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Stellaris Dev Diary #166 - Federation Q&A

Hello everyone!

In last week's dev diary we talked about the new Q&A format that we will be doing for the next couple of dev diaries. We asked you to post your questions regarding the federation rework, and we're glad to see so many questions!

Next week's topic will be the Galactic Community, and you can already post your questions here!

Anyway, let's begin with the Q&A:

Subjects:
Q: Are subjects forced to join some federation types (or all?) if you ask them to?
A: It’s up to your federation whether or not subjects are allowed in. If they are permitted, they will automatically follow their overlord in or out.

Q: Can you make/start a federation with your subjects?
A: Federations are (theoretically) alliances between equals, so independent diplomacy is required to initially form one. As noted elsewhere, vassals may be brought into federations (whether they like it or not) depending on federation law.

Q: Can you form a trade-league with a 1-planet sector you released as a vassal for just that purpose?
No and yes. Yes, you can release a 1-planet sector with the intention of starting a federation, but they would need to be independent for you to be able form it.

Federation Laws:
Q: Will there be any tools (laws, for instance) to combat ethics drift within a Federation? It would be nice to have a way to deal with an incompatible empire other than expelling them (then reabsorbing via a liberation war).
A: No, there is no way for you to influence the ethics of other empires. The cohesion penalty is meant to be offset by having to assign more envoys to the federation.

Q: Can you pass federation laws regulating member policies? For instance, decree that all primary species must have full citizenship throughout all federation empires? Or just outlaw slavery altogether? Because I hate seeing my own species enslaved by allies I have a migration treaty with.
A: There are currently no laws to influence other empires like that within the federation, but we’re certainly open to the idea. Once Federations is released we’ll be gathering your feedback as always :)

Q: Will we be able to pass laws that affect specific pop types? For example, I want to have all empires in my Hegemony, or all my vassal empires be forced to set Starfish pops to purge status (after all everyone seems to think that Starfish portrait represents fanatic purifiers the best).
A: Same as the answer above.

Q: How many federation laws are there?
A: There are currently 14 categories of laws, with each category having 2-5 laws.

Q: Can we get an Academic Debate succession type for Research Cooperatives?
A: There is in fact a Challenge Type called Thesis, which very much mimics what we think you are looking for. It’s available to all federation types.

Q: Could we get an example of more federation laws?
A: Yes we can! In dev diary #158 you could see most of the laws, but there are some things that have been changed or added since then. We now have the Strongest Succession Type, which is split up into different categories like Economy, Fleet, Tech or Diplomatic Weight. We have also added two new Challenge Types: one which is a bidding process where you spend ECs to become the president, and another one which is an academic thesis. We will definitely show off all these things in more detail on a stream sometime in the future.

Q: Can we have a federation succession type called weakest?
A: There are no current plans for it, but adding it wouldn’t be too difficult. If it becomes a very requested feature, it may be something we can add later.

Q: Would you consider adding elections for federation leader by a vote of the members? Would be really useful for multiplayer games. I am also curious why you did not make that that an option?
A: While we originally wanted to implement this, it ended up excessively costly to implement in a satisfactory way. We added Diplomatic Weight as an election option to represent the empires of your federation holding a democratic referendum.

Q: Will you have the ability to have a "One nations, One vote" policy when voting for policies in federations, or voting for leaders?
A: There is in fact a voting law that determines “Vote Weight”. By default, it is set to “Equal”, which means every member gets one vote. It’s possible to change it to Diplomatic Weight, however.

Q: Will there be an federation setting if the members have a defence pact or not? Currently all members have one but I could imagine a trade or science league to want a federation without the duty of defending each other.
A: Federations will always go to war together, and there are no current plans to change that. Although we can see why that could be cool in certain cases, we don’t think it's not worth all the issues it can potentially cause.

Q: Will there be disadvantages for higher levels of centralization? Or is there always incentive to just centralize more and more?
A: High Centralization will have a larger negative impact on monthly Cohesion, which means more Envoys will need to be assigned to maintain it.

Federation Fleet:
Q: Will we be able to build a Juggernaut to lead our Federation Fleet? Given the precedent that we can already build up to 3 Titans for our Federation Fleet, it would seem to make sense to me that we'd be allowed to build a Juggernaut for our fleet.
A: Yes, federations will be able to construct a Juggernaut.

Q: A more general Federation question - could it be at all possible to remove the 500 capacity limit for the Federation navy? By the late game, players can end up easily capping out the Federal naval capacity, and any extra capacity given over to the Federation is wasted. By all means, I don't think there's anything wrong with limiting Federal Fleets to a max 500 Command Limit, but I'd love to be able to see larger Federal navies if the fleet capacity donated by the member states supports it.
A: We are planning to tie the Federation Fleet max size to the Fleet Contribution Law. The higher the contribution – the larger the maximum size.

Q: Will it be possible to decide who gets to control the fleet/delegate it?
A: Although we have tossed around the idea of being able to delegate “war leader”, there are no current plans on changing that behavior. Currently the president controls the fleet, but we’re not against picking up the idea again in the future.

Federation Types:
Q: Have you considered alternate criteria for suggesting federation types? Right now, a Research Cooperative can only be suggested by a Materialist. An alternate criteria could be to have three active research agreements. Martial Alliance requires Militarist. An alternate criteria could be to have three rivals for 10 years. Trade League could be having three commercial pacts. All of these focus on building your diplomacy towards your federation type goal.
A: We’re discussing possibly opening up the federation types if you have finished certain Tradition trees. For example, if you finish Supremacy it would allow you to form a Military Alliance regardless of your ethics or civics.

Q: What kind of federations will gestalts be able to form? I guess the default one and maybe hegemony?
A: It depends on what type of empire it is. The default one is open to all, research is open to machine empires, and Hegemony is open to Rogue Servitors. (Even if Traditions would unlock certain federation types, the Prosperity tree would still not let gestalt empires start a Trade League.)

Q: Will different types of federations have different types of ethic attraction effects when joined or will all of them have Xenophile attraction?
A: Good question! Being in a federation will increase xenophile attraction, but being in certain federation types will increase attraction to certain ethics. Authoritarian for Hegemony. Militarist for Martial Alliance. Materialist for Research Cooperative.

Q: Is it possible to change the type of Federation as the game moves on (as in, can you reform Trade League into a Galactic Union)? A real life example is the European Union, which was formed as an economic union first, and then reformed into a sort of confederation.
A: Yes, it will be possible to change your federation type. Doing so will reset your progress, however.

Q: In Dev Diary #158, we saw that each different federation type had some sort of logo. But if more than one type of federation exists (eg, two Martial Alliances), will they have different logos, or will they just be the same?
A: The logos are tied to the federation types, so they would have the same logo in that case. It’s not really used as an empire flag, however.

Q: Why no spiritualist federations?
A: Because they have no game mechanics that are directly tied to the archetype. There is no reason that they wouldn't fit into one of the federation types that we already have. We have some ideas or mechanics we may want to add later, that would add some additional depth, however.

Q: In the Federation or Hegemon start, will you be able to make the empires in your federation/hegemon in the Empire creation, along with your own?
A: No, you will not be able to design the other empires. They will be randomly generated and will match some of your ethics.

Q: Will the different federations have unique leader requirements? It would be kind of a shame if the Tech federation wasn't based on who's the most technologically advanced.
A: There are federation laws that determine how the president is chosen. Setting the Succession Type to Strongest and the Succession Power to Technology would mean that the empire with the most researched technologies will be the president. These laws are not restricted to a tech federation

Q: I think it was mentioned before (maybe pdxcon) that hegemonies can force members in through wargoals, yet I didn’t see this in the dev diary, is it true and will it be implemented?
A: Yes, the president of a Hegemony can get a war goal to force other empires into the federation.

Federation Perks:
Q: Could you give us a preview/list of the different federation bonuses each federation type has? Right now information is super scant about this aside from the entry level passive; it would be nice to have a full list, like you did with origins.
A: Yes, we can share more of those. We will be streaming some time in the future to show off more some stuff in more detail.

Q: How many perks are there in a federation and are they ethics based?
A: The perks are tied to the different federation types, not ethics, and each type has 13 perks.
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Fallen Empires:
Q: How will federations with Awakened empires be affected by the update? Will they gain special bonuses/options over normal empire Federations? Will it possibly lead to more complex interactions with Awakened/Fallen Empires as a result?
A: Depending on the federation’s succession laws, the awakened empire may seize control of the it. That could be good, or… not so good.

Q: Currently the War in Heaven creates a single large Federation for the Non-Aligned powers. This can result in the destruction of every federation that the "head" of the Non-Aligned Powers isn't a member of. This causes problems as-is (the destruction of federation fleets, diplomatic impact from leaving existing federations even between empires that both joined the Non-Aligned league, etc) and with more complex and differentiated federations that build out over time this impact will only increase.
A: There have been some changes made to the War in Heaven to interact in a better way with federations. For example, the leader of the strongest federation will now get the first chance to turn their federation into the League of Non-Aligned Powers.

Q: During a crisis, it is possible to invite the guardian fallen empire to the federation. How will they interact within the federation? A similar question is the league of non aligned factions (the alliance formed in war in heaven). How will the members of that federations interact?
A: See above answers.

Q: Would it be possible for a very powerful cohesive Federation to outright prevent/disallow their members from defecting to the Awakened Empires in a War in Heaven?
A: Subjects won’t defect, but others may. You can punish them for their treason if you can beat their new overlords.

Breaking Federations:

Q: How would one play against Federations? Any way to actually start influencing the member's ethics and affiliations to eventually break that Federation or break out a specific country in it?
A: The focus on Federations is mostly on cooperation, so there are no new mechanics for subterfuge in that manner. It would have to be in another expansion with another focus. You do have some ability to engage enemies in a non-warlike fashion, but that is done through resolutions and the Galactic Community.

Q: Will it be possible to influence or pull federation members out of a federation from the outside without the use of direct warfare?
A: There are no new mechanics that allows you to do that directly, but it may be doable through resolutions in the Galactic Community. If you get the president denounced and sanctioned, perhaps the other members will dislike them enough to try to get rid of them, or leave the federation.

Q: Can I overthrow the whole federation government and use it to expand my territory (like Palpatine in Star wars)?
A: Sounds like you successfully changed the federation type from Galactic Union to a Hegemony. (This does reset the progress of the federation however.)

Misc.:
Q: Will you expand the Federations types/mechanics in the future or will it remain in a relatively final state once the DLC is released?
A: Although we’re very happy with the reworked Federation system, nothing is certainly set in stone. We are very open to making changes due to popular requests.

Q: The trailer showed a number of empires unifying into a single entity. What are the exact mechanics?
A: The trailer is a representation of the federation being formed. Although there is no mechanic to merge them into one empire, they will change colors on the map to match each other if the Unions mapmode is on.

Q: Will it be possible to “merge” federations that have similar structure and ethics without losing a federation fleet, or progress on the upgraded
A: No, it’s currently not possible to merge federations.

Q: Will trade lanes be possible for at least Federations?
A: There are no current plans to tie the trade lanes into federations or subjects.

Q: Will it ever be possible, at max cohesion level perhaps, to fully "merge" a Federation into one single entity controlled by the player the same way we control our normal empires now?
A: There are no current plans to add functionality to merge federations. Although the idea is cool, it's a complex and costly thing to implement and therefore hasn’t been a priority.

Q: What are your general thoughts about 2-empire federations consisting of one very large empire and one very small empire, where the smaller empire just exists for the purpose of giving the larger empire the federation bonuses?
A: It is possible. We have no current plans on imposing any limitations on the player’s ability to do that, but we will have to see what the future holds.

Q: Any plans on changing the 'gamey' terms Level I, Level II etc to something more immersive?
A: No current plans.

Q: Can i be in several Federations at the same time like with NATO and EU (Presumably no, but still)?
A: No, you can only be a member of one federation.

Q: What if you are not a leader of Federation, but just a member, what kind of gameplay would that provide beside just following the leader?
A: You are still able to propose changes to federation laws, assign envoys or work to improve your standing. Most of the federation perks will benefit you as well.

Q: What is the planned interaction between federations and the Feudal Society civic?
A: There are no special interactions at this time.

Q: Currently there’s no way to influence the opinion two AI empires have of each other. This can make it difficult to get new federation members if one current member doesn’t like them. Will there be mechanics for influencing the relationships of AI empires within and outside of a federation?
A: Although it is something we have discussed and we want to improve at some point, it will not be coming in the next update.

Q: Will there be Federation related events? like a Xenophobic uprising or Pacifist uprising maybe?
A: We did discuss the idea, but ended up dropping it due to other priorities. Although federation-related events will not be in the next update, we’re very open to the idea and it may be something we want to do in the future.

Q: Will it be possible for a player to influence AI empires to let the player empire join an AI formed federation, even in case of not really compatible ideology?
A: Yes, it's possible to improve diplomatic relations with the new Improve Relations diplomatic action.

Q: If #1 is true, can you form the hegemony through a wargoal? Or do you always need a “willing” participant, even for hegemonies?
A: While you need a “willing thrall” to initially form the federation, hegemons do have a wargoal to force additional empires into their fold.

Q: Will we be able to make a federation with only 1 empire (ours), and invite members later on?
A: No, you cannot form or be in a federation with only 1 member.

Q: Not sure if this would go here or for the Q&A for Galactic Community but will resolutions passed in Galactic Community affect Federations?
A: There are currently no resolutions that only affect federations.

Q: Will Federation members be able to benefit from passive observations with Crystalline Entities and Space Amoebas so your Federation members don't get attacked!?
A: Not at this time.

Q: What measures are you taking to ensure that the solo empire play-style will remain viable with the Federations update? I personally do not want to feel forced into a Federation to remain competitive in the game. Can we take unilateral actions against the will of the federation/space UN at the expense of cohesion and possibly temporarily the bonuses we get?
A: There are no new mechanics that directly allow you to mess with a federation, but it is certainly possible to target certain empires through the Galactic Community and the resolutions. For example, you can collect favors to pass resolutions that make your enemies in Breach of Galactic Law, which leaves them open to sanctions.

Q: How will you be able to keep up with federations - they already pose a huge danger due to accumulated power in fleets and being able to attack you on several borders, now gaining even stronger benefits from forming an alliance?
A: Many tools exist to deal with a stronger entity than you in Stellaris. You could form your own federation with their rivals, you could focus on tech or economy and overwhelm them, you can interfere with them diplomatically through the Galactic Community, or you could consider joining them. (Or you can make a covenant with the End of the Cycle out of spite.)

Q: With Federations becoming the apparent new "standard" mode of play, will there be any adjustment to the Inward Perfection civic to keep them competitive?
A: We believe that Inward Perfection is a very strong civic, and that it will continue to be strong even after Federations.

Q: Will there be a mechanic to dissolve federations in the same way in EU4 that you can dismantle the HRE?
A: There is no current plan on adding a specific mechanic to dissolve federations. (Though removing federation members through subjugation or other CBs could cause it to dissolve.)

Q: Will the traditions trees be changed in any way, given all the changes coming to federations? Also will there be any new accession perks that are federation specific?
A: There are some changes to traditions. Certain civics that were previously locked out of most diplomacy options, such as Barbaric Despoilers and Criminal Syndicates, have had these restrictions reduced to varying degrees, which affects the traditions available to them.

Q: Can federations have a federation land army, like one federation uses only clones and the other only robots etc?
A: No, there are not any current plans for it.

Q: Will there be any new technologies to learn with the changes to federations?
A: Although there will be new technologies coming with the update, there are no new technologies that directly affect federations.

Q: Will there be any buildings or anything that can designate you being in a federation? What I mean is can we build federation specific buildings like: Federation fortress, Federation Naval Command, Federation Research lab etc etc. im imagining incase we leave or the federation ends these buildings go back to their normal self. or maybe these are just passive effects to being in certain federations.
A: There are no current plans for buildings that would only exist if you are a part of a federation.

Q: Will it be possible to build gateways in the territory of other Federation members? Or just your own space?
A: Currently it's only possible to build in your own space, but we’re looking into if it’s not too much trouble to allow building gateways in federation space as well.

Q: Is there anything about Federation budgets and federation projects - build ships or maybe a mega-project like a Dyson Sphere?
A: As much as we’d want it, there are currently no plans for shared projects like Dyson Spheres.

Q: Will Criminal Syndicates be able to create Trade Leagues? If so, does this mean that their restriction on Commercial Pacts will also be stripped? Will there be special mechanics for Federation members to not be affected by/tolerate crime on their planets?
A: Criminal Syndicates will be able to join and form federations, including Trade Leagues. They retain the current restrictions on Commercial Pacts, and there are no mechanics preventing them from tormenting other federation members or suffering the consequences.

Q: Will there be some rework to how wars are conducted between federations? For example, in the current system war goals can only be used against a single empire in the federation. Kind of makes it a major pain trying to subdue an aggressive federation, often taking several wars over the course of many decades, even if you're routinely conquering their entire federation.
A: There is no current plan on making any changes to how wars are conducted between federations.

Q: Will there be anyway to quickly gain information about stored resourced, net income, etc. of federation members and vassals so that it would be easier for players to help ally ai when they are in economic decline?
A: There are no current plans on adding that type of information, but it is something that we have discussed. It would be useful to be able to see requests from subjects and allies.

Q: What is your favorite or most memorable experience you've had testing out Federations? (the mechanic, not the patch)
A: We've all had funny and cool things happen, but @Eladrin probably takes the win with something that happened in an internal MP game: While playing an aggressive hegemon in a multiplayer game, forcing all the nearby empires to become my megacorp’s subsidiaries, my subjects changed the succession law to Challenge by Combat while I wasn’t paying attention. Boy was I surprised when my term ran out. This also lead to the AI kicking out another player from the federation, and then declaring war on them!

Q: Will Federation members simply treat other member's territory as their own, or will the members be able to designate Federation Neutral Zones: zones owned directly by the Federation rather than by a member?
A: We’ve made no changes to how territory is controlled.

Q: For the Federation origin, the teaser image showed a possible situation where the Earth empire could box in one of the other empires. Will there be any changes to hyperlane generation for this origin to prevent situations where one empire will have no directions to expand in?
A: The empires created by the Common Ground and Hegemon origins take two of the guaranteed habitable worlds around your homeworld (generating them as necessary if you reduced them in the game settings). As such they’re almost guaranteed to encroach on your borders, which compensates for the generally strong start. Your AI minions will follow normal expansion rules, generally being willing to create an outpost in a system two jumps away from another system they occupy.
 
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Or it could mean giant federations fighting each other, I think that sounds pretty exciting.
Mind pointing out where devs said that AI will be more aggressive in Federations?
You see, currently, we have games going like this: no wars of note going after federation blocks form; and since those federation blocks not going anywhere - it's a stalemate. So, the concern that we won't be seeing any inter-federation wars (without mods) is a valid one.
 
I will admit that I am not stoked to see that there is not an ability to unite federations into one empire peacefully. Martin mentioned this a few years ago and it is all I have been hoping for in regards to federations. Will there be a way to mod this is in? Currently there is not an easy way to mod in anything that resembles a peaceful political or diplomatic union of equals. Eu4 at least has commands like annex and inherit. As there won't be anything in the dlc is there a way we could get a command or effect that makes it easier for modders to create?
 
Martin mentioned this a few years ago
I just mentioned this in another thread. Stellaris needs a "Dev Diary 0". This game has had several game directors, all with their own vision, and the game feels like it has NO actual clear design plan, no vision, no real identity.

So DLC/features are just shinies bolted on top that don't really work well with other features. This Federations DLC is, based on this Q+A, going to result in static, boring midgame where Federations are too strong to attack each other, the map will be painted, and too weak to take on the FEs. So 50-100 years of staring at your screen and clicking. Someone said, "This will be cool, look at all the cool federation mechanics!" but nobody asked, "but will it Bring The Fun?" Stellaris needs a vision. It doesn't seem to have one.
 
Q: Will it be possible to build gateways in the territory of other Federation members? Or just your own space?
A: Currently it's only possible to build in your own space, but we’re looking into if it’s not too much trouble to allow building gateways in federation space as well.

Q: Is there anything about Federation budgets and federation projects - build ships or maybe a mega-project like a Dyson Sphere?
A: As much as we’d want it, there are currently no plans for shared projects like Dyson Spheres.
While adding the ability to build in each others space would be a issue even for Federations (just thinking about the Pathfinding nightmare from Gateways everywhere), what about an option to Sponsor a Federation Members Megatructure Project?
Basically you pick up the tab and they build the thing in a System of their choosing. Not sure if that should get you around Tech Resctrictions on the Sponsored Side, but it might be.
Just giving the AI the resources, runs into issues if they lack the tech. Or they waste the resources on something else.

Additional Questions:
- Can the Leaders of a Hegemon Federation integrate other Members, like they could with baseline Vassalage types? Or is integration locked out, like it is for Tributaries?
- Wich Vassal Types are eligible for being forced into a Hegemony? Tributary? Vassal? Protectorate?
If protectorates are not eligible, would they auto-join when tehy normally would reach vassal state?
 
You might want to re-read the notes. All of the diplomacy changes made POSITIVE diplomacy easier. I'll wager all of the money in my pockets against all of the money in yours that wars become non-existent due to 1) too many empires having positive diplomacy meaning 2) war votes will fail.

No you are right, the stellaris team is completly incompotent and didnt anticipate how any of these changes will play out. The game is going to be impossible to enjoy because of another botched expansion and it leaves no room to be excited about anything. /s

Mind pointing out where devs said that AI will be more aggressive in Federations?
You see, currently, we have games going like this: no wars of note going after federation blocks form; and since those federation blocks not going anywhere - it's a stalemate. So, the concern that we won't be seeing any inter-federation wars (without mods) is a valid one.

I thought they said they would delay the expansion to among other things work on the AI mb.
 
When will the real Dev Diaries start? This one feels more like a hasty filler with No's...

I'd like to see and read more about the game or enjoying a nice Stream instead of No No No
 
When will the real Dev Diaries start? This one feels more like a hasty filler with No's...

I'd like to see and read more about the game or enjoying a nice Stream instead of No No No
They asked us for questions. Then they answered them I'm on the side of that being a pretty good dev diary.

They've already shown off most if not all the new features. Not much left but bugfixing and balance tweaks until release.

Would you prefer they went back to one dev diary every TWO weeks?
 
Since this is the Federation Rework Q&A, it does focus exclusively on the Federation Rework. We do have several other Q&A's planned, such as the Galactic Community one.

That makes sense, and I didn't mean to imply otherwise. The Galactic Community rework and Origins both sound interesting. As does the federation rework. That's a great addition, and federations have always had lots of room to grow.

My concern is that this is the diplomacy update that everyone has long waited for, and it barely seems to address basic diplomacy. Players have identified a few problems from day 1:

- Opinions are largely pre-determined by ethics. The opinion modifier from ethics tends to overwhelm everything else, especially since most other opinion modifiers fade over time, making diplomacy largely set in stone from the beginning of the game.

- Alliances/federations once formed tend to never break up. Nor is there any way to use diplomacy to interfere with them. As a result, most games trend towards stalemates, where the board is dominated by a handful of large alliances that no one can afford to attack.

- There's rarely anything to negotiate over except for war. Empires won't make commercial pacts and research agreements unless they already have a high opinion of you. There are no smaller agreements with which to build relations, no other trade or economic deals to make, and no incentives to negotiate with an empire you otherwise dislike. As a result, diplomacy becomes a self-reinforcing cycle and, like alliances and federations, trade deals tend to ossify because there is no way to outbid or otherwise disrupt an existing one.

- Diplomacy happens largely apart from the rest of the game. Outside of taking star systems, diplomacy is rarely about anything other than diplomacy itself. Player actions rarely impact diplomacy because empires have little, if any, economic or political relationship with each other. As a result, the typical way to shift an empire's opinion modifier is to simply spam actions that directly alter that number. There are no tradeoffs or unanticipated consequences to worry about because actions in the diplomacy screen rarely arise from or have an effect on actions outside of it.

- In general, diplomacy is self-reinforcing. This, I would argue, is the big one. Actions which boost opinion are generally reserved for empires which already have a high opinion of each other. Empires with low opinions of each other take actions that reduce those opinions further. There are few outside, unpredictable or destabilizing forces to break these feedback loops.

The update seems like it addresses some of these issues, but it also seems like it will make others worse. In particular:

- Envoys seem like they will exacerbate the diplomacy-in-isolation problem. While they might help players offset ethics predetermination, they also feel like gift spam taken to its logical extreme. Players won't send envoys to negotiate a trade agreement, or open borders or some other in-game goal. They will literally just use envoys to directly manipulate an empire's Opinion modifier until it ticks over to the right number.

- Relationship requirements for negative actions may help lock in feedback loops further. Opinion boosting actions will still be reserved for empires with high opinions of each other, but opinion reducing actions will now be reserved for empires with low opinions of each other.

- Nothing in this update appears to connect empires economically, politically or culturally. Nor does anything here seem to connect diplomacy to in-game actions. As a result, war will remain the only thing that drives conflict between empires.

***

Ultimately, I think the heart of the problem is that nothing about the current diplomatic system promotes instability, conflict or change. There is no way to make someone a better offer in the diplomacy screen, and because the system is so isolated from the rest of the game an empire's actions never touch its diplomatic relations. (Again, outside of war.) Few choices I make economically, politically or scientifically change another empire's opinion modifier, and the few that do have a negligible impact. Aside from territory there is nothing for me to want from another empire, nor is there any way for those interests to change over time.

This means that my relationship with another empire is, again, largely set in stone fairly early on. Those alliances and trade deals ossify because they self-reinforce and there is no counter-weight mechanic to pull them apart. Diplomacy needs many things, but this is what it needs most of all. The diplomacy system needs something to make it dynamic and less predictable. Instead, I get the impression that this update's goal is to make make diplomacy more mechanical and predictable.

The galactic community sounds interesting, as do the new federations, but they're features in the game. The core gameplay mechanic here, where players will spend the majority of their time and attention, is the basic diplomacy screen. This is why this update feels like (apologies) a bit of a lead balloon. This doesn't feel like it will do anything to make minute-by-minute gameplay any more interesting or dynamic. Nor, for all it’s good ideas, does this feel like it will address many of the core fixes that players have waited several years for.
 
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Would you prefer they went back to one dev diary every TWO weeks?
To be honest yes.
I don't know why they did this but, this dev diary has a uncomfortable format so it's hard to read. It is just a collection of No
and maybe I am just annoyed because I miss the old style community management by Wiz...
 
I'm not going to form an opinion on the new dlc til i get my hands on it and i can spend an entire week playing with it . As far as i am concerned anything that improves diplomacy and leaves room for future improvements is a good thing. if the devs follow through on the performance fixes i am happy to tolerate a substandard dlc, i'd buy it just for the origins but i can imagine why not everyone would feel that way
 
I'm still waiting for an update that stops bolting on new headaches for "designers" and developers that clearly can't be managed appropriately and actually makes the game deep and dynamic. I still don't get what the actual design goal of Stellaris even is, it feels like there isn't a single game designer involved, but just a bunch of kids saying "This sounds cool" and then royally screwing it up, (which would explain the weird pivoting we keep getting) we don't need to have the game radically changed every 6 months, we just need some freaking core gameplay loop (that you may be able to extend inherently, too often things are just thrown at a wall to see what sticks) which Stellaris either consistently loses halfway through a match (not that it ever felt QA'ed at that point anyway) or it gets completely revamped again in a manner that fixes nothing. Or if you just want it to be a roleplay simulator, in the least its not that hard to create data simulation but it really feels like nobody is actually testing the designs themselves and just throw all their ideas together. You don't prototype ideas by throwing them in all at once and expecting them to come out fine. It makes the game feel more disjointed, not cohesive.
 
I thought they said they would delay the expansion to among other things work on the AI mb.
They did, but for community (in general) the main problems with AI are its inability to handle economy and group fleets. Starnet-level aggressiveness is often considered excessive when it comes up in discussions (probably, by devs too, seeing how they never really touched diplomacy). So, I highly doubt it'll become the new standard with Federations, especially without much of a warning from dev team. That only leaves some counter mechanics as a possibility to break federation stalemate we had since 1.0 - a mechanic never developed. While I would love to see federations at war, I just don't see any indication of that happening. I guess, we'll wait and see. Perhaps, devs will enlighten us during diplomacy Q&A.
 
Just so I’m making suggestions instead of only throwing stones... I think here's how I'd reorganize the system.

First, I'd have two major categories: scope and impact.

Scope: bilateral vs. unilateral
- Bilateral: any action that both parties participate in. This would include anything from treaties to trade pacts to war, as long as it involves both empires taking action.
- Unilateral: any action that one party takes on their own, but which involves or affects another empire and has a direct diplomatic effect.

Impact: military, economic or political
- Military: anything to do with taking, keeping or defending territory.
- Economic: anything to do with producing, transferring or spending resources (including research).
- Political: anything to do with managing, gaining or influencing population.

For every type of impact I would have at least one important, unilateral action that a player can take that boosts opinion and another that lowers it. Claims are, afaik, the only example of this currently in the game. This is an important military action (if you want a system you need to claim it) that lowers the opinion of the targeted empire. We need much more of this. In total we would have Military (Positive Action/Claims) Economic(Positive Action/Negative Action) Political(Positive Action/Negative Action).

The reason for this is so that empires would frequently shift the opinions of their neighbors in the course of managing their empires. We want positive and negative actions to avoid creating a one-way ratchet, and we want this to cover all three of the major aspects of empire management to ensure that all play styles influence diplomacy on a fairly regular basis. (The challenge, of course, is coming up with ways to have meaningful economic and political unilateral actions, but this is why the system needs a redesign.)

The AI would continue to weight bilateral actions as it does now, taking opinion primarily into account before it makes a deal with another empire. But it would make unilateral decisions primarily based on the value of the action itself.


Second, I'd make resource trades into percent of income trades.

With the advent of the galactic market, the only real function of resource trading is to spam gifts. I would replace that with a model based on commercial pacts. Instead of swapping lump-sum resources, empires would make resource-specific trades that boost their income based on the income of their trading partner. You can make a trade deal for any two resources, and each empire gets 10% of the other empire's income of that resource (just like commercial pacts).

For example, I have an income of 50 alloys. My trading partner has an income of 100 food. I enter a 10 year trade deal to exchange 30 income worth of alloys for 100 income worth of food. I would receive 10 food per month and they would receive 3 alloys per month off this deal.

For any given resource, an empire's total trade deals can't exceed its income. In our example above, say, I have a trade deal worth 30 of my 50 alloys per month of income. I can make other trade deals for up to the remaining 20.

By boosting income, this would make trade deals somewhat more useful. More importantly, the AI can weight this as a simple resource-for-resource exchange, creating a small-stakes way to negotiate with empires that may not be willing to sign full commercial pacts. It would also give specialist empires some clout.

To make this more viable, I would reduce the output of strategic resource buildings to between 0.5 and 0.1 of their current production. This system would only have value if empires really need to increase their income in some specific area, and by the middle game scarcity can only come from CG's, alloys and strategic resources.


Third, I'd make ethics more responsive and more unpredictable.

Gravitation: Every ethic would have a basket of actions that it individually responds to. This is already in the game in the form of policy modifiers, such as egalitarians disliking slavery or pacifists not liking a bombardment policy. I would expand this to include other buildings, policies, player actions, etc. For example, spiritualists might get an opinion boost for every tradition you adopt while egalitarians might like you less for every black site you build (or at least for every black site they know about).

The goal would not be to put a diplomatic weight on every action a player takes. Rather it would be to cause empires to gravitate towards or away from empires that actually share their interests, not merely ones which received the same setting at the outset of the game.

Guiding Ideas: Every ethic would have a guiding idea that, under the right conditions, can cause it to take otherwise-unpredictable diplomatic actions. This would be relatively randomized and would occur relatively rarely.

For every ethic this would be different. For example, militarists might have the idea of Respect Your Enemy, where at a certain, semi-randomized point of positive opinion they begin turning hostile. (They want to fight glorious battles against a worthy foe.) Or spiritualists might have Heretics, in which each gets a heretical faction that turns opinion bonuses into larger opinion maluses if they get strong enough. (Your empires grew closer when you banned AI, but the heretics worship it.)

The goal is to help address the diplomatic stalemates that Stellaris is prone to by introducing an element of controlled unpredictability. Every now and again an empire would act in a destabilizing way that nevertheless fits its narrative. Some information about an empire's guiding idea would be visible to other empires which share that ethic, otherwise, foreign empire would not see any information about another empire's guiding idea. These are philosophies largely incomprehensible to outsiders.
 
Q: In the Federation or Hegemon start, will you be able to make the empires in your federation/hegemon in the Empire creation, along with your own?
A: No, you will not be able to design the other empires. They will be randomly generated and will match some of your ethics.

I really dislike the idea that the other empires are completely random but I see the problems a "Subempire" - creationtool could cause. But I would really appreciate if the function that selects the other empires for "lost colony" and "Federation" start would check the player created empire list first. This would be an easy to implement way to keep the usability of the origins high for players (like me) that do not want to have random named empires around.

To keep it less easy to mainpulate the system just make sure that the selected empires from the list only have one ethic in common for federation start and an opposed ethic for lost colony.

Just my thoughts because I like the idea of the origins but hate this random created empires with their horrible names.
 
Doesn't seem like they added a whole lot of improvement into federations over how it used to be, no espionage and still no addition to diplomacy, but now we are FORCED to play into federations, ugh.
If they do not fix the AI PATHFINDING, this DLC is going to bomb.
 
To make this more viable, I would reduce the output of strategic resource buildings to between 0.5 and 0.1 of their current production. This system would only have value if empires really need to increase their income in some specific area, and by the middle game scarcity can only come from CG's, alloys and strategic resources.
I don't think you can do this. The economy already doesn't work during the early game because you can't put a large enough percentage of your population on specialist jobs until you either get tier 2 buildings or an ecumenopolis. Empires end up with too much of the base resources with nothing to spend them on except the marketplace.
 
It pains me to say this but I'm quite a bit let down by all of this, I was hoping for a bit more depth to be honest... more interaction with the base game functions. Hoping to see more cool stuff, more "meat" in the following Diaries. Love the format though! Thanks for doing this and good job nonetheless!