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Dev Diary #91: Starbases

Hello everyone and welcome to another Stellaris development diary. Today's dev diary marks the start of dev diaries about a major upcoming update that we have named the 'Cherryh' update after science fiction author C.J. Cherryh. This is a major update that will include some very significant reworks to core gameplay systems, reworks that we have been prototyping and testing for some time. Right now, we cannot say anything about the exact nature of the update or anything at all about when it will be released, other than that it's far away. Normally, we wouldn't be doing dev diaries on an update at this stage at all, but there's simply so much to talk about that we have to start early. Cherryh will be a massive update, the largest one we've done to date, and there are many new and changed things to talk about in the coming weeks and months.

Please bear in mind that screenshots are from an early internal build and will contain art and interfaces that are WIP, non-final numbers, hot code and all that business.

Border Rework
We've never been entirely happy with the border system in Stellaris. While it generally works fine from a gameplay perspective, it has some rather quirky elements, such as being able to claim ownership of systems that you have never visited and indeed have no ability to reach and making it hard to tell what the exact border adjustments will be when planets are ceded or outposts are built. For this reason, we have decided to fundamentally rework the Stellaris border system to be based on solar system ownership. Each system will have a single owner, with complete control of the system, and borders are now simply a reflection of system ownership rather than a cause for it to change. In the Cherryh update, who owns a system is almost always based on the owner of the Starbase in said system.
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Starbases
A Starbase is a space station orbiting the star of said system. Each system can only have a single Starbase, but this can be anything from a remote Outpost to a massive Citadel with its own 'fleet' of orbiting defense stations. Starbases can be upgraded and specialized in a variety of ways (more details on this below), and is the primary means of determining system ownership. This means that wars are no longer fought for colonies controlling a nebulous blob of border that may not actually include the systems you really want, but rather for the exact systems you are interested in, and their starbases. This change of course would not be possible if we kept the wargoal system that exists in the live version of the game (just imagine the size of that wargoal list...), but more on that in a couple weeks.
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As Starbases now determine system ownership, it will no longer be possible to colonize or invade primitives outside your borders in the Cherryh update, but if a system contains a colony and no starbase, it will still count as being inside the borders of the colony's owner. These restrictions are moddable. Since Starbases now cost influence to construct (see below), we have removed the influence cost for colonizing and attacking primitives.

Starbases entirely replace the old system of Frontier Outposts.

Starbase Construction
With borders from colonies gone, empires now start only owning their home system, with a Starbase already constructed around their home star. To expand outside their home system, empires will have to construct Outposts in surveyed systems. An Outpost is a level 'zero' Starbase that has only very basic defenses and cannot support any buildings or modules, but also does not count towards your maximum Starbase Capacity (more on that below). Building an Outpost in a system costs influence, with the cost dependent on how far away the system is and how contigous it is to your empire as a whole, so 'snaking' or building starbases to ring in a certain part of space will be more influence-costly than simply expanding in a natural way. Starbases do not cost any influence upkeep, just an up-front cost when first building one in a system. As this change makes influence far more important in the early game, there will also be significant balance changes to empire influence generation in the Cherryh update.
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As an aside note, because we felt it made very little sense to have a home system with a fully built Starbase but no surveyed planet, empire home systems will now start surveyed, with a only slightly randomized amount of resources, and mining/research stations for some of those resources already in place. This should also help make player starts a little less random, ensuring that you are never *completely* without resources in your home system.
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Another thing we have been wary about when working on this is making sure that building the Outposts for each system does not simply feel like adding tedium. Right now, between the fact that which systems you choose to spend your limited influence on is an extremely important choice, and various tweaks and interface improvements we are making to ease up the process of developing your systems, we are confident that this will not be the case. We've also made it so that there are no entirely 'empty' systems (systems with no resources at all), as we discovered during playtesting that spending influence to claim such a system felt extremely unrewarding.

Upgrades and Capacity
Each empire will have a Starbase Capacity that represents the number of upgraded Starbases they can support. There are five levels of Starbases:
Outpost: A basic Outpost that exists only to claim a system. Costs no energy maintenance and does not count towards the Starbase Capacity, and cannot support buildings or modules. Outposts will also not show up in the outliner or galaxy map, as they are not meant to be interacted with at all unless it is to upgrade the Outpost to a Starport.
Starport: The first level of upgraded Starbase, available at the start of the game. Supports 2 modules and 1 building.
Starhold: The second level of upgraded Starbase, unlocked through tech. Supports 4 modules and 2 buildings.
Star Fortress: The third level of upgraded Starbase, unlocked through tech. Supports 6 modules and 3 buildings.
Citadel: The final level of upgraded Starbase, unlocked through tech. Supports 6 modules and 4 buildings.
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Regardless of the level of the Starbase, so long as it is not an Outpost, it will use 1 Starbase Capacity and will show up on the map and in the outliner. Overall, the design goal is for the vast majority of Starbases to be Outposts that you never have to manage, with a handful of upgraded Starbases that are powerful and critical assets for your empire. Going over your Starbase Capacity will result in sharply increased Starbase energy maintenance costs. Starbase Capacity can be increased through techs, traditions and other such means. You also gain a small amount of Starbase Capacity from the number of Pops in your empire. If you end up over Starbase Capacity for whatever reason, it is possible to downgrade upgraded Starbases back into Outposts. It is also possible to dismantle Starbases entirely and give up control of those systems, so long as they are not in a system with a colonized planet.
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Spaceports and Ship Construction
Starbases fully replace Spaceports in the role of system/planet defense and military ship construction. Spaceports still exist, but are no longer separate stations but rather an integrated part of the planet, and can only build civilian ships (Science Ships, Construction Ships and Colony Ships). To build military ships you will need a Starbase with at least one Shipyard module (more on that below). Starbases also replace Spaceports/Planets in that they are now the primary place to repair, upgrade, dock and rally ships, though civilian ships are also able to repair at planets.
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Modules and Buildings
All non-Outpost Starbases can support Modules and Buildings. Some of these are available from the start of the game, while others are unlocked by tech. Some modules and buildings are only available in certain systems, for example Trading Hubs can only be constructed in colonized systems.

Modules are the fundamental, external components of the Starbase, and determine its actual role. Module choices include Trading Hubs (for improving the economy of colonized systems), Anchorages (for Naval Capacity), Shipyards (for building ships, duh), and different kinds of defensive modules such as gun turrets and strike craft hangar bays that improve the Starbase's combat ability. There is no restrictions on the number of modules you can have of a certain type, besides the actual restriction on module slots itself. This means, for example, that you can have a Starbase entirely dedicated to Shipyards, capable of building up to 6 ships in parallell. Modules will also change the graphical appearance of the Starbase, so a dedicated Shipyard will look different from a massive defensive-oriented fortress brimming with dozens of gun turrets.
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Buildings represent internal structures inside the Starbase proper, and typically work to enhance modules or provide a global buff to the Starbase or system as a whole. Building choices include the Offworld Trading Company that increases the effectiveness of all Trading Hub modules, and the Listening Post that massively improves the Starbase's sensor range. You cannot have multiples of the same building on the same Starbase.
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Defenses
One of the fundamental problems with the military stations in the live version of the game is that they simply do not have enough firepower. Even with impressive hit points and shields, a station with at most a dozen or so guns simply cannot match the firepower of a whole fleet. An another issue is the ability to build multiple defense stations in the same system, meaning that no single station can be strong enough to match a fleet, as otherwise a system with several such stations will be effectively invulnerable. For this reason we decided to consolidate all system defenses into the Starbase mechanics, but not into a single station. Starbases come with a basic array of armaments and utilities (gun and missile turrets, shields and armor, etc), with the exact number of weapons based on the level of the Starbase. These are automatically kept up to date with technological advances, so your Starbases won't be fielding red lasers and basic deflectors when facing fleets armed with tachyon lances.
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Additionally, Starbases (with the exception of Outposts) have the ability to construct defense platforms to protect them. Constructed defense platforms will form a 'fleet' around the Starbase, supporting it with their own weapons and giving Starbases the firepower needed to engage entire fleets. The amount of defense platforms a Starbase can support may depend on factors such as starbase size and modules/buildings, technology, policies, and so on. The exact details here are still being worked on, but the design intent is that if you invest into them, Starbase defenses will scale against fleets across the whole game rather just being completely outpaced in the late game as military stations and spaceports currently are in the live version.
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One last note on Starbases: For a variety of reasons (among them to avoid something like the tedious rebuilding of Spaceports that happens at the end of wars) Starbases cannot be destroyed through conventional means. They can, however be disabled and even captured by enemies. More on this in a couple weeks.

... whew, this was a long one but that's all for today! Next week we'll continue talking about the Cherryh update, with the topic being Faster than Light travel...
 
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Because it is.

I think there's an actual argument to be made that building mining/research stations is excessively micro-intensive beyond the very early game, and that's an area we could target for 'less clicking' much moreso than outpost building.
 
Choosing which system to expand to is absolutely a strategic decision, because you can't simply expand to them all. That's like saying choosing which rival you'll declare war on first isn't a strategic decision because your long-term plan is to attack them all.
To be completely fair, I can somehow see this being micro intensive if you want to rapidly expand. Maybe you could "draw a rectangle area" to claim multiple systems with one click? Like "build outposts in this area defined by the rectangle drawn by the mouse"
 
Nice it appears Stellaris is growing a beard.

As an aside note, because we felt it made very little sense to have a home system with a fully built Starbase but no surveyed planet, empire home systems will now start surveyed, with a only slightly randomized amount of resources, and mining/research stations for some of those resources already in place. This should also help make player starts a little less random, ensuring that you are never *completely* without resources in your home system.
I got to say I dislike that change because it means fewer planets to survey which means less chance for anomalies. Also I dislike that you are pushing the start further and further into the game when the early game exploration is the best bit.

Citadel: The final level of upgraded Starbase, unlocked through tech. Supports 6 modules and 4 buildings.
Have you fixed the naming convention for citadels I pointed out last week? Citadels named for their location are never "Location Citadel" they are "Citadel of Location" So not Sol citadel but Citadel of Sol.

Modules will also change the graphical appearance of the Starbase, so a dedicated Shipyard will look different from a massive defensive-oriented fortress brimming with dozens of gun turrets.
Cool but didn't you say adding modules and stuff like that was the by far most work intensive thing you could be adding?
 
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To be completely fair, I can somehow see this being micro intensive if you want to rapidly expand. Maybe you could "draw a rectangle area" to claim multiple systems with one click? Like "build outposts in this area defined by the rectangle drawn by the mouse"

It doesn't really work like this because of the influence cost. You don't just grab large chunks of space at once.
 
I think the concern about micro and clicks could be solved by UI tweaks and qol stuff.

If you could que an outpost from the sector interface, or ships from the map view ala building armies in eu4, I think a lot of the worst concerns would be addressed.

Also, guys. The fleet control window in galciv should be stolen outright. Two clicks to reroute every military ship in your empire, and more, it's a thing of beauty.

Yes. Or if you could just click the outpost button on a construction ship, then click on a star it would half the number of clicks required.

I.e you're telling the game 'build outposts... here, here, and here'. Instead of 'here, build an outpost, here, build an outpost, here, build an outpost'.
 
I’m excited for the implications that starbases have on space combat. Now instead of fleets hopping around aimlessly or going straight to the capital system, there seems like there’s going to be an actual sense of “taking territory.” Hopefully that will make fleet engagements a bit less like whack-a-mole.

Also, as someone who enjoys playing defense, having stations as viable defensive assets is very promising.

Looking forward to this update.
 
If it works like frontier outposts currently work where we select the construction ship from the outlier, right click the system, select build outpost. Then i don't see a problem.
That's management, not micro management.
 
I think there's an actual argument to be made that building mining/research stations is excessively micro-intensive beyond the very early game, and that's an area we could target for 'less clicking' much moreso than outpost building.

Sounds like a UI rework for one would work for the other.

It's not the concept of one outpost per system I'm objecting to - I don't love it but I don't hate it either - but the process of building them...
 
Everyone: Stellaris is broken, change everything
Wiz: You're right in some ways. Here's what we're re-doing to make the game better
Everyone: omfg why did you change it

:D :D :D

In all seriousness though I am v. much looking forward to this. It always frustrated me to no end that a.) building ships in the late game was a chore, I just want a big centralised Kuat-style shipyard and b.) defenses did pretty much nothing and there was no way to put up meaningful resistance beyond a doomstack throwdown. Hooray for space fortifications that hopefully actually do something more than act as speed bumps
 
Really excited about most of these changes, and willing to give the few things I'm unsure about the benefit of the doubt (e.g. I would really like to see a UI way of building outposts that's less like building mining stations and more like adding systems to sectors, i.e. one click from the galaxy map, but hey, maybe it won't be that annoying).

The one thing I really have a hard time with, however, is that fleet of defense platforms with no ability to build any other military stations. Takes a lot of the strategy out of intra-system combat and preparing for it; if all your defense platforms are around your starbase, what's to stop an enemy from swooping in with a tiny fleet and a big wing of transports and invading a colonized planet at the outer edge of the system? I used to be able to build military stations at strategic points near my valuable planets; now I have to rely on the attacking fleet flying past the starbase.

Also I think the cloud of defense platforms looks really, really unnatural. I know these are early mechanics and it may look different in the final release, but I really hope it's going to appear more natural than a bunch of evenly spaced platforms in a circular formation, I mean come on, at least put them in a sphere around the starbase.

(All in all, though, this looks like a great change that will fix a lot of the problems with the current incarnation of expansion-related gameplay in all its forms.)
 
I was wrong in the previous message, but now I'm worried about what will happen to the primitives, I remember in the middle of my empire appeared primitives that invented the FTL .It will not be any more? Given the new system of borders
 
With FTL Inhibitors!

"You made a fatal mistake to come here to my system." - 5 million military power citadel to a 800k military power fleet.

"Emperor Shmoopy, we've finally invented and refitted the armada with our new Jump Drives! What are your orders?"

"Excellent! this fleet nearly bankrupted our entire empire, but it was worth it! For our first display of power, we shall explore the hitherto unreachable Char Nebula, now that hyperlanes are no longer a limitation for us!"

*Jumps into a system overrun with eldritch abominations with FTL inhibitors*

"And so ended the long history of the Shmoogle Empire. Centuries of galactic domination coming to an end in a matter of hours."
 
The people complaining about too much micro do realize that the other empires will claim systems as well? So by midgame, every single system will have been claimed by someone? Considering the influence costs, how many systems do these people think they'll be able to claim by then? You have read that the Outposts cannot be destroyed? You'll probably take at most 100 systems through this system, after that it's swapping ownership through war for which we get an entirely new system.

So I don't see any issue here. Borders should have worked on a system by system basis from day one.
 
I'd love to see a related change to FTL traps that let them extend to a radius beyond the starbase system they're in, pulling in anything that tries to jump through that radius to systems beyond it. Allowing you to create a defensive line against Warp/Jump Drive ships instead of "make an army of Starbases three systems deep into your territories in all directions, that's the only way to be sure".
 
It doesn't really work like this because of the influence cost. You don't just grab large chunks of space at once.
Ah okay, I understand your point, you mean that if I do this, I wont be getting the discount for the next system if an outpost is built, but then again this same issue arrises when you are queueing up multiple outposts one by one as then as you said, they will not know (cannot know of course) that a new system will be claimed and the outpost is going to be finished earlier.

In an example: This is the same issue as of right now: you plan to colonize a 200 influence cost planet and there is another one next to it for another 200 influence cost. If you queue them up it will cost you 400 influence but if you had waited for the first to claim the system it will onyl cost you a 100.
I am not sure if I am explaining my point:

TL DR: So in short, queueing up multiple system claims with outposts will be very tedious as you SHOULD wait for each to finish to get the influence reduction and apply the "new prices". OR are there any plans to give us players an easy way to plan and order our expansion?

I am not sure why are you saying my idea should not work: You draw a rectangle > you tell the construction ship to start building outposts. The resource will be deducted after each outpost constructed, so you only made ONE click to start claiming like 12 systems and you will pay each construction cost NOT upfront BUT after each order is actually started.

I know the current system uses the UPFRONT pay mechanics which are not suitable for this so this must be changed, otherwise I dont see how you could queue up your expansion.

Or if gameplay wise expansion is slowed down that much then of course all of this does not matter, but only you know that.
 
Hello, may I suggest an improvement.

If you mouseover a starbase / planet you see exactly which system are in its borders.

"I want to attack someone and get exactly system X, but it's on the border between two starbases and I don't know under which starbase it falls. If I mouseover over the starbase it will now highlight all systems under it".

I hope someone reads and considers this. Thank you!