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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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Depending on how the modules stack, I'm not sure how it will ever justify the destroyers.

110 Cloud Lightning Destroyers who automatically get the opening shot shreds pretty much everything. I agree the timing is going to depend on what is ultimately better, Destroyers or Battleships. Arc Emitter Battleships with no range penalty, seeing as range was what kept it behind Mega-Cannon+Neutron Launchers in 3.5, are going to be absolutely disgusting.
 
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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.
How does this work with colonization/acquiring new systems and trade? That is, if my movement doesn’t care about hyperlanes, will my influence cost still care about hyperlane jump distances? Similarly, will internal trade still follow hyperlanes, even if I don’t have the technology to use the hyperlanes?
 
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Wait a minute - just had a thought. Wont cloaking completely break fighting against the end game crisis?
In order to reach and destroy dimensional anchors, dimensional portal, machine worlds and prethoryn hives, all u have to do is cloak ur fleets, ignore all crisis fleets on the way and head straight for the target.
 
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Thoughts on cloaking:

This will probably favor players over AI for getting great opening battles, but I expect some serious gnashing of teeth for later-game stealth fleets just knocking out starbases and not being detectable. We'll need to get a sense of whatever measures enable detection.

It sounds like cloaking will very much be more of a mid-game thing as a way for fleet-ambushes. While it depends on how early you can draw the first tech- and if it's not a guaranteed tech option from observation posts then necrophages have no real chance of a necrophage cloak-strategy- the fact that Destroyer-cloaks are in the 12k range means that you'll be maybe cloaking destroyers when you're in the range of starting battleships. Depending on how the modules stack, I'm not sure how it will ever justify the destroyers.

Since only starbases can detect ships, that will make chokepoint starbases more important than before to keep the AI from just sneaking fleets into your area. Hopefully bulwarks have a role here, and sensor range can go through to other systems for a decloak in the gateway range, or else a lot more starbases will need to be on sentry duty. That would mean more fortress worlds to compensate for the naval capacity.

Tactic-wise, this definitely validates the argument for ambush fleet tactics as opening maneuvers. Have a cloaked fleet in your own starbase in terrain, have it speced with armor, and try and make the space terrain work for you. Ambushes in Pulsar systems sound like they could be killer, if the pulsar doesn't negate stealth.
Honestly it strikes me as a skill issue if you get shredded by stealth. It takes effort to get to level 4 cloaking on the Destroyers, but level 4 cloaking is entirely countered by Starholds, which are usually a high priority tech rush. This even assumes that there are no secondary techs involved.

I'm really only seeing it as a potential threat if your enemy is something like a Criminal Syndicate, running Subterfuge, Trickster leader, with T2 cloaking fields on a force of Corvettes & Frigates. That seems like it'll line up with the timing push that you need, and it doesn't require much RNG. But a Criminal Syndicate can also slam 3 or 4 merc fleets down your throat at the same timing push anyway, so swings and roundabouts... And it's not like you weren't already trying to gut the CS anyway.
 
What was behind the decision to make the Eager Explorers, and the equivalent civics, civics instead of Origins? They seem like shoe-ins for Origins.
I am not sure, but I suspect
1) too little special fluff
2) as civic it is better to customize in various versions (I am looking forwards to play a Rogue Servitor in search for new "pets" to pamper. :cool:)
 
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Wait a minute - just had a thought. Wont cloaking completely break fighting against the end game crisis?
In order to reach and destroy dimensional anchors, dimensional portal, machine worlds and prethoryn hives, all u have to do is cloak ur fleets, ignore all crisis fleets on the way and head straight for the target.

So... jump drives.
 
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Love the diary.
But id like a policy that sets what to do with detected fleets in your border.
I dont like the idea of decloaking them immediately, it would be more fun that person A thinks he is smart by movimg his ships to Person B s capital in advance and Person b sees this and goes there with a fleet, attack them while it still has nullified shields and win.

And ai forget he has fleets it cloaked. Wouldnt it be better to have another diploweight which is hidden and can be used by ai to determine his real strength? Id love 8f cloaking were more of a strategic point rather than a tactical one
 
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When i hear new stuff with origins, civics, near civics and so on i sometimes think about a point buy system with combined.. everything... 2 origins? sure.. but no civics and species traits... i mean i like the idea as much as i would hate it ^^
 
They are definitely something in between. Similar to rogue servitors and criminal syndicates it changes your gameplay a lot more than regular civics. Perhaps we will come up with some name for these types of not quite civic not quite origins.

The main goal here was to play a low tech pre-FTL start that you could combine with things like doomsday or ringworld.
Perhaps call them Ambition Civics? All those types of civics tend to fall under a nation’s ambitions (protect biologicals, leverage crime, eat xenos, ignore xenos, kill xenos, start exploring asap) so it would be appropriate.
 
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I would like to see improvements to espionage in the sabotage themselves! 1 useful sabotage in multiplayer is technology theft!!!! I would like to see more sabotage in the game! As well as improvements to the old
 
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Honestly it strikes me as a skill issue if you get shredded by stealth. It takes effort to get to level 4 cloaking on the Destroyers, but level 4 cloaking is entirely countered by Starholds, which are usually a high priority tech rush. This even assumes that there are no secondary techs involved.

But... secondary techs would be involved?

By the time you get level 4 cloaking on Destroyers, you are looking at the dark matter tier of the tech tree. This means you're in the battleship and L-slot and even spinal-mount weapon systems. Now, admittedly it's been some time since I played into that late in the game, but from my memory a starhold didn't do anything to that kind of firepower.

Maybe I'm missing something/misremembering something, but the cloaking techs seem to be coming online in the part of the game where starbases stop being meaningful roadblocks to equivalent tech-cost fire power. Which means it's only a meaningful detection if paired with a fleet who can contest the attacking fleet while the cloaked fleet is detected. Otherwise, the fleet comes in, it melts the starbase, and it's once again cloaked.

This is why some sort of detection level outside of the systems with Capital S Starbases needs to be done. If you can only see the fleet in the system with the starbase, you'd have to have a fleet of sufficient size in range of every starbase to protect it/counter the detected fleet before it could blitz-down the base.

I firmly suspect this is going to drastically increase the importance of gateways in starbase systems.


I'm really only seeing it as a potential threat if your enemy is something like a Criminal Syndicate, running Subterfuge, Trickster leader, with T2 cloaking fields on a force of Corvettes & Frigates. That seems like it'll line up with the timing push that you need, and it doesn't require much RNG. But a Criminal Syndicate can also slam 3 or 4 merc fleets down your throat at the same timing push anyway, so swings and roundabouts...

The annoyance I foresee is splinter cloak fleets bypassing your attack thrust into an enemy empire, and basically just melting any minor starbase system that they cross in a way that you can't find them. You'd struggle to chase them down because you don't know where/which system they're in, and can only identify them by the systems they flip to their own control... but once they do, they could be anywhere, meaning a lot of backtracking to re-secure the systems in order to build the pattern trait.

Add something like player jump-drives to that, and it'd be a mess.
 
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So... jump drives.
Not really. Usually the crisis fleets gonna stack up and hunt u if u penetrate their territory. Even with jumpdrives, at least if the crisis area is big u cannot just walk in, while being ignored by everyone and plant a bomb at their center.
 
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Not really. Usually the crisis fleets gonna stack up and hunt u if u penetrate their territory. Even with jumpdrives, at least if the crisis area is big u cannot just walk in, while being ignored by everyone and plant a bomb at their center.

But you often can do just that with jump drives / quantum catapult?

Jump in behind the crisis fleets while they're doing something, get your job done before they return, and prepare to jump in return. All that differs between 'we know where you are because you've jumped into the system you're attacking' and 'we know where you are because you've dropped your cloak to attack' is the debuff versus risk of detection-along-the-way.
 
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Yes the AI is very much blocked form those civics, I would strongly advise you to not to force spawn them as the AI will just sit there until they research hyperdrive.
Plz teach the AI how to use this stuff.
Nothing is more anoying then the player having tools the AI is not beeing able to use (on a mechanics level) - for flavor etc. the AI does not need this.

And i love alternative drive forms creeping their way back - plz more of this :)
 
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