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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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Great work!
If I didn't miss anything, as fleets cannot detect cloacked ships by themselves, cloaking is the effective counter of Range/alpha strike, right?
 
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How will cloaking factor into the calculations for relative strength and diplomatic weight? Will we be able to hide our fleets long term to appear weaker than we are to bait enemies into attacking us?
 
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Some more questions came up, I'll just go for it!
  1. Are there any space monsters that have some kind of natural cloaking?
  2. How does the Sentry Array interact with cloaking?
  3. Any effects on claoking from galactic storms?
  4. Any consequences, diplomatically or otherwise, if you're caught somewhere you shouldn't have been?
  5. Do cloaked ships count towards diplomatic weight from fleet power? Or more specifically, can you undervalue your power rating by cloaking some of your fleets?
 
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Just in case gonna copy my question from reddit

***

Now I do have two questions. And first is regarding cloaking just to make sure:

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.

Will the ships with Psionic Shields but not Psi-Phase Field Generator will still suffer for Shield Nullification? It would seem so, but I just want to make sure.



And the other question - how does Active Reconnaissance work? Will that science ship orbit one planet and stay there (similarly to the Assist Research) or will it go around scanning inhabited planets/habitats in a system? And a follow-up if it orbits one planet, can I send another Science Ship to perform AC on the same planet to gain bigger bonus or will I have to go for another planet?
 
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Sounds interesting. Some questions:

1. Any cloaked space critters?
I'd love to see some sneaky void clouds. They are a little passive at the moment, but it may be nice if they sent cloaked units moving between black holes.
Or cloaked pirate bases/marauders so they were a little harder to deal with.

2. Can we have our ships act as privateers?
I'd like a cloaked fleet of corvettes increasing the piracy in an enemy system, or sneaking in to defeat pirates through closed borders to claim the loot. Generally, other than being ready for a first-strike during a war, what military use does stealth serve?

3. Does military intel level provide detection strength/cloaking strength?
I would like to be able to use my espionage capabilities to punch above my weight if possible. If I know the enemy Listening post locations, frequencies and the colour of the operators elytra, I should be able to use that information in my sneak attacks.

4. Any fixes to infiltration progress and intel levels, or general improvements to the espionage screen?
Really hope there's been some work here similar to the new starbase modifiers UI.

Currently, and since intel was first released, it has had some minor bugs and poor UI issues.
The tooltip forgets to divide by the progress per day so is incorrect when progress per day is any value other than 1.

A more general complaint of the espionage screen is that so much information is currently hidden. I hope there have been some improvements showing things like:
  1. Time to reach low/medium/high/full intel (e.g. 16 months to reach medium military intel)
  2. Effects of current and upcoming intel levels (e.g. We cannot see enemy ship details until we gain medium intel level 60 - To reach 60 intel raise the infiltration cap by gaining assets, improving codebreaking, gathering intel or running edicts that increase base intel levels)
  3. Consequences to intel of performing an action that lowers infiltration. (e.g. 2 or 22 years to reach current infiltration after losing 15 infiltraiton)
(These can all be calculated from the numbers shown on screen... but it isn't a fun math problem to be at infiltration level X and to try to determine the time to reach level X+Y... +1 as it takes 1 month for intel to update to match infiltration. But if that information was visible I think it would help balance espionage in general)
 
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What was behind the decision to make the Eager Explorers, and the equivalent civics, civics instead of Origins? They seem like shoe-ins for Origins.
 
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Great work!
If I didn't miss anything, as fleets cannot detect cloacked ships by themselves, cloaking is the effective counter of Range/alpha strike, right?
In PVE it's the opposite. In PVP it's actually even more of a countergame shitshow. The focus on feints is going to be absurd.
 
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So you spent last summer 'running experiments' to get rid of the First Strike meta, and then you implement this and bring it back? You implement Frigates, and their role of killing big ships, but the only time they are worth building is the first ~30 years, and if you are moving down the tech tree intelligently you don't even unlock them in that time.

You just made piercing Destroyers nearly as stupid as when you could mount Arc Emitters on them. And honestly, we will have to look at the tech tree, but piercing Battleships just may be king now too. Oh, and that whole 'mixed fleet' thing you wanted to encourage? It was already mechanically mediocre, but it's dead now. You will run an uncloaked corvette escort, with a cloaked shadow of either destroyers or battleships and replace the few corvettes you lose opening engagements.

This is why you don't design from the spreadsheet.
"Designing from the spreadsheet"
My guy you are responding to a forum post.
 
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Given that you can place a cloaked fleet inside of an enemy system, unless you're de-cloaked ofc, will that fleet still abide by any FTL inhibitors such that it can't simply go past one?
 
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I have an idea: Drukhari game style.
You will need:
1) Xenophobia (only for rp)
2) Early cloaking
3) Raider bombing (civic or perk).
4) A large fleet of frigates or corvettes.

It is necessary to find a distant empire that cannot reach you. In the early-mid game, this is a usually situation, as there are many empires hostile to each other. Ideally, if there are many such empires between you and target (cool if you are on different sides of the galaxy). You have to send a lot of Normandy stealth frigates into the victim's territory. Then you declare war and start raiding. Win it is not your goal... The main goal is to steal 5-10 slave pops before the enemy fleet drives your ships away....
 
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So you spent last summer 'running experiments' to get rid of the First Strike meta, and then you implement this and bring it back? You implement Frigates, and their role of killing big ships, but the only time they are worth building is the first ~30 years, and if you are moving down the tech tree intelligently you don't even unlock them in that time.

You just made piercing Destroyers nearly as stupid as when you could mount Arc Emitters on them. And honestly, we will have to look at the tech tree, but piercing Battleships just may be king now too. Oh, and that whole 'mixed fleet' thing you wanted to encourage? It was already mechanically mediocre, but it's dead now. You will run an uncloaked corvette escort, with a cloaked shadow of either destroyers or battleships and replace the few corvettes you lose opening engagements.

This is why you don't design from the spreadsheet.
From what i understand cloaking just makes your fleets weaker (depending on cloak level) + opportunity cost of components added.

The difference now is that you will be able to pick your fights as favorable as you want if you are cloaked above detection levels.
But you can't do that with any type of fleet. So you get a strategic advantage at the cost of ship strength.

While fleets could be extremely strong battleship-crackers (if built that way), they would be at a disadvantage against other similar fleets without cloaking.
I doubt the devs went so far and made cloaked fleets quasi-invulnerable and then not mention it here with even a single sentence.

I personally like the strategic benefit we get.
This might actually help reduce doom stacking, because the small, hit-and-run cloaked fleets would not be as versatile as normal fleet compositions.
You might still be in need of a main defense force, but would gain massively from a fleet behind enemy lines whose movements can't be seen - even if they'd lose in any major fight - they wouldn't get in one unless you initiate.

At least that is my interpretation of the mechanic.
 
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This is actually really nice we can actually use Guerilla tactics now! I am curious about levels of detection though. Is it "meets it beats it" or only if it exceeds?
Can you still a max cloak corvette hide from a Sentry array inside of a nebulae, or does sentry array still give you unfettered visual?
 
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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?
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There is no maximum cap for cloaking, if you stack it enough you can start getting your battleship cloaked :p
Unrelated to the cloaking and civic stuff in the diary, but is First Contact coming with a new soundtrack like all the previous story packs?
No new music, but we do have a new splash screen!
How will cloaking factor into the calculations for relative strength and diplomatic weight? Will we be able to hide our fleets long term to appear weaker than we are to bait enemies into attacking us?
No hiding your fleetpower and diplo weight :p When we tested that the AI would cloak their fleet and start fearing for their lives looking for an overlord to protect them.
Just in case gonna copy my question from reddit

***

Now I do have two questions. And first is regarding cloaking just to make sure:



Will the ships with Psionic Shields but not Psi-Phase Field Generator will still suffer for Shield Nullification? It would seem so, but I just want to make sure.



And the other question - how does Active Reconnaissance work? Will that science ship orbit one planet and stay there (similarly to the Assist Research) or will it go around scanning inhabited planets/habitats in a system? And a follow-up if it orbits one planet, can I send another Science Ship to perform AC on the same planet to gain bigger bonus or will I have to go for another planet?
You are correct about the Psionic stuff, they need to be combined.

AR I think works additively however I would wait for @Alfray Stryke to be done with their stream first.
What was behind the decision to make the Eager Explorers, and the equivalent civics, civics instead of Origins? They seem like shoe-ins for Origins.
They are definitely something in between. Similar to rogue servitors and criminal syndicates it changes your gameplay a lot more than regular civics. Perhaps we will come up with some name for these types of not quite civic not quite origins.

The main goal here was to play a low tech pre-FTL start that you could combine with things like doomsday or ringworld.
 
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Will the ai be prohibited to randomly spawn with the new civics?
They really remember me of the old warp drives. Those were abolished as fortified chokes would have been useless against them. How is this getting balanced now beside the starter penalty?
I really like the civics and maybe some of the old 1.9 ftl fans will finally update their game ;)
 
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Will the ai be prohibited to randomly spawn with the new civics?
They really remember me of the old warp drives. Those were abolished as fortified chokes would have been useless against them. How is this getting balanced now beside the starter penalty?
I really like the civics and maybe some of the old 1.9 ftl fans will finally update their game ;)
Yes the AI is very much blocked form those civics, I would strongly advise you to not to force spawn them as the AI will just sit there until they research hyperdrive.
 
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No hiding your fleetpower and diplo weight :p When we tested that the AI would cloak their fleet and start fearing for their lives looking for an overlord to protect them.
"Let's hide our strength!" *pushes cloak button* "OH SHIT. WHERE ARE OUR FLEETS?!"
 
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Are there any detector boosts in Traditions? In Unyielding or Discovery, maybe?

Also, are you able to put the detectors on an orbital ring? Do they stack with other detector modules in the system, or is it per station?

When I have a good alpha strike lined up with my cloaked ships, will NUCLEAR LAUNCH DETECTED appear on my opponent's screen?