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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'm liking what's been said so far.

One question, how will the Sentry Array interact with potential sensor blocks? Will a fully upgraded array (assuming it's still even a thing) permit sight of nebulae or potential spaceport blockers?
 
Asymmetrical travel methods was one of the biggest draws to this game for me, i remember going "this is so cool" the first time i saw it. It was also something that set this game apart from many other games, most space games these days use hyper lanes after all.

I am saddened you couldn't find some solution to keep multiple FTL types. the most obvious solution to me would be to add risks or penalties to wormhole/warp travel too deep into enemy territory.

i am also slightly confused by how hyperlanes are supposed to help with static defense, as all defense is being concentrated on the star, not the hyperlane exit. what stops someone from staying outside engagement range of the citadel and move to the next hyperlane?
 
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
Calm down, paradox has gone out of there way plenty of times to fix bugs and add features that are never used in the base game and only, for example the crisis of the confederation mod for CK2 was going to be cancelled when a patch broke the workaround allowing women to hold merchant republics. The devs not only fixed the bugs but made it work better even though to this day the feature isn't used in vanilla CK2. Infact I think the person who fixed it wasn't even working on CK2 at the time, they called him off other projects to fix the issue as they know the system better than anyone.
 
you need to actually travel to the entry point to a particular hyperlane (the arrow inside a system) to enter it
This is a slightly off-topic question/suggestion, but would you consider adding a button to hide/show the "AR" elements of the UI like those arrows and orbits? They like to photobomb screenshots so I typically use mods that remove them but the issue with that is I can't turn them back on when I actually need the information.
They're indispensable during war (and will become even more so) but otherwise I feel like they add a lot of unappealing clutter to the system view. Having an in-game on/off switch for these things would be very nice n_n
 
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Well I am really excited for these changes. War will finally be exiting now! That said I am a bit surprised that so many people are angry about the removal of war and worm hole. I mean they created a ton of balance issues and added little besides a slightly diffrent war of playing.
 
...or you might get sucked into a massive, pre-prepared trap because of an enemy warp snare. Imagine thinking you're going to cleverly bypass an empire's defence network, only to find yourself trapped in a quasar system by a heavily armoured enemy fleet and a massive citadel custom made for ruining the day of 'clever' little warpers like you. Imagine pulling that off against an opponent. Moments like that could make a game. You can still have fortified hyperlane points, but give us the warp option too. Just make it more dangerous to use given the advantage it grants.

We can all think of edge cases where a radius trap might be cool, but it raises far more annoyances than it solves. Not just putting yet more circles all over the map, but how does it deal with fleets that cross the circle without ever landing on a system within it, even ones which cross the edge of a circle whilst staying wholly within their own territory, do they get pulled out?

What about when you're at peace, do they only interdict enemy ships and how to they know those ships are enemies?

What if the enemy just goes around? You would have to have these on literally every border system meaning the mineral investment required would make them each individually pathetically weak.

Also, you will have an alternative that comes with a disadvantage, Jump drive.
 
Stellaris 2: SIns of a Solar Empire Boogaloo.

Needed to be said. Also, while I'm sad that space empires are now going to be a little bit less distinguishable, these changes do make sense from an overall gameplay perspective. I just hope that the dev team thinks of some other ways to make empires play differently from each other to make up for this.
 
Well I am really excited for these changes. War will finally be exiting now! That said I am a bit surprised that so many people are angry about the removal of war and worm hole. I mean they created a ton of balance issues and added little besides a slightly diffrent war of playing.

Um it's not going to fix doomstacks, nor will it make war better. No idea where you came up with that.
 
I love this choice. I always play Hyperlane-only as it is, and if the game will now be fleshed out around that, that's fantastic.

The mixed FTL design was admirable, but it just didn't work in practice, IMO.
 
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.

There is a slider on game setup that controls the frequency of wormhole pairs in the galaxy.

There is a slider on game setup that controls the frequency of abandoned gateways in the galaxy.

This patch is mis-named. Should be Tormé/Weiss with all these Sliders.

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.
Now, I know you say that the AI pretends that it doesn't know things it should not have sensor coverage of, but that's not how it behaves in my experience. I've had games in the current patch where a hyperspace AI chased my wormhole fleet around unclaimed territory in the first few years after I insisted its colony ship cease to exist near me. There was no way it had sensor coverage of my fleet's movements to determine where it was. So, I see this nebula and I'm interpreting it as "AI-only cloaking field." Naturally, it makes more sense in multi-player.

In terms of performance, on my dinosaur of a system I cannot join an alliance with warp-capable empires as their fleet transits slow my system to a crawl. Meanwhile, wormhole has never been a noticeable performance sink. I would appreciate it if transits performed like wormhole transits (you're in one system and then you just pop into the next) instead of really fast warp transits.

Other than that, this all sounds good to me.
 
Respectfully: I find these changes so off-putting they may have entirely killed my enthusiasm for Stellaris. I find I don't even want to continue my current game, if this is where Stellaris is going; continuing to invest time and energy in the game now would just leave me all the more disappointed when these changes hit.

I understand the need to create galactic terrain, and meaningful choke points. I understand why warp and wormhole travel make that difficult to do. These changes, however, make FTL feel very bland and samey. And it makes space feel constricted, which is rarely something you want in space sci-fi setting. (Increasing sublight speed hurts you there, too; even a single system is BIG, and should feel big, rather than like a blob of terrain you can rocket across in a few in-game days.)

Again, I understand the design constraints and difficulties you're dealing with. But these changes feel like steps in the wrong direction, and I'm extremely disappointed.

This is exactly how i'm feeling, which is part of why i think i'm so upset. I feel like the devs have essentially said the game we bought is no longer supported and Stellaris is now Sins or SotS. I feel like one of my favorite games just got given the death sentence. I guess hyperlane fans don't care but those of us who hate hyperlanes and bought this for the FTL diversity...it's a horrible day.
 
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 is actually my favorite aspect of this overhaul! The fact that ships never had to physically pass through most systems they visited was a big part of what rendered defenses useless in most situations and enemy fleets difficult to pin down. I think hyperlanes are going to be much more fun to play based on this change alone. The fact that wormholes, gateways, and jump drives will now be later-game options integrated together with hyperlanes also sounds a lot more tactically interesting than having mutually-exclusive options for default FTLs.

One important question: what's the fate of the out-of-territory FTL slowdown effect in light of all these changes? It might very well prove to be no longer necessary...
 
This seems like an excellent idea. Having three different starting FTL techs was interesting, but this creates the possibility of having an AI that can create and defend choke points as well as giving the player reason to plot out their empire to create their own defensive systems which should open up far more options for a strategic based game.

Definitely can't wait for this expansion.
 
Did you ever consider keeping all three FTL types but forcing all empires into the same type on galaxy creation (basically removing the "any" option from the allowed FTL method setting). This would allow you to make things like starbases and sensors work differently depending on what settings you use for a particular game (though I understand this would be a lot of work and might confuse new players).
 
On a sidenote how will this help balancing the doomstack meta?
The doomstack was already overpowered, but with hyperlane only you usually have only 1-2 connections with other empires making the doomstack tactic the only way to conduct warfare...
 
i am also slightly confused by how hyperlanes are supposed to help with static defense, as all defense is being concentrated on the star, not the hyperlane exit. what stops someone from staying outside engagement range of the citadel to the next hyperlane?

You can build FTL inhibitors, that stops enemy fleets exiting the system without taking down the starbase or using emergency FTL.
 
Very disappointed to see wormhole generation go. Graph traversal is fine but reminds me of work.
 
I do enjoy the diversity of the current system for FTL drives, but I do understand the constraints these can cause for implementing new features.

One thing I love about this update is the ability to travel across the galaxy instantaneously. This will allow defending of remote expansions easier.

For FTL inhibitors, could one possibility be to use a resistance system where the path of least resistance leads to the FTL inhibitor? If the resistance is too high (e.g. trying to go around the inhibitor) then that path or jump is impossible to take.
This could function like the closed borders feature to prevent travelling past a certain point without destroying the inhibitor.
Also, using resistance could mean that tier 3 drives could theoretically jump past tier 1 inhibitors as the drive overpower the inhibitors or an inferior race.

Well, that was my 2 cents.
 
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