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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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It would be a nice, if in a future update after first contact, Cold War diplomatic status was added, and Barbaric Despoiler and Criminal Syndicates empires could both disguise their ships as pirates and lunch cloak raiding fleets at their neighbors territories, making them a much greater threat.
 
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Eager Explorers and the other new civic seem to be pretty weak :(
-10 pop is extreme, and the bonus of the civic is....not that useful :(
 
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As starbases as static defenses are pretty much useless in the current Stellaris build except in the very early phases, now they seem even less relevant beside as an instrument to force enemy ship to decloak, but to cover at least a bit of a wide empire, you'll even lose useful naval capacity.
And while I understand the logic to "give a little more fight" to the underdogs against the great powers, there is something preventing any war against the IA to become an endless whack-a-mole game to chase countless small flotillas doing guerrilla actions in your space?
Why would you chase them when whatever goal you push is going to give you back any territory they take?
 
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What model will the new starbase modules use? I’m assuming new assets weren’t in the budget for such a minor thing
We used the Science module which I think hasn't been used for a long time but artists have been making them for all the new species packs @Alfray Stryke correct me if I am wrong.

I have a big question!

In fact, there are planets in the game that you can attack immediately: primitives. Can we raiding primitives on territory of another empire?
Like: declare war, take a system and broke primitives.
No you still need to have them within your border.
 
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I know I am not the only one waiting to see what the modders can do. I figured right from the first origin reveal that we would have some pre-ftl mechanics put in, and this just confirms it now! I can see lots of civics and origins being built off of the backs of the mechanics these civics bring and it is glorious!
 
Will the Fallen Empires have and use some advanced cloaking technology?

Is there a Leviathan that is somehow tied to cloaking?
 
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Can cloaked fleets use the Quantum Catapult or will that decloak them? Would be pretty cool to be able to catapult your wolfpacks into the heart of the enemy empire, position them and then wreak havoc...
 
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Woah, cloaking seems awesome. It even involves the Subterfuge tradition, which sells it more. Just wish that Espionage in general were better. It costs much and several of the Operations are worthless. Ain't no need for a single favor, a small decrease in opinion, or a tiny 2k pirate fleet in 2360.

But yeah, overall looking forward to this DLC. So much story focus, and the mechanics of Cloaking and the Archeotechs are fascinating.
 
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I predicted almost all of this over a week ago. The only thing we didn't have were the stages on cloaking for hulls. Which is why I couched Destroyers vs Battleships. Piercing weapons will be the weapon de jour though. Missiles are dead with these changes.
Oh I see, you were basing it on a crystal ball rather than a spreadsheet or a forum post.
I dunno dude, your whole thesis sounds like it will fall apart when you can shred the strategy by just building a detector. Like just put down a missile turret dude.
 
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If the new update wont come with any new music, would it be possible to at least get the epic trailer music track?


Surely there is an old sound file of it without actor voices somewhere in Paradox offices. Its sooooo good!
 
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Why would you chase them when whatever goal you push is going to give you back any territory they take?
Some kind of wars allows immediate transfer of systems and other times the enemy claims space you own, so unless if possible to finalize a full victory, enemy might retain portion of your space if not "cleaned up" before the white pace is signed.
Beside that, I also find that it's not even easy to just order a fleet to just chase the enemy, as it happens that a player fleet often "loses tracking" or just does a bad pathfinding.
While overall I like the idea of introducing equalizing elements in the game, I just hope they don't become micromanagement intensive.
 
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While this is all cool, it is a bit annoying that we are pushed to play psionics if we want the best level stuff
Space magic is a bit too magic.

It would be really nice if the devs re-considered and allowed some measure of psionics to be used naturally. And importantly, to add counter-psionics stuff
 
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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.






For the new civics-

Obviously the pop loss is going to be a huge setback. These will not, in almost any circumstance, be powergame builds. They will synergize in general with envoy/federation/vassal-game builds that let you leverage diplomacy while having partners defend you.

The most interest part of them is the jump-drive. By the sounds of it this won't actually necessarily be better than just directly flying the hyperlanes- I'd expect a longer debuff period and you have a mighty short range- but there could be some interesting plays here of selectively claiming only key terrain and letting the AI build past the habitable worlds and waste their alloys/influence on low-value systems. This is already a thing you can do with with Slignshot, and might be worth doubling down.

Notably, all four varients have different strategic focus points.

Non-gestalts are pretty weak, and really have one major niche.

Eager Explorers- the non-megacorp 'normal' empire build- is absolutely for a Discovery opener in a build that starts in a federation. This one will be all about finding all the anomalies and digsites as you map the stars, and claiming them for future development. That's pretty much it's niche, though, and of the four is the least interesting to me. Obvious starts are your Federation origins, the vassal-starts, and/or maybe Knights of the Toxic God. Obvious civic complement is anything giving envoys, or which enables your desired federation.

Privatized Exploration- the megacorp equivalent- is more interesting to me, because it lets you start with Tier 2 starbases already. This matters because this allows an early draw of Habitats, which are a significant power spike for Megacorp trade builds. Megacorp is already the go-to to side-step your population shortfall- you don't need as many pops for basic resources when your branch office economy covers that- but as an opener starholds are more than a match for early fleets, while the starhold trade collection range of 5 systems in a trade build means you can side-step the early-game trade build chokepoint of collection range chains.


Gestalts are still bad, but a bit better in power terms than the non-gestalt equivalents. This is because Gestalts could already leverage the catalytic-Unyielding combo of having a starbase economy add functional pops and enable strong alloy production in the early game, and using energy to cover upkeep/buy necessary minerals/fund science.

Stargazers- the Hive version- is interesting in its early-game exploration synergy. Sensor range in the early game is deceptively good for helping you explore, find the interesting stuff, and avoid more dangerous things. This is probably the best 'find your 10 closest worlds, build starbases over them, and colonize' setup to make use of the starbase synergy, given the influence savings on distant claims, and doing this would let you leverage the Proginitor Hive vassal-spin off for micro-vassal spam. The jump drive + sensor range is probably your fastest exploration build. The trait's not bad either, since hive habitability is a general issue and if stacked with Extremely Adaptive + the Adaptive tradition you could have +40 habitability, which is actually pretty significant for hive builds who can't count on other biome pops.

Exploration protocols- the Machine equivalent- just seems.... eh. As discussed last week, early-game conquest of primtiives is still the dominant option, so having slightly better outposts is still not a power equvialence. Unity from first contacts is nice, but directly proportional in value to how much it scales off your own unity economy, and how many other empires there are.


Of all of these, Stargazers seems by far the most useful in the early game, letting you explore faster and more safely, only worry about claiming the most useful worlds, spin-off vassals as a proginitor hive, and set up a stronger early-game growth on bad colonies.
 
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Oh I see, you were basing it on a crystal ball rather than a spreadsheet or a forum post.
I dunno dude, your whole thesis sounds like it will fall apart when you can shred the strategy by just building a detector. Like just put down a missile turret dude.
What detector? The AI sucks at building starbases, it's doubtful this is going to be stacked high, if at all, and an uncloaked corvette screen, as has been the case for years, solves every "problem" here. Corvettes have been ablative armor for years.
 
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Also seeing as there is growing number of Auxiliary Components (now with Cloak, earlier with Armor/Shield Hardener and Marks of Shroud), have you thought about getting a second look on these components to maybe rework some older ones or change the number of A slots per hull or are you happy with it?
 
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Some kind of wars allows immediate transfer of systems and other times the enemy claims space you own, so unless if possible to finalize a full victory, enemy might retain portion of your space if not "cleaned up" before the white pace is signed.
Beside that, I also find that it's not even easy to just order a fleet to just chase the enemy, as it happens that a player fleet often "loses tracking" or just does a bad pathfinding.
While overall I like the idea of introducing equalizing elements in the game, I just hope they don't become micromanagement intensive.
Why would you let a white peace be signed? Why don't you have a corvette response fleet to clean up whatever territory you want?
 
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Since cloaked ships are able to move through empires with closed borders, are they also able to use gateways, hyper relays, or wormholes within empires with closed borders? Thematically I think wormholes makes sense, although I think the others maybe not since they can’t be used during wars?
 
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