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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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Since espionage and counterespionage is becoming more important due to the emergence of cloaking and new pre-ftl interactions, thusly making the subterfuge tradition tree more relevant, have you considered adding a subterfuge-equivalent ascension perk?

The Unyielding tradition tree has a sort of equivalent in the form of the Eternal Vigilance perk.

The Expansion tradition tree has a sort of equivalent in the form of the Imperial Prerogative perk.

There are other arguable tree-perk equivalencies, though those are some of the most obvious.

Do you think we're gonna get an espionage/cloaking strength ascension perk?

Alternatively and to counter that, do you think that the already existing Enigmatic Engineering ascension perk could provide some bonuses to detection strength/decloaking, just like how it already provides more Encryption strength? This could also make it into a somewhat more competitive perk, both offline (since I assume the AI does use cloaking) and in multiplayer games.
The espionage ascension perk is enigmatic engineering, imo
 
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I mean, if that was the aim of the ship rework it has completely and utterly failed.
Oof, I had no idea. I liked building mixed fleets, too.

Q: Could it be possible to make cloaking of a fleet the average of the cloaking of the ships? That way a 8:4:2:1 mixed fleet still has some cloaking rather than just that of it's worst ship. Thanks

Edit: Also, how does this interact with first contact? If my cloaked science ship spots a foreign vessel, do we both still get first contact popups? Imo I always found it strange that both players got popups even if only one player sees the other
 
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I would like to see a buff made to sentry arrays. Give them either a buff to the intel level given, or a cloak detection of 10 or more. The head canon is that even if they are hidden with psi cloak, the sentry array still 'sees' them when they communicate with the rest of their empire
 
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Fleets can not have detection, only starbases can. This was an early decision made for performance.
That makes sense, but any chance for a Juggernaut aura?
 
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I would like to see a buff made to sentry arrays. Give them either a buff to the intel level given, or a cloak detection of 10 or more. The head canon is that even if they are hidden with psi cloak, the sentry array still 'sees' them when they communicate with the rest of their empire
I doubt that a single megastructure will make a complete feature obsolete like that.
My guess is the array will have a detection in the range of 2-3 which stacks with starbase detection in the affected area.
 
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Question: Doesn't cloaking encourage building mono-fleets? I thought the whole point of the ship rework was to move away from that
I'd say "yes and no". Stealth fleets would probably want to be mono-fleets, but in exchange, non-stealth fleets might be encouraged to include some smaller ships to counter enemy stealth fleets.
 
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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.




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.
You get extra cloaking strength from traditions and nebulas, so technically you can do it with a level 2 Advanced Cloak
 
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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.

So we're going to armor our stealth ships instead (which works better vs kinetics, missiles and SC than shields do anyway - especially on small ships that can't harden their shields much). I'm not sure this is the sort of vibe I want for my stealth ships.

Or is this intentional to make energy the premier anti-cloak weapon flavor?
 
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If you start with Subspace Drives, it looks like you can discover Hyperlane Drives as a technology.

But... is the opposite true?

Also, if we are cloaked while encountering another empire, what do first contact events look like? Are we forced to initiate contact with them like normal? Or can we ghost them? Do we get the opportunity to initiate first contact if we saw them but they didn't see us, and we make a decision whether or not to contact?

Can we gather intel on empires that we haven't completed first contact with using Active Recon?
 
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Question: Doesn't cloaking encourage building mono-fleets? I thought the whole point of the ship rework was to move away from that
I think the idea was to make mixed composition more combat efficient. This new situation is to offer one small specific niché for small ship only fleets - not to have those fleets be the default or always the best choice. It's just one strategic option if you're going more for general control over combat prowess.
 
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Bombarding uncloaks you :p
While i understand why you did that, i do have to say that i disapprove of your willingness to steal this fun from me. How dare you?
 
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3 very interesting new origins
A new enemy to face both in war and in politics
new resolutions
New interaction mechanics with pre-FTL civilizations
New cloaking mechanic along with interesting reconnaissance mechanics
Curious new technologies
4 new pre-ftl themed gameplay modifying civics

buddy! For me those are a lot of interesting things! Much more than what those who complained about the price of the DLC said.
 
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