• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #158 - Federation rework

Hello everyone!

It was great to finally reveal what we’re working on at PDXCON, and today we’re back with yet another dev diary where we will dive into some more details on the reworked federations.

The screenshots still feature a bunch of work-in-progress stuff, like every federation perk using a placeholder right now. Numbers and effects aren’t necessarily final either.

Federation Types
Like we mentioned at PDXCON, federation will now come in different Federation Types. Each federation type has a unique passive effect and can unlock federation perks as they level up.​

upload_2019-10-31_15-22-7.png

Certain federation types have requirements on what type of empire can suggest to form them, but there are no limitations on who can join a federation (except for killer empires & inward perfection). Yes, this also means that Barbaric Despoilers and Criminal Syndicate are no longer excluded.
Galactic Union
This will be a more generic type of federation that will fit most groups of empires. This federation makes it easier to cooperate with empires, as diversity of ethics will have a less negative impact on maintaining cohesion. This federation type will be available to everyone in the free patch.​

upload_2019-10-31_15-22-33.png

Fleet bonuses a plenty!
Martial Alliance
This federation type is focused around having a very large and powerful federation fleet. Only militarists can suggest to form this federation.​

upload_2019-10-31_15-22-54.png

Free and automatic research sharing!
Research Cooperative
Empires who wish to cooperate in achieving technological mastery should join together in a research cooperative. Only materialists can suggest to form a research cooperative.​

upload_2019-10-31_15-23-8.png

upload_2019-10-31_15-23-21.png

New trade policy!​


Trade League
If trade value is the focus of your empire, the Trade League is probably a very good federation for you to be a part of. The Trade League gets access to a new Trade Policy which combines the bonuses of all other trade policies. An empire needs to be a Megacorporation or have the Merchant Guilds civic in order to be able to suggest to form a trade league.

upload_2019-10-31_15-23-40.png

Did you know there is an Origin that lets you start as the president of a Hegemony?

Hegemony
This federation type is built around one strong core member. The president gets most of the bonuses, but the bonuses for the members are also quite powerful. Only authoritarian empires may suggest to form a hegemony.

Federation Perks
Federations will get access to new perks when they level up, and the perks they get access to depend on their type. There are usually 2 perks that gives bonuses to every member and 1 perk that gives bonuses only to the president. However, the Hegemony flips this around by giving the president 2 perks and the members 1 perk (which does not benefit the president in this case!).

upload_2019-10-31_15-37-6.png

Hegemony member perk.


upload_2019-10-31_15-37-21.png

President gets an additional Envoy.

Each time a federation levels up, they will get access to 3 new perks.

Level Up & Cohesion
In order to level gain XP, a federation needs to have positive Cohesion. The amount of XP a federation gains (or loses!) per month is directly tied to its Cohesion, which is a value that ranged from -100 to +100.

upload_2019-10-31_15-37-35.png

There are a number of things that will reduce Cohesion every month, such as every member, diverse ethics and opposing ethics. Federation members can counteract this by assigning Envoys to the federation, which will increase monthly Cohesion.

When Cohesion is at +100, the federation will gain +10 XP every month. If a federation loses XP and drops a level, they will lose access to their perks after a few months.

Federation Laws
It is possible for federations to customize some aspects of its rules. In some cases, federation types also have access to different laws at different points. A Research Cooperative can never have the highest level of fleet contribution, and they also require higher centralization to increase their Fleet Contribution.

Each federation type will start with a certain set of default laws.

upload_2019-10-31_15-24-36.png

There are a number of laws which define certain rules for the federation.

Centralization
Many federation laws require federation centralization to be high enough. To increase centralization, a federation needs higher level. In fact, centralization is the only law locked behind federation levels right now.

Increasing centralization isn’t always easy though, as doing so will have a large negative impact on Cohesion. That means more Envoys will need to be assigned to the federation to maintain its Cohesion.

The primary reason to increase centralization is to unlock new laws.

upload_2019-10-31_15-37-52.png

The Galactic Union federation type requires Medium centralization to have a 20% Fleet Contribution.

Fleet Contribution
Most federations will not start with the ability to build a federation fleet, as their fleet contribution will start on “None”. The Martial Alliance and the Hegemony do start with a “Low” fleet contribution, however. The Martial Alliance is also able to change its fleet contribution law to “High” as early as Medium centralization.

upload_2019-10-31_15-38-9.png

Most of the other laws not visible earlier.

Succession types
As you could see in previous screenshots there are a bunch of different laws for how federations can decide who becomes the president. Strongest is the empire with the greatest economy. Diplomatic Weight is the empire with the largest Diplomatic Weight (we talked about that at PDXCON, but more on that later). Rotation will rotate the president. Random will choose a president from a random member. Challenge succession type allows you to pick a challenge type for your federation.

upload_2019-10-31_15-24-18.png

Perhaps we’ll have enough psi-capable pops next time...

There are currently two different challenge types:
Psionic Battle lets psionic pops battle it out over which empire should be president.
Arena Combat lets the rulers of competing empires battle it out. Certain traits for the ruler (both species and ruler-specific) will influence how large chance the ruler has at winning. The Chosen will of course be very hard to beat.

----

That’s it for this week, and we hope you survive the information overload! We realized there are so many details we possibly could share, but this should cover the most important parts.

Next week we will be talking about the Galactic Community, Resolutions and more!
 
Last edited:
  • 1Like
Reactions:
Why do some ethics get special federations they can only start and other ethics get nothing? How come spiritualist, xenophobes, egalitarians, pacifists, and xenophiles get nothing?
I suppose that being in federation already suggests that you like high-level degree of cooperation with others, so xenophiles would fit most of them. Same goes for non-IP pacifists .
On the other hand, xenophobes wouldn't like equal coopoeration (Working with xenos? Argh!), yet they should being able to form hegemony.
 
Can't say that I am impressed by the materialist's research federation, the upper reaches of the tech tree are full of rather blah incremental % improvements and its too easy to get a tech advantage as is.
 
Now we need an equivalent system to deal with Subjects...

Like, we could demand subjects to provide X amount of fleet capacity, Y percentage of minerals and energy, ban them from researching some particular tech branches (no AI for you, heathen!) and require them to provide armies...

From what I see, this expansion would be a perfect framework for a better subject management system.
 
Um... yeah i think you are right. Silly me, i think i read other thing distracted with the images problem :p

No worries. To be fair, it was a little awkwardly stated -- and as a game designer I'm sympathetic to Grekulf, since I also have those moments where because I understand the mechanics, it can be challenging to explain the results to those who aren't aware of how everything works yet. I think that's all that was going on here.
 
Now we need an equivalent system to deal with Subjects...

Like, we could demand subjects to provide X amount of fleet capacity, Y percentage of minerals and energy, ban them from researching some particular tech branches (no AI for you, heathen!) and require them to provide armies...

From what I see, this expansion would be a perfect framework for a better subject management system.

I believe there will be mods to turn the federation system into an imperium system, where members are vassals and they are forced into membership.
 
I suppose that being in federation already suggests that you don't mind to have some free xenos roaming around your borders, so xenophiles would fit most of them. Same goes for non-IP pacifists .
On the other hand, xenophobes wouldn't like equal coopoeration (Working with xenos? Argh!), yet they should being able to form hegemony.

The point is this might make picking some ethics even stronger then others and unbalance them more so. And tell me how come other non pacifist ethics cant form military alliances? Same goes for trade and research ones.
 
Now we need an equivalent system to deal with Subjects...

Like, we could demand subjects to provide X amount of fleet capacity, Y percentage of minerals and energy, ban them from researching some particular tech branches (no AI for you, heathen!) and require them to provide armies...

From what I see, this expansion would be a perfect framework for a better subject management system.

Yes! Something like the Vassals Expanded mod, perhaps?

I recently went back to dabble in 1.9 again and really appreciated the Domination traditions that gave you naval cap from your vassals. I mean, hugely OP in its implementation (once you got 1 vassal and 1 tributary it was only a matter of time before you conquered the whole galaxy), but the concept of some strong tangible benefits from vassals again would be very appealing.
 
@grekulf
So incredibly excited by this! A Federations rework has been my #1 desire for years now (well... that and AI improvement to go with it). A few scattered thoughts...

- Resolutions - Eager to hear more about the Resolutions. For all the flaws of MOO3, I really loved its Senate gameplay. In addition to affecting member states' Policies I'd love to see stuff like establishing production goals, or austerity plans if members run negative generation rates, etc.

- Succession - Among Succession, consider adding a martial strength option and a population option.

- Vote Weight - Would like to see more options such as martial power, economic power, population. It'd be neat if there could be a Referenda option where member state's factions vote in their own interests.

- Veto Power - Consider Laws relating to Veto power, and whether no one has it, the President has it, or Members have it.

- Economic Status - Provide a status screen of member states that shows their stockpiles and generation rates for each metric (food, minerals, energy, alloys, etc) so that it's easy to see who's short on what.

- Faction Status - Provide a status screen of member states' factions & associated metrics.

- Faction Status - Some means of inviting federation members to assist with suppressing factions, or suppressing unrest. It's weird suddenly seeing planets spin out of my federation because I'd had no idea there was a civil war.

- Banking - Consider federal banks / stockpiles / reserves of materials. By resolution member states may be required to submit a one-time contribution, a fixed monthly rate, or a percentage of monthly surplus to the shared supply (taxes). By resolution materials can be sent from the supply to member states. AI should weight their votes by their surplus versus the recipient's need.

- Fleets - Consider fleet commands. Presumably the President will have full command authority over all fleets. Consider allowing the President to designate members as co-commanders of specific fleets (particularly helpful in multiplayer federations).

- Fleets - Another fleet command option I'd love is for a player who doesn't control a fleet to be able to "issue" orders to the target uncontrolled fleet. This would send a suggested order to the controlling AI or player.

- Starbase Access - Settings which allow/disallow member states to repair at each others' starbases, to upgrade at each others' starbases, and/or to construct new ships at each others' starbases.

------------------
Now onto my #2 desires which hover somewhere between a tie of AI improvements, expanded diplomacy / embassies, and espionage!
 
The point is this might make picking some ethics even stronger then others and unbalance them more so. And tell me how come other non pacifist ethics cant form military alliances? Same goes for trade and research ones.
It's simple: if you are not specialised in X (where X means militarism/trade [trade guilds and megaporcs]/research) you can't form related federation. Specialisations are for geeks.
 
Oooooh sweet, sweet in-depth Developer Diary, how I missed thee! I really hope that this is the beggining of meatier DDs and a constant drip of information!

Alas, let's ponder on these news:

- At last, long last, cool things to do while being a pacifist and / or xenophile. I expect lots of federation oriented bonuses for these two types of empires
- A federation presidency decided via trial by combat sound AWESOME and it would give a much needed flavour to some of the most vainilla species traits ("strong", "quarrelsome", etc) and to leaders in general. Looking foward winning ritualistic combats and bringing honor to my house
- A psiconic duel option yet no spiritual federation? That sounds quite suspicious, if you ask me
- Also: Reworked feudal kingdoms, anyone?
- Mad props for giving love to non-vainilla types of empires in this expansion instead of forgetting of every single prior expansion (*cough hiveminds cough*). Megacorp-exclusive trade leage sounds incredibly powerful and flavourful!
- Starting as the leader of an Hegemony sounds like a blast
- All of this makes me wonder if we are going to see some kind of internal politics / factions / leader / diplomacy rework along with this expansion. The whole envoy system seems to signal that major diplomatic changes are coming, at least.
- Federations getting stronger or weaker depending on their internal politics sounds like a really good dynamic system rather than making it a default "late game federations are always more poweful than early game federations". Perhaps some kind similar system could be applied for intra-empire instability in order to prevent snowballing. Hmmm...
- A spyionage system focused into making other empires more "cooperative" about our shiny future under a shared banner would be great
- I really did not get what the point of centralization was all about, must re-read

Overall, an amazing Developer Diary. Keep them coming! :)
 
This is a tremundus boost to the now boring federation gameplay!

Feedback on the new consent of the wip law screen: unsure if I like this new look of the CK2 style law slider and I actually prefer the minimalistic one from the current empire policy.

But if this new concept gets implemented; will the empire laws and policy's also get a simular update graphically to match this system? To avoid potentional confucion and keep laws and what not consistent.
 
It's simple: if you are not specialised in X (where X means militarism/trade [trade guilds and megaporcs]/research) you can't form related federation. Specialisations are for geeks.

I know all this. It was a rhetorical question.
Then other ethics need there own specialisations with federations.
 
My main questions are:

1) Can you force empires within the federation to adopt certain policies? I'm thinking of things like federation-wide bans on slaving and purging. Perhaps even make certain policies a founding principle and any species that carries out these sorts of things generates a cassus belli for the federation. Could even get silly with it and legislate certain pop lifestyles or ban others (Shared Burden living standard outlawed! No commies allowed!). These policy changes could allow for an Empire to change their internal policy while ignoring the cool down, or just ignore the ban setting the stage for a potential showdown or other schisms within the federation.

2) In the vein of the above, what about forcing government types on members? Like mandating all federation members must become democratic? While this is something where you can just refuse to join a federation that lets the 'wrong' governments in and liberate others to expand, I could see somebody joining a federation initially for protection, becoming president, then wanting to do this. Might even have it for civics too. Could even have it so if the federation mandates a certain government type one can reform their government once for free so long as they are switching to the appropriate government type, or an option to formally protest and denounce the move which revokes the free reform but grants you influence for standing up for your sovereignty.

3) Big question on federation fleets - as it stands, on larger galaxies (i'm almost always running on huge galaxies) you can typically reach your federation fleet cap pretty easily with the 20% contribution. It seems like if that cap remains then late game federations would have lower fleet contributions, not higher ones, since once you hit 500 anything beyond is pointless, unless the plan is to make the federation fleet(s) subject to the same rules as player fleets. Meaning the fed fleets have a command limit equal to the highest command limit available to federation members and the fleet cap can stretch on into infinity in theory. Just wondering how that'll work because it would be kind of pointless to require a high fleet contribution if it makes no difference compared to low. It would also be game breaking and bring us back to doom stacks if we just had a 1000 size federation fleet running around or something.

4) I know this question has been asked a lot but can you force people into your federation through warfare? Just trying to determine if an authoritarian with dreams of galactic domination would benefit from forming a hegemonic federation at all or is better off just collecting vassals.
 
I think many wanted an option for a federation type that eventually solidify into a single state. Hegemony fed type is most thematically likely to have that option, but no consolidation is mentioned?
 
This is interesting! One question so far: Are Hegemonies going to be the replacement for Feudal society if you have Federations (Like how Megacorps replaced Corporate Dominion), or is it a new thing? Either way, will Feudal society be fixed, and improved?

Given how very similar the icon for Hegemony is to the current Feudal Society icon, I suspect it is indeed going to be a replacement (for those with the DLC, just as you say). If so, I'm assuming nothing will change with the vanilla civic (why would it?) since the new and improved version is in the DLC.

My inclination to this view is bolstered by the reminder that there will also be an Origin that lets you start as the head of a Hegemony. What could possibly be the point of a Feudal Society civic when that was an option? Therefore, it is probably best thought of like some other civics (Mechanist, Life-Seeded, etc) that are being turned into origins. While FS is unlike these others in that you could add it later in the game, that option is preserved in that you can establish a Hegemony later on even if you don't start with one via Origin.