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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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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.

By strategic resources I just mean motes, gas and crystals. Those aren't early game resources, so it shouldn't harm that stage of the game.

Although we may just have different perspectives. I think the only time the economy does work is in the early game, because that's the only stage where there's any scarcity. After that, the only resource I don't have way, way too much of is alloys. It's not that long into the game that I'm selling off strategic resources 100+ at a time and minerals in batches of 1,000 because they're kind of flooding in the door.

Without scarcity, the economy can't drive conflict or trade. As a result it can't contribute much to diplomacy. I mean, what's there to talk about, right? There's nothing you can have that I want because I already have more than enough of everything.

I'm not saying this wouldn't lead to shortages, but imo that's a feature, not a bug. The game is designed to have pretty much everything connect through the economy. (That is, almost every action costs or generates resources. What connects your decision to invade Proxima II with your choice of living standards is that each costs resources and can bring new resources in.) This is a fine model as long as the economy has enough tension in it that choices in one area meaningfully shift options in another.

But the Stellaris economy is also currently designed to make sure that every player can always have enough of everything. This is what makes the game feel like nothing is interconnected. There's so much slack in the economy that the costs and benefits of one choice rarely change a player's options anywhere else. It's like if we had a bunch of strings tied to a ring, and the idea is that every string you tug on would pull on every other. That can work great unless every string has two feet of slack in it. Then almost no amount of pulling will affect anything else. It would feel like they weren't tied together at all.

My point with this tangent is just that scarcity in the economy might seem like a bad thing because it would limit player options. But in fact, that's arguably the most essential piece that the game is missing. If player options were limited by the resources at hand, without an easy way to generate more on their own, then they would need things from each other. That's how we generate conflict or cooperation and, in turn, how we make diplomacy much more interesting and essential.

Otherwise, the only reason to interact with other empires is to tick an arbitrary win condition or (more often) just kinda out of boredom.
 
By strategic resources I just mean motes, gas and crystals. Those aren't early game resources, so it shouldn't harm that stage of the game.

Although we may just have different perspectives. I think the only time the economy does work is in the early game, because that's the only stage where there's any scarcity. After that, the only resource I don't have way, way too much of is alloys. It's not that long into the game that I'm selling off strategic resources 100+ at a time and minerals in batches of 1,000 because they're kind of flooding in the door.

Without scarcity, the economy can't drive conflict or trade. As a result it can't contribute much to diplomacy. I mean, what's there to talk about, right? There's nothing you can have that I want because I already have more than enough of everything.

I'm not saying this wouldn't lead to shortages, but imo that's a feature, not a bug. The game is designed to have pretty much everything connect through the economy. (That is, almost every action costs or generates resources. What connects your decision to invade Proxima II with your choice of living standards is that each costs resources and can bring new resources in.) This is a fine model as long as the economy has enough tension in it that choices in one area meaningfully shift options in another.

But the Stellaris economy is also currently designed to make sure that every player can always have enough of everything. This is what makes the game feel like nothing is interconnected. There's so much slack in the economy that the costs and benefits of one choice rarely change a player's options anywhere else. It's like if we had a bunch of strings tied to a ring, and the idea is that every string you tug on would pull on every other. That can work great unless every string has two feet of slack in it. Then almost no amount of pulling will affect anything else. It would feel like they weren't tied together at all.

My point with this tangent is just that scarcity in the economy might seem like a bad thing because it would limit player options. But in fact, that's arguably the most essential piece that the game is missing. If player options were limited by the resources at hand, without an easy way to generate more on their own, then they would need things from each other. That's how we generate conflict or cooperation and, in turn, how we make diplomacy much more interesting and essential.

Otherwise, the only reason to interact with other empires is to tick an arbitrary win condition or (more often) just kinda out of boredom.
I see, that makes more sense. The issue I was bringing up was that I always find I can't get enough of specific jobs, due to the building system, until up to tier 2. It isn't so much a scarcity problem, though you're quite right that I wish there was more to that. Strategic resources both need to be more valuable, and also harder to get, in order to make them worthwhile. It would also be great if there was a way to truly specialize more. So there's a good justification for going through the trouble of generating x good per month as well as a high price for doing it that makes it so you can't just make everything.

There's an awful lot to be desired when it comes to the economy still. The only real restrictions are purely arbitrary and once you get past those you're kinda flooded with the advanced stuff as you said. It's very rare someone would actually want to synthesize them. Constantly being short on resources because I can't put 66% of my population into research and alloys, even though I could afford to, isn't a good economy limitation.
 
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I see, that makes more sense. The issue I was bringing up was that I always find I can't get enough of specific jobs, due to the building system, until up to tier 2. It isn't so much a scarcity problem, though you're quite right that I wish there was more to that. Strategic resources both need to be more valuable, and also harder to get, in order to make them worthwhile. It would also be great if there was a way to truly specialize more. So there's a good justification for going through the trouble of generating x good per month as well as a high price for doing it that makes it so you can't just make everything.

There's an awful lot to be desired when it comes to the economy still. The only real restrictions are purely arbitrary and once you get past those you're kinda flooded with the advanced stuff as you said. It's very rare someone would actually want to synthesize them. I'm constantly short on resources because I can't put 66% of my population into research and alloys, even though I could afford to, isn't a good economy limitation.

I feel like this also speaks to what other people have pointed out, that there seems to be a lack of clear design direction in the game. It often feels like Stellaris wants to please everyone at once. As a sandbox game, this economy model makes sense. You want to play with all the toys. But that same idea breaks a strategy game, which has to limit players as much by what they can do as by what they should do.
 
By strategic resources I just mean motes, gas and crystals. Those aren't early game resources, so it shouldn't harm that stage of the game.

Although we may just have different perspectives. I think the only time the economy does work is in the early game, because that's the only stage where there's any scarcity. After that, the only resource I don't have way, way too much of is alloys. It's not that long into the game that I'm selling off strategic resources 100+ at a time and minerals in batches of 1,000 because they're kind of flooding in the door.

Without scarcity, the economy can't drive conflict or trade. As a result it can't contribute much to diplomacy. I mean, what's there to talk about, right? There's nothing you can have that I want because I already have more than enough of everything.

I'm not saying this wouldn't lead to shortages, but imo that's a feature, not a bug. The game is designed to have pretty much everything connect through the economy. (That is, almost every action costs or generates resources. What connects your decision to invade Proxima II with your choice of living standards is that each costs resources and can bring new resources in.) This is a fine model as long as the economy has enough tension in it that choices in one area meaningfully shift options in another.

But the Stellaris economy is also currently designed to make sure that every player can always have enough of everything. This is what makes the game feel like nothing is interconnected. There's so much slack in the economy that the costs and benefits of one choice rarely change a player's options anywhere else. It's like if we had a bunch of strings tied to a ring, and the idea is that every string you tug on would pull on every other. That can work great unless every string has two feet of slack in it. Then almost no amount of pulling will affect anything else. It would feel like they weren't tied together at all.

My point with this tangent is just that scarcity in the economy might seem like a bad thing because it would limit player options. But in fact, that's arguably the most essential piece that the game is missing. If player options were limited by the resources at hand, without an easy way to generate more on their own, then they would need things from each other. That's how we generate conflict or cooperation and, in turn, how we make diplomacy much more interesting and essential.

Otherwise, the only reason to interact with other empires is to tick an arbitrary win condition or (more often) just kinda out of boredom.
This is an interesting idea, but I'm not sure it would actually work. If strategic resources are universally scarce, how would you be able to get more by interacting with your neighbors? They won't be willing to trade you any, because they don't have enough for their own needs, and conquering their production also gets you their consumption, so you're no better off. And even if you find a way around that, there will be times when you can't get any resources from other empires, be it because you're playing an inward perfection empire who refuses to trade with anyone, or you've only met genocidal empires who are too strong for you to conquer, or you're playing without any other empires at all.
 
This is an interesting idea, but I'm not sure it would actually work. If strategic resources are universally scarce, how would you be able to get more by interacting with your neighbors? They won't be willing to trade you any, because they don't have enough for their own needs, and conquering their production also gets you their consumption, so you're no better off. And even if you find a way around that, there will be times when you can't get any resources from other empires, be it because you're playing an inward perfection empire who refuses to trade with anyone, or you've only met genocidal empires who are too strong for you to conquer, or you're playing without any other empires at all.

Re: trade, I agree completely. That’s why trade needs to be positive-sum. My suggestion was to change trade to a system where each empire gets a %-boost to production based on the other empire’s production, like it works with commercial pacts.

Re: the others, I feel like that’s a feature, not a bug. It means you’d have to be smarter about conquest instead of indiscriminately gobbling everything up. Or just grab key systems, or maybe keep those resources for the core planets and make everyone else serfs. All tricky, complicated options, much more so than the current model of “take planet, get richer.”

As to the rest, to me that feels like a fair challenge in the game. Playing a strict isolationist should be the equivalent of hard mode. Being surrounded by strong genocidal neighbors... well, tbh I feel like you have even bigger problems.
 
I definitely want to say that I really appreciate the extra transparency and willingness of the devs to (likely knowingly) put themselves under fire by actually addressing these Q&A questions directly, rather than the usual evasiveness. Even if the response may seem harsh, I think this does the community far better than dodging questions or wishy-washy answers that just leave people often stewing and upset regardless.

That said, I still have to agree with some of the posts here how it's mostly a big list of "no" to the majority of interesting ideas, and has dropped my excitement for the update/DLC. I'm worried the development of this game is in a tougher spot than I thought these days, despite how the game seemed on an upward turn again after emerging from the long cleanup of the terrible Dec 2018 DLC/update's launch and successful release of the Archaeology DLC early last year. I was hoping for something significant, either in addressing core existing issues or an especially strong-looking DLC, after so many months of almost nothing since last summer, but that doesn't sound to be the case.

Now perhaps the lacking feel of this DLC/update, despite the longest wait period yet for this game, will be worth it if they come out and say performance and other big issues have been addressed in a significant way finally. The bad vibes I'm feeling would dissipate greatly if that really happened, but I can't say with the track record so far that I have much hope for that actually being the case.
 
I've been mulling over this for a few days, but would just like to echo what some others in this thread have said much more thoroughly and eloquently.

While I don't think any of these features are bad (I think they're all good ideas), I'm still a bit disappointed. We're coming up on 4 years since Stellaris' release this May, which means nearly 4 years I've been waiting for "The Diplomacy Update". Somehow this doesn't feel like "The Diplomacy Update".

It feels like a doubling down on number manipulation instead of tangible actions. Lets say I want to form some sort of deal with an empire that has a neutral opinion of me. Because of our neutral relationship, they're unwilling to trade. I assign an envoy to increase a number, and leave that running in the background until I remember to check back and see if that number is high enough yet. I'll readily admit that since I haven't played with the new system yet, I can't be certain of how it works/feels but I've been following news about Federations closely since PDXcon and I think there are a number of problems with this system:

-Envoys have a single use and single purpose when dealing with individual empires: directly increase/decrease the opinion number, with no story indication as to how they go about that. Instead, we could assign envoys with an express purpose like "Secure a commercial pact", "Negotiate open borders" and of course "Improve relations" to represent the envoy being sent to lobby or negotiate over a particular goal.
-In the 3 and a half months since the Federations reveal, I've seen no mention of diplomatic events, related to envoys or otherwise. Simple story events that can pop as an envoy works towards their goal, giving you choices than can help or hamper your efforts, could go a long way to making them feel less gamey.
-Deals and pacts are entirely static, with no choice involved and absolutely no concept of negotiation. There is no choice to provide a higher percentage of trade value to an otherwise unwilling partner in order to secure a deal, or to use another empires good will or desperation to make a deal that benefits me more than them. No option to make a research agreement with an inferior party that excludes military tech, and no terms to negotiate in a non-aggression/defense pact. Every deal you make is the same.
-Diplomacy in Stellaris is on a first come, first serve basis. Empires are generally unwilling to form pacts with a new partner if they already have a number of them, and there is zero ability to interfere in that. Rather than sitting on our hands until the "make friends" button ticks up high enough to overpower the malus caused by their existing pacts, we could send envoys to negotiate a better deal than they're currently getting. The Groknaploran Star Concordat has a commercial pact with my neighbour that provides 10% of trade value both ways, so I draft up an agreement where I provide 15% in exchange for 10% and send an envoy to tell them why it's the greatest thing they've ever seen.

With all that said, I do really appreciate the transparency even if I dislike the direction.
 
-In the 3 and a half months since the Federations reveal, I've seen no mention of diplomatic events, related to envoys or otherwise. Simple story events that can pop as an envoy works towards their goal, giving you choices than can help or hamper your efforts, could go a long way to making them feel less gamey.

Lowkey one of my biggest concerns too. The only time I think I've seen the devs mention events is wrt origins, which is appreciated, but if we're getting a diplomacy pack with little or no events tied to diplomacy... that's gonna be an issue for me.
 
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.

the economy works perfectly early game. you don't have an abundance of everything so you have to be good at management.

by 2280 you can have ludicrous 300+ alloy incomes and 1000+ naval cap. there's nothing to manage. there's no meaningful difference between 300+ alloy income and 500+ alloy income even though they're so different: you can build ships to capacity yet a surprise doomstack will still sink your entire empire.

if there was a meaningful management challenge where not keeping your pops happy, not managing your economy, overbuilding ships/research, etc. could legitimately hurt you then it'd be more interesting.
 
the economy works perfectly early game. you don't have an abundance of everything so you have to be good at management.
The AI with all its planets maxed out on empty districts and 100 assault armies sitting in orbit around their planets says otherwise. Too many minerals and nothing to spend them on is a consistent problem if you don't colonize literally every single planet. That's with 0 mining districts. I usually have enough energy for the first fifty years that I'm regularly buying bulk alloys on the marketplace while also running all the edicts and patronizing the curators and artisans. Mostly from all those extra technician jobs I don't need, but don't have anything better to get my pops to do.
 
The AI with all its planets maxed out on empty districts and 100 assault armies sitting in orbit around their planets says otherwise. Too many minerals and nothing to spend them on is a consistent problem if you don't colonize literally every single planet. That's with 0 mining districts. I usually have enough energy for the first fifty years that I'm regularly buying bulk alloys on the marketplace while also running all the edicts and patronizing the curators and artisans. Mostly from all those extra technician jobs I don't need, but don't have anything better to get my pops to do.

there's somewhat an abundance of minerals starting as early as 2210, but energy is in short supply. 2250 is essentially already midgame. games are decided by 2250 anyhow. I don't know how you are getting that much energy. are you playing something like 1.0 habitable planets on a large galaxy? I almost never see an empire with more than 4-5 planets in a small maxed out galaxy and 0.25 habitability and a galactic superpower only needs 8-10 planets.

the base AI is not meaningful resistance for balance purposes, it might as well not be there. so multiplayer (for Paradox since they cannot endorse any mods) and (for single player) aggressive modded AI like StarNet should be the benchmarks. I don't even play base AI anymore, it is too broken. it is like hitting a punching bag and thinking you are sparring a heavyweight pro boxer.

against resisting opponents in an economically scarce galaxy the economy is quite meaningful until ~2230 or so. then everything is easily abundant.
 
It isn't a problem that a federation is stronger together, it's that there's nothing you can do to break up a federation or prevent one from forming. If you've spawned in a galaxy where three empires are between you and everything else and those three empires form a federation within 10 years of the game starting, there's absolutely nothing you can do about it. The only path is direct conquest, which generally should not be possible with a 3 to 1 disadvantage.

Assuming you are not the leading federation anyways, I guess you will have to wait for another X expansions until we get espionage.
 
This expansion focuses largely on positive diplomatic interactions - espionage/subterfuge/destabilization type systems would deserve a full development cycle.

I think this is something else I'd disagree with.

There seems to be this idea that disruptive diplomacy requires espionage and subterfuge. As if the only way to interfere with trade deals and alliances was to sabotage them.

But that couldn't be farther from the truth. The best way to interfere with someone else's deal is to simply offer a better one. Allow players to offer alliances conditional on exiting an existing one. Allow them to intervene in existing wars, or to negotiate doing so for a price. Allow them to offer better commercial pacts and research agreements. (Also, absolutely put in other forms of trade deals.) As someone else mentioned, integrate the events system into diplomacy. This was promised before the game was even released, that events would play a key role in the diplomacy and life of the galaxy. Build that out, because it was always a great idea.

Sabotage is probably the worst possible solution to this problem because it feels pretty much like being trolled by the RNG. That doesn't mean there are no good options.
 
the base AI is not meaningful resistance for balance purposes, it might as well not be there. so multiplayer (for Paradox since they cannot endorse any mods) and (for single player) aggressive modded AI like StarNet should be the benchmarks. I don't even play base AI anymore, it is too broken. it is like hitting a punching bag and thinking you are sparring a heavyweight pro boxer.
This is nonsense. The overwhelming majority of people who play Stellaris, myself included, don't use Starnet. The fact that you're really good at the game doesn't mean that the game is too easy by default; it just means that you're really good. You should take pride in your accomplishment without trying to make the game prohibitively hard for the rest of us.
 
I think this is something else I'd disagree with.

There seems to be this idea that disruptive diplomacy requires espionage and subterfuge. As if the only way to interfere with trade deals and alliances was to sabotage them.

But that couldn't be farther from the truth. The best way to interfere with someone else's deal is to simply offer a better one. Allow players to offer alliances conditional on exiting an existing one. Allow them to intervene in existing wars, or to negotiate doing so for a price. Allow them to offer better commercial pacts and research agreements. (Also, absolutely put in other forms of trade deals.) As someone else mentioned, integrate the events system into diplomacy. This was promised before the game was even released, that events would play a key role in the diplomacy and life of the galaxy. Build that out, because it was always a great idea.

Sabotage is probably the worst possible solution to this problem because it feels pretty much like being trolled by the RNG. That doesn't mean there are no good options.

Hard agree. We have the ability to put making pacts and federations on the table as offers, but not breaking them.

We don't even have the ability to say "do this or we declare war" for anything except vassalization. Certainly we should at least be able to do this for demanding claimed systems, or the breaking of alliances?

We also don't have the ability to counter-offer for more concessions. That's how impoverished "negotiations" are in this game.
 
This is nonsense. The overwhelming majority of people who play Stellaris, myself included, don't use Starnet. The fact that you're really good at the game doesn't mean that the game is too easy by default; it just means that you're really good. You should take pride in your accomplishment without trying to make the game prohibitively hard for the rest of us.
Strong agree. Starnet is irrelevant as a benchmark, because it's... not actually part of the game. The AI is currently in a pretty bad spot, so much so that even unskilled players can get the advantage over it with a bit of luck, but its been better previously and it will likely be better in future.
 
Strong agree. Starnet is irrelevant as a benchmark, because it's... not actually part of the game. The AI is currently in a pretty bad spot, so much so that even unskilled players can get the advantage over it with a bit of luck, but its been better previously and it will likely be better in future.

I don't disagree with him about the economy though. It isn't that long until I'm running the strategic resource edicts as permanent modifiers and still selling off the excess in batches of 100+ at a time. Consumer goods I sell off 250 or 500 at a time. Minerals and food 1,000+ at a time. The economy needs an across the board rebalancing, but I feel like you could accomplish a ton by just making strategic resources an order of magnitude harder to manufacture.

Literally, 10 times harder. I know that seems drastic, but at least in my games it's common to have stockpiles of more than 1,000 motes, crystal and gas apiece. It would be one thing if that was endgame, while facing the crisis, but this is barely into the middle. The solution needs to be scaled to the problem. Things aren't working right when I'm building my most advanced labs on every frontier world. This should be one of the big things that separates the rich planets from the poor (or the late game resource utopia from the middle).

Also, would it make sense to have strategic resources require two basic resources to produce? Right now they all require minerals. What if instead if was minerals and energy; minerals and food; food and energy? (Maybe for crystals, motes and gas, respectively?) It seems like that might help keep some pressure on basic resources throughout the game, or would it not really work out that way?
 
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