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DeveronMagi

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from the rockpapershotgun preview:
There are three forms of faster-than-light travel and each species chooses one at the beginning of the game. Hyperlanes connect systems directly but those who use them are tied to the existing layout, turning the map into a series of nodes. Travelling through the warp is slower but provides freedom of movement. Wormholes require stations, constructed at the edge of systems, but allow for long jumps.

so the question is what kind of strategies work with which type of movement. below is purely based on my ideas of how the 3 types work and are probably not completed correct. i am interested in what other kind of strategies could be viable.

hyperlanes:
+: fast travel between systems
-: can only move from system to system (bottlenecking)

similar to Nodespace in Sots and mass effect gate network in Mass effect. the fleet strategy should be the same as the humans in Mass Effect. create large powerfull fleets and position them in nexus systems (places where a lot of hyperlanes come together to guard the surrounding systems. is best for a defense strategy. (quick reaction force against the lower moving Warp) and in attack is limited to only the frontier systems of the enemy.
conclusion: let the enemy attack you and when you defeated the enemy units with higher concentration of your ships attack the frontier planets one at a time.

Warp:
+: complete freedom of choice how to fly where
-: slowest of all travel types

similar to Star trek.
strategy should be smaller fleets spread over more systems to negate the longer travel time. this increase the need of bigger and more versatile ships (less specialization).
on the defense a warp player should be ready to loss some frontier systems to a hyperlane player, and use a Defense in depth strategy until a large enough force can be created to destroy the enemy fleet.

on the attack a warp player can use its flexibility to attack/raid several enemy systems at ones overwelming local defence and making sure that any reaction force need to choose what to defend and what to loose. this ability to keep the enemy of balance should be repeated and a decisiv battle can be avoided while still hitting a lot of enemy terrirtory.
conclusion: attack first a lot.

Wormhole:
+: longest range travel giving the option to strike deep in enemy territory
-: can only jump from systems where a jumpgate is available

strategy of the wormhole player is the Defense strategy of a hyperlane player. it can use a big central fleet as a quick reaction force to engage any attackers.

on the attack it does has it own strategy. any attack fleet also needs a warpgate to get out of it so a attackfleet needs to maintain its location while the gate is being build. this means a large fleet with both attack and defense ships. i need to overwhelm local defense and then stay put and defend this beachhead until a warpgate has been build. the result is that wormhole players can only attack a few locations at one time (large fleets mean less fleets). but because the can travel farther then the other 2 player times it can hit deep in enemy territory and take critical systems from the enemy.
 
The three types of space travel and only one avaiable to each species is one of my favourite features but there are some things I wonder:

Hyperlanes have to be created, but how do you do it, do you have to explore the place you want to create your hyperlane to? Or do you just start building one and hope it turns out somewere good? Also can you use other hyperlane species hyperlanes?

Also do species using hyperlanes & Wormholes have some way two move between solar system close to each other, or do they have to have a hyperlane/worm hole at each solar system?
 
i think hyperlanes are organic for the universe. they are created at the start of the game and the user can just use them. and i think that yes you need connections between all the systems. the wormhole player can probably cast himself to a place without a station and construct a station there. that is what i expect atleast
 
We're going to have big wars for control of the wormholes.

9966101.jpg
 
Then what is the difference between hyperlanes and wormholes, except for wormholes being instant (and maybe a bit more scarse) there wouldn't really be much difference in mechanics?
hyperlanes exist already and they connect systems to eachother.

i think that wormhole stations create a wormhole with a certain range. all the systems within that range can be reached by that wormhole. but coming back needs another workhole station in the destination side to travel back.
 
You will have to build a wormhole building or structure. If you played Sword of the Stars it maybe like the insect gate network but this is pure speculation on my part.
 
Warp:
+: complete freedom of choice how to fly where
-: slowest of all travel types

Surely you mean
+: complete freedom of movement
-: random time of arrival (can arrive before you even leave :p), Needs special defensive shield to protect against otherworldly monsters, involves flying through space hell, careful not to wake the lovecraftesque eldrich deamonic horrors or they'll eat your souls.
 
I remember a comic series, Yoko Tsuno, where a race (blue-skinned human phenotype :p, to steer clear from the other discussion), built a hyperlane-of-sorts from the Andromeda Galaxy to the Sol system. It was an automated probe that actually fabricated the line like a spider weaves a thread. It took just a bit over 2 million years (the distance in light years) to build it. But after that the voyage from M31 to here could be done in just 2 months.

I would be very happy if you could indeed create your own hyperlanes, but I wonder about the time scale of the game. Considering we actually work on character level, I wonder how the speed of FTL-travel is calculated. At 99% c (light speed), it would take over 4 years just to build a hyper lane from Sol to Alpha Centauri. It is entirely dependend on the time scale of the game if that would be a reasonable time or not. As of this moment, we don't have that information just yet :(
 
i still that hyperlanes are part of the existing universe and that wormhole works like a slingshot/casting ability...


Any Dev willing to correct me :D:rolleyes::p
 
It was also mentioned that there would be species that have not advanced as significantly as others. I'm wondering if there's gonna be any pre-wrap space flight for them?
 
Warp:
+: complete freedom of choice how to fly where
-: slowest of all travel types

similar to Star trek.
strategy should be smaller fleets spread over more systems to negate the longer travel time. this increase the need of bigger and more versatile ships (less specialization).
on the defense a warp player should be ready to loss some frontier systems to a hyperlane player, and use a Defense in depth strategy until a large enough force can be created to destroy the enemy fleet.

on the attack a warp player can use its flexibility to attack/raid several enemy systems at ones overwelming local defence and making sure that any reaction force need to choose what to defend and what to loose. this ability to keep the enemy of balance should be repeated and a decisiv battle can be avoided while still hitting a lot of enemy terrirtory.
conclusion: attack first a lot.

.

We could probably also use the 40k imperium strategy for defense here.

Have a small fleet over every single system with occasional 'fortress' systems with large fleets dotted throughout your empire

If a planet is attacked have every system within a certain distance of that planet give a portion of its fleet to the liberation fleet which will save the besieged planet

If this fails send a fleet from one of the fortress planets to retake your lost planet and increase the range at which other systems must contribute to the liberation fleet.


For attacking you want to use different strategies against each type of FTL travel

VS wormhole: Attack everywhere along the front line (as much as there is one in this sort of warfare) in order to catch systems which might not have easy access to a wormhole and force the enemy to split up their fleets (which are likely to be large but few in number). After that initial assault try to destroy as many of the wormhole structures as possible to deny the enemy movement options.
VS warp: You want to have several small fleets ready to attack any raiding fleets that the enemy might send against you. When going on the offensive gather a large fleet and send it straight towards the enemy core systems forcing them to respond in kind (make sure you are capable of winning that battle) as this type of war could easily degenerate into a galactic game of cat and mouse which would result in the war dragging on forever (Nb. you could use this guerrilla style of warfare if you are forced onto the defensive).
VS hyperlane: Use small raids against their systems that are not connected to yours via hyperlane (hopefully you will be able to see this, if not just hope for the best) and place the majority of your fleet in those systems that are likely to be connected to theirs by hyperlane in the hope of winning a defensive battle. Going on the offensive would work in a similar way to the wormhole strategy except replace wormhole structures with 'hub' systems (ones that have many hyperlanes going off them) and try to isolate systems with only 1 hyperlane leading to them.

Just my opinions on the matter, feel free to offer suggestions for improvement.
 
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We could probably also use the 40k imperium strategy for defense here.

Have a small fleet over every single system with occasional 'fortress' systems with large fleets dotted throughout your empire

If a planet is attacked have every system within a certain distance of that planet give a portion of its fleet to the liberation fleet which will save the besieged planet

If this fails send a fleet from one of the fortress planets to retake your lost planet and increase the range at which other systems must contribute to the liberation fleet.


For attacking you want to use different strategies against each type of FTL travel

VS wormhole: Attack everywhere along the front line (as much as there is one in this sort of warfare) in order to catch systems which might not have easy access to a wormhole and force the enemy to split up their fleets (which are likely to be large but few in number). After that initial assault try to destroy as many of the wormhole structures as possible to deny the enemy movement options.
VS warp: You want to have several small fleets ready to attack any raiding fleets that the enemy might send against you. When going on the offensive gather a large fleet and send it straight towards the enemy core systems forcing them to respond in kind (make sure you are capable of winning that battle) as this type of war could easily degenerate into a galactic game of cat and mouse which would result in the war dragging on forever (Nb. you could use this guerrilla style of warfare if you are forced onto the defensive).
VS hyperlane: Use small raids against their systems that are not connected to yours via hyperlane (hopefully you will be able to see this, if not just hope for the best) and place the majority of your fleet in those systems that are likely to be connected to theirs by hyperlane in the hope of winning a defensive battle. Going on the offensive would work in a similar way to the wormhole strategy except replace wormhole structures with 'hub' systems (ones that have many hyperlanes going off them) and try to isolate systems with only 1 hyperlane leading to them.

Just my opinions on the matter, feel free to offer suggestions for improvement.

how does the fortress system handle attacks across a wide front? if several systems are attacks at ones they cannot reinforce themselves and create a libaration fleet. would it retreat it smaller picket fleets from the attacked locations first?

I agree with the overall strategy of the attacking part but if the player self uses hyperlanes the Vs warp strategy probably wont work. and also what is interesting is the part about the galatic cat-mouse game. how much do you guys think this game will be about major fleet actions (eu4 style essentially) or a fluid front with multiple hot-spots (Hoi3 style)?
 
how does the fortress system handle attacks across a wide front? if several systems are attacks at ones they cannot reinforce themselves and create a libaration fleet. would it retreat it smaller picket fleets from the attacked locations first?

I agree with the overall strategy of the attacking part but if the player self uses hyperlanes the Vs warp strategy probably wont work. and also what is interesting is the part about the galatic cat-mouse game. how much do you guys think this game will be about major fleet actions (eu4 style essentially) or a fluid front with multiple hot-spots (Hoi3 style)?

I guess/hope that'll depend on what types of space travel are fighting each other. Warp vs Warp should give a fluid front, while hyperlane vs hyperlane would give EUIV-style battles.
 
how does the fortress system handle attacks across a wide front? if several systems are attacks at ones they cannot reinforce themselves and create a libaration fleet. would it retreat it smaller picket fleets from the attacked locations first?

I agree with the overall strategy of the attacking part but if the player self uses hyperlanes the Vs warp strategy probably wont work. and also what is interesting is the part about the galatic cat-mouse game. how much do you guys think this game will be about major fleet actions (eu4 style essentially) or a fluid front with multiple hot-spots (Hoi3 style)?

1, If attacks are coming across a wide front they are going to be weaker, so you need fewer ships to defend against each enemy fleet (at least that is the theory)

2, I guess in that case retreat or try to take back one system at a time.

3, There is nothing interesting regarding cat and mouse which is why i suggested trying to avoid letting the enemy use it, Although i think it could work against an enemy AI if you needed to.

4, I think it will be EU4 style if you use hyperlanes or wormholes but more HoI style if you use warp but i guess it could work either way depending on player preference
 
Wasn't Warp supposed to be the 40K Warp, in that you go into an alternate universe filled with nasties? I'm sure there is an event when a warp rift opens up in space and everyone gets attacked by space daemons. I think RPS talk about that happening...
 
Wasn't Warp supposed to be the 40K Warp, in that you go into an alternate universe filled with nasties? I'm sure there is an event when a warp rift opens up in space and everyone gets attacked by space daemons. I think RPS talk about that happening...
i think it is a possibility that you pierce the veil so to say on the warp plane and then the horrors come out. for the rest nothing is said about 'normal' warp space
 
How will you find out other factions travel choices? Will you have to just observe the way they move their ships? or will there be something on the diplomacy menu 'Faction X uses Warp travel'? Or maybe what sort of techs they have to trade.

Anyway the system sounds interesting, for colonisation Warp civilisations will probably have a slowly expanding circle, Hyperlane users will colonising along hyperlane routes and wormhole users will have random, disconnected possessions linked by wormhole.