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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.

Flagship Cloaking.gif

 
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This right here.

Even outside of Syndicates or branch offices, som sort of cloaked piracy would be nice to see.
Even if it is just a component that needs to be added.
Something like "while in enemy territory: 0.1 piracy per day". Would make it fun to just disrupt the enemy economy with ultra-stealth covert fleets causing chaos.
 
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Simple question. Was or will the tradition tree "Subterfuge" be revised to add bonuses to cloaking and recon?
From what i got:
no tradition tree got a detection bonus, but subterfuge got a stealth bonus +1
 
New AI component. Modders can also specify that AI should prefer a given ship role for certain ship types now.
This is REALLY GREAT! I've always been looking forward to AI empires being able to properly use the ship role system.
 
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What is the influence cost for building starbases as the jumpdrive empires, and how will trade be handled?

I'm definitely going to tell my pre 1.9 purist buddies about this and hopefully I can convince them to give it a go when the dlc comes out.
 
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Could you just show us more - the scripts for component itself?

For the tier 1 cloaking device, why not.

Code:
# Basic Cloaking Device
utility_component_template = {
    key = "CORVETTE_CLOAKING_1"
    size = aux
    icon = "GFX_ship_part_cloak_1"
    icon_frame = 1
    power = @power_S2
    resources = {
        category = ship_components
        cost = {
            alloys = @cloak_s_t1_cost_alloys
            exotic_gases = @cloak_s_t1_cost_strategic_resources
        }
        upkeep = {
            energy = @cloak_s_t1_upkeep_energy
            alloys = @cloak_s_t1_upkeep_alloys
        }
    }

    modifier = {
        ship_cloaking_strength_add = @very_low_strength
    }

    triggered_ship_modifier = {
        potential = {
            is_cloaked = yes
        }
        modifier = {
            ship_shield_reduction = 1
        }
    }
    custom_tooltip = "CLOAKING_1_TOOLTIP"

    ship_limit = 1

    size_restriction = { corvette frigate crisis_corvette offspring_corvette }
    blocked_by = {
        CORVETTE_CLOAKING_2
        CORVETTE_CLOAKING_3
        CORVETTE_CLOAKING_DARK_MATTER
        CORVETTE_CLOAKING_PSI
    }
    prerequisites = { "tech_cloaking_1" }
    component_set = "CLOAKING_1"
    upgrades_to = "CORVETTE_CLOAKING_2"
    ai_tags = {
        gunship_stealth
        explosive_stealth
        carrier_stealth
        screen_stealth
        artillery_stealth
        brawler_stealth
        energy_torpedoes_stealth
    }

    ai_weight = {
        weight = @basic_cloaking_weight
        modifier = {
            factor = 0
            no_resource_for_component = { RESOURCE = exotic_gases }
        }
        inline_script = ship_components/weights/roles_cloaking_devices
    }
}
 
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Eh, here's the entire script for the first tech.

Code:
tech_cloaking_1 = {
cost = @tier2cost3
area = physics
tier = 2
category = { field_manipulation }
ai_update_type = all
is_rare = yes
prerequisites = { "tech_shields_2" }
weight = @tier2weight3

potential = {
has_first_contact_dlc = yes
}[/CODE
[/QUOTE]
So cloaking is locked behind the DLC? I thought the general goal was to have important mechanics be base game.
 
Love basically everything I'm seeing! Can't wait to try it out for myself!
The civics do seem a bit weak though, despite being wonderfully novel. Do those civics give any kind of benefit to using proper jump drives, once you have them? Maybe a reduction to their cooldown? Your empire would more adapted to the tech after all, and it would give some late-game payoff to the civic.
 
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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.
I can see a strategy developing where I create a fleet of fast corvettes and frigates, send them cloaked into an empire I want to war against, and poise them to either take out a potential reserve fleet to cripple their firepower, take over a starbase with lots of shipyards to hamper reinforcements, or take a cluster of stars with lots of mining bases to wreck their economy. The main battle force would then be heavier capital ships of cruisers and battleships, where cloaking is not as critical a need.

So,, yeah, there might be some monofleet shenanigans, but different from just-build-battleships. The cloaking tech I feel makes smaller ships useful into the late game.
 
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Eh, here's the entire script for the first tech.

Code:
tech_cloaking_1 = {
    cost = @tier2cost3
    area = physics
    tier = 2
    category = { field_manipulation }
    ai_update_type = all
    is_rare = yes
    prerequisites = { "tech_shields_2" }
    weight = @tier2weight3

    potential = {
        has_first_contact_dlc = yes
    }

    # Unlocks Active Reconnaissance
    feature_flags = {
        active_reconnaissance_unlocked
    }

    prereqfor_desc = {
        hide_prereq_for_desc = component
        custom = {
            title = "TECH_UNLOCK_CLOAKING_1_TITLE"
            desc = "TECH_UNLOCK_CLOAKING_1_DESC"
        }
    }

    weight_modifier = {
        modifier = {
            factor = value:tech_weight_likelihood
            OR = {
                research_leader = {
                    area = physics
                    has_trait = "leader_trait_expertise_field_manipulation"
                }
                research_leader = {
                    area = physics
                    has_trait = "leader_trait_curator"
                }
                research_leader = {
                    area = physics
                    has_trait = "leader_trait_fotd_scientist"
                }
            }
        }
        modifier = {
            factor = @ap_technological_ascendancy_rare_tech
            has_ascension_perk = ap_technological_ascendancy
        }
        modifier = {
            factor = @federation_perk_factor
            has_federation = yes
            federation = {
                has_federation_perk = rare_tech_boost
                any_member = { has_technology = tech_cloaking_1 }
            }
        }
        modifier = {
            factor = 5
            has_tradition = tr_subterfuge_adopt
        }
    }

    ai_weight = {
        modifier = {
            factor = 1.25
            research_leader = {
                area = physics
                has_trait = "leader_trait_expertise_field_manipulation"
            }
        }
    }
}



Can anyone help clarify what
weight = @tier2weight3
actual weight is?

The rest I think is clear enough-

The tech is a Tier 2 physics/field manipulation tech, so it can be as early as your fourth physics tech (in theory).

The scientist traits that boost the chance of the tech are: scientist with field manipulation trait, a curator scientist, or "leader trait fotd" (Fear of the Dark origin / the secondary planet?)

Other things are: technological ascendancy AP, having adopted the Subterfuge tradition, or having a federation member who has it.

For the Subterfuge tradition, that seems to have a weighting of 5 times?
 
I'm gonna do that annoying thing I do every diary: We need an "original template" for nerve-stapled species in Fallen Empires, so we can free them without taking the genetic ascension path.
 
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What is the influence cost for building starbases as the jumpdrive empires, and how will trade be handled?

I'd expect the same way it works for colony ships and system claims with jump drives in the late game- cost is still based on hyperlane jumps, trade still has to be protected, etc.

Trade protection in unclaimed systems would probably be countered by jump-driving corvettes into the system. Piracy grows to 25% of the trade value, 1 corvette is 10 piracy suppressed, so 1 corvette per system per 40 trade going through.
 
Second: Why is the invention of cloaking a normal tech for everyone? I had expected a Ascension Perk or another "gate" for inventing them. Not every empire in the known sci-fi tropes has got such a thing.
I don't see an issue with it.

Subterfuge still provides benefits to cloaking, compared to empires without it.
 
I don't see an issue with it.

Subterfuge still provides benefits to cloaking, compared to empires without it.
Yes, that and also it is simply immersive for people to research technologies that they know others have, too.
You need to understand how something works to build effective countermeasures - even if you never intend to use the technology yourself.