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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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Wormhole is still in the game, but as late-game technology, so doing it the way i described all 3 of them are still in there.

Well no. New wormhole requires to control two stations: on origin and on destination system. It's fundamentally different than current one (can't possibly use it for offense and for most part exploration as well).

Plus they can be implemented just by adding an edge to the graph representation of the galaxy map so it's really look and feel like a "special" hyperlane route in the code underneath. Which super simplifies things for them.
 
this change is very bad, why you suggest that players are soo dumb that will dont know that 3 types of ftl have 3 types of machine to counter them? its soo hard to just add machine that lower the range enemys FTL engines if they will jump nearby that will be more easy (its normal that you cab just flank enemy and its normal too that enemy will better defend spots that have big income etc)In my opinion FTL is ok and dont need to change them better to add more content to game/gameplay than placeholder thing.Why stellaris must be like other 4x games ? sensors work thath in others games dont need to work here too.Its very nice change about wild wormholes and gateways THAT IS THE NEW CONTENT.Of course its my opinion im very upset about that change.FTL types make our empires more unique now all will start with the same technology.
 
Just some thoughts on it (even though it is probably too late since your direction looks chosen I'd like to hear your thoughts on that @Wiz ):
  1. Would you consider implementing warp only as an alternative starting tech (meaning the whole galaxy has either warp OR hyperlanes)? Some things like distance, vision, etc. would then ofc have to be treated differently to hyperlanes which means some extra work. Balance-wise you could focus on the standard hyperlane only, all warp players would have to live with the less predictable warfare. That way all warp fans could go on playing their prefered style. And it would give modders a good starting point for warp only mods. Any chances for that?
  2. Another more drastic idea: make warp the starting FTL! In order to maintain most of the benefits you discussed in this diary I would let the warp levels 2 and 3 increase the max distance only by a bit and rather focus on the travel speed and more importantly the down time. You could increase the size of the galaxy (not the amount of star systems in it) resulting in (on average) longer distance between the star systems. That would also open more room for some separated areas of the galaxy only accessible in mid/late game (wormholes/gateways) which is a great idea to keep the exploring part alive longer in the game. Looking at warfare, the possibility to simply jump over ONE defensive border system would be given with higher chances at warp 2 and 3, allowing interesting aspects like splitting the fleet in half and engaging from 2 directions. But tuning the system distances/ warp ranges accordingly should prevent the ability to jump over lets say 3 or 4 systems being able to directly strike the core worlds first. One would then only need a second "ring" of defense to be fully protected. That way you could still have a choke-point like geography in the galaxy, just not reducing it to a single system but rather to maybe 2-4 systems within a small area. And you could still keep the flavor of hyperlanes by being usable by your warp ships for a lot faster travel between/along specific systems, like an intermediate step towards gateways (it should feel different from gateways, though). To make this feel somewhat rarer/more special not all systems would be connected by a hyperlane at the start of the game, focusing only on some main "roads" within the galaxy, giving again some strategic depth to what system to garrison with your military.

Wouldn't it just be better to just keep warp and wormholes, but have no way to access them in game (like how currently you can't if you set your game to hyper-lane only), so modders can put them back in easily but it's clear that vanilla isn't intended to have them balance and intent wise (so the job of balancing them would be down to the modder too?)?
 
Mixed feeling about this. I understand the reasons, but I will miss starting wormhole only game. Playing wormhole only seems underrated. It does gives the galaxy it's own kind of geography and requires a bit more diplomacy to be able to travel along the whole galaxy and generally makes the AI empires focus more on there own neighbourhood. My biggest peeve with them was when your forgot to renew the wormhole acces deal and all wormholes just disappear like poof. But they also gave another dimension to warfare, as you could strand a superior opponent by quickly raiding the wormhole stations.

But I'm willing to see what comes of this change.

With how hyperlanes will now require the fleet to cross the system, I hope that it will become possible to build something like the tradelanes from Freelancer, which boost the sublight speeds.
 
Well shit. I feel like all the cash I've spent on this game and all it's DLCs and Expansions already has just been stolen. Great move removing one of the few things that make empires in this game slightly different beyond a bunch of stat tweaks. I'm sure if we ever discover aliens they'd be happy to change their entire system of galactic travel instead of us having to find ways to deal with whatever they're using. In the same way I can assure you I have no interest in a hyperlane only game, I can assure you I am no longer inclined to make any further purchases from you. Thank god there are other space strategy games in development I'm looking forward to.
 
Honestly, I am not happy with these changes, I have only played hyperlanes twice, and each time I got blocked in by a bigger empire which I couldn't beat in a war, and I couldn't have access through their systems, so it was essentially game over before it even began. Ever since I only use wormholes now, so I am not looking forward to this change.
Will mods still be able to allow the old FTL forms of travel as a compromise?
 
Question about pulsar/shield interactions: will fleets that have just arrived in a normal system from a pulsar system have to recharge their shields as though after a battle, or will the shields come back online after having been "suppressed" but not actually reduced to zero?
 
except they couldn't improve anything with how it was. this game is on a much grander scale than most other 4x games and so the divergent FTL systems were making it hard to really change up and improve how the core galaxy was generated.
I wouldn't have minded changing the FTL systems but It feels like a lazy way out to remove all but one. I know It's difficult to adjust and accommodate these FTL types with new changes but I think it's too much of a downside to remove one of the few things Stellaris actually had going for it.
 
its all fun and all , but ppl that say that " that is stupid that different culture got the same tecnology " seems to not have look too good at our history .

we all researched " wheels" to move on this planet , because theyr were the most usefull and izy way apart from ride animals or walk.

This is the same thing, they just made the hyperdrive the most easy way to travel . yea, "warp drive" some say is the actual "most realistic" way to travel, forgetting that this would still take around 2 or 3 human life to travel from a star to another. but, the game never wanted to be THAT real.

i always played with wormhole empires, not because they were more " free" , but because they were more limiting, forcing me to focus only on the stars where i could travel, and with evry new wormhole station taking a new piece . i don't know if this "rework" will be good or bad , but i know that if this is ACTUALY bad, they will change it again .

in the meanwhile, i will keep fight the scourge. as you all should be doing.

PS. i tryed all type of FTL , and always found a way to be stuck by other empires that cover me , but that was caused at 75% by the "buggy" border range, that they will rework . so don't go all " i got stuck in the first 3 year of the game" so , i lost . because the game is not based on " become the best of the galaxy in 3 years, or surrender". pls, l2p tall and use the (REALY CHEAP ) diplomacy; and i will not belive that your xenophobe empire with 30% border range bonus got "stuck" .
 
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Well no. New wormhole requires to control two stations: on origin and on destination system. It's fundamentally different than current one (can't possibly use it for offense and for most part exploration as well).

Plus they can be implemented just by adding an edge to the graph representation of the galaxy map so it's really look and feel like a "special" hyperlane route in the code underneath. Which super simplifies things for them.

this is incorrect, you can still use neutral gates, and at least 1 gate is always turned on besides your own when you fix it, meaning that gate could be in unclaimed space.
 
To be fair, isn't that something you need to take into account when you plan your early expansion? Do I try to build up a bit before colonising that planet and get my production and research going, or do I grab it a bit early so they can't deny me that critical position? Take too long, and all the prime real estate will be taken anyway, hyperlanes or no.

I'm talking about exploration, not expansion, one of the most fun parts of this game is exploring.
 
I'll preface my following post with this: I very rarely have strong enough feelings to comment on game changes, even beyond Stellaris, however this is going to be one of them.

I have been playing Stellaris since launch, 99% of the time in singleplayer. I played my fair share of all three starting FTL types, with no clear favorite among them. However, since my image of future space travel has, for better or worse, been shaped by Star Trek more than anything, the complete removal of Warp Drives is going to fundamentally change my perception of the game, for the worse. Do not misunderstand me here, however - this is going to be primarily an immersion issue, not a gameplay one (as far as I can tell, anyway). I understand the lore can be made to fit a certain gameplay setting, and for the record, I do think having sensors follow artificial FTL routes rather than a massive FTL bubble is the more immersive and realistic version (however much one might want to hate on it).

My concerns with this development in terms of gameplay are mainly tied to the freedom of movement that lategame jumpdrives provide currently. What I'd like to be able to keep is the ability for lategame drives to be able to pick and choose a destination without really having to worry about how to get there. What I dslike about the current implementation is that unless you have sensor coverage over the entire galaxy, if you're on the receiving end, there is no warning at all. I would therefore propose jumpdrives to retain their current "jump anywhere" functionality without the new on-arrival debuffs, but have a long wind-up time during which the following things happen:
-The target system gets an effect showing the generation of a wormhole, telling anyone who can view the system on radar where the wormhole is originating from and when it will finish being generated
-The owner of the target system, if it is not the same owner as the jumpdrive-equipped ships jumping in, gets a warning about an incoming wormhole in one of their systems
This would give the recipient of such a visit the ability to rally fleets to the defense of that system, provided the windup time of the jumpdrive is long enough. The new proposed mode of the jumpdrive which does not warn the target of an incoming fleet (if there is no sensor coverage) could still be retained with the fleet debuffs following the jump as a special action.

(In hindsight, this would make jumpdrives resemble present-day warp with the exception that they wouldn't spend much time in transit, instead they'd spend that time and more on the engine windup)

On the issue of static defenses being meaningful while a Warp-like engine exists, my thoughts are as follows. I do not think having static defenses that can lock down big pieces of space beyond the system they're in themselves, for the entirety of the game, is a fun mechanic. Instead, by the time such engines arrive, defenses should be for the most part elastic and crucial assets consolidated into well-defended space. As an example: in the Civilization line of games, your static points of defense are the cities - it has been my experience that whenever a player gained air superiority but decided to turtle down, essentially turning his cities into power-projecting monsters, the game stagnated and turned extremely boring until the advent of nuclear weapons (which could destroy the airplanes and thus the power projection capability). However, the cities themselves were by the end-game where the vast majority of assets were localized. This is especially true in the latest installment compared to past games. My point is - it would make for more interesting design to have the ability to build up select solar systems in a big way and have them be defended rather than their defenses magically projecting power because they happen to be in a choke point. Again, I'll make a civ analogy - cities sitting mountain passes are a thing, and certainly useful in the early- and the mid-game, but at least they suffer a penalty for it by not having access to as many resources as the richer cities on open terrain do, and can be bypassed by certain units (paratroopers, airplanes, helicopters).

My concern with the current projected rework of FTL + starbases is that starbases will be used for precisely two things: enhancing the fleet (production) capacity, and to lock down key chokepoint systems. It seems like it would be a waste of a resource (starbase capacity) to use them for anything else in the long term. If, however, their defensive utility was diminished by the lategame drive technology, this would no longer be the case, since it would be a real consideration on whether they should retain their potentially outdated purpose of enhanced static defense, or be adjusted to do something else instead.

TL;DR: I will miss warp, but hope that modders can bring it back to life in a StarTrek mod. I do, however, wish to see genuine changes to how assets can move around the map as the game progresses that go beyond "build extra hyperlanes", that don't come with extreme penalties so that a real sense of advancement is still present while also having a gameplay sense.
 
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