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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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How does FTL inhibition works with cloaking? Are these ships immune to inhibition?
 
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If a ship with no cloaking device stops in a nebula in an unclaimed system, and later the system is claimed by an empire and it closes borders, would the ship remain cloaked and in the system, or would it be ejected? From the screenshot, it looks like it should get +3 cloaking strength as long as it stays there undetected and should not be ejected.
 
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I like the new content, but, I'm a bit sad to see that there don't seem to be many applications of cloaking for defense or for secretiveness.

Ever since the Espionage mechanic was introduced I've been disappointed that it's basically impossible to play as a secretive empire past the early game, as tech grants sensor range and base intel level that you can't do anything about. Now with the addition of cloaking, it's one more big thing you have to worry about, and you don't really benefit from it yourself.

I think now would be a great time to buff the infamously-bad Enigmatic Engineering ascension perk with some cloaking-related content. Like a starbase building to jam sensors (without needing to roll the Zroni as your precursor), or a way to cloak starbases, maybe even whole habitats. Just plain old "-X base intel level for other empires" and "+x starbase detection range" would help too. As a final idea, maybe you can turn it into the de-facto cloak-rush AP by giving it "can always research the next tier of Encryption/Cloaking technologies", like how Voidborn lets you rush habitat techs.

Also, regarding the whole "cloaking doesn't let you hide your relative fleet strength" deal: Maybe having lots of cloaked ships could simply make your fleet strength "Unknown" for empires with little intel on you.
 
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I find it extremely disappointing that this new game mechanic is yet another example of the psionic ascension Empires getting the most powerful, effective application of a new mechanic, and everyone else just has to deal with that.
Where are the special tech paths for Genetic, Cybernetic and Synthetic ascension?
Why must psionics always get the most powerful of everything?
 
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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.
Will we be able to use cloaked science ships to survey systems owned by other empires with closed borders (or uncloaked for other empires that have open borders with you)? Or will we still be limited to exploration only?
 
Why must psionics always get the most powerful of everything?
Because they have the least amount of options to modify pops and increase growth. Plus, most of their tech is lategame, and RNG based. They have the most spec'd out fleets, but their pops and growth are limited.
 
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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.
Nah cloaking level as in the sum of your cloaking boosts. So 2 from the tech which I believe will be t3, 1 from subterfuge, 1 from trickster, for example. That then gets adjusted down based on ship size.
This is why some sort of detection level outside of the systems with Capital S Starbases needs to be done.
By what they've written, a detectors detection range is equal to their sensor range. You can pretty comfortably get that up to 5, so the detector station can cover a pretty broad swathe of your empire and can comfortably sit behind a Bastion.
 
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Sooo, is the next DLC after this one going to add a civic that gives an option to build wormhole stations? :)
 
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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
Monofleets aren't really the problem themselves, the problem is only ever building one ship class across all fleets. Cloaking seems to actually help fix that and gives you a definitive reason to build frigates, which have otherwise been worse Cruisers in all situations.

Cloaked ships kinda aren't great anyway, if you can't use their cloaking effectively. They're forced into pure armor unless you're psionic, and they waste an A slot if they're visible. Can't put all your chips on corvettes and frigates.
 
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Honestly, if you want a band-aid fix for those awkward "not quite civic, not quite origin" civics, you could slap "+1 civic point/slot" to the end of them and balance accordingly.
Instead, I'd be fine with being able to get a tech for an additional civic (on top of the already existing one) that would be unique to these empires. Or just an ascension perk unique to this civic that gives +1 civic slot. Flavor it as "going back to do things other empires did long before us".

I'd take either. Hell, that sounds easy enough to mod that I might add it.
 
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Something that I've noticed is missing from the tooltips for all four of the new civics is that they give a significant increase to the chance to draw the following techs
  • Experimental Subspace Navigation
  • Gateway Activation
  • Gateway Construction
  • Quantum Catapult
  • Hyper Relays
  • Hyper Drives
  • Wormhole Stabilization
  • Jump Drives
And the Eager Explorer civic itself gives you 1.5× to drawing Voidcraft techs, which means you're more likely to get better ships sooner.
By the way, I noticed you need the Gateway Activation tech to travel through already-activated gateways. Is this intentional?
 
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See i correclty, that nebula can now be seen through, because they just give a certain amount of cloak level?

Will there be a starbase module to give us this effect in non-nebula systems too?
 
Any chances on reconsidering having cloak detection on the Juggernaut?

Right now it really struggles to justify itself because while mobile ship production is useful, it's not quite good enough to justify building a Juggernaut; especially, with the combat rework. I know you mention that game performance needs cloak detection static. Not sure if that means limited to the boundary of a system or just limited to a specific spot.

With that all in mind. Why not go with a setup where the cloak detection on Juggernaut's is manual with a CD? So during a war, I could move my Juggernaut to a system, possibly park it and hit the detect cloaked ships button. That could stay active as long as my Juggernaut is in the system or if need stays parked. The moment I make a move that could cause lag issues, is the moment the detection is disabled and the CD begins. To add further value, maybe sensors meant to detect cloak ships follow the same rule as shipyards. If you're just occupying the system, you don't get a benefit from them.

This could in theory make the Juggernaut have a purpose if it can both provided quicker reinforcement behind enemy lines and cloak detection; especially, if it can have a decent sensor range and you can't use occupied starbases.

Or was that something was looked into and found to not work that well?
 
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Have you considered making the 4 low tech civics into free civics? Costing no points, just like the Sovereign civics?

I think the -10 starting pop penalty is enough of a handicap, and since they're only civics as to not conflict with origins, perhaps they should be possible to combine with 2 other civics rather than one.

Especially if you want to combine Rogue Servitors with Exploration Protocols, but don't wanna give up both of your starting civic slots for permanent civics.
 
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