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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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I must admit to being very disappointed right now. I've really enjoyed wormhole and it's what I play almost exclusively. Remembering other 4x games with multiple FTL options not having this issue. Ah well. I can only hope that Gates give me what i'm looking for. Honestly a Gate network was kind of what I was expecting from wormhole tech. I think it would be really interesting to have to build a Gate network & maintian it, but jumping beyond is very difficult/extreemly slow to get back until a gate is built to the new location.

Anyways, I'll wait to see what this is like. I have enjoyed your games very much to this point, but I'm worried this will really steal the flavour I've been enjoying right out of the game.
 
I'm primarily a wormhole player, but I consistently play with all FTL types on. It's been my hope that I could find strategies to effectively defend/prepare against other FTL types in a mixed FTL, but I haven't been able to come up with anything coherent or practical. I like this change because it levels the playing field without removing the 'spacey' feel of the game (for lack of a better term), and it seems like it will make physics research and exploration more potent.
 
Well, 1.9 update either will kill this game, or will make it finally "complete" and awesome (it's good already, but with some problems). I hope for the latter of course :)
 
Goodbye wormhole empires, it was fun while it lasted.

Over all I like this change, the possibilities and further changes it unlocks should make the game much more fun in the long run. I really like the sound of the sensor change (definitely have a base module of suitable expense to block it) and galactic terrain (finally more memorable maps).

The last dd got to 50 pages, any predictions for this one? 60?
 
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.

I support everything else in this dev diary, I don't really have strong feelings about any of the FTLs, and what you present looks cool - it's nice to see an overall design to it, rather than just choice as we have now. But I can't help but feel that this particular bit will be annoying and tedious. Personally, one of the few bits of Stellaris warfare I currently enjoy is working out how to hop out of systems before the AI can catch me, or engage the AI before they can hop out, so it's a pity this will be restricted (that and unless travel is loads faster, normal travel times will become very long).
 
I bought this game because it had warp drives. I only play space games with warp drive functionality, not because it's innately better, but because I know after over 20 years of playing these sorts of games that warp drive functionality is my preference.

This change is effectively telling me that the game will no longer be what I bought (or at least that I'll have to play and maintain an outdated version of the game if I want to play what I bought).

So for me personally, the change is terrible, and just leaves a nasty taste in my mouth about all the money I've spent on this game, that I would not have spent had I known this change would be implemented. I can assure you no more of my money will be spent on this game or PDX. There are plenty of other decent games to buy instead.

One question regarding the jump/psi drives. Do these enable the game to be modded to allow players who want warp drive to have it, or is that option not available either?

I'm sorry you feel that way. This was not a decision taken lightly, but I genuinely believe it's for the better of the game, and hope you're at least willing to give it a try before deciding that you for sure hate it. We will as always maintain a beta branch for old versions, so you can always continue to play on the current version instead.

It should be possible to use the FTL bypass system and/or Jump Drives to create comprehensive non hyperlane based travel methods, though it won't be exactly like old Warp.
 
Mixed feelings, but I'm inclined to agree that it will allow a bunch of other design issues to be fixed so tentatively looking forward to it. And heck, i've played tons of games with the current system, it'll be like a new game.
 
Please PLEASE, give us a mid to late game tech that let us build a station or module or something to create hyperlanes if we own both sides of the trip.

Sometimes there's a spot or two in your empire that has a really awkward chokepoint that makes traversing your empire a chore, and this is the main weakness of hyperlanes.
 
Loving the changes so far! Gateways will be much more influential now, I'd wager. I'm a bit cautious on the UI shown for their use, however. Will we have to manually select the destination system each time a fleet uses it? Will the pathfinding algorithm include them?
Also, now that galactic geography has an effect on gameplay, I'd love to have some way to check what systems are within a nebula (or something else) - it's difficult to be sure just by eyeballing it on the galaxy view.
 
I absolutely love it. I've been playing hyperlanes-only games for these same reasons and i'm excited to get more geography and finally play super-isolationist empire.
 
Also, @Wiz if you're removing wormhole generators as an FTL type, would it be worth creating a wormhole generator mega-project (with different max ranges based on tiers, presumably it's own mega-project perk) or would this be too OP or step too much on the toes of the gate system?
 
This is a complete rewrite of gameplay, guardian and crisis mechanic right?
It seems weird that hyperlanes are mapped from the beginning of the game. Even without seeing. Also, I'd like to see the cheatsy mob defying hyperlanes and go through the old warp system (a dive warfare style). Also, I'd like to have my fleet dive into their main capital without having to fight through every fleet.(Although it take more damage)
 
Dunno. I understand the reasoning but I find underwhelming that we can FTL only because some long forgotten empire created a "galactic highway system" that nobody can repicate. Personally I would have liked warp more.

Or something like warp as very unpractical exploration FTL requiring you to send a science ship to an uncharted system, maybe a few escort corvettes, then a construction ship to "build/establish the hyperlane" and then finally be able to send massive military fleets through the convenience of hyperlane.

But maybe I'm just to much "story" focused.
How do we know this is where the hyperlanes came from? Perhaps they're more of a natural formation, like spacetime currents that make warping along particular routes much more efficient than others.
 
Do the crisis 'civs' control gateways too, eg. like the Scourge? I'm just hoping there won't be a situation where you absolutely need to get to the other side of a 1000-star galaxy system, but you can only hyperlane your way across. But I suppose the gateway tech will be long available before they show up? (Or 1000 star systems will spawn enough gateways).

Also, late game will allow techs for more gateway construction... I assume you can only build them within your own borders? No joint agreements between allied civs to setup a gateway? Or in a Federation? Ownership is decided by who owns the star system I assume.
 
Hopefully the way Jump drives will work will allow for a mechanic which can be fitted to all FTL drives (with varying ranges and cooldowns/penalties) in some form of mod to allow people to re-create warp for those who miss it too much.

I don't want to play half the game using my least favorite mode of FTL though, everything about hyper lanes is silly to me.

I realize I'm probably in the minority but I really liked having the choice of being able to start with different modes of travel and having the one you hate most shoved down your throat is a very big turn off when it comes to desire to play and support the game.
 
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