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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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Name three things in the OP that will make joining a Federation a tangiably better strategic investment than it is in the current version.
Human Controlable Leadership.

The Rotating Presidency and thus the AI getting (and missusing) the Federation fleet, is the biggest issue with the current itteration.

But I am going to asume youwill just ignore this, as you only want to be agressive rather then have a discussion?
 
will there will be a spying and sabotage system ?
Back when Wiz was still team lead he said he would like to have one.
If he could properly implement it. That was really the big issue.

Consistent Distances with the FLT rework*, Crime, Piracy and even Branch offices - all those are mechanics that could be repurposed and/or used as basis for a Espionage System.


*Okay, to be fair everything benefits from a single way of doing distance calculation.
 
Actually I think a subterfuge/expansion update would be nice! It just needs fine balancing.
 
Well besides the envoys, they haven't mentioned anything, but you are right I could be prematurely dismissing that option. Envoys themselves could just be fed-related too though since they seemed like the main source of fed cohesion.

Envoys were mentioned at PDX stage as something that would also be part of the Galactic Community.

In fact, that might be their main purpose, because IIRC when they came up showing off federations grekulf gave a "we'll get more into that later" before talking a bit about how they work in the Galactic Community.
Contribution... to the fleet that sits in Space Dock and doesn't react to Crises because the AI is too stupid? THAT fleet contribution?

That specific scenario might actually be something addressed with the Galactic Community. They mentioned at PDX, that instead of waiting for the crisis to be threatening enough for an AI empire to respond (which I assume is the reason you have them sitting on the fed fleet) you can get a resolution passed that would force all empires to stop mucking about and treat the crisis as an immediate threat.
 
Human Controlable Leadership.

The Rotating Presidency and thus the AI getting (and missusing) the Federation fleet, is the biggest issue with the current itteration.

But I am going to asume youwill just ignore this, as you only want to be agressive rather then have a discussion?

Fed Presidency hasn't been rotating since 2.2, instead it's given to either the founder or the most powerful empire in the federation (though I think there is a certain percentage stronger you need to clear before it switches)

The end result is that while a player might not start as Fed President, most will grow strong enough to take the job, giving them absolute control of the Fed fleet and ship designer and basically turning it into a free, self replenishing 500 cap naval force whose only drawback is the lack of complete say as to what the composition will be.

Still have the issue of AI members constantly calling for wars though, which still makes joining one a questionable endeavor for those who aren't going tall or want to roleplay being in a federation regardless of the drawbacks.
 
Still have the issue of AI members constantly calling for wars though, which still makes joining one a questionable endeavor for those who aren't going tall or want to roleplay being in a federation regardless of the drawbacks.
I don't know, I don't usually get this problem. And when I do, I just don't answer yes or no; it defaults to no, but there's no actual opinion penalty for not picking up the phone.
 
Hope not. From what I hear, those are never, ever implemented in a fun way.

Maybe this could be the first time...who knows!;)

Edit: although probably there are better features to do first.
 
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Human Controlable Leadership.
The Rotating Presidency and thus the AI getting (and missusing) the Federation fleet, is the biggest issue with the current itteration.
But I am going to asume youwill just ignore this, as you only want to be agressive rather then have a discussion?
Yes, that's ONE, which is the one that I already said, and it's the one that I pointed out doesn't actually suggest any improvements to the diplo or fleet AIs - the """"solution"""" to those problems is just to take it out of the hands of the AI entirely.

Talk about ignoring stuff, you're the one ignoring my previous and subsequent posts on precisely this matter?
 
Yes, that's ONE, which is the one that I already said, and it's the one that I pointed out doesn't actually suggest any improvements to the diplo or fleet AIs - the """"solution"""" to those problems is just to take it out of the hands of the AI entirely.

Talk about ignoring stuff, you're the one ignoring my previous and subsequent posts on precisely this matter?
Shifting goalposts will not convince people to make a serious discussion with you.
 
Their loss.
In any case, I asked for three tangible benefits, so I'm not sure how your listing one constitutes ME shifting the goalposts.
Other people have given you three tangible benefits. Your response mostly amounts to "No, that doesn't count!" so yes, you kinda are shifting the goalposts, dude.
 
I believe Monturiol is saying that the three proposed tangible benefits aren't tangible at all, since they're built upon game mechanics that are inherently flawed: The end result is that Stellaris gameplay with Federations DLC will probably remain flawed.

As Methone succinctly puts it
Indeed. I'd be entirely happy with the next DLC being another species pack - we're overdue for one anyway, cough cough, aquatics - and while there's an argument to be made about how 'You don't hang up new furniture while taking out support beams', saying you should finish Diplomacy and THEN bugfix, there's also the argument of 'you don't take out support beams while the house is on fire'.

If I'm right, the pair are making the same argument. One that I also agree with.
 
I believe Monturiol is saying that the three proposed tangible benefits aren't tangible at all, since they're built upon game mechanics that are inherently flawed: The end result is that Stellaris gameplay with Federations DLC will probably remain flawed.

As Methone succinctly puts it


If I'm right, the pair are making the same argument. One that I also agree with.
They definitely need to do the diplomacy overhaul before they do any significant work on the AI.

Otherwise you get a 2.2 problem again; the AI prior to 2.2 was fairly competent with its economy. Not great, mind, but it presented a decent challenge in my experience, it didn't completely crash and burn until an empire started getting taken apart. Then they overhauled the economy, and the AI now performs noticably worse because it hasn't been brought up to speed with the new mechanics. You wouldn't do a major overhaul of AI behaviour prior to ripping out and replacing the systems the AI uses.

Same applies to diplomacy. This is the last of the "big three" (Warfare, Economy, Diplomacy) that the developers have been planning to overhaul for like... a year? More? There's no point fiddling with the AI until there's a more solid idea of the systems it'll be built on.
 
There's no point fiddling with the AI until there's a more solid idea of the systems it'll be built on.

I agree with this in principle. However almost all the systems listed in the OP are things Stellaris players should be quite familiar with:
  • Federation Types (which provide familiar economic boons)
  • Perks (which appear to be multipliers applied to already existing systems)
  • Level up, cohesion and centralisation, laws (A new dimension that dynamically gives federations more choices over time, but with a familiar heritage in economics. Countries have envoys as assets and potential federation members as liabilities. Balance your potential assets and liabilities to achieve whatever your goal is, in a given time frame).
My first impression is that the systems everything will be built on is a gradual derivation on already existing things, and not groundbreaking (which can be a prudent and responsible way to adapt to change). There are some unfamiliar things, but I doubt they'll amount to much:
  • Succession (There looks to be some fun new things here! Will it be a meaty enough mechanic to stand by itself, or will it just be a nice but minor sub system that fires every few decades?)
  • Diplomatic weight (Probably just a function of a countries economy? How much a country's industry is dedicated to producing diplomatic points? Who knows.)
Maybe I'm being too heavy handed in my minimisation, but I do this to get to the find the true coin beneath and see what game mechanics are on offer. It's too early to tell with only this dev diary to draw conclusions from, so whether or not Federations (and more importantly, the accompanying patch) will amount to anything remains to be seen. All I can do is urge caution to everyone and to think with their head and not with their hype.

Next week we will be talking about the Galactic Community, Resolutions and more!
 
I agree with this in principle. However almost all the systems listed in the OP are things Stellaris players should be quite familiar with:
  • Federation Types (which provide familiar economic boons)
  • Perks (which appear to be multipliers applied to already existing systems)
  • Level up, cohesion and centralisation, laws (A new dimension that dynamically gives federations more choices over time, but with a familiar heritage in economics. Countries have envoys as assets and potential federation members as liabilities. Balance your potential assets and liabilities to achieve whatever your goal is, in a given time frame).
My first impression is that the systems everything will be built on is a gradual derivation on already existing things, and not groundbreaking (which can be a prudent and responsible way to adapt to change). There are some unfamiliar things, but I doubt they'll amount to much:
  • Succession (There looks to be some fun new things here! Will it be a meaty enough mechanic to stand by itself, or will it just be a nice but minor sub system that fires every few decades?)
  • Diplomatic weight (Probably just a function of a countries economy? How much a country's industry is dedicated to producing diplomatic points? Who knows.)
Maybe I'm being too heavy handed in my minimisation, but I do this to get to the find the true coin beneath and see what game mechanics are on offer. It's too early to tell with only this dev diary to draw conclusions from, so whether or not Federations (and more importantly, the accompanying patch) will amount to anything remains to be seen. All I can do is urge caution to everyone and to think with their head and not with their hype.
Given we've gotten hints about a whole new behaviour-influencing score ("Diplomatic Strength"), this "Envoys" mechanic, something where empires can take "Diplomatic Stances", etc... I think there's almost certainly going to be enough of an underlying mechanical overhaul that the current diplomatic AI will need to be rejiggered.
 
I agree with this in principle. However almost all the systems listed in the OP are things Stellaris players should be quite familiar with:
  • Federation Types (which provide familiar economic boons)
  • Perks (which appear to be multipliers applied to already existing systems)
  • Level up, cohesion and centralisation, laws (A new dimension that dynamically gives federations more choices over time, but with a familiar heritage in economics. Countries have envoys as assets and potential federation members as liabilities. Balance your potential assets and liabilities to achieve whatever your goal is, in a given time frame).
My first impression is that the systems everything will be built on is a gradual derivation on already existing things, and not groundbreaking (which can be a prudent and responsible way to adapt to change). There are some unfamiliar things, but I doubt they'll amount to much:
  • Succession (There looks to be some fun new things here! Will it be a meaty enough mechanic to stand by itself, or will it just be a nice but minor sub system that fires every few decades?)
  • Diplomatic weight (Probably just a function of a countries economy? How much a country's industry is dedicated to producing diplomatic points? Who knows.)
Maybe I'm being too heavy handed in my minimisation, but I do this to get to the find the true coin beneath and see what game mechanics are on offer. It's too early to tell with only this dev diary to draw conclusions from, so whether or not Federations (and more importantly, the accompanying patch) will amount to anything remains to be seen. All I can do is urge caution to everyone and to think with their head and not with their hype.

Diplomatic weight was given a brief explanation during PDXCON.

In it's most basic form, it's the voting strength of an empire for resolutions in the Galactic Community, and something that can be traded on a temporary basis via favors. The value comes from a lot of the similar things your empire score does, but it was mentioned that some resolutions will augment how weight is calculated; A Megacorp, for example, might be able to push for trade/economic power being worth more for determining diplomatic weight, increasing their weight and making it easier for them to promote and pass resolutions that might benefit them more directly.

Diplo weight and the GC are probably the parts I'm most excited about, especially if some form of them is in the free update, because it would create a role for Diplomacy to promote your empire's goals in a tangible way without having that require being in any sort of alliance or Federation.
 

I'm thinking of putting together a big suggestion post on espionage. Not so much a what all the mechanics should be but more of a "golden rules" type that I would hope a potential espionage system in Stellaris would follow.

Want to see this week's dev diary first though, some of the examples I had in mind might have to change depending on what's confirmed.