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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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No combat bonuses at all.
You get an attack speed bonus coming out of Cloak.
Your fleets are a tad weaker
Not meaningfully. Even in 3.6 weapons outscale defenses. Paradox made a big deal about setting up attack ranges and Cloak effectively removes all of those changes.
they are (mostly) limited to smaller ships
I'm not convinced yet. We will have to see where/how it fits in the tech curve. At worst you will just have a time band of effective big ship usage. The AI doesn't beeline techs, even with their bruteforce, and all around you should be ahead enough anyway that it shouldn't be a massive difference.
and all research spent getting cloak is not getting your more firepower.
Again, not meaningfully. Still need to see where exactly it fits in the tech tree, but right now it's ~5 additional techs, and maybe some slightly different routing. It sets you back maybe ~3 repeatables, and that is pretty minor.
 
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You could not buy the DLC. But given how cloak works it doesn't seem to hard to defend against it. Cloak detection works along the entire length of a starbase sensor range, which can be boosted quite significantly.
So it's reasonable to give up ~5 other features because this one thing is kinda bullshit?
 
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You get an attack speed bonus coming out of Cloak.
What? Isn't that only for the "Quantum Ambush" (or something like that), which, as its name suggests, requires using a Quantum Catapult?
 
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So it's reasonable to give up ~5 other features because this one thing is kinda bad?
It's reasonable to do so (why I haven't bought Nemesia).

It's not reasonable to be asked to do so.
 
I might have missed it in the dev answers but have they confirmed cloaks bypass FTL inhibitors? It seems likely they will but not too sure.
I think it hasn't been confirmed yet, but I already said that it doesn't seem very logical to me because the inhibitors don't have to be affected just because the ship is camouflaging itself and being stealthy so as not to be seen.

Now that I think about it, I realize that living in a nebula will be more of a disadvantage rather than an advantage, since enemy fleets will have an easier time hiding within your own territory and already weak detection systems will be even more useless.
 
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Psi has the most flavor, but isn't really the strongest. More flavour for other paths would still be appreciated.
Hmm, have to disagree here, the amount of flavor translates into advantages. It makes you immune against the contingency saboteurs, you get flat boni and what not.
Still. Yes the other ascensions are now in dire need of more flavor
 
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In a game where Alpha strike is 90% of the battle...being able to get easier alpha strikes unimpeded is the problem. It doesn't help that the Stellaris universe is designed for chokepoint utilization which is almost completely nullified by cloaking tech...and yeah you could either build weaker chokepoint bastions or build a support station nearby to give the chokepoint station visibility, but both of those solutions are imperfect in my opinion.
Static defenses in Stellaris are kinda subpar if you ask me (unless you become a bulwark). Diverting starbase firepower towards detection is not going to make that much of a difference, since fortified chokepoints are relatively easy to overpower past the early game already. Alpha strike meta got a bit less dominant with the latest adjustments, but if it is too much of a problem, there is always the option of giving temporal debuffs to cloaking ships if it becomes a too much successful strategy again. We will have to wait and see how it goes, I guess.

And give us passive cloak detection (even in Star Trek there were ways to 'detecting cloaked ships' without being able to target or know exactly where they were)....without having to spec into something special until late game techs....or give us more ascension perks. I don't want to feel like I HAVE TO TAKE Espionage pathways and Enigmatic Engineering just so I can see when I'm gonna get slapped. And if we're going to HAVE to take it then just give us the extra perk to facilitate that....rather than make us play worse versions of our playthroughs to accommodate some people's Romulan/Klingon/Hunt for the Red October fetish play....

As I understand, gathering enough military intel about an enemy empire will allow you to pinpoint their cloaked fleets, which is a great workaround for those empires unlucky enough to lose the sensor tech lottery (still, I would love to hear more from the devs about how espionage interacts with the cloaking mechanics).

Importantly though, hit and run attacks will be still viable. I assume there will be a cooldown between decloak and recloaking, and if that cooldown is not too long, you can attack and run to safety before the enemy can organise their response, then appear somewhere else in their territory and do it all again.

This I very much like the idea of doing, but at the same time, I can see it potentially being infuriating if you just don't have the tech for detection, you'd be playing whack-a-mole with a fleet that will cloak and slip right past you.

I know it has to be this way for performance reasons, but I could see a superior gameplay solution where Starbases have weaker detection per module but it applies to all of their sensor range, whilst some ships could be capable of mounting modules that have much stronger detection but only for the system their are in. Giving you a tradeoff being low-quality far-reaching detection, and then you could have "hunter" fleet with excellent but very short range detection capabilities. Feel free to roleplay as the Red October.
Yeah, Being able to use hit-and-run tactics could be great! I am not too sold on the idea of mobile detection, though, basically because you can always cheese it by dotting your empire with, say, spaced-out single corvettes stacked with sensors. I think that tie-ing detection to static defenses is the right approach, forcing you to chose between firepower and detection, and making it harder for big empires to defend against sneaky attacks. And espionage helping you to avoid the need of playing whack-a-mole altogeter would be wonderful, but I would need to see it confirmed.
 
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No, they said that it's 35% normally, 50% for cloak, as 'ambush' is tied to cloaking.
Where did you hear / read that? That's news to me. And doesn't fit with what I've heard or read.

For starters, I'd say this directly opposes what you're saying:
You're forced to decloak when you attack. Additionally bonuses were experimented with (and can be added back in by modders) but were deemed to be too strong during development.
That sounds like they are disabled now.

I'll try to find it again, but I'm pretty sure they said in their stream that the only bonus is from doing a "Quantum Ambush", giving +33% fire rate if you don't have... I forgot what, and it's +50% if you do have that something. Maybe the new ascension perk.

Edit: Found it. It's like I thought, but the +50% instead of +33% is from the "Slingshot to the Stars" Origin: Stellaris: First Contact feature breakdown with the devs! | Live Stream
 
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Just looked at the subspace drives again. Can empires that did not start with this civic get them in any way? Like salvaging debris?
 
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I have two questions:
1. Will there be some changes with critters or resurrected critters at least, or "cordyceptic drones" will become solely roleplay civic with no gameplay usage? They already move extremally slow (especially with progenitor hive origin), cannot progress with game, cannot have shields, and now will not being able to cloak and detect?
2. So... Warp drive returns?
 
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Hmmm... hold up, normally starbase sensor detection range doesn't go inside nebulae, not outside their own system. Does this mean that living in a nebula will require a detection setup on literally every last starbase in the nebula? That's... a nerf to Ocean Paradise :confused:

For a second I thought, it'd be great to have a nebula home cluster, but then realized the above, so...
 
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Hmm, have to disagree here, the amount of flavor translates into advantages. It makes you immune against the contingency saboteurs, you get flat boni and what not.
Still. Yes the other ascensions are now in dire need of more flavor
A bonus to cryptography, while being a bonus, doesn't make you strong.
 
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  • Will losing an ideology war remove Eager Explorer civics and render all your ship designs invalid because your entire empire collectively forgets how to make subspace drives?

Maybe I missed something from some recent patch, or probably I haven't payed too much attention to Ideology wars, but doesn't they only shift the ethics and authority of the losing empire towards the ones of the winning empire?
 
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Importantly though, hit and run attacks will be still viable. I assume there will be a cooldown between decloak and recloaking, and if that cooldown is not too long, you can attack and run to safety before the enemy can organise their response, then appear somewhere else in their territory and do it all again.

This I very much like the idea of doing, but at the same time, I can see it potentially being infuriating if you just don't have the tech for detection, you'd be playing whack-a-mole with a fleet that will cloak and slip right past you.

I know it has to be this way for performance reasons, but I could see a superior gameplay solution where Starbases have weaker detection per module but it applies to all of their sensor range, whilst some ships could be capable of mounting modules that have much stronger detection but only for the system their are in. Giving you a tradeoff being low-quality far-reaching detection, and then you could have "hunter" fleet with excellent but very short range detection capabilities. Feel free to roleplay as the Red October.
I was thinking about this generally, but I think just giving bastions (any station that has 50% or more of its modules dedicated to weapons systems (torpedoes, batteries, hangers) a passive plus one cloak detection and then rather than making cloaking 100% just make it....imperfect would help and makes sense, a border bastions one job is to surveil and restrict system access. So level one cloaked ships wouldn't be able to get passed bastion stations, but level two and above cloaked ships could, but though the ships could get passed the station they aren't entirely undetected. You don't have to decloak and kick out the vessel(s), but having a level one cloak detection should allow the detecting player to at least know if something cloaked has jumped into your system, you can't tell if its a civilian ship or a military fleet and you can't target or maybe even know where in the system the fleet it is, only that it there is something in the system somewhere...

Also I thought maybe another thing to do is limit the size of cloaked fleets. Make it so that if fleet has any cloakable ships then that fleet's cap = 20. Regardless of the fleet cap of the player otherwise. Keep it so that cloakable military fleets can only be like a pirate fleet sized and no larger. Something that's manageable for a cadre of patrolling defense fleets to handle...in theory but with player designs and behavior could be something that isn't ignorable. At least then you don't get a doomstack of 1million corvettes/destroyers/frigates decloaking over your homeworld.... And I think that makes sense from an in universe perspective, a massive fleet of cloaked ships is going to throw weird exotic radiation....that even non-cloak detectors can see. So in order for the cloak to even work it has to stay in small fleet contingents. Now yes, you could still send in forty thousand 20 cap fleets to be an ass but that's a lot of micro...
 
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This right here.

Even outside of Syndicates or branch offices, som sort of cloaked piracy would be nice to see.
Criminal Syndicates desperately need to have the hostile takeover casus belli over all other Megacorp Empires. That should solve a great deal of problems with them by allowing them to take over other branch offices.
 
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I'm already thinking of a fun build that goes psionic ascension and uses the chosen one to remove the bad starting civics, it's just the old inward perfection trick again.

One question: Can a cloaked fleet bombard a planet while cloaked? I'm seeing some interesting potential for shenanigans with barbaric despoilers or nihilistic aquisition... Invisible kidnappers might be fun and scary.

If I'm not mistaken the trick wouldn't work in this case, the Divine Sovereign event has been changed, it still switch the ethics towards Fan Auth and Spiritualist and the authority towards Imperial, but it only enacts the special civic with the same name instead of changing your government into Imperial Cult, Philosopher King and Aristocratic Elite. It's true that the event still removes the civics made invalid by the ethics and authority switch (so the strategy still works with Inwards Perfection), however the new civic doesn't have either any ethics or authority requirements so it would still be present after the event.
 
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I think it hasn't been confirmed yet, but I already said that it doesn't seem very logical to me because the inhibitors don't have to be affected just because the ship is camouflaging itself and being stealthy so as not to be seen.

Now that I think about it, I realize that living in a nebula will be more of a disadvantage rather than an advantage, since enemy fleets will have an easier time hiding within your own territory and already weak detection systems will be even more useless.

Depends on how inhibitors work. That's never really been addressed. If inhibition is a blanket inhibition (IE it's always on) then the inhibitors should still work....because the station basically has access codes or special frequencies to moderate who comes in and out of the system...and if those codes/frequencies change and/or are personalized then enemy ships should no better be able to jump out of the system via new hyperlane cloaked than uncloaked...

If however the inhibition is acute (IE the bastions shut down access once an invading fleet enters system and otherwise the hyperlanes are freely accessible) then yes the cloaked ship should be able to slip passed inhibition, which makes inhibition kinda useless as a tech now....a major strategy in Stellaris warfare is the trapping of enemy fleets in system using inhibitors from fortress worlds to citadels....cloaking just makes all of that pointless now....more or less...

Maybe we need a second tier of hyperlane inhibition... Tier one being acute inhibition; tier two being chronic inhibition with moderated access....
 
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Hmmm... hold up, normally starbase sensor detection range doesn't go inside nebulae, not outside their own system. Does this mean that living in a nebula will require a detection setup on literally every last starbase in the nebula? That's... a nerf to Ocean Paradise :confused:

For a second I thought, it'd be great to have a nebula home cluster, but then realized the above, so...
Not to mention that the nebula itself will increase the cloaking strength of enemy ships as well, making it even more difficult for you to spot them.