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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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you can watch their design corner on their youtube account for the answer. there's a lot of reasons mostly just for convenience, like being able to build them from the galaxy map. stuff like consistency, so you know exactly where the citadel is when you jump into the system, etc.
But it doesn't really make sense from a logical standpoint. It makes far more sense to have a giant space station in the vicinity of a planet than have it be located near a star, far away from any populated area.
 
But it doesn't really make sense from a logical standpoint. It makes far more sense to have a giant space station in the vicinity of a planet than have it be located near a star, far away from any populated area.

It makes sense to have the station as far away from ambush points as possible. If people can only get into the system at the outskirts then putting the station in the middle allows it to defend everything equally and stops the any enemies jumping in close to it and negating it's range advantage.

As has been already pointed out any commuting costs are negligible compared to defense advantages.
 
I've recently seen the design-corner-dev-stream ...
The (new) border-system rocks and the starbases are great, too ! - Good job so far !

Edit:
I've added a pic of the empire-borders in their game - It's the earliest early-game, but it's already awesome to look how the (new) border-system works ! ...
aaa.png
 
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Are we allowed to put the Outpost or Starbase where we want in the system or are we locked in the same spot every time. Because I can see tactical advantages in being able to put a Starbase where I would like to like closer to a hyper Lane either offensively or defensively. Offensively being closer to a hostile warp line for the purposes of building warships and sending them through faster and defensively as say a bulwark on to the next link preventing someone from taking the lane into my Homeworld.
 
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Are we allowed to put the Outpost or Starbase where we want in the system or are we locked in the same spot every time. Because I can see tactical advantages in being able to put a Starbase where I would like to like closer to a hyper Lane either offensively or defensively. Offensively being closer to a hostile warp line for the purposes of building warships and sending them through faster and defensively as say a bulwark on to the next link preventing someone from taking the lane into my Homeworld.
FTL inhibitors. And they are locked next to the star.
 
that, and completely destroying one would also remove territorial claims, and that's a ton of headeaches on it's own, on top of the anouence of rebiuldig.

there is the ability to disable the starbases, which I imagine is going to have similar effects to destroying it, just cheaper/easier to recover from after the war is over.
Then it hints that the starbase design is flawed itself and they might want to alter it, rather than pile up weird restrictions on it to make it work ?
 
My suggestion would be, to get rid of physical outposts and instead have a new map overlay that lets you add solar systems to your area of influence - similar to the sector management.

With this - and since you are reworking the influence system anyway - you could even make the influence cost for claiming systems monthly: If your influence is strong, you can claim more systems. Otherwise you have to let go of areas.

I like this as a third claiming system. The attitude of races using this system is, "It's ours because we say it is. The universe is free for the taking. It is our right to claim the systems we desire. As it is for all races, on a first claim first own basis, of course."

Such a system would obviously need to have a variable influence costs depending on distance from actual colonized planets and / or connection to other claimed systems.
 
I like this as a third claiming system. The attitude of races using this system is, "It's ours because we say it is. The universe is free for the taking. It is our right to claim the systems we desire. As it is for all races, on a first claim first own basis, of course."

Such a system would obviously need to have a variable influence costs depending on distance from actual colonized planets and / or connection to other claimed systems.
The method I think would be good :

You claim a system that is next to one you own, at the cost of some influence. It stays claimed for a time (one year ? Five years ?), after which it revert to "unclaimed".
You can only build something in a claimed system. Once you build something, it becomes "owned". If you lose everything in a system, it reverts to "claimed".
There, done it.
 
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.
Perhaps a tech that unlocks early midgame that does something like 'private mining construction' that builds stations from a fund that is either filled through consumer good costs or through a button the player presses?
 
What if I don't want to waste a slot on a ftl inhibitor? I want to draw a line In the sand, saying you can't go farther than this
Huh? How are you going to prevent ships going further if you aren't going to inhibit their FTL?
 
Huh? How are you going to prevent ships going further if you aren't going to inhibit their FTL?
By building the starbase on the hyperlane I want blocked and turning it into the biggest pile of guns possible.

From my understanding you can build an outpost open to whatever your highest base level is whether or not there is actually a habitable world in that system. I'm perfectly willing to build essentially a Gandalf level defensive Nexus on a hyperlane leading deeper into my territory yet leaving others an out. There are already worthless systems in Stellaris. There's a good chance with hyperlanes that there will be systems critical to the defense of my territory that have no infrastructure to defend. It's systems like these that I would want to put the Starbase where I want it.
 
Meh, doesn't sound too great. Having the need to have a station in every single system is going to be tedious beyond words. Where before that your empires borders were a representation if your might, now it's just a representation of the patience you are willing to bring up to issue your construction ships the command to build a base in 600 different solar systems. Not a fan of that to be honest. This sounds like it really will just give players even more work, for FAR FAR FAR less reward than you had before. When you planned well in the earlier versions, building a claiming starbase in a solar system could give you 5 or 6 systems into your empire. Now planning is gone completely, as you'll have to build a base in every single system anyway, it will be tedious beyond words because now you will have to build 6 or 10 or even more times as many starbases as before, and micromanage all of them, and it will be way less rewarding because now, whenever you build a new starbase, you will get one new system to mine instead of a couple.

That's going to be a serious pain, i really hope you guys will think of something to offset that. Because i don't think a lot of people will enjoy doing 6 times the work for 1/6th the reward.
 
@Wiz

I understand the interface is a work-in-progress, but will you be able to build fortresses and defense stations as part of a starbase's defense grid, not just plain defense platforms?
 
Would it be possible for a Fanatic Pacifist's Outposts to not have basic defenses? If there is a danger that an outpost might actually open fire on foreign ships, that will be a deterrent to ever expand beyond my starter system under a Fanatic Pacifist ethic.
 
Would it be possible for a Fanatic Pacifist's Outposts to not have basic defenses? If there is a danger that an outpost might actually open fire on foreign ships, that will be a deterrent to ever expand beyond my starter system under a Fanatic Pacifist ethic.
That doesnt sound like being like a pacifist. That sounds like being a suicidal species.
 
But it doesn't really make sense from a logical standpoint. It makes far more sense to have a giant space station in the vicinity of a planet than have it be located near a star, far away from any populated area.

so, just going to point out a few things. it's logical to put a restriction on something, if it makes it easier to work with. You might be instead saying, it's not 'realistic', this is a Logical fallacy called argument from nature. Just because something happens in nature or the universe doesn't mean it's the best in all situations, you must still provide evidence why it works in nature on how that applies to the game.