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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.​

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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.​

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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.​

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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.​

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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.

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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!).

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Hegemony member perk.


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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.

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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.

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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.

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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.

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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.

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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.

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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!
 
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I know all this. It was a rhetorical question.
Then other ethics need there own specialisations with federations.
Oh? Federation bonuses are connected to ethics (so materialits have research bonus, authoritarians something about dominance, etc.). Xenophobes, spiritualists, egalitarians, pacifists and xenophiles don't get anything - for now. However:
- xenophobes don't like xenos and prefer outright conquest, apartheid etc, so they won't really fit into idea of confederation (ok, they *could* share hegemony with authoritarians)
- and the rest doesn't have anything interesting to offer beyond bathing in their own ethical superiority ("we are so egalitarian!" "and so we are!").
Making a lot of "ethical" confederations for the sake of diversity is a waste.
 
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.

I mostly want to amplify this one. I hope (and want to assume) that the devs have already reached the same conclusion, but a hard federation fleet cap absolutely discourages the formation of large federations.

I definitely get the original reason for it -- 500 is already doom-stacky enough -- but just put command limits on it as Raven4030 says. It even makes sense to leave fed naval cap as a hard limit, but don't artificially cap it at 500 or any other number. However much members are willing to dedicate to the fed navy should be the cap, period.
 
Generally i like what I see.

I'll echo others and say, 'what no spiritualist type federations?'.

My only other real complaint is that I how envoys aren't the only way to gain cohesion. It seems a bit unimaginative and a missed opportunity. It would be nice if different federations had actions and events that also boost cohesion, like if militarists win a war they could get a temporary cohesion boost etc etc.
 
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.
Yes, that was my thought process as well. It just made more sense to me. However, I do remember watching a video on how the civic didn't work right, so I assume there will at least be some fixes.
 
One of the best DevDiaries in a long time ago.

But I would have thought that there would be more options to centralize the federation.
As it seems, there is no guideline about who can form alliances (and hinks like this) (each member himself, or only the federation as a whole?). The same applies to the Space-Un, who can votes there all individually or together? -> Decisions?

A concept like an independent budget would have been interesting to pay the ships, or to build investments (buildings) on the member plans.

I hope that after the federation-DLC work will be done on the domestic politics.
 
Research federations should have the option for an intellectual duel between rulers for federation leadership. A scientific debate or game of wits. The loser suffers a humiliating research penalty for X years once it's clear their leader is TOO DUMB TO WIN.

My intelligent, natural physicists hold regular leaderships debates to dunk on and embarrass the other members and keep them in line. :D
 
Mind it might be that the Egalitarian etc. ethos end up very well off with the basic Galactic Unity federation. The cohesion modifier might end up being really important if you have any ethical divergence in your Federation and will help it to level quickly, giving you meaty level 5 bonuses earlier than other Federations. I'm not sure but I also somewhat suspect that the different types of Federations will have their own perks as you level up; the one you start with is not the only one you get.
 
Still did not get what centralization is. As I understand some laws locked behind it, but what else does it give? Why I should want higher centralization?

Hopefully a discussion of more of these details will be in next week's DD! I'm guessing reduced influence cost might be part of it. Perhaps also greater ethics attraction toward the ethics of your fellow members? Increased shared trade, research, etc bonuses?
 
If the battle option is weighed by leader talents, I'm hoping there will be larger options for who leads your party. As of now, it reminds me of rolling five games in a row as an authortarian government just to get a talent that is somewhat capable. This would make rng pretty dominable unless either a pool is given to choose from or a level tree is given for leaders to grow/adapt.
I am excited to see federations launch, looks like a good direction and glad to see ethics are being reeled in to matter now.
 
Without picture I thought that psionic challeng would be not the battle itself, but that you use your psionic powers to influence others that it is you who should be president ;) we have PSI corpus anyway ;)

I am actually fine without psionic federation. There is no must for things been symetric. But would like more diplomatic actions that can be more efficient with psionic ;)
 
Oh, also; I hope this isn't the full list of laws and Centralization's impacts. I'd expect things like Migration Policy and Robots Allowed to be something that, once Centralization becomes high enough, to be things that the Federation can decide for its member states. At least, it'd allow the Psions to move around the Federation to give the other member states a fighting chance, and turning off the robots would be a fantastic way to upset your Materialist allies.