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Stellaris Dev Diary #92: FTL Rework and Galactic Terrain

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about Faster than Light travel in the Cherryh update, and it's likely to be a controversial one. When discussing, please remember to keep things civil, and I would kindly ask that you read the entire dev diary before rushing to post, as it's going to cover some of the questions and concerns we expect to see from the playerbase. Also, as posted last week, all of these changes are currently far away, and we cannot give more details on ETAs or the exact nature of the Cherryh update than we already have. Thank you!

FTL Rework
The single biggest design issue we have had to tackle in the Stellaris team since release is the asymmetrical FTL. While it's a cool and interesting idea on paper, the honest truth is that the feature just does not fit well into the game in practice, and blocks numerous improvements on a myriad of other features such as warfare and exploration, as well as solutions to fundamental design problems like the weakness of static defenses. After a lot of debate among the designers, we finally decided that if we were ever going to be able to tackle these issues and turn Stellaris into a game with truly engrossing and interesting warfare, we would have to bite the bullet and take a controversial decision: Consolidating FTL from the current three types down into a primarily hyperlane-based game, with more advanced forms of FTL unlocked through technology.

However, as I have said on the previous occasions when discussing this issue, one thing we would never consider doing is just slashing FTL types from the game without adding in something else to compensate their loss. That is what most of this dev diary is going to be about. However, before continuing with the details on the additions and changes we're making to FTL, I want to cover a couple of the questions I expect will arise from this:

Why are you removing FTL choices instead of building on them?
A lot of people have asked this question when we have brought up consolidating FTL types before, suggesting that problems such as static defenses can be solved by just adding more mechanics to handle each special case. I think the problem with this is best illustrated with defense stations and FTL inhibitors. One of the aims of the Starbase system is to give empires the ability to 'lock down' their borders, building fortresses that enemy fleets cannot simply skip past to strike at their core worlds, instead of having to create static defenses in every single valuable system.

With hyperlanes, this is a pretty simple affair: As hyperlanes create natural choke points, the only thing a hyperlane-stopping FTL inhibitor needs to do is to prevent enemy fleets from leaving the system once they enter it. The fleet can enter, it can retreat (via emergency FTL) and it can bring down the source of the FTL inhibitor (which might be a Starbase or even a planet) to be able to continue. This is quite easy to understand, both in terms of which system you need to defend to lock down your borders, and how it works when you are on the offensive.

Now let's add Warp to the mix. In this case, the single-system FTL inhibitor is useless because Warp fleets can just go over it, so we'll invent another mechanic: A warp interdiction bubble, stretching a certain distance around the system, that pull in any hostile Warp fleets traveling there to the system containing the FTL inhibitor, and force them to battle it or retreat. This is immediately a lot more messy: First of all, this bubble can't possibly affect Hyperlane fleets, because it could potentially pull them dozens of jumps away from their current location. This means that when fortifying your borders, you now need to not just make sure that every important chokepoint is covered, but also that your entire border is covered in warp interdiction bubbles.

But there's more: Add Wormholes as well, and you now have an FTL type where not only the 'bubble' type interdictor doesn't make intuitive sense (because Wormhole fleets make point-to-point jumps rather than traveling over the map) but if said interdictor works to pull Wormhole fleets out of position regardless of what makes intuitive sense, you end up with the same probem as with hyperlanes, where the fleet can get pulled out of range of its wormhole network and end up stranded even if it brings down the defenses. This means you pretty much have to invent a third type of interdiction type for Wormhole on top of what is already an overengineered and hard to understand system.

Finally, add the problem of displaying all these different types of inhibitors and interdictors on the map, in a way that the player can even remotely start to understand, and you end up with nothing short of a complete mess, where it's far better to just have static defenses protecting single valuable systems... and so we come full circle.

This is the fundamental problem that we have been grappling with when it comes to asymmetrical FTL: What works in a game such as Sword of the Stars, with its turn-based gameplay, small maps of usually no more than 3-6 empires, and 1-on-1 wars breaks down completely in a Stellaris game with real-time gameplay and wars potentially containing a dozen actors, all with their own form of FTL. The complexity collapses into what is for the player just a mess of fleets appearing and disappearing with no discernible logic to them.

Why Hyperlanes?
When discussing this, we essentially boiled down the consolidation into three possibilities: Hyperlanes only, Warp-only, and Warp+Hyperlanes. Wormhole is simply too different a FTL type to ever really work with the others, and not intuitive enough to work as the sole starting FTL for everyone playing the game. Keeping both Warp and Hyperlanes would be an improvement, but would still keep many of the issues we currently have in regards to user experience and fleet coordination. Warp-only was considered as an alternative, but ultimately Hyperlanes won out because of the possibilities it opens up for galactic geography, static defenses and enhancements to exploration.

Here are the some of the possibilities that consolidation of FTL into Hyperlanes creates for Stellaris:
  • Unified distance, sensor and border systems that make sense for everyone (for example, cost of claiming a system not being based on euclidean distance but rather the actual distance for ships to travel there)
  • Galactic 'geography', systems that are strategically and tactically important due to location and 'terrain' (more on this below) rather than just resources
  • More possibilities for galaxy generation and exploration (for example, entire regions of space accessible only through a wormhole or a single guarded hyperlane, containing special locations and events to discover)
  • Better performance through caching and unified code (Wormhole FTL in particular is a massive resource hog in the late game)
  • Warfare with a distinct sense of 'theatres', advancing/retreating fronts and border skirmishes (more on this in future dev diaries)
Are all new forms of FTL free patch content?
Yes. Naturally we're not going to charge for any form of content meant to replace the loss of old FTL types.

Hyperlane and Sublight Travel
As mentioned, in the Cherryh update. all empires will now start the game with Hyperlanes as their only mode of FTL. By default, hyperlane generation is going to be changed to create more 'islands' and 'choke points', to make for more interesting galactic geography. However, as we know some players do not enjoy the idea of constricted space, we are going to add a slider that controls the general frequency and connectivity of hyperlanes. Turning this up will create a more connected galaxy and make it harder to protect all your systems with static defenses, for players who prefer something closer to the current game's Warp-style movement.

Sublight travel is also being changed somewhat, in the sense that you need to actually travel to the entry point to a particular hyperlane (the arrow inside a system) to enter it, rather than being able to enter any hyperlane from any point outside's a system's gravity well. This means that fleets will move in a more predictable fashion, and interdictions will frequently happen inside systems instead of nearly always being at the edge of them, in particular allowing for fleets to 'guard' important hyperlane entry/exit points. To compensate for the need to move across systems, sublight travel has been sped up, especially with more advanced forms of thrusters.
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FTL Sensors
Along with the change to FTL, we are also changing the way sensors work. Instead of simply being a circle radiating an arbitrary distance from a ship, station or planet, each level of sensors can now see a certain distance in FTL connections. For example, a ship with level 1 sensors (Radar) will only give sensor coverage of the same system that it is currently in, while a ship with level 2 (Gravitic) sensors will give sensor coverage of that system and all systems connected to it through a Hyperlane or explored Wormhole (more on that below), a ship with level 3 sensors will be able to see systems connected to those systems, and so on. Sensor coverage can be 'blocked' by certain galactic features (more on that below), which will also block propagation into further connected systems. We are currently discussing the implementation of sensor blockers as a potential Starbase component.
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Wormholes
While Wormhole as a full-fledged FTL type is gone, Wormholes are not. Instead they have been changed into a natural formation that can be encountered while exploring the galaxy. Wormholes come in pairs, essentially functioning as very long hyperlanes that can potentially take a ship across the entire galaxy near-instantly. Natural Wormholes are unstable, and when first encountered, you will not be able to explore them. To explore a Wormhole, you need the Wormhole Stabilization technology, after which a science ship can be sent to stabilize and chart the Wormhole to find out what lies on the other side. If you're lucky, this may be unclaimed space full of valuable systems, but it could just as well be a Devouring Swarm eager to come over for dinner. There is a slider on game setup that controls the frequency of wormhole pairs in the galaxy.
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Gateways
Gateways is an advanced form of FTL most closely resembling the Wormhole FTL in the live version of the game. While exploring the galaxy, you can find abandoned Gateways that were once part of a massive, galaxy-spanning network. These Gateways are disabled and unusable, but with the Gateway Reactivation mid-game technology and a hefty investment of minerals, they can be restored to working order. Like Wormholes, Gateways allow for near-instant travel to other Gateways, but the difference is that any activated Gateway can be used to travel to any other activated Gateway, and late-game technology allows for the construction of more Gateways to expand the network. Also unlike Wormholes, which cannot be 'closed', Gateways also have the advantage of allowing any empire controlling the system they're in to control who goes through said Gateway - hostile empires and empires to whom you have closed your borders will not be able to use 'your' Gateways to just appear inside of your systems.

When the first Gateway is re-activated, another random Gateway will also be re-activated along with it, so that there is never a situation where you just have a single active Gateway going nowhere. There is a slider on game setup that controls the frequency of abandoned gateways in the galaxy.
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Jump Drives
Jump Drives and Psi Jump Drives have been changed, and is now an advanced form of FTL that mixes Hyperdrive with some functionality from the old Warp FTL. They allow for a ship to travel normally and very quickly along hyperlanes, but also come equipped with a tactical 'jump' functionality that allows a fleet to make a point-to-point jump ignoring the normal hyperlane limitations. This is done with a special fleet order where you select a target system for the jump (within a certain pre-defined range, with Psi Jump Drives having longer range than regular Jump Drives), after which the fleet charges up its jump drive and creates a temporary wormhole leading to the system. After the fleet makes its 'jump', the Jump Drive will need to recharge, with a significant cooldown before it can be used again, and also applies a debuff to the fleet that reduces its combat effectiveness while the cooldown is in effect. This allows for fleets with Jump Drives to ignore the usual FTL restrictions and skip straight past enemy fleets and stations, but at the cost of leaving themselves vulnerable and potentially stranded for a time afterwards. This design is highly experimental, and may change during the development of Cherryh, but we wanted Jump Drives to not just be 'Hyperdrive IV' but rather to unlock new tactical and strategic possibilities for warfare.

Galactic Terrain
With the switch to Hyperlanes and the creation of strategically important systems and chokepoints, we've also decided to implement something we had always thought was a really interesting idea, but which made little sense without such chokepoints: Galactic Terrain. Specifically, systems with environmental effects and hazards that have profound tactical and strategic effects on ships and empires. This is still something we are in the middle of testing and prototyping, but so far we have created the following forms of Galactic Terrain:
Nebulas block all sensor coverage originating from other systems, meaning that it's impossible for an empire to see what ships and stations are inside a system in a nebula without having a ship or station stationed there, allowing empires to hide their fleets and set up ambushes.
Pulsars interfere with deflector technology, nullifying all ship and station shields in a system with a Pulsar.
Neutron Stars interfere with navigation and ship systems, significantly slowing down sublight travel in a system with a Neutron Star.
Black Holes interfere with FTL, increasing the time it takes for a fleet to charge its emergency FTL and making it more difficult to ships to individually disengage from combat (more on this in a later dev diary).

The above is just a first iteration, and it's something we're likely to tweak and build on more for both the Cherryh update and other updates beyond it, so stay tuned for more information on this.
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That's all for today! I will finish this dev diary by saying that we do not expect everyone to be happy with these changes, but we truly believe that they are necessary to give Stellaris truly great warfare, and that we think you will find the game better for it once you get a chance to try them. We will be doing a Design Corner feature on today's Extraterrestial Thursday stream, where me and Game Designer Daniel Moregård (grekulf) will be discussing the changes, fielding questions and showing off some gameplay in the internal development build. If you want a look at some of these changes in a live game environment, be sure to tune to the Paradox Interactive twitch channel at 4pm CET.

Next week, we're going to talk about war and peace, including the complete rework of the current wargoal system that was made possible by the changes to FTL and system control discussed in this and last week's dev diary. See you then!
 
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It is not impossible. The devs just want to go the easy way and will sadly enough, probably unintentionally dumb down the game.

look, you can of course, do it, the problem is relaying all this information is a way that is understandable at the same time. it created a myriad of complicated and non-interacting rules, for no benefit other than i guess you can skip over systems for free.

Please, someone clarify to me what exactly is lost, SPECIFICALLY, with the removal of warp. If you give me feels, i'll give you feels back.
 
Really, all I ever read in here is war. War this war that, blockades blablabla.
I know this may be a big point in this whole genre, but right now I already get mad with all those xenophobes closing their borders. When I, in future, will have no way around their territory because I am supposed to follow some magicall lines between stars, than what point is there to play a pacifist?
 
As a mostly Wormhole user, I'm not really sad because I despised Warp, mostly because it took forever to travel between system. Hyperlane? I didn't play much but I'm willing to try especially after they promised us. Sometimes, changes are needed to make a game better.

I'm surprised that some people consider this change like a dealbreaker and swearing that it end their will to play... If the only reason you play this game is because there was different FTL choices, it wasn't really that great from the start for you.
 
I am not mad just disappointed that they took the easy way out instead of keeping 3 FTL in and add natural/artifact terrain that block each 3 somehow. Which would have been more interesting to me.

I have to agree....and on that note I do disagree with this quote in the Dev Diary:

we've also decided to implement something we had always thought was a really interesting idea, but which made little sense without such chokepoints: Galactic Terrain.

I don't think Galactic Terrain makes little sense without choke points. Their implementation could add to a space game without the "lanes-only" approach to movement.
 
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'm not saying Stellaris needs to be hard sci-fi but it would be interesting if not every game out there just used the first excuse they could not to think about the actualities of the setting, to ignore them as much as possible.

Stellaris has never been hard sci-fi. This change does not make it hard sci-fi.
 
Hmm.

I was not instantly a fan of the change, but by the same token, I was not annoyed at it either. You did mention, SotS, though Wiz, and I am prepared to accept that fact you don't think you could do that in Stellaris. After all, in SotS, you basically COULDN'T defend just strategic systems, you had to defend EVERY system... And yes, while that was a) not a bad thing, and b) did help on the doomstack issue there, even if you cut down the sizes of fleets in Stellaris, I had not really considered that forcing you to do that in Stellaris with larger maps would be... Well, it would probably make the late-game lag currently look smooth as glass.

And by the same token, I can fully understand the need to contrain the nodes for better use. When I wrote my starship rules, one of the things I found was that it was basically impossible to have a convoy battle with free FTL unless you arbitarily blocked FTL from working. (After all, the optimum solution is just to FTL as soon as the enemy shows up.) So I ended up implementing a system whereby there were only certain points on the board (flavoured as basically being the navigationally optimal points) you could enter FTL safely. Anywhere else, you could make an emergancy jump if it was that or die, but the risk was that you would be scatted to a random location with a 50% chance of knackering your FTL drive in a "replace at starbase only" severe way (and thus being stranded). (Thus, convoys tryng to do that would scatter and potentially make themselves sitting ducks.) This served the purposes of allowing scenarios to happen, while at the same time, allowing badly damaged and combat-ineffective ships to be removed. (It also generates scenarios itself, when it goes wrong.) So, yes, I can fully empathise with the decision to lock things down more.

A lot of other games (MoO's various forms, Sins of a Solar Empire, AI War etc) use a hyperlane system as well, so it's not as if it's some crippling design decision. (And in practise, even free-form FTL in popular sci-fi tends to have hyperspace/warp routes anyway, even if they are more sfot cap than hard cap.) And we can tech to achieve the effect what in MoO3 (at least) was the ability to STL off-lane anyway.

You're also not removing completely the others, and I will concur that the use of Gateways and Wormholes is of narrative and strategic-improving benefit. Hell, leaving aside I have used such a thing numerous times MYSELF in my own wargame backgrounds, such a thing was the driving force behind Deep Space Nine and Mass Effect! (Stargate too, but not quite in the same way.)

So, on the whole, I am sanguine about the change.
 
I'm loving the changes. But i also understand the concerns some have for the removal of Warp.
Here is an idea. Why not keep both Hyperlane travel and Warp. But as 2 separate game modes you pick at start of game.
So if you pick say Warp mode. FTL inhibitors will work like a bubble inhibitor instead.
 
This is a great and frankly overdue change, I've been playing Hyperlanes only since around 1.6. Some border annoyances were offset by the improved warfare, but this is basically a comprehensive redesign built around my personal preference - hard not to like!
 
Really, all I ever read in here is war. War this war that, blockades blablabla.
I know this may be a big point in this whole genre, but right now I already get mad with all those xenophobes closing their borders. When I, in future, will have no way around their territory because I am supposed to follow some magicall lines between stars, than what point is there to play a pacifist?

Well, right now they are fixing warfare. We know that diplomacy (and potentially espionage) is on their list, though.
 
Really, all I ever read in here is war. War this war that, blockades blablabla.
I know this may be a big point in this whole genre, but right now I already get mad with all those xenophobes closing their borders. When I, in future, will have no way around their territory because I am supposed to follow some magically lines between stars, than what point is there to play a pacifist?

Make a coalition and force them to change their ways. :D
 
I absolutely despise hyperlanes. They are immersion-breaking.

This is just silly. There is nothing immersion breaking about hyperlanes. Tons of scifi literature is based on them.

If a universe is defined in such a way where warp drives are impossible and wormholes cannot be reliably produced, there is nothing immersion breaking about a ftl method relying on some fact of nature yet unknown to us.

It is no more immersion breaking than the Shroud or psychics.
 
I have to agree....and on that note I do disagree with this quote in the Dev Diary:

I don't think Galactic Terrain makes little since without choke points. Their implementation could add to a space game without the "lanes-only" approach to movement.

Like I said before. Nebula can block warp/hyperlane travel and black hole act like natural inhibitive against wormhole travel. Then throw in a slower travel than light option for all 3. That is already far more choices and have galactic terrain all rolled in one.

Instead of gutting out the FTL system and rebuild it from scratch.
 
I have to agree....and on that note I do disagree with this quote in the Dev Diary:



I don't think Galactic Terrain makes little since without choke points. Their implementation could add to a space game without the "lanes-only" approach to movement.

how, you can completely avoid any dangerous terrain.

Fixed that for you.
oh the devs have clarified that. do i need to link the OP?

also, FTFY type posts i'm pretty sure are flag worthy. :/ At least a mod has hit me for it before.
 
Fixed that for you.

Answer: Border cohesion, chokepoints, the ability to build fortresses and actually fortify/play defensively, less ping-ponging and a more manageable format of warfare for both human and AI players.

HOWEVER

The same COULD be achieved without completely axing warp, though, and instead just making it a branch rather than a root technology with a very specific use (see my other post).
 
Before I bow out of here (have better shit to do than sift through multiple incarnation's of Lot's hard of hearing wife, look it up, and rather spend my time on something constructive), things to keep in mind...this is a patch that is still a WIP (work in progress), and subject to change if the devs find somethings isn't working as they intended. If you were lazy and pulled a TL;DR, go back and read the full entry, nowhere does it say that you will only have hyperlanes the entire game session, quite the opposite. For those claiming how easy doing one thing or another, mechanics wise in the code, go make your own game so you can have exatly what you want...or be patient and wait for mods to add back in what you liked before. Technically speaking, you do not -own- the game itself, just a copy of it that you play. The devs are trying to attract more players to their product from what I can see, if a mechanic is in the game is pulling less system resources, those resources are free to be used for a new mechanic or to improve game performance.

In the end, while the devs want to keep their current players happy, they still need to make sure the game works the way they intended, as well as appeal to the tastes of potential future players. Complaining about coming changes to a game is very much like being angry a waiter suggests a similar or alternate item because what you wanted is out of stock or it's no-longer feasible to sell for whatever reason...be it overhead costs or the item wasn't popular enough to keep on the menu.
 
Sublight travel is also being changed somewhat, in the sense that you need to actually travel to the entry point to a particular hyperlane (the arrow inside a system) to enter it, rather than being able to enter any hyperlane from any point outside's a system's gravity well.


YES!
 
As a mostly Wormhole user, I'm not really sad because I despised Warp, mostly because it took forever to travel between system. Hyperlane? I didn't play much but I'm willing to try especially after they promised us. Sometimes, changes are needed to make a game better.

I'm surprised that some people consider this change like a dealbreaker and swearing that it end their will to play... If the only reason you play this game is because there was different FTL choices, it wasn't really that great from the start for you.

As I said: Pax Imperia was the last game with a hyperlane take on space 4x that I liked. I never bought any else and it fucking breaks my little fat heart to see this game which I basically waited the better half of my life for goes down the drain, but sadly I am not the lead on this project but wiz. He did a really good job and I am hoping for the modders now.
I will not play a game with (only) hyperlanes. Ever. Again.
 
Why are you trying to solve a "problem" that only some ppl. cant seem to deal with?

You have 3 methods of travel through the galaxy, keep them, let fleets chose between warp (slow as f), hyperlanes (free way) and gates (pre built-point to point in own territory).
Make jump drives use energy and psyonic dangerous".

Implement the "Interdiction" technologies with bubbles, everything that passes through the bubble drops out and gets hit (like in any good sci fi show book etc., we need this for ships[destroyers or cruisers] by the way).
Your problem isnt the method of transportation its the fact that you have your travel times wrong.

500 star galaxy
Warp lv 3 example: earth - alpha centauri = 1 day
Hyperlanes 3 example: earth to other side of the galaxy 2 - 3 weeks
Wormhole 3 example: instant anywhere
Jump drives (energy cost depending on size of fleet, like in the X series)
Psyonic (loss of ships or hull integrity the longer the flight, like in the warhammer 40k universe)

A game that is best played at max speed factor is empty or lacking of features. Yes Im looking at you too HOI4.
It looks like youre trying to fix a unstable house with a sledgehammer instead of improving the base of the house.
 
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