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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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Do weapon platforms count as ships for cloaking purposes? It would be great if you could surround a starbase with cloaked platforms, which wouldn’t be recognized by intruding fleets until it’s too late. These platforms shouldn’t add to the stations apparent fleet power as long as they are cloaked. Would also stop Alphastrikes on them.
 
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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?
The special path for every other ascension is having pop assembly at all. This is bringing psionics to an actually comparable level, it has drastically fewer pops but they're a bit better and it has other unique features.

Psionics usually gets the most flavorful and mathematically worst of everything. The only major advantage I can think of that it has is... Espionage, which is awful. This update will finally address the power imbalance from not having pop assembly by giving something in exchange other than number improvements on ship components that can be overwhelmed by a few repeatables gained earlier by every other ascension having pop assembly.
 
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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
    }
}

How moddable these components are? Can we make our own cloaking components (so ships can cloak as long as any component or, for example, global modifier from tech gives ship_cloaking_strength_add) or game is hardcoded to look for default ones?
 
I think now would be a great time to buff the infamously-bad Enigmatic Engineering ascension perk with some cloaking-related content.

Clears throat ;)

I just put this on Reddit (from watching today's First Contact video):
  • Criminal Syndicates gives +1 Cloaking Strength.
  • Completing Subterfuge Tradition Tree now gives +1 Cloaking Strength, and Encryption, Decryption, Cloaking Tech and Detection Tech now has a x5 chance of appearing in Tech Tree.
  • Enigmatic Engineering AP gives +2 Cloaking and +2 Encryption.
  • There's a Dark Matter Resonance Chamber which is one of the building options for Starbases, which gives you +1 Detection for every 3 Detection Arrays, so that's an maximum of +8 Detection for a starbase if you have access to Dark Matter.
 
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Do weapon platforms count as ships for cloaking purposes? It would be great if you could surround a starbase with cloaked platforms, which wouldn’t be recognized by intruding fleets until it’s too late. These platforms shouldn’t add to the stations apparent fleet power as long as they are cloaked. Would also stop Alphastrikes on them.
They said in their stream that they tried it, but it would cause the enemy fleet to attack the starbase first, ignoring the defense platforms. If the fleet is strong enough to defeat the starbase in one attack, the starbase (and the intact defense platforms) switch sides, before the defense platforms can deal any damage. Which is way too powerful for the attacker.

How moddable these components are? Can we make our own cloaking components (so ships can cloak as long as any component or, for example, global modifier from tech gives ship_cloaking_strength_add) or game is hardcoded to look for default ones?
Judging by that script, it seems entirely moddable. There's everything in there.
 
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I'm guessing army transports can't be cloaked?
I would have thought they would have your best cloaking tech already equipped in a Utility slot, gives them the opportunity to get to a planet without the fleets and starbases knocking them out immediately, or at least allows them to proceed with the invasion while the fleets shoot at them in order to get as many through the defenses as possible instead of just flying in a circle as they die.

I'm looking forward to having a similar situation to the first mission to the OG Destiny 2 Main Campaign.
 
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I just realized something that worries me. Apparently all the detection methods are limited to the sensors in the stations or to the contribution to the detection of the sentient ships. If this is so, does it mean that once my fleets move away from my system and are out of the detection range of the sensors, I will have no way of "unveiling" an enemy fleet that chooses to use cloak. Do I really have to rely on a civilian ship to spot enemy fleets trying to escape or slip past my fleet into enemy territory?
 
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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.
That's cool, but it is unfortunate for me that fleets and ships have no detection themselves. I was kinda looking forward to a Mass Effect 2 intro style encounter where I catch an enemy ship trying to be sneaky in empty space (not even my borders)
 
I just realized something that worries me. Apparently all the detection methods are limited to the sensors in the stations or to the contribution to the detection of the sentient ships. If this is so, does it mean that once my fleets move away from my system and are out of the detection range of the sensors, I will have no way of "unveiling" an enemy fleet that chooses to use cloak. Do I really have to rely on a civilian ship to spot enemy fleets trying to escape or slip past my fleet into enemy territory?
Perhaps a high level of infiltration in a specific empire could "override" the concealment of their fleets partially or totally. Would it add additional detection value with respect to that specific empire? I think it would give spy networks some value finally, and after all, if my agents are infiltrating your navy, it's understandable that they'll get information on all of your fleets, even the ones that are using cloak.
 
I just realized something that worries me. Apparently all the detection methods are limited to the sensors in the stations or to the contribution to the detection of the sentient ships. If this is so, does it mean that once my fleets move away from my system and are out of the detection range of the sensors, I will have no way of "unveiling" an enemy fleet that chooses to use cloak. Do I really have to rely on a civilian ship to spot enemy fleets trying to escape or slip past my fleet into enemy territory?
This is the part that makes me sad. I feel like I'd rather not have cloaking on ships versus having it and not having a counter to it on fleets.
 
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I can only reiterate that I find cloaking to be absolutely no fun...and this dev diary only confirms it. It really is going to be you have to 'rush sensors' and 'rush this otherwise useless ascension path' just so you won't get obliterated by invisible fleets....dicking around in your territory unchallenged.

The worst bit will be cloak empires early games stealing systems because their civilian ships can get passed your closed borders....the border gore's going to be nonsense.
 
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Definitely interested to see how this works out. Thanks for continuing to iterate on content for the game.

One question - is there a global enable/disable for cloaking all-up at galaxy creation that lets one choose the disposition of whether it is possible to be used for a given game? I'm curious to try cloaking out, though sometimes there have been rather unique game playthroughs I've seen when one or more empires ended up locked away in some sector of the galaxy, behind a Fallen Empire or Marauders, until someone lets them out. But if one is likely to just be able to sneak through those regions (from a fairly early point in the game), that won't happen anymore. Note that that isn't about an in-game galcom resolution or subject policy to forbid cloaking, but more akin to the L-Cluster/Xeno Compatibility/etc. controls at game setup.
 
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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.
WTF anyone would want mono-hull fleets when we can have different ships in your fleet offering different advantages?
 
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I can only reiterate that I find cloaking to be absolutely no fun...and this dev diary only confirms it. It really is going to be you have to 'rush sensors' and 'rush this otherwise useless ascension path' just so you won't get obliterated by invisible fleets....dicking around in your territory unchallenged.

The worst bit will be cloak empires early games stealing systems because their civilian ships can get passed your closed borders....the border gore's going to be nonsense.
I don't think they can steal systems. It's not a security but I think of the civilian ships, only the science ships can use the cloak
 
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Definitely interested to see how this works out. Thanks for continuing to iterate on content for the game.

One question - is there a global enable/disable for cloaking all-up at galaxy creation that lets one choose the disposition of whether it is possible to be used for a given game? I'm curious to try cloaking out, though sometimes there have been rather unique game playthroughs I've seen when one or more empires ended up locked away in some sector of the galaxy, behind a Fallen Empire or Marauders, until someone lets them out. But if one is likely to just be able to sneak through those regions (from a fairly early point in the game), that won't happen anymore. Note that that isn't about an in-game galcom resolution or subject policy to forbid cloaking, but more akin to the L-Cluster/Xeno Compatibility/etc. controls at game setup.
I would prefer this as I hate the very idea of having to even deal with cloaked ship stupidity...but wouldn't mind utilizing portions of the DLC...I just don't want the AI being dipshits with cloaking tech....as some people in this thread have already basically suggested this will be...

Just like with epsionage (which thankfully got nerfed into the ground) I don't want to deal with random stuff just happening....because someone somewhere decided to push the 'blow it up now button'.
 
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I don't think they can steal systems. It's not a security but I think of the civilian ships, only the science ships can use the cloak

I can totally see a tactic being rushing construction ships behind uncontacted empire's borders, sit in unclaimed systems and then move your cloaked science ships in to steal deep unclaimed systems...
 
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  • 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.
Well there we go, folks. Frigates will continue to be useless, because Cruisers exist.
 
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