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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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Well there we go, folks. Frigates will continue to be useless, because Cruisers exist.
It might be a niche point, but remember that Frigates get two more levels of cloaking than Cruisers do, so there will be circumstances under which Frigates will be cloaked, but Cruisers will be visible.

So that's a *possible* point in the frigates' favour, depending on how cloaking and revealing tech actually balances out in play.
 
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Cloaking is a game-changer. Take wormholes for instance. Usually I'd treat them as a choke-point and build starbase defences there with guns and missiles etc. Now with v3.7, I'd be tempted to put at least one detection array there, especially if there's more than one hyper-lane leading from that wormhole system.

I'm not complaining, just the opposite, I love that this game sometimes gives you hard choices. I also love turning Frigates into 'cloaked' first-strike submarines, complete with torpedoes.
 
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You are the only person who likes that Espionage is bad.

I've never played a 4X game where cloak isn't A: super annoying to deal with early and midgame, B: eventually meta defining, and C: once meta is defined pretty much useless late game. IE everyone just rushes the cloaking and the anti-cloaking....which then mostly makes cloaking useless unless you get lucky in your rolls and get 'super cloaking' which then means it's not fun because whoever has to fight against it has to play whackamole with mostly invisible or completely invisible fleets dicking around unchallenged in your territories...which leaves you defending every system rather than selecting easily defendable ones....why would I ever have my fleets leave my borders when the enemy can simply magically stab me in the back constantly...? What really makes it even worse is that in most of the 4X games I've played you chose what tech you wanted to do, which meant you could actually rush them...but in Stellaris you don't get complete choice of the techs your research, you roll dice and choose from dice roll results so, a handful of bad rolls leaves you via no failure of your own completely defenseless against the invisible fleet whack-a-mole...that does not sound fun, it sounds infuriating.

Espionage is the same thing...nothing more annoying that someone pushing a button and destroying ten or twenty years in game of work just cuz they can....it was part of the reason the devs held off on doing espionage...if done too aggressively it's not fun...and if not aggressively enough its pointless...and I'd rather it be pointless than not fun....
 
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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.
So stop relying on closed borders as the only thing stopping other empires leapfrogging you, and use their inability to build more than two jumps away from something they own instead?

It's likely to be little worse than we have now for empires where you don't automatically close your borders to everyone.
 
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So stop relying on closed borders as the only thing stopping other empires leapfrogging you, and use their inability to build more than two jumps away from something they own instead?

It's likely to be little worse than we have now for empires where you don't automatically close your borders to everyone.

Sometimes you can't...because of influence! So unless they are reducing influence costs for construction of outposts...there's no real defense against it.
 
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Sometimes you can't...because of influence! So unless they are reducing influence costs for construction of outposts...there's no real defense against it.
Or you might have to build somewhat more rational, compact empires rather than empires that are effectively one system wide?

All I can say is that being leapfrogged has *generally* not been a problem for me in most empires I've built, even with open borders - and if they *do* leapfrog you, there's a potential spot to place a powerful bastion to keep their fleets from joining up or cutting their access to a chunk of their empire, depending on relative power levels and if they build a second shipyard.
 
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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.

Based upon the ship sizes listed, only science ships will have cloaks, construction ships won't. So unless your opponent has jump drives, they aren't going to be bypassing your chokepoints.

Also, as a rare tier 2 tech, it's going to be some time until AIs can cloak anyway. And if you're still really worried about it, just build a starbase + scanning modules in your chokepoints. Even a basic starbase with two of those detection arrays will spot everything up to tier 3 cloaks, which are going to be relatively late game anyway.
 
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Or you might have to build somewhat more rational, compact empires rather than empires that are effectively one system wide?

All I can say is that being leapfrogged has *generally* not been a problem for me in most empires I've built, even with open borders - and if they *do* leapfrog you, there's a potential spot to place a powerful bastion to keep their fleets from joining up or cutting their access to a chunk of their empire, depending on relative power levels and if they build a second shipyard.

Ultimately this is basically the first DLC and update that has actively made me wonder if I want to purchase or put up with it. There's literally nothing in this coming patch I've found compelling, interesting or desirable and I've found the DLC actively antagonistic to my interest in the game.
 
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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.

Isn't the counter just to have enough espionage to reveal all enemy fleet positions? When you get Intel up to 80 on an empire, you can "see" the positions of all their fleets. The Devs haven't given any signal that is countered by cloaking, so spies are your way to spot cloaked vessels, if I understand this correctly.
 
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Based upon the ship sizes listed, only science ships will have cloaks, construction ships won't. So unless your opponent has jump drives, they aren't going to be bypassing your chokepoints.

Also, as a rare tier 2 tech, it's going to be some time until AIs can cloak anyway. And if you're still really worried about it, just build a starbase + scanning modules in your chokepoints. Even a basic starbase with two of those detection arrays will spot everything up to tier 3 cloaks, which are going to be relatively late game anyway.

Great my chokepoint bastions get to be actively weaker too! WOO Boo sounds fun....
 
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Isn't the counter just to have enough espionage to reveal all enemy fleet positions? When you get Intel up to 80 on an empire, you can "see" the positions of all their fleets. The Devs haven't given any signal that is countered by cloaking, so spies are your way to spot cloaked vessels, if I understand this correctly.

Yeah and you get intel by...oh yes a throttled resource (envoys)....woo boy...I can chose to do diplomacy or I can choose to play the consequences of unfun gameplay mechanic....
 
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They are definitely something in between. Similar to rogue servitors and criminal syndicates it changes your gameplay a lot more than regular civics. Perhaps we will come up with some name for these types of not quite civic not quite origins.

The main goal here was to play a low tech pre-FTL start that you could combine with things like doomsday or ringworld.
Oddly enough, I want to do a robotic explorers civ which combines Rogue Servitors with the machine empire one. It looks like that's not locked out, unlike Driven Assimilators.
 
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Absolutely love this. I've been asking for a low-tech start for a long time (I liked the humble beginnings of the early versions of the game) and this DLC provides several different options for it! Combining the Eager Explorers civic or its variations with one of the new uplifted Origins should make for an awesome underdog challenge.
Unfortunately, it looks like the tooltips say those are specifically locked out.
 
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Will you be able to see what kind of detection your enemies have, or do you just have to fly into a system and see if you get decloaked?
99% of detection is just knowing what components are on the starbase so it'll be locked behind that.
Knowing about the other options like science ships in detector mode will probably be visible under the "orders" section, or not, depending on your Intel.
 
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Can’t wait for all of this to be hilariously broken and needs patching stretching over months….and Pdox’s annual 1 month Easter break is looming, then summer..so..
 
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99% of detection is just knowing what components are on the starbase so it'll be locked behind that.
Knowing about the other options like science ships in detector mode will probably be visible under the "orders" section, or not, depending on your Intel.
Sure, it's potentially determinable by looking at all the stations and ships in sensor range of the target system (assuming I can see them all), I was just hoping there would be an icon or map overlay or something so I'm not clicking through half of my opponent's stuff trying to sneak past them.
 
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Seriously the issue of cloaking in military ships is beginning to worry. I don't feel like the developers are quite ready to include this technology 100%. I feel that some concepts still need to be polished, work more on integration and balance and finally the coherent integration to existing systems.

I understand that due to the theme of the dlc and the very need to provide an interesting novelty to their "product" the developers have opted for this path for nothing anticipated. But frankly, I'd rather wait a bit longer before they include a new ult mechanic to make it 100% working than have to wait for later patches that may or may not come to fix the bug. Paradox, please don't keep throwing things into the half-baked game and they keep piling up on the list of things to get overhauled.
 
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