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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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Oh, boy, so the things i want to see in the game: (Extended version 1)
PLEASE NOTE:-This is basically threads building upon threads, so some later parts need mechanics from previous parts
-Stellaris is a type of game that is the best if its complex, dont take out elements of the game because of it
-Wherever i made concrete examples that is just a way to prove how much could be done
-Choose if you want the spaceport or starport system
-Starports should be buildable around uninhabited planets but still 1 per system
-Make planetary shipyards, like megastructures, this is done via construction ship
-building it on an inhabited/inhabitable world decreases planet size or adds tile blockers
-not visible, only when you send a ship to orbit
-Ringworld segments should be able to build ships on their own without spaceport
-You should be able to repair anything at both starports and spaceports
-Starports on level 1, 2 can be destroyed by conventional means but have a shit ton of HP armor and shields
-Some mean of ship buildig centralization
-You should be able to invnade a planet in a system or even colonize a planet without a starport/outpost, but it will only give you claims on the planet and not the solar system, also no border projection
-No megastructure number limits
-More ascension perks and traditions
-Ships get the orbiting modifier when they are around military stations
-More events
-More technologies
-More immersive fallen empires, like what was done with the fallen machine empire, the custodians
-more immersive primitive handling system
-destroying ships gives unity to militarist, and xenophobe empires
-MORE LEVIATHAN LIKE ENCOUNTERS, but please nothin organic
-More unique systems
-Set up embassies at other empires to improve opinion
And here comes the big ones
-Terraforming rework
-all solid planet types can be terraformed directly into anything with the technology
-Teleportation tech
-making migration instantaneous
-Sensor rework
-sensors have 3 types, small, medium, large, bigger ones give more tracking, range, but cost more energy
-starting sensors can see inside normal star systems and have medium-low intel on pulsars, neutron stars, black holes
-new tech sensors can see inside theese systems as well, and not just farther
-More unique traits, that add depth to the game and let you roleplay with an empire you imagined
-Factions should not only be ethics based, like the factions that want a sector or planet to have independence should return
-A setup, where you can start as an advanced empire or maybe even a fallen empire
-At the start of the game add more event chains beacause otherwise it will feel empty
-Automatized mining/research station building like auto explore
-Habitability rework
-planets have have their habiatbility determined based on 2 thing: the planet type, and gravity
-at empire creation you choose which gravity you want for your species to be favourable, setting high will take away trait points, even going to negative
-Centralized military
-you can build a headquarters station around a planet
-this station increases rate of fire, combat speed, weapon damage for fleets
-can be destroyed through conventional means
-once one of your admirals get enough experience they will turn into a Strategos, a Strategos can be placed in charge of the HQ giving further bonuses
-ships can repair and upgrade here
-counts as a megastructure
-if attacked every ship in the system gets a huge buff
-Megastructure additions, reworks
-througn tech you can increase the number of simultaneous megastructure building
-megastructures can be ruined by conventional means, but after that they can be repaired
-if a habitat is ruined the pops on it start dying out quickly so you have to evacuate them with a planetary edict
-you will be asked if you want to ruin the habitat or invade it when telling your fleets to go for it
-other megastructures
-planet cracker, turning a planet into minerals and depending on planet size turn the planet into an asteroid in some time
-habitable dyson sphere, having 8 segments, doesnt produce energy
-artificial moons for different purposes like inhabiting, ship production, military station
-nexus, this is a military station that auto upgrades with your tech, and is extremely overpowered
-AI hub, this gives research speed bonuses but end game events will come lot sooner if built
-Galactic terrain would be good
-but dont give nullifying effects
-it should give boosts and debuffs
-Hiding things in nebulae should be a thing, like even a sentry array cant see it so you have to send there a scout ship with advanced sensors
-FTL rework
-Warp drive
-not starter
-doesnt have a range limit but wind-down will increase with range
-has an intergalactic version that can be mounted alongside the normal drive
-Hyperspace can enter interstellar from anywhere in a system, you should be able to build a station that creates an extra hyperspace lane beetwen selected systems
-the starter FTL
-very quick
-has an intergalactic version that can be mounted alongside the normal drive
-Wormholes should be endgame tech
-instantaneous
-They should work like stargates, so you have to build 2
-basically the wormholes you talked about just you have to build them
-limited to 1 per system
-ships will always use them if they get to their destination faster
-high energy maintenance for the wormhole relays
-ships have to be near the station to start traveling and they dont have to wait for generating a wormhole
-can mount other ftl besides the wormhole relay transmitter, works on inter-galactic
-Jump drives are for Fan. materialist, psionic, and fallen empires
-has a range limit
-FTL interception
-solution is easy, the inhabitors are merged so you dant have to build separate stations
-inhabitors create a bubble, that are like when you blocked borders, but instead of not going there it gets pulled to the station that has the inhabitor field
-inhabitors range is increasable through tech
-Leader rework
-Research will be more segmented, like biology and statecraft and all the sub-types will be separate departments each one needing a new leader, which you have at the beginning
-you still need to have division heads, like leader of engineering and so on
-Governors have two types, the planetary governor and the sector governor
-military leaders will have ranks, this means that you can recruit an admiral for a fleet for high influence cost and provide more bonuses or you can recruit a rear-admiral for lesser influence cost and smaller bonuses
-Pops are damagable
-if anything bad happens to them pop integrity starts falling and you have to help them with planet wide edicts, and shipping them extra materials or giving compensation
-if habitability is below 40% then pops start dying out
-pops below 60% pop health will not reproduce
-Food energy and minerals should be shipped around by civil fleets that you have to protect or destroy to cripple someones economy or starve them to death
-pops that get no food for over 1,5 months start dying out
-After a matter synthetyzing tech your empire will generate less energy construct everything faster and at a reduced mineral cost, but costing energy
-Fleets can have limited amounts of ships in them based on the strongest ship in the fleet (by class: corvette<destroyer) and this number can be further increased by admirals admiral skills and techs
-Society Customizing
-more ethics like in ethics and government rebuild
-more civics
-for example a civic that doesnt let you interfere with primitives and uplift but gain unity/happiness boost
-more government types
-anarchy
-doesnt have a specific leader
-has coordinators/other title
-governing etic attraction smaller, but not towards ethics that will want to cancel anarchy
-people get hapiness boost
-reactionary democratic
-holds elections every 10 years
-overseen by Archons/other title
-with a policy that has 5 year no-change time you can elect a leader who will be disbanded after 5 years and the policy will set back
-this gives huge bonuses but drains influence
-at the end you have to elect overseers again
-reactionary dictatorial
-doesnt hold elections
-monarchic buildup
-same policy, but it doesnt elect a leader, but draws max 2 heirs to power to help with the matters of the state
-democratic dualism
-holds elections every 5 years
-2 rulers
-dictatorial dualism
-monarchic buildup
-2 rulers
-More city and possibly ship sets
-Ability to ascend your empire and then possibly fall
-Armies should be bound to military ships but still trained on planets, like a corvette can carry 1 army a destroyer can carry 2
-War system
-No wargoals
-Instead different types of wars for example liberation vassalization conquer extermination wars of ideology and so on
-but you can try to negotiate peace
-Planetary invasions should look like this:
-Taking down the planetary shield if there is one
-it doesnt take up a tile but rather is found in the orbital defenses panel
-have to be taken down before bombardment
-after down it wont regenerate until orbiting fleet left
-Taking out ground to orbit weapons from orbit
-A new panel on planets where you can build ground to orbit defenses
-Orbital bombardment, that can damage infrastructure, pops, fortifications, and armies
-orbital bombardment works differently, the stances now are:
-doesnt bombard: just give negetive modifiers to pops
-careful: doesnt damage pops or buildings but does minimal damage to fotifications and armies
-selective: it only rarely damages pops or infrastructure, doesnt damage much fortifications and armies either
-normal
-heavy bombardment: doing more damage to everything
-careless: even more damage to everything, even damages your armies if you have them on ground
-armageddon: obliterating everything on the planet and if fortifications fall there is a chance the planet will turn tomb world
-Orbiting ships land armies
-Armies start advancing (percentage thing and at some points having to fight the enemy armies)
-multiple layers
-ground: main fighting place
-air: winning air battles gives the armies morale
-air units arebuilt like armies
-low orbit: if an enemy fleet arrives to defend the planet while you are in orbit they wont engage your ships from far, but the battle will take place in low orbit, winning this grants a boost to air units
-you place on your planets at which percentage defensive garrisons are located
-You can create standardized templates
-when advancing much army morale builds up if battling it always goes down
-on defense eleminating armies and fighting gives morale
-morale is carried over invasions and defenses
-morale automatically decreases each month
-Armies have stances (based on ethics, policies, society), that apply during attacks
-Aggressive, Exterminator, Liberator, Normal
-each damaging infrastructure, pops in different intensity or for the liberator pops that are below 50% happines gets a
temporary happines boost, that gets bigger and permanent if the invasion succeds and adopts one of the invader ethos
-Generals give more severe bonuses
-more army types and no attachments
-After 70% invaded owner can choose (based on ethic and society) whether he can:
-give you the planet
-try to evacuate it
-this involves having to defend civilian ships
-turn it uninhabitable and kill all reamaining pops
-pick the planet clean of infrastructure and pops
-if not then you continue
-the planet is yours/liberated/exterminated/ anything else
-Strategic resources now have to be mined too but dont have to be shipped around and less severe but stackable effects for some
-Military type (Ethics based)
-can change military type:
-Swarm
-Quantity over quality
-Normal
-Quality over Quantity
-Elitist
-each giving bonuses like the swarm decreases build time and decreases ship power
-This effects max fleet size (see above)
-After some technology you should be presented with a choice, about how you want your ships to look
-this should be a choice between 3 options
-dont do anything with them
-make them look more fearsome
-like spikes sticking out of the ships and stuff like this
-make them look less fearful
-like having rounded edges, being more flat, or taller depending on visual culture
-this should have like 3 levels in both directions and lets say you changed ethos and want to go with peaceful looking ships but already have the militarist look on level 1, then on the next change you can decide to go in that direction
-Science ships still exist but have a smaller area of expertise
-Now you can build exploration ships
-can be any military ship class
-it gets some buffs, cant be merged with military fleets, limited number of them
-not effected by the military type changes
-pacifists will not like you
-Exploration cruisers just survey and do anomalies, with a new type of leader (someone help me i cant come up with a title for them)
-science ships are for special projects
-science ships dont need their own leader, just take the responsible science department head, for example you have a special project to repair an abandoned shipyard then it will take an engineering leader off duty for the duration of the special project, or the special project needs a more specific attribute like biology, then the biology leader will be put off duty for the duration of the project
-you can choose wheteher you want the old science ship system or this, militarists will be happy for exploration cruisers
-If you choose so when encountering a station then after it doesnt have shields they can be boarded
-works like planet invasion, progress marked by percentage
-military stations harder to capture
-This way can you conquer starports
-More ship classes
-carriers
-4 section ships
-strike craft are affected by military type
-weak shields, armor few weapons, but stays back when in a fleet
-flagship
-5 section ship
-limited number of them
-expensive, not effected by military type, it's lower than normal
-titans
-4 section ship
-superior to everything but the flagship
-battleship rework
-4 section
-much HP, weaker weapons
-cruiser rework
-4 section
-weaker defenses, stronger weaponry
-destroyer
-3 section
-strong weponry, con mount FTL inhibitors
-frigates
-2 section ship
-can mount point defences
-support ship
-2 sections
-no weapons
-can mount 3 aura effects
-if you attack a habitat with a support ship in the fleet you can choose whether you want to disable the stations primary life support, then it will lose habitability
-superweapons
-attainable through tech chains
-each one needs a new, different ship class to function
-planet destroyers
-mounted on a planet destroyer class ship
-can turn a planet:
-barren
-tomb world
-molten world
-crippled world
-asteroid field getting the ex-planet modifier
-this is decided by a pop-up before the weapon platform is used
-planetary superweapons
-can be activated through a new menu for every fleet
-kill pops on planet
-mind control enemy armies
-disassemble buildings
-transports pops from the planet to your planets
-infect them so they slowly die out with negative production boosts
-assimilate everyone on the planet (for hive minds and machines)
-space weapons
-Area of effect
-can be activated through a new menu for every fleet
-Espionage
-after a cloaking tech you can send scout ships that get sensor buffs to enemy territory or empires that closed borders to you
-they are not seen by the enemy
-onlytheese ships can see inside nebulae with radars
-this ship will report to you monthly and you can choose, whether you want to
-know enemy fleet positions
-know enemy civil ships position (including cargo ships)
-get some tech of the empire you are spying on
-doesnt work on fallen empires
-if a ship goes close enough to this ship it gets spotted and it has no weapons and weak defenses so you should withdraw it
-patrolling fleets
-you can designate fleets to patrol your space
-this way you have a higher chance to spot enemy/rival scout ships
-multiple galaxies
-can have up to 3 galaxies per game, each galaxy is the same or different size, beetwen them is a "solar system" that is empty and represents the intergalactic void
- it takes a lot of time to get from one galaxy to the other
-Hive mind additions
-get a new civic that works like driven assimilators, but indtead of assimilating the pops you conquer they get negative happiness and increased food production, like when you consume them
-Im not sure i explained it correctly enough for you to understand, but this should work like the wraith in stargate atlantis
-a form of hive-mind that is not strictly connected, they get a crazy unity boost, but are effected by happiness, and the galaxy likes them more in general
-a civic that lets you play without a Main ruler, this gives a unity boost
-Machine empire rework

Please note that im aware that many of theese functions are added by mods, but implementing it in the game means it will be more stable and we dont have to wait extra time for essential mods to get updated, also no matter the case, it will be relatively balanced
Please share your thoughts, it took some time to write together!
Could you put that in a pastebin, spoiler tag, or a google doc instead of stretching out the page?
 
I suppose my impression of this announcement is that this is an answer to a question no one asked, and I simply don't understand why chokepoints and fixed defenses are an end which should be sought after, especially at the cost of the flexibility and differentiation which comes from multiple forms of FTL.

Because predictability is a good thing for strategy games. Being able to defend yourself and anticipate enemy behavior, even when they are multiple alternatives, is vital to a good strategy game.

Currently the largest problem with Stellaris' warfare is that it is essentually wack-a-mole. You have no clue where enemies are going to be and countering them is extremely difficult. So most people just ignore fleets and just attack planets.

It is incredibly frustrating when no matter how strong your empire is, a enemy with dive head-first into your core worlds and destroy your capital.
 
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Star Wars doesn't use hyperlanes. Star Trek doesn't use hyperlanes. Halo doesn't use hyperlanes. WH40k doesn't use hyperlanes.

You get the idea I hope.
Actually Star Wars does practically use hyperlanes. While you can theoretically go anywhere with the hyperdrive, in practice you will bump into lots of stuff doing that. Therefore they use mapped out lanes. The astromech droids try to calculate how to best go from A to B using these hyperlanes.
 
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I have always disliked Hyperlanes and played Wormholes or Warp. But I understand why this choice was made and am really happy about all the opportunities this generates.
 
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Currently the largest problem with Stellaris' warfare is that it is essentually wackanole. You have no clue where enemies are going to be and countering them is extremely difficult. So most people just ignore fleets and juat attack planets.

That's exactly how I play. Build up a force, blow up a starbase, invade a planet and head to the next one. I literally don't care what the enemy fleet does, because I know I can get warscore faster. (And nothing they can do is hard to reverse, once I win)
 
Because predictability is a good thing for strategy games. Being able to defend yourself and anticipate enemy behavior, even when they are multiple alternatives, is vital to a good strategy game.

Currently the largest problem with Stellaris' warfare is that it is essentually wack-a-mole. You have no clue where enemies are going to be and countering them is extremely difficult. So most people just ignore fleets and juat attack planets.
Because you think their 20k fleet is going to engage your 200k doomstack post patch ? Cute. They are not. They'll attack the systems you recently took, which are undefended, and perhaps try to slowly crawl to another of your colony, only to emergency warp when they are caught by a FTL snare, or change direction at some point. You know, like every hyperlane empire in the game are doing RIGHT NOW.
It's still going to be a wack a mole game. But in slow mo, and with the inability to ever catch them (since you'll go at the same speed, through the same system, at best you'll keep up with them).
 
Because you think their 20k fleet is going to engage your 200k doomstack post patch ? Cute. They are not. They'll attack the system you recently took, which are undefended, and perhaps try to slowly crawl to another of your colony, only to emergency warp when they are caught by a FTL snare, or change direction at some point. You know, like every hyperlane empire in the game are doing RIGHT NOW.
It's still going to be a wack a mole game. But in slow mo, and with the inability to ever catch them (since you'll go at the same speed, through the same system, at best you'll keep up with them).
Perhaps you're forgetting that we have confirmation a multi-pronged approach to ending doomstacks is also coming?
 
Currently the largest problem with Stellaris' warfare is that it is essentually wack-a-mole. You have no clue where enemies are going to be and countering them is extremely difficult. So most people just ignore fleets and just attack planets.

Really? I tend to just click on an enemy fleet when they enter my sensor range to see where they're going.

It is incredibly frustrating when no matter how strong your empire is, a enemy with dive head-first into your core worlds and drstroy your capital.

I don't see how this addresses that issue. If you're not strong enough to stop an enemy fleet from bee-lining to your capital, what difference does the mode of FTL make? Why not simply build those fortresses over your planets?
 
To be honest, I thought the freedom of choice when it came to FTL was really cool upon release and I only played warp and wormhole empires until very recently. Then I tried a game where all empires were restricted to hyperlanes and it was awesome. Suddenly there was an extra layer of strategy to colonisation and warfare. Even without the changes you are now enacting, I don't think I would ever have played anything else than hyperlanes only. So... you have my support. Now make trade more interesting.
 
Well those are radical changes, but there were signs for some time, so I'm not that surpirsed.

One point from me: Do not make sensors go through gates or wormholes. I think that idea of "of course you can jump into their system via wormhole, but who knows what's on the other side" is much better.
And this of course would work better with not knowing where wormhole leads before actually jumping into it.
 
Started with warp drive, changed to hyperlane only and by now playing warp drive again feels like it's missing something for me. I really like the restrictiveness of hyperlanes. With warp drive I will always like I can just rush through and bypass everything. I like the changes.
 
Perhaps you're forgetting that we have confirmation a multi-pronged approach to ending doomstacks is also coming?
Ok, do you think your 21k doomstack is going to get engaged by their 20k fleet ? No, the AI never engage a fleet which is superior. And unless you tell me the anti doomstack is going to make the fight equal ALL THE TIME (what a boring game), then they'll engage only when they can win. Back to whack a mole.
 
My impression is that it's a good thing. I play mostly only hyperlane , sicne wormholes are annoying oh look an enemy fleet just shwoed up at my capital!,

It's gonna make the middle game and early fighting more strategic so i can make sure my fleets go were they are supposed to and hold off fleets more easier cause even if i have example more advanced ships ill still lose if the other guy has more ships if i can position my ships better or hold off on certain systems. My friend always complain about the lack of careing for each ship which i get but that might be implemented in time. I do wish the transport ships could have like a small weapon slot to fight against potensial ambushes.

I allso wish for more techs like tier III of flak or swarm missiles or X weapons of misslies/torpedos , it's bit off topic i know just dreaming it in my mind. hopeing for more anomalys qs as well , id allso like to see some more neutral monsters to add more random fun to the game as getting tech that is uinqe and diffrent is quite cool to have , if only you could have 3 acessori slots . but back to the point i think hyperlane and then maybe research other ftl later on is gonna be a good addition to the overall game. being able to defend my territory in an efficent way as well as in general makeing it more fun to fight off a enemy with stations not being only bait ,
 
with recent posting i'm pretty sure doomstacks are going away and we're going to get some level of HoI like automation. This makes me think that battles might actually be system by system capturing the outposts and then pushing deeper. I'm not sure how true this is(it could be only slightly true), but it might be fun to send a space-truck to space-moscow.
 
I my self prefer wormhole travel, but am on board for this change. Wiz outlined just the surface level restraints of the current x3 FTL model, there are so many more. So whilst I have preferred wormhole travel until now, I'm supportive of this change and quite excited to see what comes of it.
 
Because you think their 20k fleet is going to engage your 200k doomstack post patch ? Cute. They are not. They'll attack the systems you recently took, which are undefended, and perhaps try to slowly crawl to another of your colony, only to emergency warp when they are caught by a FTL snare, or change direction at some point. You know, like every hyperlane empire in the game are doing RIGHT NOW.
It's still going to be a wack a mole game. But in slow mo, and with the inability to ever catch them (since you'll go at the same speed, through the same system, at best you'll keep up with them).

As someone who plays only hyperlane thesr days, the game stops being wack-a-mole.

I know exactly where the enemy will come from and can fortify all points of entry into my territory. Without a hyperlane restriction, the same thing always happens: the AI teleports deep into my territory into random systems. And when you go to counter, the teleport away somewhere else randomly.
 
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