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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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This sounds super fun.
But did i miss it or was there only little info on how combat with a cloaked fleet works? Do you have to decloak to engage? Do you get high Evasion Bonuses? Or is it just a tool to be able to pick favorable fights, but doesn't impact the fights directly?

You get the stat maluses, but does it otherwise not affect combat?
 
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I am loving everything about this Developer Diary, but two things, in particular, stand out to me:

- First, how the "low initial tech civic" has adaptations for gestalts and megacorps, and most importantly, how it changes their bonuses depending on the empire type, rather than being mere reskins with modified flavor text. I really hope to see more civics adopting that approach because it freaking rocks how different it will feel. Good job!

- And second, I love how psionics now get to be masters of something useful (cloaking) and how this new system interacts with previously existing systems (traditions, ascension paths, research ships, etc) rather than being in a silo of its own.

Also, I would love to know more about how espionage and cloaking are related, but if I have to guess, military intel will be the most useful counter of them all.
 
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Love the idea of having my fleets right at the capital before i even declare war.
I see, i'll have a lot of fun with this.

I hope in two versions: outlaw it for everyone, and the "All animals are equal, but some animals are more equal than others" variation :D
Yeah, something like "only council members are allowed to cloak" -> "only Custodian/Imperium is allowed to cloak".
 
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There is no upper limit on how many ships you can cloak, however, do remember the speed malus, you can be sneaky or fast. Both is not as easy.


If you are detected and they have closed borders to you then you will be kicked out. If you declare war on the enemy while you are undetected you get to keep your fleet there.
I hope if you are detected within thier borders there will be some diplomatic repercussions like negative opnion modifers for 'spying' for instance.
 
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Very Wonderful!!! But I have some questions concerning about the AI empires.
1. As the AI empires look like always using mixed fleet with all ship classes combined, can they utilize small ships' high cloacking strength? Can they organize a fleet only with corvette and frigate to use the cloacking device well?
2. Simillary, it seems that equipping shields on cloacking ships is useless, can AI empires considering that points on the ship design?
 
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Very Wonderful!!! But I have some questions concerning about the AI empires.
1. As the AI empires look like always using mixed fleet with all ship classes combined, can they utilize small ships' high cloacking strength? Can they organize a fleet only with corvette and frigate to use the cloacking device well?
2. Simillary, it seems that equipping shields on cloacking ships is useless, can AI empires considering that points on the ship design?

The AI that has the "sneak attacker" personality in script will be building special cloaking fleets that they will use for guerrilla tactics.
Why do I want to build a Slingshot to the stars empire that only uses the catapult and jump drives
Grab Stargazers for non existent influence costs :p
 
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Now we only need a way to do excavations outside your borders in both unclaimed areas and in systems of other empires either by treaty (voluntary and enforced through war) or covertly.

I do wonder how wars will now work when all fleets are cloaked and there is no way for the attacker to bring detection with them.

Why do I want to build a Slingshot to the stars empire that only uses the catapult and jump drives
I didn't even think of that. Catapult + Cloaking sounds like a very powerful combination (unless you cant be cloaked when catapulting)
 
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Awesome potential!

Now could we also see a clocked xenophobic fallen empire (with diffeing motives), where almost all traces of them are clocked in one way or another? For instance clocked fleets and stations, hidden planets shrouded with clock or a hallow field making them seem like another planet? The possibilities and stories for this kind of empire could be very exciting.
 
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The AI that has the "sneak attacker" personality in script will be building special cloaking fleets that they will use for guerrilla tactics.
GREAT!!!!!!!!!!!!!!!!!!!
Is that a new AI personality or a new component - like conqueror = yes - of the AIPs? I wish the latter.
 
Imagine if there was a way to get a rare/expensive tech that allows us to fire while cloaked. Going around quoting shakespeare while firing torpedo's is just something that seems fun.
 
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I hope with this you push the AI to do like players and have mono-fleets , not all fleets of the same size , but all the same size in one fleet.
As this meccanic incentivate it.
 
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Can you use a jump drive while cloaked? Or will you have to jump then cloak after you arrive at the new system? Does a Star bases cloak detection apply to it's entire sensor range?
 
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So you spent last summer 'running experiments' to get rid of the First Strike meta, and then you implement this and bring it back? You implement Frigates, and their role of killing big ships, but the only time they are worth building is the first ~30 years, and if you are moving down the tech tree intelligently you don't even unlock them in that time.

You just made piercing Destroyers nearly as stupid as when you could mount Arc Emitters on them. And honestly, we will have to look at the tech tree, but piercing Battleships just may be king now too. Oh, and that whole 'mixed fleet' thing you wanted to encourage? It was already mechanically mediocre, but it's dead now. You will run an uncloaked corvette escort, with a cloaked shadow of either destroyers or battleships and replace the few corvettes you lose opening engagements.

This is why you don't design from the spreadsheet.
 
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