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Stellaris Dev Diary #289 - Hide and Seek

A staple of sci-fi that has long been missing from Stellaris is the ability to have fleets and stations capable of being cloaked and hiding from enemy sensors. With the addition of Awareness and improvements to interactions with pre-FTL civilizations, we felt that First Contact was the right place to explore how cloaking could be added to the game in a meaningful way, tying into warfare, exploration and espionage.

When we set out to design the cloaking and counter-cloaking systems our goals were that:
  • Science ships should be able to equip cloaking devices to allow exploration of space regardless of if another empire has closed their borders to you.
  • Observation posts should be capable of being hidden from the pre-FTL civilizations they were observing.
  • Military vessels should be capable of cloaking, with limitations. Cloaking should be balanced such that it is better to cloak frigates or cruisers than battleships.
  • Cloaking should interact with the existing espionage system.

So how does this work in practice?

Cloaking Field Generators are a new type of ship component that is limited to one per ship and occupies either an Aux slot (for designable ships) or a special cloaking device slot (for undesignable ships e.g., science ships or observation posts). The first cloaking devices available can only be equipped on corvettes, frigates, science ships and observation posts. As technology improves so does the cloaking strength provided by the cloaking devices and the size of ship they are capable of cloaking.

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Basic Cloaking Field Generators unlock cloaking for corvettes, frigates and selected civilian ships.

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Advanced Cloaking Field Generators unlock cloaking for destroyers.

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Elite Cloaking Field Generators unlock cloaking for cruisers.

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Dark Matter Cloaking Field Generators unlock cloaking for battleships and titans.

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Psi-Phase Field Generators unlock cloaking for battleships and titans and offer the best cloaking strength in the game.

While cloaked, ships and fleets can ignore closed borders and can’t be detected by normal sensors. This can be useful for a variety of reasons such as having science ships explore and survey systems that might otherwise be blocked off, research anomalies or special projects inside the borders of your rivals or getting a well armed fleet situated to ambush an enemy starbase upon war declaration. Cloaked science ships will also have another trick up their sleeves, being able to perform covert reconnaissance on colonized planets to gather Intel on other empires and increasing the speed at which this Intel is gained. Finally, cloaked fleets and observation posts can’t be seen by pre-FTL civilizations, so using them will minimize your chances of accidentally increasing their Awareness.

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Performing reconnaissance on an enemy can provide a great deal of Intelligence.

Due to the power draw and manipulation of particle fields, cloaking imposes penalties on the shields of ships while cloaked, depending on the type of cloaking device equipped:
  • Ships equipped with a Basic, Advanced or Elite Cloaking Field Generator suffer from 100% Shield Nullification while cloaked.
  • Ships equipped with a Dark Matter Cloaking Field Generator have a reduced penalty of 50% Shield Nullification.
  • Ships equipped with a Psi-Phase Field Generator and any regular shields will suffer from 100% Shield Nullification while cloaked.
  • Ships equipped with a Psi-Phase Field Generator and psionic shields or barriers will not suffer from any Shield Nullification while cloaked.
It’s important to note here that as of 3.7 “Canis Minor”, both Shield Nullification and Armor Nullification have had a slight change. Previously, if a fleet suffered from 100% Shield Nullification (such as being in a pulsar system) and then the nullification was removed (say by leaving the system), their shields would instantly jump back up to full strength. This has been changed so that the fleet has to restore shields back to full capacity via their shield regeneration.

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Spreadsheets are an important part of our design workflow!

The cloaking strength of a fleet is determined by the ship in that fleet with the lowest possible cloaking strength. Thus, in order to be able to cloak, all ships in the fleet must be capable of cloaking. How well a fleet can cloak is described by the stability of the cloaking field of a fleet and can range from Non-Existent to Exceptional depending on the cloaking strength of the fleet.

This stability (or cloaking strength) factors into both how easily a starbase can detect or reveal the cloaked fleet (more on this later) and what penalties (if any) the fleet may suffer from.

It’s worth keeping in mind that, as the cloaking strength of a fleet is determined by the ship with the lowest cloaking strength in the fleet, a fleet of mixed battleships and corvettes will have a lower cloaking strength (and be more easily detected) than a fleet solely comprised of corvettes.

The highest level of cloaking strength and the corresponding cloaking field stability obtainable purely by ship components is 5 (Very High). In order to reach strength 6 or greater and thus the various grades of Exceptional stability, your fleets will require additional sources of cloaking strength, such as finishing Subterfuge traditions or hiding in a nebula.

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Cloaking Strength levels and penalties

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A UNE science ship makes use of a nebula to boost their cloaking strength.

In order to be detected or revealed a fleet needs to be within sensor range of an enemy starbase with a Detection Strength equal to or greater than the Cloaking Strength of the fleet. Detection Strength is normally gained by building Detection Array modules on a starbase, though certain rare technologies can unlock buildings or orders for science ships to further increase this.

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Oh, and we rearranged the starbase UI to list various previously hidden modifiers.

When a fleet is detected by a starbase, it is either detected or forced to decloak depending on these conditions.
  • If the cloaked fleet is outside of your borders, you’ll be able to see it, with the cloaking visuals, but it won’t be decloaked.
  • If the cloaked fleet is inside of your borders, it will be forced to decloak.

If a cloaked fleet is inside another empire’s borders (and thus is not detected) when you declare war, it will not be forced to go MIA like normal.

Now to hand over to @PDS_Iggy to discuss the new civics!

For this story pack we were always on the lookout for flavorful and fun civics we could add to further explore the themes of First Contact. It was thanks to a helpful comment from one of our betas that Alfray and I started to investigate a generic Low-Tech civic. The aim was to add a civic that could be used in combination with other existing origins to get a pre-FTL feel.

After brainstorming and fusing ideas we came up with a low tech civic in which you start with reduced resources and a very limited jumpdrive.

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Reaching for the stars, no matter what.

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What is out there?

Exploration Vessels are early science ships and Engineering Vessels are simple construction ships.

Alfray and I also wanted to challenge ourselves since civics are often just identical for all government types, so we made a unique one for each government style. In the end we implemented multiple civics that should be able to facilitate many fantasies and builds.

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The Stargazers starting info as well as the Jump Range

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Look at them go!

And before you ask, you can put these jump drives on your other ships. It's even something you will have to you will have to do if you want to get our new achievement:

The Path Not Taken - Have 10 colonies without ever discovering Hyperdrives.

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Déjà vu!

Finally, I'll leave you with an in-game gif of the MSI flagship activating its cloaking field.

Flagship Cloaking.gif

 
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Hit the enemy where he least expects, and hide in the shadows of space.

Research boundaries?! Unacceptable? We'll explore from the emptiness of the shroud
 
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Oh god
does that mean FEs can cloak?

Also what happens if you somehow go over 5 cloaking strength? Does it cap at 5 always or does it counter high cloaking detection because it’s stronger than it?
Also do Sentry Arrays detect cloaked ships?
I think that is very much the implication here. Except the spiritualist one? They'll probably use psionic instead :^)
 
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Ok, thats is huge in many ways. Especially the additional boost for psionics and an addition to the subterfuge tradition are really nice.

---
Question: What exactly is the bonus from finishing the subterfuge tradition and what other options exist to bring the cloaking level permanent above 5? Is there a maximum?
---

But i feel here are some missed opportunities:

First: No real cloaking Civic or Origin with that trope ( i remember a not used origin icon in the files "covered operations")

Second: Why is the invention of cloaking a normal tech for everyone? I had expected a Ascension Perk or another "gate" for inventing them. Not every empire in the known sci-fi tropes has got such a thing.

Third: Why is there no option for cloaked sabotage, thievery or cloaked BO's for Criminal Syndicates? That would be the real deal for me. Cloaked Sabotage vesseld similar to a science ship with a envoy to limit them. The only similar action going in that direction is what the science ships now can do, but everything here has at least open warfare or recon in mind. I really miss the option for doing some damage undetected and blame someone else for this.


The low tech civics on the other hand are nice, bringing back a slight feel of the lost wormhole drive :)
 
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I love stargazers

I hope you guys are ready for doomsday eager explorer :^)
Oh that would be very cool. And would make it even harder than before with 10 less pops producing resources. I like it!
 
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So I am kind of curious as previously trying to send a ship into a nation that had closed its borders to you was an act of war. what happens when a science ship is unveiled in enemy territory? Does that give a casus beli? Or something to that effect ALSO clearly there needs to be a galactic resolution called "The Treaty of Algeron" that prevents cloaking from any civ or face castigation
 
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I forgot to ask something on my main post, but as alfaray stryke mentioned on twitter the Whispers will give Cloaking Detection with its sanctum
does it also give Cloaking strength as well?
will the Mark of the Whisperer give extra cloaking strength for example?
 

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While cloaked, ships and fleets can ignore closed borders and can’t be detected by normal sensors. This can be useful for a variety of reasons such as having science ships explore and survey systems that might otherwise be blocked off, research anomalies or special projects inside the borders of your rivals

I love what I see (no pun intended)

A few questions remain:
  • Do fleets have natural cloaking detection or components that give that ability?
  • Do we see cloaked ships from subject empires or military allies or federation members?
  • Is there a resolution for the Galactic Emperor to outlaw cloaking for anyone but himself?
My gripe with border control mainly comes from the extreme rush I have to do when exploring the L-Cluster. I can't tell my subjects to keep the eff out of it, I can't kick them out and prevent them from stealing my anomalies.

Now that cloaked science vessels can circumvent closed borders, I can already see (or not see) dozens of science vessels swarming into the L-Cluster and stealing what is rightfully mine.

Something like an inverse "forbid system", just not for me, but for everyone else but me. That, plus some ways to set up detection would help.

But I really love the addition of cloaking and the different levels of it. Really well done.
 
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Excited for cloaking. Can you tell us where cloaking and anti-cloaking tech is first researched in terms of a timeline within a playthrough? Is there a hard limit on how many ships can be cloaked? I can forsee most people just cloaking their science ships as a matter of course as there is no disadvantages it would appear.
 
So what happens when a fleet is detected inside anothers territory and has to decloak?
Instantly goes MIA unless they have open borders? Are there treaties that allow others to send cloaked fleets through your territory and not have them decloak when detected? Any CB or relation penalty when cloaked fleets are detected inside your territory?
Any galactic senate kaws related to cloaking like limiting cloak strength or give a passive detection buff to every system controlled by a member?
 
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So I am kind of curious as previously trying to send a ship into a nation that had closed its borders to you was an act of war. what happens when a science ship is unveiled in enemy territory? Does that give a casus beli? Or something to that effect ALSO clearly there needs to be a galactic resolution called "The Treaty of Algeron" that prevents cloaking from any civ or face castigation
If you are caught inside of the borders of an empire with closed borders, you will be forcefully ejected. If you are caught inside the borders of a hostile empire, you will be shot at.
I'm guessing army transports can't be cloaked?
Sadly it was deemed too powerful :p
I love what I see (no pun intended)

A few questions remain:
  • Do fleets have natural cloaking detection or components that give that ability?
  • Do we see cloaked ships from subject empires or military allies or federation members?
  • Is there a resolution for the Galactic Emperor to outlaw cloaking for anyone but himself?
My gripe with border control mainly comes from the extreme rush I have to do when exploring the L-Cluster. I can't tell my subjects to keep the eff out of it, I can't kick them out and prevent them from stealing my anomalies.

Now that cloaked science vessels can circumvent closed borders, I can already see (or not see) dozens of science vessels swarming into the L-Cluster and stealing what is rightfully mine.

Something like an inverse "forbid system", just not for me, but for everyone else but me. That, plus some ways to set up detection would help.

But I really love the addition of cloaking and the different levels of it. Really well done.
Fleets can not have detection, only starbases can. This was an early decision made for performance.

You can indeed see the cloaked fleets of your allies.

There are no laws that forbid cloaking as of now. It is something we have added to the custodian backlog however.
 
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Excited for cloaking. Can you tell us where cloaking and anti-cloaking tech is first researched in terms of a timeline within a playthrough? Is there a hard limit on how many ships can be cloaked? I can forsee most people just cloaking their science ships as a matter of course as there is no disadvantages it would appear.
There is no upper limit on how many ships you can cloak, however, do remember the speed malus, you can be sneaky or fast. Both is not as easy.
So what happens when a fleet is detected inside anothers territory and has to decloak?
Instantly goes MIA unless they have open borders? Are there treaties that allow others to send cloaked fleets through your territory and not have them decloak when detected? Any CB or relation penalty when cloaked fleets are detected inside your territory?
Any galactic senate kaws related to cloaking like limiting cloak strength or give a passive detection buff to every system controlled by a member?

If you are detected and they have closed borders to you then you will be kicked out. If you declare war on the enemy while you are undetected you get to keep your fleet there.
 
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Eager Explorers? An opportunity for a Steampunk-period Empire at last!

But with the theme of obsessive, early space exploration (and the fact they are unremoveable) from the very beginning of the empire, it also seems like these could have been origins, rather than civics? Is there a reason for making them civics instead?
 
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