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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.

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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.

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

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The God-Emperor knows best.

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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.

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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:

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

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

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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.

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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.

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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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I can only see the point of having time campaigns/ambitions if there is a cool-down before they can reapplied, to limit their use. Otherwise shouldn't they be constant for a fixed cost? I can see the issue with Ambitions mind, as we don't presently have mechanics for havng a unity deficit.
 
On the one hand, I'd like to see this sort of thing done with decisions too. On the other hand, what would players spend their food/CG stockpiles on if they no longer had to keep spamming Encourage Planetary Growth, or Distribute Luxury Goods? It might seriously devalue these resources.
 
Nice. That's actually makes it worth the influence cost instead of an influence dump I usually use it as. Maybe introduce more powerful edicts from techs and/or government type and civics so players don't just stick to the same edicts throughout the whole game.
 
Elaborating on my earlier comment about the idea of paying some influence to maintain edicts that can be toggled, I don't mind having a larger upfront cost for establishing the edict (though still discounted from the pre 2.6 costs to account for ongoing maintenance). I think some upfront cost is necessary to discourage just being able to turn on and off edicts whenever one feels like it, since that would be contrary to the flavor of an edict; it should require some significant political capital.

However, the system of paying influence to end an edict in addition to starting another one feels like a big double whammy, and it just doesn't really seem to mesh with the existing systems. As far as I can remember, it's very rare that we actually have to pay a cost to end something (forgive me if I'm overlooking something obvious).
 
On the one hand, I'd like to see this sort of thing done with decisions too. On the other hand, what would players spend their food/CG stockpiles on if they no longer had to keep spamming Encourage Planetary Growth, or Distribute Luxury Goods? It might seriously devalue these resources.
Give the planetary decision an upkeep?
The planetary decisions are a pain, as one has to go through the planets to reactivate them.

There even is precedent in the decision "martial law".
 
On the one hand, I'd like to see this sort of thing done with decisions too. On the other hand, what would players spend their food/CG stockpiles on if they no longer had to keep spamming Encourage Planetary Growth, or Distribute Luxury Goods? It might seriously devalue these resources.

One mod which I routinely use allows you to permanently enable decisions like encourage growth or distribute luxuries. The way that one works is that it creates a planet feature which applies a food/consumer good cost based on the cost of the decision so that it comes out the same either way. There's no reason the devs couldn't do something similar.
 
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.
What about events edicts? Will they still be influence-based, limited-time edicts? Will they be part of the activated events? Or will they change in some capacity?
 
Give the planetary decision an upkeep?
The planetary decisions are a pain, as one has to go through the planets to reactivate them.

There even is precedent in the decision "martial law".
Honestly, it should have been an upkeep cost from the start. Like it should have increased the food and consumer goods upkeep so it actually becomes less effective for its cost for more developed planets.
 
Since people have brought up the "Encourage Growth" decision, I always found it odd that the cost of "Distribute Luxury Goods" scaled with the size of the colony (up to a maximum of 1000 Consumer Goods), but that "Encourage Growth" was always 1000 Food, whether it was a newly founded colony with 2 pops, or an Ecumenopolis with over 300 pops.
 
Interesting changes, though I think the edicts will need some balancing to make it so that we don't just use Map the Stars until we're finished exploring and Nutritional Plenitude for all time. For instance, I can't ever see myself using the "fortify the border" or "Fleet Supremacy" edicts in their current state. It's also a good chance to differentiate between government types and civics more with specific edicts... Please tell me the "Encourage Growth" planetary decision is now in the dustbin of history where it rightly belongs!

Would it be possible to make some sort of mobilization an edict? Something like how in Hearts of Iron you can mobilize your economy for war would be an interesting mechanic, though I suppose the Stellaris economy is already fully mobilized for war. Food for future thought though; that sorta thing may go better with a future society rework!

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.

And now you have my attention! We talked about pop growth a lot in one of my threads the past week, based on observer games, there's one thing that overwhelmingly influences pop growth:

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At the moment this combined with how strongly pop number is tied to both research rate and fleet strength is what makes snowballing so easy (especially for the player). Really hope you're at least considering switching to a system where pops grow empire wide and spawn on planets with empty jobs/housing. That'd make things depend less strongly on the number of planets an empire has, and more importantly help a ton with the lategame micromanagement hell.
 
Since people have brought up the "Encourage Growth" decision, I always found it odd that the cost of "Distribute Luxury Goods" scaled with the size of the colony (up to a maximum of 1000 Consumer Goods), but that "Encourage Growth" was always 1000 Food, whether it was a newly founded colony with 2 pops, or an Ecumenopolis with over 300 pops.
Well, pop growth itself is going to have the same base, whether it's on a newly-founded world or an established one. Whether it should be that way is a whole different discussion...
 
Yeah, game is really enjoyable when contingency doing literally nothing, infinitely stacking up in anchor system.
I'm frustrated too that the crisis has been nonfunctional since 2.0 - TWO YEARS! - but to call the entire game 'literally unplayable' and 'desperately needing a hotfix' is just absurd on the face of it.
 
I was hoping that it will be the democratic/oligarchic authorities that would get more edicts. As is democracies really feel like a bad choice.

I would be happy with democracies returning to gaining influence rather than unity when completing mandates. Makes sense with the new edicts and makes them more effective.
 
Well, pop growth itself is going to have the same base, whether it's on a newly-founded world or an established one. Whether it should be that way is a whole different discussion...

Well, that's a good point, now that you bring it up. Though flavor-wise, it still always seemed a bit odd to me. It feels like it should be easier to encourage growth on less populated planets than larger ones.
 
That does not look very interesting. You pick the food one and then change the other one once or twice per game and that's it.
At least the old edicts were a good influence dump when you couldnt or didnt want to expand.

So...unless you rebalance those edicts enough to actually make them so impactful that spending influence on them to change them is worth it, I would rather have the old system back.
 
Dictatorial and Imperial Authority now increases Edict Capacity by +1.

Do Democratic and Oligarchic authority get their own buff to compensate? Democracies in particular already feel rather underwhelming and the only reasons to play as one are RP and being forced to do so by your Fanatic Egalitarian ethic.
 
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.
@grekulf when you look at pop growth, would you please consider implementing automatic assembly halts for robotics when the housing cap is reached?
It feels truly awful to manage dozens of planets with assemblers pumpling out robots late game as they will continue to assemble ad infinatum, unless you explicitly shut them off. Unlike bio pops that will automatically scale down and stop breeding at 1.5x housing cap/due to overcrowding.
https://forum.paradoxplaza.com/foru...add-auto-suspension-of-robo-assembly.1345848/