enough to deal any and the ships that survive longer because they didn't take damage on the approach.

Although I suppose how well this works depends on on the exact mechanics of attacking from stealth:
a. Ships decloak: simultaneously with rest of fleet < individually
b. Decloak when: attack order is given << any weapon is in range < reaching prefered combat range < all non-pd weapons with no minimum range are in range
 
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