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Stellaris Dev Diary #177 - Edict Rework

Greetings!

Today we’ll touch upon a subject dear to the hearts of many galactic rulers - namely Edicts!

Background
Edicts are meant to be a way for your empire to focus on certain issues without necessarily taking a permanent stance on them. More permanent stances on issues would be covered by Policies.

Although we felt that Edicts do fit this role pretty well, there were a couple of issues with the system that we think could be improved. The fact that Edicts would always time out felt like a little bit of unnecessary micromanagement at times, and didn’t really emphasize the feeling of “I am choosing to focus on these 2 things right now”. We felt that it would fit better if Edicts had a greater emphasis on making choices that you can go back and change, rather than being things you constantly go in and refresh.

upload_2020-4-23_12-25-43.png

An old friend with a slight makeover. Some Edicts are now toggled on/off instead of being on a timer.

Edict Capacity
Enter Edict Capacity – a new mechanic that puts a soft limit on how many Edicts of a certain type that you can have active at once. Similar to Starbase Capacity, your empire will suffer penalties if you exceed it, and the penalty in this case being Empire Sprawl. For every toggled and active Edict above the Edict Capacity, your Empire Sprawl will be increased by +25%.

By default, an empire will start with an Edict Capacity of 2, and can be modified by things like Authority, Civics and Ascension Perks. These values are very prone to being changed as more balance feedback comes in.

upload_2020-4-23_12-26-7.png

Dictatorial and Imperial Authority now increases Edict Capacity by +1.

upload_2020-4-23_12-26-24.png

The God-Emperor knows best.

upload_2020-4-23_12-26-45.png

You can now vigorously enact more Edicts.

Not all Edicts will use Edict Capacity, but rather only the ones that last until cancelled will. Edicts that can be toggled will have an Activation Cost and a Deactivation Cost, which is usually Influence. This means that you are paying the Influence when you are making changes, rather than paying to upkeep the Edicts you want.

Edicts that last until cancelled will be marked with a different icon from the edicts (and campaigns) that expire once their duration runs out.

upload_2020-4-23_12-27-15.png

An example of two different Edicts. Red: toggled - lasts until cancelled and uses Edict Capacity. Blue: temporary - lasts for 10 years and does not use Edict Capacity.

Edicts
Some of the Edicts have changed and we have added a couple of new ones, to better fit with the Edict Capacity. Let’s take a look at a few of them:

upload_2020-4-23_12-27-50.png

Whenever you need to stimulate your economy, subsidies can be the way to go. There are Farming, Mining, Energy and Industrial subsidies.

upload_2020-4-23_12-27-57.png

Neighbors suddenly turned hostile? Need to secure your borders? Pass this Edict to refocus your efforts!

upload_2020-4-23_12-28-4.png

Has the galaxy become more hostile? Do you need to build a powerful fleet to project your power? Focus on Fleet Supremacy for a more powerful and imposing fleet.

Pop Growth is problematic, so we have made some changes in the upcoming patch that will reduce Pop Growth from different sources across the board (more on that later). Food Policies are no more, and the popular Nutritional Plenitude is now a toggled Edict instead.

upload_2020-4-23_12-28-43.png

No longer a food policy (they don’t exist anymore). There are different versions for Hive Minds and Rogue Servitors.

Resource Edicts, Campaigns and Unity Ambitions
The model for the new Edict Capacity doesn’t fit very well for all types of Edicts, which is why the rare resource Edicts, Campaigns and Unity Ambitions remain unchanged and keep working like you are used to. This is also better for modding purposes, so that modders have the opportunity to use Edicts however they see best.

Finishing thoughts
Overall we feel like the new system better allows us to structure how the players get the tools they need to focus their empires for certain tasks. As we make more additions to the game in the future, this new system will also allow us to give the players more tools to address certain issues.

----

That is all for this week! We will be back again next week with another dev diary, this time about some federation-related content!
 
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That's a good point - minerals are continuously useful to both build with and turn into alloys, energy too for robots and various upkeep costs.
But for food, so long as you meet your pop's monthly needs, is totally useless.
Well, they could, for example, turn food into upkeep for hiveminds, like they showcased once....
 
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I must admit that seeing just the skeleton of the system presented here, I could easily see most players just enact the Nutritional Plentitude edict at the start of game using their initial 100 influence and then forget about the other influence edicts for the rest of game unless they were playing a build with increased edict capacity. Let's see how it goes.

Also, I have to wonder about whether/how spiritualist will be changed. Currently its edict/ambition cost reduction is an extremely weak bonus and this makes it practically irrelevant.
 
Overall I think this is a good change, especially when considering what this enables for future development.

I agree with @TofuFox about the importance of taking this opportunity to clean up the Edict UI and give greater clarity.

I like the idea of having trade-offs within the edicts, but perhaps the effects (both and positive and negative) should be a little stronger to emphasize what they mean for empire focus. For example, the farming edict has a cost of .5 EC for 20% production boost. Given the typical sale price of food on the market, this will almost always be worth it. What if instead for the three basic resource edicts there were a different trade off? Increasing basic resource output IRL often means degrading the environment. Following the example of some GC laws, the game models this with habitability. So how about these three edicts instead each lower habitability by 5%. That would actually make me think about whether to turn these on (beyond the initial influence cost) and encourage me to turn them off when the situation was no longer dire.

As for turning them off requiring influence, I am torn after reading through the various opinions here. When you have a cap (even a soft one), you already have opportunity cost. If you want to add an edict without going over the cap, you need to turn one off and then turn the new one on. You are paying influence to turn that one on, why do you need to also pay to turn the old one off first? But from the perspective of in-game meaning of spending influence, there is some logic around the cost of standing down your government from something there were focusing on. And then there is the pure balance perspective of influence gains and expenditures.

I also like the general idea of different actions you can take which cost empire sprawl. This has the potential to make the admin/sprawl game more interesting than the current model of simply having just enough bureaucrats to cover your sprawl.
 
This is cool and I like it but I have to wonder why this is getting changed. It just wasn't something I was remotely thinking, gee I wish edicts were better.

I won't complain about it but it would have been really low on my list of desired improvements. That said, edicts always did seem like an afterthought.
 
Pop Growth is problematic, so we have made some changes in the upcoming patch that will reduce Pop Growth from different sources across the board (more on that later). Food Policies are no more, and the popular Nutritional Plenitude is now a toggled Edict instead.

View attachment 570415
No longer a food policy (they don’t exist anymore). There are different versions for Hive Minds and Rogue Servitors.
Literally every Stellaris player: "Robots are a requirement because of the way pop growth works, biological empires can never hope to keep up! Pop Growth needs to be boosted for biologicals as a trade off!"

@grekulf : "In this update, we nerf biological growth."
 
This looks like a pretty cool system. My only request is that you support additive, empire-wide costs for ongoing edicts for modders. I'd really like the option to create edicts that cost 1 influence per month or something similar instead of only being able to apply multipliers to various existing upkeeps.
 
This may seem like an obvious question but will the May update ruin current save games as I am preparing to start an AAR that will take several months to complete
Given what we've seen already, I'm willing to be a yes to that. So if you want the new features, you could just continue preparing and setting up the AAR until the update drops and start then. Or you could start soon and stay on the current branch.
 
That really sucks to hear! Issue is the map is custom made and around 10 hours of work has already been put into the map... well guess I am sticking to the current version unless the devs clarify
 
The terraforming gases edict should really be replaced by a per planet cost which you can chose when you start the terraforming (so basically you can just spend the energy or both energy and some gases to get it done faster). Also the cost should differ for planet sizes (scaled with maybe some base cost?).
 
Greetings!

Today we’ll touch upon a subject dear to the hearts of many galactic rulers - namely Edicts!

Background
Edicts are meant to be a way for your empire to focus on certain issues without necessarily taking a permanent stance on them. More permanent stances on issues would be covered by Policies.

Although we felt that Edicts do fit this role pretty well, there were a couple of issues with the system that we think could be improved. The fact that Edicts would always time out felt like a little bit of unnecessary micromanagement at times, and didn’t really emphasize the feeling of “I am choosing to focus on these 2 things right now”. We felt that it would fit better if Edicts had a greater emphasis on making choices that you can go back and change, rather than being things you constantly go in and refresh.

View attachment 570407
An old friend with a slight makeover. Some Edicts are now toggled on/off instead of being on a timer.

Edict Capacity
Enter Edict Capacity – a new mechanic that puts a soft limit on how many Edicts of a certain type that you can have active at once. Similar to Starbase Capacity, your empire will suffer penalties if you exceed it, and the penalty in this case being Empire Sprawl. For every toggled and active Edict above the Edict Capacity, your Empire Sprawl will be increased by +25%.

By default, an empire will start with an Edict Capacity of 2, and can be modified by things like Authority, Civics and Ascension Perks. These values are very prone to being changed as more balance feedback comes in.

View attachment 570408
Dictatorial and Imperial Authority now increases Edict Capacity by +1.

View attachment 570409
The God-Emperor knows best.

View attachment 570410
You can now vigorously enact more Edicts.

Not all Edicts will use Edict Capacity, but rather only the ones that last until cancelled will. Edicts that can be toggled will have an Activation Cost and a Deactivation Cost, which is usually Influence. This means that you are paying the Influence when you are making changes, rather than paying to upkeep the Edicts you want.

Edicts that last until cancelled will be marked with a different icon from the edicts (and campaigns) that expire once their duration runs out.

View attachment 570411
An example of two different Edicts. Red: toggled - lasts until cancelled and uses Edict Capacity. Blue: temporary - lasts for 10 years and does not use Edict Capacity.

Edicts
Some of the Edicts have changed and we have added a couple of new ones, to better fit with the Edict Capacity. Let’s take a look at a few of them:

View attachment 570412
Whenever you need to stimulate your economy, subsidies can be the way to go. There are Farming, Mining, Energy and Industrial subsidies.

View attachment 570413
Neighbors suddenly turned hostile? Need to secure your borders? Pass this Edict to refocus your efforts!

View attachment 570414
Has the galaxy become more hostile? Do you need to build a powerful fleet to project your power? Focus on Fleet Supremacy for a more powerful and imposing fleet.

Pop Growth is problematic, so we have made some changes in the upcoming patch that will reduce Pop Growth from different sources across the board (more on that later). Food Policies are no more, and the popular Nutritional Plenitude is now a toggled Edict instead.

View attachment 570415
No longer a food policy (they don’t exist anymore). There are different versions for Hive Minds and Rogue Servitors.

Resource Edicts, Campaigns and Unity Ambitions
The model for the new Edict Capacity doesn’t fit very well for all types of Edicts, which is why the rare resource Edicts, Campaigns and Unity Ambitions remain unchanged and keep working like you are used to. This is also better for modding purposes, so that modders have the opportunity to use Edicts however they see best.

Finishing thoughts
Overall we feel like the new system better allows us to structure how the players get the tools they need to focus their empires for certain tasks. As we make more additions to the game in the future, this new system will also allow us to give the players more tools to address certain issues.

----

That is all for this week! We will be back again next week with another dev diary, this time about some federation-related content!

Looks like fun!

Do you have plans to expand on policies as well? I've always thought that they could use a lot more attention than they get.
 
The edict panel/window is already a bloody mess, and you happily announce you made significantly worse? You should begin by properly splitting endless edicts and timed edicts (campaings maybe?)

Also you are making authoritarian authorities (seriously?) even better. Mandates are worthless compared to agendas already.
 
It would make more sense to have turning edicts off be free, with the cost only when turning one on. You're already losing the benefit when you turn it off, so also having to pay again is pretty punishing. Not to mention that basically doubles the cost of activating the next one since swapping will require paying twice.
 
Literally every Stellaris player: "Robots are a requirement because of the way pop growth works, biological empires can never hope to keep up! Pop Growth needs to be boosted for biologicals as a trade off!"

@grekulf : "In this update, we nerf biological growth."
To be fair, they don't say anything about only changing the factors affecting biological growth; The claim is that they'll reduce pop growth from different sources across the board and tell us more about it later.
 
TELL ME THE #$%@ HOW!

Not to bring the conversation to off of the topic but pretty much I went into observer mode and move each nation to where they are suppose to be, custom made their pops, buildings, fleets , technology and borders and of course relations.
 
I am annoyed there is not a way in vanilla to focus research into one of the three fields over the others.
For example, a policy choice could subtract Researcher productivity in one field and add to another.

Looking forward to Pop Growth changes. Robots are ridiculous, Medical Worker is an underwhelming job, and Encourage Planetary Growth is a micromanagement timesink.
 
Good to hear that pop growth is being looked at.

The Fleet Supremacy edict seems useless to. It doesn't make one's fleet more powerful in a meaningful way and paying additional maintenance is counterproductive. The resources saved by not enacting this edict could probably be spent on more ships, which might end up being more powerful than the starting XP. Maybe change it to increased ship damage. Maybe make an edict called "training exercises" that gives XP for admirals and ships docked at stations.

Fortify The Border seems very situational. There are moments when I really need stations to upgrade faster or need more station capacity but it's not common.
 
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