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Hey all!

Today’s topic will further explore the subjects of fleet movement, FTL-travel and the general wonders one might happen upon when ripping holes through subspace. As the writing of this is a bit sudden the dev diary came out late today, our apologies!
The galaxy is a pretty huge place and to get anywhere in a timely manner you’ll want to travel faster than the speed of light, or use FTL-travel for short. Stellaris will have three methods of FTL that players can use; Warp, Hyperlanes and Wormholes. They all have distinct advantages and disadvantages when it comes to the strategic movement of ships and fleets causing expansion paths, diplomacy and wars to be quite different depending on the method used.

Warp
Warp requires each ship in the fleet to be equipped with a Warp Drive. These are quite costly to build and cause a major drain on each ship’s available power, but allows unconstrained travel to any system within range. When travelling to a system outside the range of a single warp-jump, the fleet has to make a sequence of jumps through a number of systems. Any jump puts a considerable strain on a ship’s Warp Drive, causing the fleet to not be able to jump again for a short while after arrival. While this can be reduced by more advanced technology, it does remain a weak point throughout the game for any species using this method.
Fleets using Warp Drives to travel will need to do so at the edge of a system to lessen the gravitational pull of the local star. This in combination with the fact that warp-jumps have the slowest FTL-speed of the three methods means that the arrival point of an incoming warp-fleet can be identified, and possibly ambushed. The cost of freedom is potentially high!

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Wormhole
Some species have decided to sidestep this whole business of blasting through the void at ludicrous speed. They prefer to open up a temporary wormhole that a fleet may use to instantly travel to a distant system. These wormholes can only be generated by a Wormhole Station, a type of space station that can only be constructed on the outer edge of a system. Any fleet wanting to travel will have to use the Wormhole Station as a connecting point, passing through it whenever they leave the system. The station may only generate a single wormhole at a time, forcing all ships and fleets to wait while one is being prepared. The larger the fleet, the longer it takes for the Wormhole Station to be ready. The wormhole generated does allow two-way travel, but will collapse almost instantly after sending a fleet through.
Constructing and maintaining an efficient network of Wormhole Stations is vital to any species using wormholes, as it will allow sending huge fleets from one part of the galaxy to another in very short time. It also allows striking deep inside enemy territory with little warning. This great strength can also be a great weakness, as fleets are left with no means of further offense or retreat should the network be disabled through covert attacks by enemy strike-fleets.

Hyperdrive
The galaxy in Stellaris has a hidden network of hyperlanes connecting the systems, only visible for those who know where to look. Ships that are equipped with a Hyperdrive can access these lanes and use them to traverse the galaxy at incredible speed. They are however bound by the preexisting network, and has to path through each system connecting their current location and target. Galactic voids lacking systems are in effect huge movement-blockers for any species using hyperlanes, having few systems allowing possible crossings. An enemy could potentially fortify these vital systems should they become aware of their existence, creating strategic choke-points. As the hyperlanes exist in subspace, fleets may access them from anywhere within a system and does not have to travel from the gravitational edge as Warp Drives and Wormhole Stations do. As such, catching a fleet using hyperlanes can be tricky. Correctly identifying the paths to intercept and interrupt their somewhat long charge-up is probably your best bet.

stellaris_dev_diary_04_02_20151012.jpg


All methods of FTL-travel can be improved by researching more advanced technologies. While their exact effects differ some they all improve the speed, range, efficiency or cooldown of FTL-travel. However, being able to casually bend time and space with increased power does not necessarily mean using it with more responsibility. As additional species bend the laws of physics to send larger and larger fleets through the galaxy, there is always the risk of something, or someone, noticing...

Next week we’ll talk more about the different species in the galaxy. Look forward to it!
 
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What? no you could do it all with one wormhole station it would just be quicker with more. From A to B using the station in system A, then from B to A using the same station, and then finally from A to C using that same station. Basically You can have a fleet in range of a wormhole station travel to any other system in range of the wormhole station in two jumps, the first being to the system with the station.

Quoting the dd,
A system can have several Wormhole Stations, creating a hub. Wormhole Stations in neighboring systems can independently send fleets to each others systems.
 
Thinking about it, a Wormhole Transportation Hub needs to be defined.

I think the advantage of a Hub is going to more places. Is this Right?
Or, what could the advantage possibly be, if that's not it because of a wormhole station gun which can be pointed anywhere???
I was thinking that the wormhole station, doesn't rotate, at least i haven't read anything about a rotating station, and is therefore fixed on 'pointing' to just one system.
 
Thinking about it, a Wormhole Transportation Hub needs to be defined.

I think the advantage of a Hub is going to more places. Is this Right?
Or, what could the advantage possibly be, if that's not it because of a wormhole station gun which can be pointed anywhere???
I was thinking that the wormhole station, doesn't rotate, at least i haven't read anything about a rotating station, and is therefore fixed on 'pointing' to just one system.
Each station can go anywhere within the range, each station in the same system would have the same travel possibilities.

The reason you'd have more and thus create a Hub is so that you can transport more ships simultaneously. As there's a charge-up time for making the portals. Possibly a cooldown as well.

Also they'd be easier to defend than one in each system as they'd be next to each other.
 
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Quoting the dd,
A system can have several Wormhole Stations, creating a hub. Wormhole Stations in neighboring systems can independently send fleets to each others systems.

Yes, but you don't need a hub necessarily. A hub lets you go to more places at the same time. A Wormhole station can be used multiple times, creating new temporary connections each time.

Here's an example: You have 3 fleets in system A, and they need to go to systems B, C, & D respectively. If you only have one wormhole station in system A then the trips would have to be added to the list (i.e. you couldn't send your second fleet to system C until your first feel had arrived B, etc.). If however you had 3 wormhole stations in system A, then all three fleets could be sent simultaneously.

EDIT: emu'd... But yeah what Velorian said.
 
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Yes, but you don't need a hub necessarily. A hub lets you go to more places at the same time. A Wormhole station can be used multiple times, creating new temporary connections each time.

Here's an example: You have 3 fleets in system A, and they need to go to systems B, C, & D respectively. If you only have one wormhole station in system A then the trips would have to be added to the list (i.e. you couldn't send your second fleet to system C until your first feel had arrived B, etc.). If however you had 3 wormhole stations in system A, then all three fleets could be sent simultaneously.

EDIT: emu'd... But yeah what Velorian said.

So, scouting with wormholes doesn't suck, because you just need 1 station. So, colonization with wormholes don't suck, because of the hub, which reduces the cooldown time.

Hmmm.... maybe, it's time to reconsider wormholes!
 
So, scouting with wormholes doesn't suck, because you just need 1 station. So, colonization with wormholes don't suck, because of the hub, which reduces the cooldown time.

Hmmm.... maybe, it's time to reconsider wormholes!
Yeah I've got a feeling that wormholes are going to be a little too good in this game.
 
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Yeah I've got a feeling that wormholes are going to be a little too good in this game.
Maybe, but it seems they are quite susceptible to enemies attacking multiple systems at the same time. Even with a Hub, if you've already deployed a fleet you need to first take them back to the main system and then onwards to the system under attack. The enemies at the system you respond to can then just retreat.

Also scouting is limited to the systems in range of the station. Warp and Hyperlanes can keep jumping from system to system until they encounter someone able to stop them.
 
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Yeah I've got a feeling that wormholes are going to be a little too good in this game.

Would you choose wormholes, knowing the risks of being cut-off in a counter attack, so you've got to fortify them and be sure of your defense before you suprise attack, medium station costs (not free like hyperlanes, nor costly like warp drive), and limited range just beyond warp, meaning more stations to build to scout or attack outside your bubble of influence? Assuming scouting and colonization is good, more space on ships is good, no engine, like a tesla automobile, and just the imagination of upgrading them, either through technologies with range, or hubs for their cooldown effect. Note: warp can go pt to pt within their bubble, while to do the same thing with wormholes would mean many stations. Also, Hyperlanes are pre existing and have no cost to travel on them.
 
I think you still need a Hyperlane engine though. Just cheaper than the warp one.

A cheap hyperlane engine, although it's not warp, means more ships! (or focus on other things, great for later on, especially with a cumulative development advantage).

A more expensive warp engine means: pt to pt travel (the exploration advantage -> finding random advantages), flexibility of in-between pts, the ability to ambush, but less ships, especially when massed. Maybe, the best early on. I need a 'feel' for this.

A medium wormhole station cost means a medium amount of ships. But, with each ship having more space because of no engine, that means a little extra power if you can pay for it! (Early game). And, given stations without any hypothetical upkeep (they haven't spoke to this), with the engines (warp & hyperlane) ship masses, that means a true militarily advantage late game for wormholes! But, I still have a love-hate feeling.....
 
A cheap hyperlane engine, although it's not warp, means more ships! (or focus on other things, great for later on, especially with a cumulative development advantage).

A more expensive warp engine means: pt to pt travel (the exploration advantage -> finding random advantages), flexibility of in-between pts, the ability to ambush, but less ships, especially when massed. Maybe, the best early on. I need a 'feel' for this.

A medium wormhole station cost means a medium amount of ships. But, with each ship having more space because of no engine, that means a little extra power if you can pay for it! (Early game). And, given stations without any hypothetical upkeep (they haven't spoke to this), with the engines (warp & hyperlane) ship masses, that means a true militarily advantage late game for wormholes! But, I still have a love-hate feeling.....
Wormholes are a high initial cost, but no cost scaling. Ships may be cheaper if you use wormholes, but you have to pay a lot initially. They'll probably be great for playing "tall", because you don't have to make as many.
 
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Wormholes are a high initial cost, but no cost scaling. Ships may be cheaper if you use wormholes, but you have to pay a lot initially. They'll probably be great for playing "tall", because you don't have to make as many.

So, being that ships may be cheaper if their used.... If the use for ships is Military, that's an advantage in mass. If the use of ships is To be a Pacifist and Colonize a lot, because of quickly spreading the Food advantages, that's an advantage in mass. Initially, Pacifism might make sense to Grow with Colony Ships. Later, when out of growth spots, Military might makes sense, unless there's a Diplomatic Advantage to counter that style. Either way ships will be used. (Exception: Diplomatic Advantage, but even then there might be trade ships). And, Trading ships might be the best advantage of all for a win/win situation. There's always a case for ships. An empire without ships, isn't trading, waring, or colonizing.
 
Would this be an acceptable description of wormholes?

Wormholes stations are like cell phone towers. They can wirelessly allow upload or download of data. (In this game, the transfer of data is like the transfer of ships) from a cell phone tower connected to your cell phone via air waves. The cell phone tower can be destroyed. The cell phone tower can also be upgraded from 3g to 4G to 5g speeds, like a hub is in stellaris. Going from cellphone to cellphone, point to point isn't possible because, you'd need a hotspot, but more towers can be build, and towers can communicate with other towers. The wormhole is not a mobile hotspot. It is a cell phone tower.
 
One wormhole station can create one wormhole, from the system it's in to another, at a time.
If you have station in system A, and want to go from B to C, you have to jump from B to A and then to C.
If you have two fleets in A, one going to B and another to C, you have to send them one by one. First one to B, then one to C. If you had two stations in A, you'd be able to send them simultaneously.
If you have stations in A,B and C you can send fleet from A to B, from B to C, and from C to A at the same time, or you could get two fleets from A to B, and one from C to B, or vice versa.
Oh, and one thing just occured to me - if you're skilled at micro (or maybe it will be automatic), you could use wormholes in full duplex - you could send fleet from A to B and from B to A using the same tunnel and thus one station.

@((1+SQRT(5)))/2 your description is reaallyy weird, but I think it stands.
 
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One wormhole station can create one wormhole, from the system it's in to another, at a time.
If you have station in system A, and want to go from B to C, you have to jump from B to A and then to C.
If you have two fleets in A, one going to B and another to C, you have to send them one by one. First one to B, then one to C. If you had two stations in A, you'd be able to send them simultaneously.
If you have stations in A,B and C you can send fleet from A to B, from B to C, and from C to A at the same time, or you could get two fleets from A to B, and one from C to B, or vice versa.
Oh, and one thing just occured to me - if you're skilled at micro (or maybe it will be automatic), you could use wormholes in full duplex - you could send fleet from A to B and from B to A using the same tunnel and thus one station.

@((1+SQRT(5)))/2 your description is reaallyy weird, but I think it stands.

Simultaneous travel or decreased cooldown? Hmm.... Does it depend if the destination is just one world or two worlds?
 
If you have two fleets in A, one going to B and another to C, you have to send them one by one. First one to B, then one to C. If you had two stations in A, you'd be able to send them simultaneously.

The reason you'd have more and thus create a Hub is so that you can transport more ships simultaneously. As there's a charge-up time for making the portals. Possibly a cooldown as well.

Is it a choice between Simultaneous transport (going to multiple worlds), or decreased cooldown (going to a single world)?

Ideally, I'd want to create ships from anywhere, sending them to key hubs.
From those key hubs, I'd want be able to go where needed, even if it's to another hub within range of that hub.

Would a hub even be useful in this idealization if my production times aren't synchronized for simultaneous use?
 
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I don't think I understand your question.
If you have two stations in one system, you can use them to create two tunnels at a time or one shortly after another. Meaning you can either send one fleet to system B and one to system C simultaneously or send two fleets quickly one after another to system B. Or (if there's maximum tunnel capacity,) with two stations you would be able to send twice the amount of ships.

And I don't think stations are destination-bound, so you could send fleets to two systems in one month, and then two one after another to one system in another month using the same stations.
 
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I don't think I understand your question.
If you have two stations in one system, you can use them to create two tunnels at a time or one shortly after another. Meaning you can either send one fleet to system B and one to system C simultaneously or send two fleets quickly one after another to system B. Or (if there's maximum tunnel capacity,) with two stations you would be able to send twice the amount of ships.

And I don't think stations are destination-bound, so you could send fleets to two systems in one month, and then two one after another to one system in another month using the same stations.

What if my ships are separated in creation by a day. Could I send from A to B, and then with a Hub, in a day send another from A to B because the cooldown was reduced? Or would I have to wait 3 days, rendering the hub worthless for multiple sends, (Exception: Simultaneous usage, it would have to be from A to C, not A to B to justify).

EDIT: I think I now understand, after reading and re-reading.
Station 1 = (3 days + 1 day per gigaton) divided by Wormhole tech level.
Station 2 = the same thing as Station 1.
Station 3 = the same thing as Station 2.
So, by having more stations; you could use station 1 on day 4, station 2 on day 5, station 3 on day 6. And, when the stations are ready for use again, they are ready for use again. It's not simultaneous use of a station. It's not cool down. It's basically, the advantage of multiple use. Multiple use allows for more capacity, as you put it. You could use all 3 stations at once!
 
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