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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 think the controversy surrounding certain federation limitations could be fixed if instead of the developers keeping them as ethic centric, to make them more "the means to a ends" centric.

This leads of course to silly scenarios like Spiritualists making philosophy and metaphysics Research Cooperatives, and of course Pacifists forming Martial Alliances:
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But that is the real absurdity of philosophical and politcal differences in real life.

If anything should be a restriction to what federations can form, it should be the policys held by the would be federators(and maybe government types) with ethic differences and policy changes benefiting or hindering Cohesion.
 
I think the controversy surrounding certain federation limitations could be fixed if instead of the developers keeping them as ethic centric, to make them more "the means to a ends" centric.

This leads of course to silly scenarios like Spiritualists making philosophy and metaphysics Research Cooperatives, and of course Pacifists forming Martial Alliances:
View attachment 523584
But that is the real absurdity of philosophical and politcal differences in real life.

If anything should be a restriction to what federations can form, it should be the policys held by the would be federators(and maybe government types) with ethic differences and policy changes benefiting or hindering Cohesion.

I mean, on that note, you could make it based on finishing/starting a tradition tree. After all ... we have domination, supremacy, discovery, prosperity, and diplomacy.
 
I think the controversy surrounding certain federation limitations could be fixed if instead of the developers keeping them as ethic centric, to make them more "the means to a ends" centric.
I really don't think that would make for better gameplay.

Ethics should matter. They should impact your play. The governing Ethics you chose should absolutely impact what options are available to you.
 
This looks like a good step in the right direction. I agree with others that there needs to be more inter- and intra-federation interactions. But hopefully future Dev Diaries will show that the Devs are taking care of these aspects, too.
 
I mean, on that note, you could make it based on finishing/starting a tradition tree. After all ... we have domination, supremacy, discovery, prosperity, and diplomacy.

They should absolutely play a role in this. I'd say Federation members specifically pursuing those specific traditions get increased cohesion in relation to the appropriate Federation they are.

I really don't think that would make for better gameplay.

Ethics should matter. They should impact your play. The governing Ethics you chose should absolutely impact what options are available to you.

Ethics absolutely should play a impact, and would. If a Spiritualist Research Cooperative had policy's banning robotics research, and changed those individually or Federation wise to allow it, then they should take hefty cohesion penalties, and potentially dissolve or booted from the federation. Same if Pacifists changed their War policy's or used a federation fleet offensively.

As these Federations are phrased right now, why would a Pacifist civilization ever have any fleets or a military at all, or a Spiritualist empire even make it to space, if they were completely diametrically opposed to research and development of technology or martial organization?
 
As these are phrased right now, why would a Pacifist civilization ever have any fleets at all, or a Spiritualist empire even make it to space if they were completely diametrically opposed to research and development of technology?
...you fundamentally misunderstand what the text of Pacifist or Spiritualist entail if that's your question, I'm afraid.
 
...you fundamentally misunderstand what the text of Pacifist or Spiritualist entail if that's your question, I'm afraid.
I suppose the core problem is how a Politcal view is defined, and there's way too much interpretation in that for everyone to be happy.

I'd just like to have a very tall federation of super tech psychic Spirtualists, or would be Pacifist galactic Police Force.
 
I'd just like to have a very tall federation of super tech psychic Spirtualists, or would be Pacifist galactic Police Force.
Then make friends with someone that has the philosophical background to implement this (let them suggest the federation), or make the federation and move it by steps to what you want.
 
Actually I think a subterfuge/expansion update would be nice! It just needs fine balancing.
It's not about balancing, it's about it actually being fun and working well with the rest of Stellaris' gameplay.

it worked in CK2
My experience is that it works in games where it can be implemented as part of the core gameplay. CK2 is built around characters and character intrigue, so assassinations for example is just another thing your character can do. Dominions, for another example, is built around moving characters, from mages to scouts to commanders around, and so giving some of those characters the ability to try to enter enemy lands undetected, and some of those in turn the ability to preach your religion, incite unrest, or assassinate enemy commanders, fits neatly into existing gameplay.

A good example from Stellaris would be how you can use your science ships to salvage and reverse-engineer the technology of enemy ships. This fits both the Stellaris gameplay model, as science ship missions is already a thing, and the sci-fi setting, as reverse-engineering superior alien tech is an established sci-fi theme/trope.
 
it worked in CK2
Now; the original version was awful.

It also works because counterespionage is simple (find the candidate with the highest intrigue who likes you and make them your spymaster) also rewarding (imprison your most dangerous vassal for trying to murder his brother) and both it and regular espionage could be affected by something other than high intrigue (Master Suductress Matilda Di Canosa has no problems finding men to join her plots. Those who plot against her, on the other hand...)

And since CKII is heavily character-driven, you can't really translate how it's done directly into Stellaris. Even something as "simple" as making counterespionage simple, because there is still the challenge of finding a good, trustworthy spymaster that you need to succeed with first, which is required to make sure plot detection isn't always a non-issue (and therefore espionage essentially impossible)
 
It's not about balancing, it's about it actually being fun and working well with the rest of Stellaris' gameplay.

My experience is that it works in games where it can be implemented as part of the core gameplay. CK2 is built around characters and character intrigue, so assassinations for example is just another thing your character can do. Dominions, for another example, is built around moving characters, from mages to scouts to commanders around, and so giving some of those characters the ability to try to enter enemy lands undetected, and some of those in turn the ability to preach your religion, incite unrest, or assassinate enemy commanders, fits neatly into existing gameplay.

A good example from Stellaris would be how you can use your science ships to salvage and reverse-engineer the technology of enemy ships. This fits both the Stellaris gameplay model, as science ship missions is already a thing, and the sci-fi setting, as reverse-engineering superior alien tech is an established sci-fi theme/trope.

shapeshifting spies, sentient i.a supervirus hacking, and psychics creating cults are all sci-fi tropes too. It could do a lot of fun stuff like looking at an ennemy fleet composition and position, incite crime and taking advantage of it especially in slaving empire populations, push vassals to rebel or alliance/federation members to rebel/exit the alliance. It would be a place where psionic species have an advantage

it could be a case of some empire type being better at espionnage/counterespionnage as others
 
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Hopefully some of these changes can be scaled down for future faction and intra-empire changes. I'm still not sure what this DLC really offers for genocidal and xenophobic empires unless this makes the rest of the galaxy more of a challenge, but that would require an AI overhaul I don't feel is coming soon.

It would be really nice if envoys were leaders with traits and levels instead of the 'positive rivalries' they were in early Stellaris.
 
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Hopefully some of these changes can be scaled down for future faction and intra-empire changes.

It would be really nice if envoys were leaders with traits and levels instead of the 'positive rivalries' they were in early Stellaris.
It’s going to be interesting to see how they’re implemented. At the moment they seem to be a resource similar to minor artefacts in the way they’re just a number to be spent.
 
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.
Wich is a nice way of saying "No, they do not count".

Wich System works and does not work is entirely subjective. So this comes down to a "convince me" argument. And that would be a troll argument.
 
I think the controversy surrounding certain federation limitations could be fixed if instead of the developers keeping them as ethic centric, to make them more "the means to a ends" centric.
The only limitation right now is who can propose them.

Pacifists in your example could easily pick any of the other Federation types, and check the "Mutual Defense Pact" part (if that even becomes an optional part!)
Pacifist AI are also not agressive Liberators, wich seems to be what you are picturing.
 
You know, it never made sense to me for the Xenophobic Great Khan's successor to restructure the empire into an Egalitarian democracy just because they had a lot of satrapies.

Hegemony makes a lot more sense.
 
You know, it never made sense to me for the Xenophobic Great Khan's successor to restructure the empire into an Egalitarian democracy just because they had a lot of satrapies
I mean, the Khan themselves aren't really xenophobic. The Marauders they come from invariably are, but the Khan goes on about building an egalitarian society where all species - even machine intelligences! - get along.

The Marauder Horde not losing Xenophobia is probably just an oversight on Paradox's part, because the Khan behaves more as an Honorbound Warrior than anything else.
 
I mean, the Khan themselves aren't really xenophobic. The Marauders they come from invariably are, but the Khan goes on about building an egalitarian society where all species - even machine intelligences! - get along.

The Marauder Horde not losing Xenophobia is probably just an oversight on Paradox's part, because the Khan behaves more as an Honorbound Warrior than anything else.

Which pleases me, as this is a great tribute to the Mongol Empire, which is clearly what this event is meant to emulate. Ofc, this doesn’t preclude a hegemony, but I think the khan should be fan mil/egal tbh. The strong rule, the weak pay tribute, but also meritocratic advancement.