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Hey all!

Today’s topic will further explore the subjects of fleet movement, FTL-travel and the general wonders one might happen upon when ripping holes through subspace. As the writing of this is a bit sudden the dev diary came out late today, our apologies!
The galaxy is a pretty huge place and to get anywhere in a timely manner you’ll want to travel faster than the speed of light, or use FTL-travel for short. Stellaris will have three methods of FTL that players can use; Warp, Hyperlanes and Wormholes. They all have distinct advantages and disadvantages when it comes to the strategic movement of ships and fleets causing expansion paths, diplomacy and wars to be quite different depending on the method used.

Warp
Warp requires each ship in the fleet to be equipped with a Warp Drive. These are quite costly to build and cause a major drain on each ship’s available power, but allows unconstrained travel to any system within range. When travelling to a system outside the range of a single warp-jump, the fleet has to make a sequence of jumps through a number of systems. Any jump puts a considerable strain on a ship’s Warp Drive, causing the fleet to not be able to jump again for a short while after arrival. While this can be reduced by more advanced technology, it does remain a weak point throughout the game for any species using this method.
Fleets using Warp Drives to travel will need to do so at the edge of a system to lessen the gravitational pull of the local star. This in combination with the fact that warp-jumps have the slowest FTL-speed of the three methods means that the arrival point of an incoming warp-fleet can be identified, and possibly ambushed. The cost of freedom is potentially high!

stellaris_dev_diary_04_01_20151012_2.jpg


Wormhole
Some species have decided to sidestep this whole business of blasting through the void at ludicrous speed. They prefer to open up a temporary wormhole that a fleet may use to instantly travel to a distant system. These wormholes can only be generated by a Wormhole Station, a type of space station that can only be constructed on the outer edge of a system. Any fleet wanting to travel will have to use the Wormhole Station as a connecting point, passing through it whenever they leave the system. The station may only generate a single wormhole at a time, forcing all ships and fleets to wait while one is being prepared. The larger the fleet, the longer it takes for the Wormhole Station to be ready. The wormhole generated does allow two-way travel, but will collapse almost instantly after sending a fleet through.
Constructing and maintaining an efficient network of Wormhole Stations is vital to any species using wormholes, as it will allow sending huge fleets from one part of the galaxy to another in very short time. It also allows striking deep inside enemy territory with little warning. This great strength can also be a great weakness, as fleets are left with no means of further offense or retreat should the network be disabled through covert attacks by enemy strike-fleets.

Hyperdrive
The galaxy in Stellaris has a hidden network of hyperlanes connecting the systems, only visible for those who know where to look. Ships that are equipped with a Hyperdrive can access these lanes and use them to traverse the galaxy at incredible speed. They are however bound by the preexisting network, and has to path through each system connecting their current location and target. Galactic voids lacking systems are in effect huge movement-blockers for any species using hyperlanes, having few systems allowing possible crossings. An enemy could potentially fortify these vital systems should they become aware of their existence, creating strategic choke-points. As the hyperlanes exist in subspace, fleets may access them from anywhere within a system and does not have to travel from the gravitational edge as Warp Drives and Wormhole Stations do. As such, catching a fleet using hyperlanes can be tricky. Correctly identifying the paths to intercept and interrupt their somewhat long charge-up is probably your best bet.

stellaris_dev_diary_04_02_20151012.jpg


All methods of FTL-travel can be improved by researching more advanced technologies. While their exact effects differ some they all improve the speed, range, efficiency or cooldown of FTL-travel. However, being able to casually bend time and space with increased power does not necessarily mean using it with more responsibility. As additional species bend the laws of physics to send larger and larger fleets through the galaxy, there is always the risk of something, or someone, noticing...

Next week we’ll talk more about the different species in the galaxy. Look forward to it!
 
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Can we set all races to have the same sort of travel? Say I wanted the glaxay I'm in have a sort of Star Wars vibe ... could I have the only possible FTL mode of travel for all races to be Hyperlanes?
 
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I don't know.... When given the choice of:

1) Warp - The Choice of WARHAWKS.
Pros = Indirect Attack attack angles, Ability to safely Retreat.
Cons = Each ship must have a Warp drive unit, onboard, which apparently isn't cheap. (and it's slow - and may take more time to manage).

2) Wormhole - IMPOSSIBLE and imaginative, I like it - The Choice of SPEED!
Pros = you can get anywhere in just 2 Jumps. 1st jump = to your home planet. 2nd jump = where you want to be.
Cons = you must build a wormhole station to facilitate each 'jump' , and you must wait on a 'timing charge' ,
and assuming the cost is justified, the only threat is having your station destroyed. (an extra point of protection).

3) Hyperlanes - A good default choice.
Pros = No cost. Direct travel. Faster than Warp. Safer than Wormholes.
Cons = Too BALANCED, and simple choice.

* I am fascinated with the Wormhole Transportation choice, Ideally as Transportation, but Warp may be more practical in creative attack and special retreating situations. However, they both cost more! And - Given 1 choice, I can't go wrong with Hyperlanes!

So, is the Purpose of ship movement?
1) Tactics 2) Tempo 3) Cost of Tactics/Tempo.

Would I rather play chess: up a pawn (can win), up a couple of moves (can win), or up on Rating (can win)?
What gives me the best odds? I feel, given my directness in play, Warp wouldn't be suitable. I feel, given my fascination with them, I might try Wormhole, unless they are too costly and fragile compared to Hyperlanes, even though Hyperlanes seems like a 'No Brainer'
 
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You made me realize that a retreating warp fleet could flee in multiple directions to prevent wormhole factions from catching the whole group.
 
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I don't know.... When given the choice of:

1) Warp - The Choice of WARHAWKS.
Pros = Indirect Attack attack angles, Ability to safely Retreat.
Cons = Each ship must have a Warp drive unit, onboard, which apparently isn't cheap. (and it's slow - and may take more time to manage).

2) Wormhole - IMPOSSIBLE and imaginative, I like it - The Choice of SPEED!
Pros = you can get anywhere in just 2 Jumps. 1st jump = to your home planet. 2nd jump = where you want to be.
Cons = you must build a wormhole station to facilitate each 'jump' , and you must wait on a 'timing charge' ,
and assuming the cost is justified, the only threat is having your station destroyed. (an extra point of protection).

3) Hyperlanes - A good default choice.
Pros = No cost. Direct travel. Faster than Warp. Safer than Wormholes.
Cons = Too BALANCED, and simple choice.

* I am fascinated with the Wormhole Transportation choice, Ideally as Transportation, but Warp may be more practical in creative attack and special retreating situations. However, they both cost more! And - Given 1 choice, I can't go wrong with Hyperlanes!

So, is the Purpose of ship movement?
1) Tactics 2) Tempo 3) Cost of Tactics/Tempo.

Would I rather play chess: up a pawn (can win), up a couple of moves (can win), or up on Rating (can win)?
What gives me the best odds? I feel, given my directness in play, Warp wouldn't be suitable. I feel, given my fascination with them, I might try Wormhole, unless they are too costly and fragile compared to Hyperlanes, even though Hyperlanes seems like a 'No Brainer'

At least from the dev diary it sounds like wormhole stations will have a range. So you couldn't cross the galaxy in two jumps.
 
At least from the dev diary it sounds like wormhole stations will have a range. So you couldn't cross the galaxy in two jumps.

1) Wormholes probably have a larger range than Hyperlanes, maybe by 2x or 3x of an average Hyperlane initially, but honestly I don't know! Also, if their range wasn't larger (longer); then the wormhole idea would suck, because of their cost, and their ability to be destroyed.
2) Wormhole technology would probably be expandable to the final point I speak of. And, based on the average expansion of an empire, or a circle in space, this 2 jump idea might be doable.
3) This is just how I see it, as being reasonable. If you had to build them everywhere, like if everywhere was a homeworld hub, of 1/2, or some fraction of that just to 'Break Even' then they would be extremely costly and not worthwhile probably in multiple jumps and waiting on 'timing charges', in a comparison sense to Hyperlanes.
 
1) Wormholes probably have a larger range than Hyperlanes, maybe by 2x or 3x of an average Hyperlane initially, but honestly I don't know! Also, if their range wasn't larger (longer); then the wormhole idea would suck, because of their cost, and their ability to be destroyed.
2) Wormhole technology would probably be expandable to the final point I speak of. And, based on the average expansion of an empire, or a circle in space, this 2 jump idea might be doable.
3) This is just how I see it, as being reasonable. If you had to build them everywhere, like if everywhere was a homeworld hub, of 1/2, or some fraction of that just to 'Break Even' then they would be extremely costly and not worthwhile probably in multiple jumps and waiting on 'timing charges', in a comparison sense to Hyperlanes.
Corretions:
1. Hyperplanes are locked to specific paths, and have no ranges what so ever, I think you are mixing Warp and Hyperplanes
 
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You made me realize that a retreating warp fleet could flee in multiple directions to prevent wormhole factions from catching the whole group.

Would that actally be possible though? Are we able to split and move individual ships out of fleets? Not sure if that could be possible in an enemy system or if we don't have enough admirals available to command everything. I'm curious to see if we will be treating fleets as single units to move around the map or if we have more freedom to move individual ships around without leaders.
 
Would that actally be possible though? Are we able to split and move individual ships out of fleets? Not sure if that could be possible in an enemy system or if we don't have enough admirals available to command everything. I'm curious to see if we will be treating fleets as single units to move around the map or if we have more freedom to move individual ships around without leaders.

Yes on the fleet UI there is clearly a Split Half button, and the other usual management buttons - The fleets are just the same as they are in other Paradox games, the regiments/ships so forth can be moved around freely, you could easily split the fleet into half twice, or something and warp them in three different directions.
 
Hyperlane need ships with hyperdrives much similar to warp drives

Ships that are equipped with a Hyperdrive can access these lanes and use them to traverse the galaxy at incredible speed.

Hyperlane however have the significant advantage of being able to leave a system no matter there the ship is positioned while the other two have to move their ships to the edge of the system.

Hyperlane are easy to defend against as they are forced to take certain paths while the other 2 can strike core systems in maybe their first attack.
 
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1) Wormholes probably have a larger range than Hyperlanes, maybe by 2x or 3x of an average Hyperlane initially, but honestly I don't know! Also, if their range wasn't larger (longer); then the wormhole idea would suck, because of their cost, and their ability to be destroyed.
2) Wormhole technology would probably be expandable to the final point I speak of. And, based on the average expansion of an empire, or a circle in space, this 2 jump idea might be doable.
3) This is just how I see it, as being reasonable. If you had to build them everywhere, like if everywhere was a homeworld hub, of 1/2, or some fraction of that just to 'Break Even' then they would be extremely costly and not worthwhile probably in multiple jumps and waiting on 'timing charges', in a comparison sense to Hyperlanes.

Hyperlanes have to follow set paths and stop in every system between their start system and their destination. Which could potentially cause more than a few issues.

As for the cost breakdown for wormhole stations, it basically impossible to say at this point. Devs have said you can have multiple stations in one system though, so I think the hub system could work well (redundancy and all that). I would probably make the hub systems veritable fortresses as well, to keep everything from being too vulnerable.
 
Corretions:
1. Hyperplanes are locked to specific paths, and have no ranges what so ever, I think you are mixing Warp and Hyperplanes

Yes, hyperlanes are locked, specific, and indestructible paths. In comparison, every path in hyperlane terms that is connected to the home world is like a jump range of 1, in wormhole terms. In otherwords, building wormhole stations to just "match" hyperlanes is not good enough. However, expandable ones starting at 2x or 3x might be worthwhile, on terms of jump range conversion to path course changes in the hyperlane world.
 
It was said.. if you have a Wormhole Station in two system, you can create a permanent hole.
 
Hyperlanes have to follow set paths and stop in every system between their start system and their destination. Which could potentially cause more than a few issues.

As for the cost breakdown for wormhole stations, it basically impossible to say at this point. Devs have said you can have multiple stations in one system though, so I think the hub system could work well (redundancy and all that). I would probably make the hub systems veritable fortresses as well, to keep everything from being too vulnerable.

What hyperlane issues? There's no timing charge for hyperlanes and the secret of getting ahead is getting started!
 
What hyperlane issues? There's no timing charge for hyperlanes and the secret of getting ahead is getting started!

Well the big one I see is attrition. If there's hostile fleets (or maybe even environmental effects) in every system between your start and your destination then you'll probably suffer some damage on the way. That's not an issue for wormholes.
 
Well the big one I see is attrition. If there's hostile fleets (or maybe even environmental effects) in every system between your start and your destination then you'll probably suffer some damage on the way. That's not an issue for wormholes.

Wormholes are destructable. (To anyone). Hyperlanes can be ambushed. (By warp). Which is worse? However, the speed dimension is compensated for the lack of safety, as I in vision it.
 
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