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Stellaris Dev Diary #12 - Policies & Edicts

Hi all!

Time to fire up the rockets and head into space again, for another sojourn in the world of Stellaris. This week, I thought I’d talk about Policies and Edicts; directly corresponding to Laws and Decisions in our historical games. The general idea is to give you some additional control over the rules that define your Empire, usually with some trade-offs. Your initial choice of guiding Ethics will play a huge part in which of these Policies and Edicts are available, of course.

Policies are, as I mentioned, essentially laws. They are Empire-wide and remain in effect until directly changed by the player, or as the result of a Faction demand. For example, there are Policies regulating slavery, migration, voting rights and orbital bombardment. As the bureaucratic machinery of a galactic Empire grinds ever so slowly, there is a minimum time the player has to wait before changing their stance on a Policy again. Naturally, various Pops in your Empire will like or dislike these Policies depending on their own Ethics, etc. Should a Faction manage to enforce a change in Policy, that change will stay in effect for quite a while... In all, the system is fairly straightforward.

Say that you are playing as a Xenophobic empire. This will prevent you from passively studying any pre-FTL civilizations you might find, or sharing your technology with them; you can only study them aggressively (abducting and experimenting on them) or invade them outright! In a similar vein, Pacifist empires are not allowed to orbitally bombard planets in support of their ground forces, for fear of killing civilians.

stellaris_dev_diary_12_01_20151207_policies.jpg


This brings us to Edicts, of which there are two kinds; Planetary or Empire-wide. Edicts usually have a cost (Energy Credits or Influence) and an instant or temporary effect that expires after a certain amount of time. For example, there are Edicts for propaganda campaigns and production targets (something akin to communist five-year plans.)

Policies and Edicts are, like many other features in the game, to a large degree dependent on the tech system, so at the start of the game you should not have to worry about a great wealth of choices; they are made available through research. As with most features in Stellaris (and, indeed, all of our games), Policies and Edicts are very mod-friendly, and we look forward to see all the interesting and innovative uses mod-creators will make of this system.

Next week’s Dev Diary will go into more detail on pre-FTL civilizations, and the various ways of interacting with them!
 
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Peaceful diplomacy you say?

Decimate entire planets via orbital bombardment i say.

Interesting read this was, really looking forward to the next one for... totally non hostile reasons.
 
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Could we also have policies in regard to ground troops, please? Eg. Ban on Bio - Chemical- Nuclear WMD, Tactical Nukes, Cyborg- Genetically Enhanced Soldiers, Robotic Warfare, Seismic Warfare, or perhaps even Mines... Even better: many grades of these bans?

Edit: As in No Restrictions on Nuclear Warfare, Ban on Nuclear Strategic WMD, Ban on Tactical Nukes, on Bomb-pumped X-lasers and on All Nuclear-powered Weapons
 
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Looks great as a base for those two! Will be interesting to know more about what can be done or not in a more concrete manner as development progesses on.
 
Hmmmm interesting particularly since we get to see the laws and edicts in this one.
 
This sounds good! I'm especially excited that I can get to play Amarr, only with more orbital bombardment!

Could we also have policies in regard to ground troops, please? Eg. Ban on Bio - Chemical- Nuclear WMD, Tactical Nukes, Cyborg- Genetically Enhanced Soldiers, Robotic Warfare, Seismic Warfare, or perhaps even Mines... Even better: many grades of these bans?
Do you mean internationally? Because I'm guessing it'd mostly be for RP value, in the sense that it's minor details and thus you can abstract it away (Or not recruit Nuclear Assault Troop Operators, even though you can).
 
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This sounds good! I'm especially excited that I can get to play Amarr, only with more orbital bombardment!
Amarr Victor!
Definetly looks interesting! How often can you change Policies? I dont mean the same (as this is 10 years without modifications) but can you change almost all your policies at once? Or is there some kind of cooldown between policy changes of different policies, say the same policy not more then once every 10 years and no more changes then 1 or 2 each year?
 
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This sounds good! I'm especially excited that I can get to play Amarr, only with more orbital bombardment!


Do you mean internationally? Because I'm guessing it'd mostly be for RP value, in the sense that it's minor details and thus you can abstract it away (Or not recruit Nuclear Assault Troop Operators, even though you can).

I think these would be enacted more to please your pops than anything else. Just because you as dictator didn't feel the effects of the "Zombie Plague" accidently released from your top secret containment facility underneath the city of London, or have to deal with the bodies left behind when you threw waves upon waves of your own men at the rogue killbots that you built and then lost control of doesn't mean that your people don't feel that their taxes might be better spent.
 
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Will there be ways around your Ethics to access certain policies? For example, if an aggressive enemy is bombarding your planets, would a peaceful civilisation, perhaps out of desperation, be able to bend its rules in order to give them a taste of their own medicine?
 
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Intriguing. I love how each screenshot in the DDs are selected to hint things that makes each thread prone to derailing. It could be friendly good PR or just cruel jokes from the devs toward the moderators.

Will there be ways around your Ethics to access certain policies? For example, if an aggressive enemy is bombarding your planets, would a peaceful civilisation, perhaps out of desperation, be able to bend its rules in order to give them a taste of their own medicine?

This is something I'm wondering about myself. Faced with "the flood", "alien-aliens", "bugs" or just plain old rampant AI some drastic measures could/should be taken. Even the good and friendly democratic people of Pacifistica can only take so much before they start valuing survival over ethics (although at the cost of social upheavals).
 
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I gotta wonder how pacifist/xenophobe civs will work. There's nothing I can see preventing this, and it's easy enough to imagine in theory: any sufficiently large sci-fi universe eventually gets itself its arrogant, aloof, holier-than-thou hippies. Thing is, xenophobes seem to be built around brutally exploiting foreign pops, which implicitly requires a bit of the old ultra-violence, something pacifists won't be eager to do, even if it is against filthy, power-hungry philistines.

EDIT: Militarist/xenophile, though, that I can see. A warlike federation of species, eager to expand by force -- since 40k references seem to be in, something like the Tau Empire. And from the mechanics I've seen, they'd be a bit hamstrung, but could do it and get some benefits out of diversity to make up for their inability to commit truly atrocious acts.
 
Amarr Victor!
More of a Minmatar fan myself, they have 800mm, 1400mm or, for the extra generous, Quad 3500mm expressions of pure love. But I was in Amarr FW for a while, even though it was hard to change from the large fleet fights of 0.0, and there's something to be said for only really caring whether people survive because destroying your future merchandise is bad for the economy. That kind of heartless pragmatism is something you'd expect from the Caldari, but not quite from the Amarr.
 
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I wonder, does having unrestricted policies towards orbital bombardment, purges, and harsh treatment of primitives hurt your empire diplomatically, or would that depend entirely upon the ethics of your neighbors?

I could imagine a pretty great scenario in which all the more 'tolerant' empires come together in a federation against an alliance of the galaxy's A-holes.
 
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Space4X games have needed internal politics for some time.It adds greatly to the roleplaying.

Does every thread need to be ruined by silly Warhammer stuff.It's sci fi for juveniles.
 
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Interesting stuff. I especially like that these have a direct impact on what a player can or cannot do. Will diplomacy also be influenced by policies (in the sense of making the AI like or dislike you more for having certain policies?
 
Do you mean internationally? Because I'm guessing it'd mostly be for RP value, in the sense that it's minor details and thus you can abstract it away (Or not recruit Nuclear Assault Troop Operators, even though you can).
No, policies are mainly for internal tension because different factions demand different policies. It could influence interimperial tension, too, but I'm not sure it's implemented in Stellaris. Of course, I'm aware that some (or all) of suggested by me policies may not be possible to be fleshed out (edit: meaning, they couldn't be made to have bonuses and maluses for a player) because eg. the ground combat may be implemented in a way that does not allow it. All I ask is some additional attention to these details to be at least possible for modding community.
 
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