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Stellaris Dev Diary #92: FTL Rework and Galactic Terrain

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about Faster than Light travel in the Cherryh update, and it's likely to be a controversial one. When discussing, please remember to keep things civil, and I would kindly ask that you read the entire dev diary before rushing to post, as it's going to cover some of the questions and concerns we expect to see from the playerbase. Also, as posted last week, all of these changes are currently far away, and we cannot give more details on ETAs or the exact nature of the Cherryh update than we already have. Thank you!

FTL Rework
The single biggest design issue we have had to tackle in the Stellaris team since release is the asymmetrical FTL. While it's a cool and interesting idea on paper, the honest truth is that the feature just does not fit well into the game in practice, and blocks numerous improvements on a myriad of other features such as warfare and exploration, as well as solutions to fundamental design problems like the weakness of static defenses. After a lot of debate among the designers, we finally decided that if we were ever going to be able to tackle these issues and turn Stellaris into a game with truly engrossing and interesting warfare, we would have to bite the bullet and take a controversial decision: Consolidating FTL from the current three types down into a primarily hyperlane-based game, with more advanced forms of FTL unlocked through technology.

However, as I have said on the previous occasions when discussing this issue, one thing we would never consider doing is just slashing FTL types from the game without adding in something else to compensate their loss. That is what most of this dev diary is going to be about. However, before continuing with the details on the additions and changes we're making to FTL, I want to cover a couple of the questions I expect will arise from this:

Why are you removing FTL choices instead of building on them?
A lot of people have asked this question when we have brought up consolidating FTL types before, suggesting that problems such as static defenses can be solved by just adding more mechanics to handle each special case. I think the problem with this is best illustrated with defense stations and FTL inhibitors. One of the aims of the Starbase system is to give empires the ability to 'lock down' their borders, building fortresses that enemy fleets cannot simply skip past to strike at their core worlds, instead of having to create static defenses in every single valuable system.

With hyperlanes, this is a pretty simple affair: As hyperlanes create natural choke points, the only thing a hyperlane-stopping FTL inhibitor needs to do is to prevent enemy fleets from leaving the system once they enter it. The fleet can enter, it can retreat (via emergency FTL) and it can bring down the source of the FTL inhibitor (which might be a Starbase or even a planet) to be able to continue. This is quite easy to understand, both in terms of which system you need to defend to lock down your borders, and how it works when you are on the offensive.

Now let's add Warp to the mix. In this case, the single-system FTL inhibitor is useless because Warp fleets can just go over it, so we'll invent another mechanic: A warp interdiction bubble, stretching a certain distance around the system, that pull in any hostile Warp fleets traveling there to the system containing the FTL inhibitor, and force them to battle it or retreat. This is immediately a lot more messy: First of all, this bubble can't possibly affect Hyperlane fleets, because it could potentially pull them dozens of jumps away from their current location. This means that when fortifying your borders, you now need to not just make sure that every important chokepoint is covered, but also that your entire border is covered in warp interdiction bubbles.

But there's more: Add Wormholes as well, and you now have an FTL type where not only the 'bubble' type interdictor doesn't make intuitive sense (because Wormhole fleets make point-to-point jumps rather than traveling over the map) but if said interdictor works to pull Wormhole fleets out of position regardless of what makes intuitive sense, you end up with the same probem as with hyperlanes, where the fleet can get pulled out of range of its wormhole network and end up stranded even if it brings down the defenses. This means you pretty much have to invent a third type of interdiction type for Wormhole on top of what is already an overengineered and hard to understand system.

Finally, add the problem of displaying all these different types of inhibitors and interdictors on the map, in a way that the player can even remotely start to understand, and you end up with nothing short of a complete mess, where it's far better to just have static defenses protecting single valuable systems... and so we come full circle.

This is the fundamental problem that we have been grappling with when it comes to asymmetrical FTL: What works in a game such as Sword of the Stars, with its turn-based gameplay, small maps of usually no more than 3-6 empires, and 1-on-1 wars breaks down completely in a Stellaris game with real-time gameplay and wars potentially containing a dozen actors, all with their own form of FTL. The complexity collapses into what is for the player just a mess of fleets appearing and disappearing with no discernible logic to them.

Why Hyperlanes?
When discussing this, we essentially boiled down the consolidation into three possibilities: Hyperlanes only, Warp-only, and Warp+Hyperlanes. Wormhole is simply too different a FTL type to ever really work with the others, and not intuitive enough to work as the sole starting FTL for everyone playing the game. Keeping both Warp and Hyperlanes would be an improvement, but would still keep many of the issues we currently have in regards to user experience and fleet coordination. Warp-only was considered as an alternative, but ultimately Hyperlanes won out because of the possibilities it opens up for galactic geography, static defenses and enhancements to exploration.

Here are the some of the possibilities that consolidation of FTL into Hyperlanes creates for Stellaris:
  • Unified distance, sensor and border systems that make sense for everyone (for example, cost of claiming a system not being based on euclidean distance but rather the actual distance for ships to travel there)
  • Galactic 'geography', systems that are strategically and tactically important due to location and 'terrain' (more on this below) rather than just resources
  • More possibilities for galaxy generation and exploration (for example, entire regions of space accessible only through a wormhole or a single guarded hyperlane, containing special locations and events to discover)
  • Better performance through caching and unified code (Wormhole FTL in particular is a massive resource hog in the late game)
  • Warfare with a distinct sense of 'theatres', advancing/retreating fronts and border skirmishes (more on this in future dev diaries)
Are all new forms of FTL free patch content?
Yes. Naturally we're not going to charge for any form of content meant to replace the loss of old FTL types.

Hyperlane and Sublight Travel
As mentioned, in the Cherryh update. all empires will now start the game with Hyperlanes as their only mode of FTL. By default, hyperlane generation is going to be changed to create more 'islands' and 'choke points', to make for more interesting galactic geography. However, as we know some players do not enjoy the idea of constricted space, we are going to add a slider that controls the general frequency and connectivity of hyperlanes. Turning this up will create a more connected galaxy and make it harder to protect all your systems with static defenses, for players who prefer something closer to the current game's Warp-style movement.

Sublight travel is also being changed somewhat, in the sense that you need to actually travel to the entry point to a particular hyperlane (the arrow inside a system) to enter it, rather than being able to enter any hyperlane from any point outside's a system's gravity well. This means that fleets will move in a more predictable fashion, and interdictions will frequently happen inside systems instead of nearly always being at the edge of them, in particular allowing for fleets to 'guard' important hyperlane entry/exit points. To compensate for the need to move across systems, sublight travel has been sped up, especially with more advanced forms of thrusters.
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FTL Sensors
Along with the change to FTL, we are also changing the way sensors work. Instead of simply being a circle radiating an arbitrary distance from a ship, station or planet, each level of sensors can now see a certain distance in FTL connections. For example, a ship with level 1 sensors (Radar) will only give sensor coverage of the same system that it is currently in, while a ship with level 2 (Gravitic) sensors will give sensor coverage of that system and all systems connected to it through a Hyperlane or explored Wormhole (more on that below), a ship with level 3 sensors will be able to see systems connected to those systems, and so on. Sensor coverage can be 'blocked' by certain galactic features (more on that below), which will also block propagation into further connected systems. We are currently discussing the implementation of sensor blockers as a potential Starbase component.
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Wormholes
While Wormhole as a full-fledged FTL type is gone, Wormholes are not. Instead they have been changed into a natural formation that can be encountered while exploring the galaxy. Wormholes come in pairs, essentially functioning as very long hyperlanes that can potentially take a ship across the entire galaxy near-instantly. Natural Wormholes are unstable, and when first encountered, you will not be able to explore them. To explore a Wormhole, you need the Wormhole Stabilization technology, after which a science ship can be sent to stabilize and chart the Wormhole to find out what lies on the other side. If you're lucky, this may be unclaimed space full of valuable systems, but it could just as well be a Devouring Swarm eager to come over for dinner. There is a slider on game setup that controls the frequency of wormhole pairs in the galaxy.
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Gateways
Gateways is an advanced form of FTL most closely resembling the Wormhole FTL in the live version of the game. While exploring the galaxy, you can find abandoned Gateways that were once part of a massive, galaxy-spanning network. These Gateways are disabled and unusable, but with the Gateway Reactivation mid-game technology and a hefty investment of minerals, they can be restored to working order. Like Wormholes, Gateways allow for near-instant travel to other Gateways, but the difference is that any activated Gateway can be used to travel to any other activated Gateway, and late-game technology allows for the construction of more Gateways to expand the network. Also unlike Wormholes, which cannot be 'closed', Gateways also have the advantage of allowing any empire controlling the system they're in to control who goes through said Gateway - hostile empires and empires to whom you have closed your borders will not be able to use 'your' Gateways to just appear inside of your systems.

When the first Gateway is re-activated, another random Gateway will also be re-activated along with it, so that there is never a situation where you just have a single active Gateway going nowhere. There is a slider on game setup that controls the frequency of abandoned gateways in the galaxy.
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Jump Drives
Jump Drives and Psi Jump Drives have been changed, and is now an advanced form of FTL that mixes Hyperdrive with some functionality from the old Warp FTL. They allow for a ship to travel normally and very quickly along hyperlanes, but also come equipped with a tactical 'jump' functionality that allows a fleet to make a point-to-point jump ignoring the normal hyperlane limitations. This is done with a special fleet order where you select a target system for the jump (within a certain pre-defined range, with Psi Jump Drives having longer range than regular Jump Drives), after which the fleet charges up its jump drive and creates a temporary wormhole leading to the system. After the fleet makes its 'jump', the Jump Drive will need to recharge, with a significant cooldown before it can be used again, and also applies a debuff to the fleet that reduces its combat effectiveness while the cooldown is in effect. This allows for fleets with Jump Drives to ignore the usual FTL restrictions and skip straight past enemy fleets and stations, but at the cost of leaving themselves vulnerable and potentially stranded for a time afterwards. This design is highly experimental, and may change during the development of Cherryh, but we wanted Jump Drives to not just be 'Hyperdrive IV' but rather to unlock new tactical and strategic possibilities for warfare.

Galactic Terrain
With the switch to Hyperlanes and the creation of strategically important systems and chokepoints, we've also decided to implement something we had always thought was a really interesting idea, but which made little sense without such chokepoints: Galactic Terrain. Specifically, systems with environmental effects and hazards that have profound tactical and strategic effects on ships and empires. This is still something we are in the middle of testing and prototyping, but so far we have created the following forms of Galactic Terrain:
Nebulas block all sensor coverage originating from other systems, meaning that it's impossible for an empire to see what ships and stations are inside a system in a nebula without having a ship or station stationed there, allowing empires to hide their fleets and set up ambushes.
Pulsars interfere with deflector technology, nullifying all ship and station shields in a system with a Pulsar.
Neutron Stars interfere with navigation and ship systems, significantly slowing down sublight travel in a system with a Neutron Star.
Black Holes interfere with FTL, increasing the time it takes for a fleet to charge its emergency FTL and making it more difficult to ships to individually disengage from combat (more on this in a later dev diary).

The above is just a first iteration, and it's something we're likely to tweak and build on more for both the Cherryh update and other updates beyond it, so stay tuned for more information on this.
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That's all for today! I will finish this dev diary by saying that we do not expect everyone to be happy with these changes, but we truly believe that they are necessary to give Stellaris truly great warfare, and that we think you will find the game better for it once you get a chance to try them. We will be doing a Design Corner feature on today's Extraterrestial Thursday stream, where me and Game Designer Daniel Moregård (grekulf) will be discussing the changes, fielding questions and showing off some gameplay in the internal development build. If you want a look at some of these changes in a live game environment, be sure to tune to the Paradox Interactive twitch channel at 4pm CET.

Next week, we're going to talk about war and peace, including the complete rework of the current wargoal system that was made possible by the changes to FTL and system control discussed in this and last week's dev diary. See you then!
 
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I used to play as warp drive, and it was maddening trying to catch an evading fleet on hyperlane, and a mild annoyance to dismantle enemy wormhole stations. After trying out various mods, I come to agree that unifying FTL upgrade path, and specially starting with hyperlane, is a good change for both the strategic and tactical robustness of Stellaris.

Also, this new FTL system bears a strikingly similar approach to Eve Online, which can have its own pros and cons. At very least I can appreciate the gateway tech that allows players to construct additional and controllable hyperlanes; it is empowering indeed.
 
@BlackUmbrellas
That's a terrible argument.

You said "a hyperlane-only universe doesn't make any sense!" and I said "It makes total sense, because its fictional, and fiction lets you set any parameters you want." A hyperlanes-only universe is no more or less realistic than the current warp/hyperlanes/wormhole universe; making arguments to imply as such is a losing argument.

The developers, meanwhile, have provided an excellent argument as to balance and mechanical complexity that you can feel free to try to challenge instead.

Oh please, the dynamics of the game will go way down with only hyperlanes. Every single attack you do will be stopped because of chokepoints. This doesn't add any depth to the game. Everyone will just fortify their borders and leave the rest unguarded. So you'll just need a Huge doomstack, break through, conquer the inner systems and that's it. Now you have to take into account people can jump over your "so loved wall of forts". Still I haven't seen any wall or chokepoint in space. This will be a real gamebreaker. How will you ever outsmart an empire with a bigger fleet and better defenses than yours? This will limit the ways to win a war to one thing: Doomstacks. Simply put. Doomstacks. In a game I played this morning, I had a federation with all their fleets in one system, combined fleet power of 1184K. I defeated them with my 470K, because 1) there are no chokepoints. 2) The AI is just stupid and doesn't split their fleet (although this would make it easier to defeat them for me, crushing them 1 by 1). Oh and also: they can perfectly balance Warp and hyperlanes together. You people loving Hyperlanes should not be so shortsighted and only build defenses on your borders because then you just have HOI4 in space, building forts on your border and voila, you are invincible. That breaks the game. Is that what you want?
 
Like I'm not trying to sound pretentious or elitist, I think it's a good thing when a lot of people can enjoy a game, but this is paradox, the only people who play paradox grand strategy are people with an unhealthy love of clicking pop ups and looking at numbers, there is no greater audience that will be gotten by simplifying the game so that the UI doesn't look as complicated.

this doesn't simplify the game though, especially since I only use hyperlanes already. for me, this only expands upon what is there and gives me additional options. this weekend do me a favor, play a hyperlane only game.
 
we all tralves on weels, after we start travel on boats and then air . you are talking about the different law we used in different culture.

the game never wanted to be "real" and btw the sistem that we want to use will take years and years to take you to another star, you want your travel to last for years in game ? :D .
Do we all travel on wheels? Explain Maglev trains, and seeing some recent designs, levitating cars look cool too. We have airplanes and helicopters. These are different but to the same. They get us in the air. I am not speaking about different laws, I am talking about several implementations of a discovered one.
 
After watching this Design Corner live stream that just finished, im completely and 100% sold on the FTL rework and the ideas they have in the future using it.

Fight me.
 
@BlackUmbrellas


Oh please, the dynamics of the game will go way down with only hyperlanes. Every single attack you do will be stopped because of chokepoints.

and this is somehow solved by no attack being stopped ever at all? what's particularly dynamic about that?

BTW, wiz has mentioned the removable of the doomstack and with the bit leaked on warfare so far, it seems combat will likely be a different affair than currently.
 
Guys, really. Anyone starting and continuing a debate on "X change" because of realism needs to stop. Roleplay concerns? Fine, makes sense and I respect your concern.

But if your argument for or against a warp type because "it's likely not what we'll be using 100 years from now" you have killed your point in the womb.
 
I am definitely in the "I don't like this" camp.

Hyperlanes are by far my least favourite of the three existing FTL methods. Partly this is because of how they can really amplify the RNG of a good start versus a bad start. Bad starting RNG with hyperlanes is so much worse than it is with the other types. And what's worse, this often isn't apparent immediately upon starting the game. You play for a while, and only then discover that you're in a terrible position. The second reason I don't like it is just the general feel and flavour of it. That's a personal thing, sure, but it feels the least like exploring the vastness of space to me.

Also, to quickly address why workarounds or mitigating factors aren't going to work for me:

"But you can just use the option to add hyperlane density" -- I could, but the game isn't going to be balanced around that. I appreciate that the option is going to be there, but I mostly tend to use default settings in most games. Other settings can be fun sometimes, but they will never be as good as or have the longevity of finely balanced systems.

"But you can just mod it" -- yeah, I don't use mods. In any games. I have dabbled with them, and I find them frequently frustrating to install, often buggy, and then they stop working every time there's a game update and I have to wait around for a new version and hope that the maintainer is still updating. All of which isn't fun for me, so I don't use them. they're a great option for some people, but they don't work for me.

"But this will make war so much better" -- yes, it probably will. And I'm sure that will be great for a lot of players. But the truth is, I just don't care that much about war. When I play 4X games in general and Stellaris in the specific, I like to build up my empire, with a focus on my technology, economy and diplomacy. Wars, when they are necessary, are won and lost based on the size and tech of the forces involved, not by brilliant strategic manoeuvres.

In short, it seems that this is taking away something that does matter to me, as a means of adding in something that doesn't really matter to me. Which doesn't feel great.

That said, I do plan on at least giving the new system a try. Maybe it will surprise me and I will like it. Maybe I will dislike it, but not badly enough to ruin the game. Or maybe I will hate it and never want to play again. But I'm not going to completely make up my mind without trying it.

Furthermore, I appreciate the communication on this. It is clear that this was considered carefully and I can see why the decision was made, even if I disagree with it. I appreciate that this is all been done out in the open, and that we always know exactly what we're going to get with updates and DLC, and can then decide for ourselves whether they're things we want or not.
 
this doesn't simplify the game though, especially since I only use hyperlanes already. for me, this only expands upon what is there and gives me additional options. this weekend do me a favor, play a hyperlane only game.
See that's the issue right there. You play hyperlane only, and like it, right ? Well, right now that's your choice, and I respect it. It's fine, enjoy the game you want.
But with this patch, I'll be forced into hyperlane only, like it or not. Imagine the opposite, they remove the hyperlane only option, and force you into playing the other 2. You might not like it. And besides that, forcing people into "our way of fun" is not the way to go.

People have different way to have fun. Trying to force one way into everyone is not suddenly going to change them. They are not going to suddenly start to like vanilla ice cream because you forced them, despite them saying they don't like it. Even if you put chocolate on it.
 
and this is somehow solved by no attack being stopped ever at all? what's particularly dynamic about that?

BTW, wiz has mentioned the removable of the doomstack and with the bit leaked on warfare so far, it seems combat will likely be a different affair than currently.

Whoa, I never said not a single attack could be stopped, like Wiz said in the diary, they talked about a snare stopping passing fleets with a 50% change for example. So you can use warp to get past their defenses but, 1 out of 2 times you'll get sucked in the system with the station. What do you think about that? You still have warp but you risk to get sucked in a system.
 
Goodbye Star Trek New Horizons Mod !!

I HATE THIS.
As a heads up, @Wiz has shown a willingness to communicate with the STNH modders regarding this matter. Not sure what will come from said communication, or from this thread in general, but I think just shouting "X is dead" is not productive at this point.
 
Guys, really. Anyone starting and continuing a debate on "X change" because of realism needs to stop. Roleplay concerns? Fine, makes sense and I respect your concern.

But if your argument for or against a warp type because "it's likely not what we'll be using 100 years from now" you have killed your point in the womb.

Maybe I think about both? RL and the roleplay. I've played the star wars mod myself and I loved it. Hyperlanes would really reduce the fun
 
@BlackUmbrellas


Oh please, the dynamics of the game will go way down with only hyperlanes. Every single attack you do will be stopped because of chokepoints. This doesn't add any depth to the game. Everyone will just fortify their borders and leave the rest unguarded. So you'll just need a Huge doomstack, break through, conquer the inner systems and that's it. Now you have to take into account people can jump over your "so loved wall of forts". Still I haven't seen any wall or chokepoint in space. This will be a real gamebreaker. How will you ever outsmart an empire with a bigger fleet and better defenses than yours? This will limit the ways to win a war to one thing: Doomstacks. Simply put. Doomstacks. In a game I played this morning, I had a federation with all their fleets in one system, combined fleet power of 1184K. I defeated them with my 470K, because 1) there are no chokepoints. 2) The AI is just stupid and doesn't split their fleet (although this would make it easier to defeat them for me, crushing them 1 by 1). Oh and also: they can perfectly balance Warp and hyperlanes together. You people loving Hyperlanes should not be so shortsighted and only build defenses on your borders because then you just have HOI4 in space, building forts on your border and voila, you are invincible. That breaks the game. Is that what you want?


i woud keep old defensive station , because they will be likely in strategic position, building a good retreat backline(but they are going to rework defensive station so...) , where rebuild my force if i lose hard on the frontline .

i can understand some that say that we are putting land battle in space, but , i don't know you experience but i never saw a space war IRL :D
 
In all honesty, Wormholes were my favourite FTL type and thus I am sad to see them go
I personally would have preferred if all three types could exist at the same time, but I do understand the reasoning behind the descision
 
I will be honest, I will try the new update when it comes out, maybe it will be good, but if hyperlanes are anything like there are currently, just with more restrictions I will not like the gameplay. I understand your reasoning but I am truly upset at this point, the multiple types of FTL was one of the features I bought the game for, and the ability not to play hyperlanes is what has kept me playing the game. I have disliked the slow march toward this with Warp travel becoming more and more slow and hard to use as the game has been updated.

Like I said I will try the game when the update comes out, I will give it an honest shot, if I like it I will bite the bullet and move on, if not I will uninstall the game and update my reviews to reflect the new game.

Here to hoping your choices make a good game despite what I think at this point.
 
"But this will make war so much better" -- yes, it probably will. And I'm sure that will be great for a lot of players. But the truth is, I just don't care that much about war. When I play 4X games in general and Stellaris in the specific, I like to build up my empire, with a focus on my technology, economy and diplomacy. Wars, when they are necessary, are won and lost based on the size and tech of the forces involved, not by brilliant strategic manoeuvres.

I'm partly with you here. However, with the diplomacy system being what it currently is, I don't see how Stellaris can even be played as a diplomatic/political game. I do hope that what they are doing for warfare right now, they will do for diplomacy later.

As for battles, though, I'd like to add a bit. I don't want to have to *come up* with brilliant strategic manoeuvres. But I want my admirals to be able to pull them, to create amazing stories of how their fleet held out against a superior force of invaders, fighting to their last at the crucial jump-point until the relief fleet could arrive. I want stories of how a Kilrathi warfleet carves its way into the Terran heartland, only to be stopped in Earth orbit by the surprising heroics of a previously unknown captain. These are the stories I want to here. I don't care about the logistics, but I DO care about the stories. And having fortresses, chokepoints and "space geography" helps create them.
 
I will be honest, I will try the new update when it comes out, maybe it will be good, but if hyperlanes are anything like there are currently, just with more restrictions I will not like the gameplay. I understand your reasoning but I am truly upset at this point, the multiple types of FTL was one of the features I bought the game for, and the ability not to play hyperlanes is what has kept me playing the game. I have disliked the slow march toward this with Warp travel becoming more and more slow and hard to use as the game has been updated.

Like I said I will try the game when the update comes out, I will give it an honest shot, if I like it I will bite the bullet and move on, if not I will uninstall the game and update my reviews to reflect the new game.

Here to hoping your choices make a good game despite what I think at this point.

Thank you for being a reasonable person.
 
It's just my opinion. It can looks offensive, but i don't want to insult or hurt someone. And my english isn't perfect, so, if i make a mistakes, sorry ;)
Excellent. Just great. Step forward, two back. PDX began to repair things what works normally. For making you understand my buthurt i will begin with my meaning of space borders. So. Space. Space-isn't gound. IT'S SPACE. In space borders begin and ends on your ship/station hill, radius of sensor coating with an acceptable delay, and also pass through the upper layers of the atmosphere and the surface of the planets.
Unfortunately in the game this is shown poorly. Two-empiers-control-one-system situation-it's always afterwar and rare situation. Two-empires-on-one-planet? Absolutely impossible. And even in "TECOS" situation first empire got supreme control. Second can't colonize and build any stations(exept spaceport), for example. Second empire just a "guest" despite having colony/populated habitat/frontier outpost in this system. New border system gives me hope on a bit remedy for this situation...
AND NOW YOU BREAK FTL! AMAZING!
Wormholes was replaced by something realy intresing, but warp was remowed. No more boundless space. A few stations and fleets in right points may defend entire empire. "Jump Drive!" you say. "A huge nerf" is my answer. In this DD is nothing more than moving wormhole station with hyperdrive functions, instead "supreme FTL". Jump-Drive in current patch open a few strategic tricks. It's FTL with higest range, instant FTL speed and fastest cooldown. With that it's mobile(no need in stations). So i can, for example, catch enemy fleet on other edge of the syste, and in two jumps turn up in front of enemy with "HERE'S JOHNY!" scream. Or "it's a trap!" if enemy is stronger. With onther FTL you can doo it too... but they realy slow and hyperdrive/wormhole has too much limits for this trick. Anyway, in my view better way it's sawe old Warp and Hyper drives make Warp and Hyperline inhibitors(and make both of them effect on Jump-Drives) and new wormholes (Gates Network and unmapped systems/zones behind "wild" wornholes it's realy intresting!).
But FTL rework it's all what make my butt hurt in that DD. New sensor system is great! And Galactic Terrain too! But personally
I would give neutron's debuff to blackholes. and malke "ship/station systems sheelding from pulsar emission" tech. Now this systems looks disbalanced. Unbidden, spawned in pulsar system, will be unpleasantly surprised XD
 
This is the only change I really don't like so far. I have NEVER enjoyed hyperlanes because they always feel too restrictive.

I don't use them for my empires in the current game version eighter, but with the grand gameplay changes of 1.9 I see how usefull hyperlanes will be for gameplay. I love this Developer team. The best the world has seen.

I'm not even remotely a fan of this choice, I hate hyperlanes. Here's hoping the mods come out ASAP.

I can guarantee you that mods bringing those other FTL's back would make your 1.9 experience extremely lacking.

I feel sorry for those players who enjoy wormholes, but as hyperlane-only player pretty much since Day 2, this is pure awesomeness.

I like wormholes in the current game version and I never use hyperlanes, but you don't need to feel sorry for me because 1.9 will improve this game ALOT! Why should I complain about that?
 
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