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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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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.
Thing is if I wanted to play Sins of a Solar Empire, I'd just play Sins of a Solar Empire. It was both cheaper and better at the whole RTS warfare aspepct of the game.
 
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It's funny, hyperlanes are the one FTL type I never use :p. Guess I'd better get acquainted fast...

I suppose this change makes sense though. There's a reason Masters of Orion and Sins of a Solar Empire use this system exclusively.
 
Will the space whale, amoebas, and Leviathans still use warp though? If an amoeba or wrath keeps moving through every single system and destroying everything in it I could just imagine the frustration. Maybe you could make this a rare tech unlocked by studying the space whales, at the cost of maybe having all the space whales becoming hostile and rushing to your capital.
 
an interesting and understandable decision. and idea occurs to me as a possible late game tech/idea, being the ability to create artificial hyper-lanes. they would require "stabilisation stations" at either end similar to the current wormhole stations, so could not be used to just bypass regions as you would have to have access, and possibly ownership or both ends, and would have a limit in range (so no jumping across the galaxy with them) but would effectively allow you to create "roads" in your territory. of coarse they can be used by the enemy, or potential destroyed creating additional tactical opportunities
 
As a wormhole player only I feel a bit saddened today, but I am keeping an open mind and have liked the changes WIZ has made so far to the game. I hope Jump Drives can still allow me to scratch my wormhole itch even if i have to wait a bit to get them(DO NOT REMOVE THEIR FEATURE TO JUMP LIKE THEY DO NOW). The gateway idea is cool though. Always love the "ancient tech" stuff in games. Being able to build them late game makes me really happy as well!!
 
"I will stop supporting this game and Paradox and I will NEVER buy a paradox product again!!!"

You already hate the new system and refuse to give it a chance, somehow fully confident that you will not like it?
 
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Stellaris was promoted to have different FTL Drives, this was one if not THE BIG Selling Point of this game. I bought this game and all addons because of this funktion. I even created a group with a dozen players to play every week mp and i never stoped to promote this game to new players....
But this... you where my heroes because you didnt choice the easy way all other companys are taking just hyperlanes, no you created a realistic universe with unequal ftl systems wich allow pros and contras... but this now... shame on you..

You destroyed Stellaris and planing on creating a new endless space clone.. i am so disapointed about this you cant imagine.. Just Yesterday i talked with friends about your game, and all agreed the biggest and uniquest part of your game was your FTLs....

I never saw a company so activ destroying his own brand i am so shocked....

Good Bye then have fun with your clone...

I will not ask for a refound because you are not selling promoted parts of the game anymore.. it was fun but destroying the future of this game is ..i have no words...

Well that was very melodramatic
 
I'm sorry, but I have to ask again, because I feel it is really important. Why is this a bad thing? Having an extra defensive consideration to take into account adds tactical depth to the game. It doesn't deprive us of it. Just make it so players can research warp earlier on and have it be a risky strategy; yes, you might get straight past the enemy's expensive fortifications...
A big thing people are ignoring/undervalueing from the DD is the optimizations single ftl bring. N FTL methods require N pathing algorithms, N inhibitor mechanics, N^2 interactions for the AI to have to understand and N^2 interactions to balance. Programming all of this to be fast and bug-free effectively requires N^2 times the programming resources of a single FTL type.

IMO, those resources are better spent on war, diplomacy, trade, espionage, exploration, factions, leaders, late-game speed etc.
 
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.

Hmm...

Well, I'd presume it would suck in any enemy (the station identifies the hostile fleet and pulls it towards the system). You could even snag a fleet that is outside your territory if they're foolish enough to use warp. Ideally, a warp trap that close ought to be possible to pick up through some kind of border sensors, perhaps buildable on border starbases.

If your borders are so wide that fortifying them with a warp snare becomes prohibitive, there are also probably so many hyperlanes into your empire that fortifying all the different points becomes prohibitive too. You snare the most important points and hope that either catches the enemy out or forces them to make a long trek around through safer territory.

You could also try snaring the area around the valuable capital worlds, theoretically shutting a warper down completely. But if they're also capable of hyperlane travel, that ceases to be an issue.
 
A thought I do have is that this will add to the need to blob.

If I’m defending, I can put my entire fleet at a choke point and likely stop all access to my space.

This will force the attacker to blob to try and break through my fleet + any defenses.

Has any thought been given as to whether this is intended or whether we there is something being added to detract from blabbing?

soooo you would go around and go through another access/choke point. if you are a larger empire you are going to have multiple points to defend and having all of your fleet defending one point in space on the other side of your empire is gunna backfire when you have another fleet going through your systems on the other side of your empire.
 
I'm kind of worried that the currently mentioned Jump Drive mechanics WILL just make it Hyperdrive IV, since the debuff will likely either be so small as to not matter or so large that I'd rather punch through a station than get caught on the cooldown.

Also, the reactor change implied by one of those images looks interesting. A single reactor changes quite a bit about power budgeting.
 
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!
It's more of an issue with the access of infomation on the galaxy map and in system map rather than an issue with doomstacks.
 
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?

You cant jump out of a system that has an inhibitor in it. You will have to emergency FTL and go back where you came.
 
making it more difficult to ships to individually disengage from combat (more on this in a later dev diary).

YES, i was just mentioning that one of the doomstack issues is you lost too much in battles.

are the gateways made by the contegency to move galactic progress in a way they want?

also will we find an abandoned citadel class outpost we can capture?

also looks like ship designer is getting a rework from that science ship picture.
 
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.

Is not the same thing. All AI and game culture will be geared towards hyperlanes.
 
Most people do realize that with warp/wh, you just picked your destination, and proceeded there more or less in a straight line right? Regardless of your starting ftl you end with jump drives? Your cherished freedom of movement, outside of exploring was the fastest route from a to b, and a countdown.

How often did anyone try to juke an enemy with that freedom of movement, probably not often, just avoided space monsters until the space monsters didn't matter anymore. Ultimately you have to stop to take warscore, at which time any fleet will catch you, and at that point all that mattered was your fleet size.
 
Just about everything in this Dev Diary was reminding me of Sins of a Solar Empire... which is not a problem. I love that game.

You've got your Vasari phase gates in the form of Gateways, and variable amounts of hyperlanes (phase lanes) between systems at galaxy generation... yeah, I like this.
Same :D
something else that i realy liked about that game is the ability to select a few ships and tell'm to focus fire in a capital ship or titan.
 
In fact, could you at least do one last pass on 1.8, just to fix any outstanding bugs and add a couple of quality of life things that have been mentioned as planned?

Again, this is like a totally new game. It fundamentally changes the core systems to a degree a paradox DLC never has. I'd like it if the old game at least felt tied up before it was replaced with this.
 
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