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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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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)

Hyperlanes for me is the way it should be since the game was released, its the most strategic way to play the game, however, the most nerfed FTL method right now, those changes will add deept to the game which will become way more complex, will become a true grand strategy game, I loved it.

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.

This is also a game changer and will add a sensation of attriction, longer you run into enemy territory longer you'll have to cross in order to leave, which means they can set traps in your back and you will have nowhere to run, wars now will be much much better.


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.

I like this new way, however, would be even better if you could not see the entire galaxy at the game begining, if there was some kind of fog of war that would force people to explore in order to find the routes.

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 wen 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.

Now we are talking, the stable wormholes are like the Star Trek ones and they are awesome, a great addition to the game, however, you guys should allow people to enter in unstable wormholes like it happened in TNG: "The Price", unstable wormholes change the destination point and send the ships to a random place in the galaxy, the destination changes after a few hours, which in the game could be days or months.

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.

We're getting Mass Relays for Christmas, a great way to deal with big empires, I hate have to moving my fleet across my entire territory that consumes half of the galaxy, cherrs for this one.

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.

I didn't liked very much, in fact I never liked jump drives, but it's a improvement if we compare the way it is today.

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 on 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.

This is something I missed as well, nebulas will be great to ambushes, pulsars will force people to use armor instead going full shields, neutron stars will make long range weapons even more effective and black holes will be good against corvette swarms, I would add some hazards like supernovas and stuff like that, but its ok for a latter patch.

Dev diary 10/10, I loved it, just got in the hype train.

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While I welcome and agree with the FTL redesign, I do sympathize with people who prefer the current system. I hope it's left in a salvageable state for the modders to reimplement.
 
Well, as someone who is not a fan of hyperlanes, i guess this is where i stop updating Stellaris (any DLC that comes after this update would be pointless as well, obviously).

Not a fan of this. I'd be ok if you released a sequel with this change, but this is a radical change to a game i bought for a certain premise. I would not have bought this game if it was hyperlanes only, to be honest.

Fair ye well, Stellaris.
 
This is actually looks worse than what I expected since it seems we can't mod warp back to the early game. I'll give it a try before forming an opinion, but I have more games I want to play than time to do it so Stellaris will probably go down in my priority list and if the hyperlane only system looks as bad as I remember from other games I may stop playing the game.

But I understand the decision was not done lightly and the other ideas look very interesting.
 
Mostly expected from earlier stream and teases. Although I have to say it is admirable that the team is willing to make such design change to a released game. Good job.
While I do believe these changes are for the betters, my biggest concern is how AI is going to handle them. Some ideas, like sensor range and ambush, may works fine in PvP scenario but really difficult for AI to understand them properly. Even in the current version AI struggles to manage its fleet under hyperlane only mode, frequently failed to send its fleet to frontline when their empires are cut off. Or send their fleet along wrong path and waste months traveling aimlessly.
If these problems can be solved then I can see these new system creating more interesting warfare and dynamic gameplay.
 
I have to admit, I'm a bit angry and sad right now...

I absolutely HATE the removal of warp. I only ever roleplay STAR TREK games in Stellaris (using base game graphics and a couple name list mods) and now the game won't have warp drive... I have logged over 1350 hours in this game and this is such a fundamental change TO THE WAY I PLAY, I'm actually angry right now... Adding geography is nice and all, but this is a SPACE simulator... with space, you're supposed to be able to go anywhere and not be limited. Uggh... will seriously make me reconsider playing Stellaris as I WILL NO LONGER GET MY STAR TREK ROLEPLAY FIX (and I can't stand STO) and that makes me sad.

I've also played some hyperlane and hyperlane-only games, and I'm not a fan. I don't like the restrictions on where you can go. Chokepoints don't make sense in a SPACE game. And I could go on with why I don't like them, but I've already tried them in an environment where everyone was forced to use them, and still didn't like using them from a ROLEPLAY or GAMEPLAY perspective.

Why not simply force combat engagements when two enemy fleets are within 2 systems of each other; no sublight chase to an engagement area, just put them into combat and let us see the result. That would have solved more problems with warfare than this FTL re-work will, and it wouldn't have angered this former Stellaris fan (and I know I'm not the only one who feels this way).

TLDR; won't play without warp as I can't roleplay Star Trek. Thanks for fundamentally altering a great game into something I no longer have any desire to play. Find a better solution to problematic warfare.
 
Sounds awesome! I never enjoyed the fuzziness of fighting a war in Stellaris, and this update is something I think will make it a lot more concrete.

Will you include more map scripts in the base game, which will build on these improvements? E.g. "Archipelago" where the whole galaxy consists of these smaller regions separated from each other until such gateway techs are invented? Like the "continents" map script in civilization, where you'll be stuck with one or two other civs until you invented ocean sailing.
 
As someone who plays hyperlanes-only because I want static defenses to matter, this is amazing.

I'm curious how you'll change the Commonwealth of Man lore, however. Will there now always be a natural wormhole connecting Earth and Deneb?
I don't think it needs huge changes. The reason Earth abandoned wormhole research was because the experiment failed. Creating reliable wormholes (at least at their pre-FTL level of technology) didn't work out. It obviously did create a wormhole and one of the arks survived but even then the method they used was faulty and couldn't be controlled so it wasn't practical enough to build a space nation upon.
 
Well, as a fan of wormholes I can't say that this wasn't a bit disappointing, though predictable. However the gateways seem like a fair compensation as they seem to be essentially quality wormhole generators, being rarer (which has some niceties in itself) but no limits to their range (which never made sense to me anyway as wormholes don't involve any travel in realspace). I am however somewhat sceptical towards the fact that you need to align with the system you are to travel to when inside your own system, as it may drastically cut down travel time as the ships have to travel through the entirety of the systems that they pass. Hopefully sub-light travel will be faster to amend this.
 
I don't think it needs huge changes. The reason Earth abandoned wormhole research was because the experiment failed. Creating reliable wormholes (at least at their pre-FTL level of technology) didn't work out. It obviously did create a wormhole and one of the arks survived but even then the method they used was faulty and couldn't be controlled so it wasn't practical enough to build a space nation upon.

Jump Drives are essentially wormhole drives, so yeah, they made a primitive and completely unreliable Jump Drive and it didn't go so well.
 
I will admit that I'd have preferred warp + interdictor bubbles to have been the default option instead of hyperlanes with all of their contrived geographical factors and general overuse in sci-fi, but otherwise I'm thrilled at the direction this is going for the game as a whole.

Will it be possible to build your empire in such a way as to beeline wormholes and gateways very early on?
 
First reaction: KHAAAANNN!
Later: Hm, seems legit
 
1. Will FE start with access to gateways?(Due to their advanced old tech)

2. More of a comment, but definitely keep wormholes, gateways as mid-late game stuff. Too early and you'd diminish the switch to hyperlanes only. A solid mid-late game tech unlock would provide more strategy at the later stage (especially if building your own gateways was a solid late game tech)
 
Having thought about it, I think I'm ok with this change. I've always primarily played warp and while I'm sad it'll disappear as is, I'm optimistic that it's a worthwhile sacrifice to improve the war side of things.
 
These changes have my blessing Wiz. Keep up the good work! By the way, me and my friends were wondering if there are any plans to make more story packs like 'Horizon Signal' in the future. It's these kinds of special events (not only Horizon Signal, but also chains like 'In Limbo') which really help make the game come to live. Would love to see more like it, especially combined with the new natural wormhole and hyperlane chokepoint mechanics described in the diary.
 
As a wormhole player, I have to admit that as much as I like the idea of asymmetric FTLs and appreciate that Stellaris tried to make them work, I think this is good for the game. I play all FTL enabled, but it still doesn't feel very asymmetrical or engaging, because there is no way to interact with other FTL forms. Ironically, by restricting FTL to hyperlanes and introducing natural wormholes and gateways, jump/psi-drive changes, inhibitors and terrain, FTL-travel will be more interactive than ever. You can actually progress with FTL tech to a mechanically different direction, without having jump drives being both boringly OP and the only choice of an FTL upgrade.

At the same time, it feels a bit sad and yet I'm more optimistic about the game's future than ever. Kudos to you for sticking to what you think is best for the game, controversial or not.
 
I would like to applaud the Devs for actual taking a difficult decision that should ultimately make the game better. Would it have been nice to keep 3 different FTL methods? Yes. Could that be made work? Experience and logic say no. So in the end this is the best decision.
 
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