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grekulf

Stellaris Game Director
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Aug 13, 2012
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Hello everyone!
We’re back with yet another dev diary to showcase some more fruits of summer experimentation. As with the previous dev diary, this involved a lot of work carried out during the summer and involves something I’ve wanted to explore for a good while now.

Today we’ll be talking about empire sprawl and administrative capacity. Do note that these changes are still fairly young in their development, so numbers and implementation details may not be representative of what it will look like in the end.

As a background, I can mention that I have a grander idea of where I want to take these mechanics, but it will not all happen at once. These changes aim to mimic state bureaucracy or overhead created by managing a large empire. As a minor aspect I also wanted you to be able to experience the funny absurdity of having a planet entirely dedicated to bureaucracy. The movie Brazil is a great source of inspiration here :)

Empire Sprawl
We wanted to expand on how empire sprawl is used, so that it becomes a more interesting mechanic. The largest change means that pops now increase empire sprawl. Most things in your empire should be increasing empire sprawl to various degrees, to represent the administrative burden they impose.

upload_2019-8-29_10-40-35.png

Empire Sprawl can now be modified from its different sources, and as an example, the Courier Networks expansion tradition will now reduce empire sprawl caused directly by the number of planets and systems. As another example shows, the Harmony traditions finisher now reduces the total empire sprawl caused by all your pops.

We are also able to modify how much empire sprawl each pop contributes, and we’ve added a couple of new species traits that affect it. There are also machine variants of these traits.

upload_2019-8-29_10-41-13.png

We have also increased the penalty for the amount of empire sprawl that exceeds your administrative capacity. The goal is not to make administrative a hard cap, but we want to make it necessary to invest some of your resources into increasing your administrative capacity. More on that later.

upload_2019-8-29_10-41-49.png

The current plan is for machine empires to be more reliant on keeping their administrative capacity in line with their empire sprawl, so machine empires will suffer a much harsher penalty for exceeding their cap. We want machines to feel “centralized” and to perhaps favor a more “tall” playstyle.

upload_2019-8-29_10-42-12.png

Hive Minds, on the other hand, should be more tolerant of a sprawling empire where unmanaged drones are able to fall back on their instincts whenever they cannot maintain a responsive connection to the hive mind. Therefore, hive minds should be more tolerant of a “wide” playstyle.

Administrative Capacity
With all these changes to empire sprawl, what about administrative capacity, I imagine you asking? Well, since empire sprawl is becoming an expanded concept, administrative capacity will naturally be a part of that. Increasing your administrative capacity will now be a part of planning your empire’s economy.

upload_2019-8-29_10-42-48.png

For regular empires, the bureaucrat is a new job that increases your administrative capacity at the cost of consumer goods. This is also a specialist job, and has needs accordingly. Administrators are unchanged, and do not currently affect administrative capacity or bureaucrats.

For machine empires, the coordinators have changed roles from producing unity to now increasing administrative capacity instead, and they are more effective than bureaucrats. A new job called Evaluators now produce unity for machine empires.

Hive Minds currently have the hardest time to produce administrative capacity, but it has been added as a function of the synapse drone job.

upload_2019-8-29_10-43-26.png


Certain sources that previously increased administrative capacity by a static amount now increase is by a percentage amount instead. This doesn’t affect the output of the jobs, but rather increases the total administrative capacity directly.

Summary
Personally I’m very excited for these changes and I’m very much looking forward to taking it to its next step in the future. I hope you enjoyed reading about the changes that will come to Stellaris sometime later this year. As always, we’ll be interested to hear your thoughts.

As mentioned in last week’s dev diary, the schedule for dev diaries will now be bi-weekly, so the next dev diary will be in another 2 weeks.
 
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Cool changes. Will we be able to have bureaucrat species, and a bureaucratic planet specialisation? Vogon Gang

It also does feel odd for Administrators to not give Administration Cap.

Yes, there will be a planet designation.

I agree that it might seem odd that administrators don't give admin cap, but I wanted to keep admin cap straight-forward by having it come from one job. I also see the bureaucrats as more of the pencil-pushers that actually deal with all the administration.

Here is an idea - make system sprawl contribution based on total system output, low output systems contribute to sprawl less, high output systems contribute more.

They will already sort of do that due to every pop increasing sprawl. Generally speaking, more pops = more production = more sprawl.
 
Here is a wish relating to Admin Cap and a potential Diplomacy DLC: If I am exceeding my admin cap, that means things get lost, information not processed and my bureaucrats will miss things more easily, so should enemy infiltrators and spies not have a greater chance at success?

My administration is already buried under too much work, it takes way too long to identify potential issues and formulate a proper reaction. Much like in Warhammer 40K, where it can take centuries, before the central Imperial government takes note of an emerging threat, which carries the obvious grimdark consequences. Also yay for bureaucracy (+Archive) worlds! SciFi-Tropes are good.

Yes, it would be cool if sprawl exceeding admin cap would increase your susceptibility to spy actions and similar. It would also be cool if having large institutions like a massive secret police or diplomatic corps would increase your sprawl (since those institutions would increase bureaucracy).
 
Ok everyone. Let me jump in here. :)

Dev Diaries and productivity:
I think every regular here got to know Paradox's development cycle well enough to know that when dev diaries start, the devs usually begin with more low-profile changes and base-game reworks, before moving on to major announcements. It's the same this time around, so there's no need to assume otherwise.

The fact is that PDX Con is getting closer and since it's Paradox's biggest yearly event, obviously major announcements are going to happen there and more "meaty" features will be talked about the closer we get to it. This is part of the reason why dev dairies are happening bi-weekly for the time being, so let me end speculation that work has stalled in any way. The team is back from holidays and working as hard as ever.

The other reason why we resumed Dev Diaries already and opted for a bi-weekly DD is because we know that, especially after a holiday break, many of you have questions about whether the team is back in the office. That is one of the ways to show you that everyone is indeed here and one of the reasons why we started off with a "filler" Dev Diary about what the team has worked on during their holidays.

The frequency of Dev Diaries is undergoing some testing at the minute. We're holding onto a lot of info for PDX Con to give the team a really nice, big stage show announcement that you're not going to want to miss. Also, they do take a lot of time to formulate and doing this on a weekly basis with what many would consider 'filler' content would take away from development time. We're open to feedback on this, and if weekly is what you're after then it's worth noting that this would also mean an increase of this selfsame 'filler' content. The frequency is something we'd like to continue testing and perhaps changing up the format in the future, so feedback on this is welcomed. Let us know.


Reveal and release cycle:
On another subject. As with all Stellaris releases (with the exception of very early patches and test multiplayer patch branches), we follow a tradition of a free patch mixed with a paid content release. There is no reason to assume this has changed, especially since we *are* approaching PDX Con and "stuff" will be happen there. ;)

What that means for this dev diary specifically is that, as with previous updates, no change is made in a vaccuum and, of course, features discussed in this Dev Diary are followed by balance tweaks to related game systems. On that note, all the feedback you're giving here is always read by someone and is being considered during the development process.


To sum up:
What you're seeing are just the earliest inklings of what is coming next. Let's all be mindful of the looming PDX Con date, that cool stuff is on the way and the devs deserve a good reveal. :)
 
...could we get some more informal information.

Time for those will come. It's not always easy to show off changes to the game without spoiling what's ahead. I know that PDX Con is still a bit off but as someone who's been playing this game since day 1, I do think it'll be worth the wait and being patient with a bit slower pace of reveals than usual. And I think it's better to have things be a bit slower now than us having to resort to filler content closer to release, when both you and us would rather talk about major things. :)