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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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As a hyperlanes-only player anyway, this all sounds fantastic. I was a little unsure after last week's diary, but this week's has cleared my mind of all doubts. Keep up the good work!
 
Will it be possible for modders to spawn multiple connected systems as a cluster midgame at the galactic rim and add a wormhole connection manually? So it would be a confined space only reachable via said wormhole. This would open up many possiblilities for us.

Alternatively will it be possible to predefine specific clusters to be spawned at galaxy creation inside such places with bottleneck connections?
 
@Wiz How modebel is the new FTL system? Was thinking about mods sett in universes with specific FTL methods.

Speaking of specific settings is there anyway to generate hyperlanes after the game have started?
 
I like the proposed changes. When setting up a game to play tall, I always choose
hyperlanes at the moment. It makes for more interesting games if you are not just
interested in conquering from the get go.
I do hope the jump drives come really late game, and carry some significant downsides.

I like all the Galactic Terrain additions so far. Hiding in nebula's!
Neutron start slowing down fleets! Wow :)

What FTL type will the fallen empires and crisis use?

Edit: Found the answer in post #82 Hyperlanes :)
 
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Can future cosmetic DLC at least be added to the 1.8 version of the game and be usable in the future, if purchased? With so many radical changes for this next patch, it's looking like it won't even really be the same game any more. So I'd like to be able to at least get that, since I'm probably not going to move on.
 
Ok with this you effectivly destroy on of the biggest and best mods for this game( in my opinion better as the base game on its own) the new horizons mod. The starbase thing was bad enough but this is killing it maybe if the modders dont find a way to work around it. When you do it like this its the last time i played this game
 
As someone who has been playing with only hyperlanes since 1.3 i am very happy about this Dev diary.

i am particularly happy about the fact that ship now have to cross systems to get to the jump point. thats a massive game changer
 
I usually just play wormholes every single game.
Sure, I'll miss wormholes a little, just like how I miss all large slot tachyon lances melting everything.
Though they both have something in common, they needed to be changed for the good of the game.
I'm really excited how a game dev can just turn around and change something in the game since 1.0,
keeps things interesting.
 
Bold move. I can appreciate the thought that went into it. I will however miss the extra customization it gives a race and having the 3 different types also set Stellaris apart from its competitors in the space-game game-space. The FTL differences were a integral part of the stories I made up in my head about the games I played. As a selfish player I wish some more play style changes happened at race customization to add more flavor or a different play style to your race in the base game. Maybe different flavors of hyperlane or selecting a starting tech or a first look at the map to select where in the geography you want to start or designing your start solar system. It's drastic differences in start conditions like that which make Stellaris very replayable and keep me buying expansions haha.
 
I am happy with the changes, however one thing bothers me - pulsars and neutron stars are the same, the only difference is that pulsar has a beam pointed towards the observer, yet you make them sound like different things. It would probably make sense to combine them and have a section of the system affected by shield strip fields.
 
Personally I felt that you could keep track of fleets easily enough,
Thank doomstacks for that, because of them you only have to keep track of a dozen fleets in teh worst case scenarion... Imagine the AI (or players) having many fleets each... try to keep track of that in a large war!
 
The only real objection I ever had to hyperlanes - the border-bubble functionality resulting in territorial weirdness with them - is already being fixed and improved into a more sensible and logical system. The natural wormholes and gate networks, and a more interesting Jump Drive, are just icing on the cake.

BRING IT ON.
 
I rarely play Hyperlanes, but only because it makes me feel so restricted when everyone else is flitting and jumping about from star to star without a care in the world. If everyone's in the same boat, this could be very interesting. Looking forward to seeing how it pans out.
 
Love it (even though I never usually play hyperlane).
But I do hope you don't do away with warp completely, because we still have awakened empires and crisis and stuff that can be a fun challenge if they use warp instead.
Just think of if a awakened empire causally drops by your defenses. Suddenly they don't always have to be stronger than you, just massively more advanced.
@Wiz clearly states that they're removing it entirely. The "hyperlane IV" is basically an end game warp with some drawbacks, i.e., not warp. Better say your goodbyes while your at it, I know I'm saying mine.
 
Yes! This is what I have been waiting for! I've started to get really bored from playing with wormholes all the time but never wanted to make the switch to hyperlane since I always thought wormhole was too powerful to pass up. Really looking forward to the new strategies I will have to employ with these restrictions!
 
I disagree; the game has always had a strong focus on roleplaying existing space-themed franchises, be it Star Trek, Star Wars, Aliens, Warhammer, etc. This change sacrifices that roleplay-ability for improving combat engagements.

My point is that there are other ways combat engagements could be improved that don't sacrifice people's ability to roleplay as they've been doing since the game launched.
From an alternative point of view you are now able to roleplay other franchises like Mass Effect or Stargate. Depending on the wormhole situation we might even get Farscape-style events where a ship gets randomly teleported and stranded in the middle of nowhere. That said, I disagree that roleplaying existing franchises was ever really a core purpose of Stellaris. Sure you can kind of do it, and obviously modding is available, but I don't ever recall cross-franchise roleplaying being part of the game's marketing and I've never done it myself. Isn't the core vanilla Stellaris experience/universe more important than pretending it's a Star Trek or Halo game?

I think that all changes made to the game will reduce roleplaying possibilities for one franchise or another. They might also increase it for others as well. The new mechanics seem to fit Halo pretty decently. Hyperlanes/directed warp (Halo hyperspace has currents) as the main form of transport, with more exotic forms of transportation being provided mostly by precursor civilisations.
 
I rarely play Hyperlanes, but only because it makes me feel so restricted when everyone else is flitting and jumping about from star to star without a care in the world. If everyone's in the same boat, this could be very interesting. Looking forward to seeing how it pans out.
As someone who constantly plays MP with hyperlane-only rules, let me tell you: restrictive as hell.
 
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