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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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Concurring with the others saying they won't want to change edicts. You say you want edicts to feel more like a temporary focus, but this is incentivizing us to think of them as more permanent decisions than we do now.
 
So, because edicts timing out is tedious and annoying you changed it so only half of them will be tedious and annoying???
Why recycling campaign could not be continuous with monthly payment?
 
I don't see how recycling campaign is ever a choice, you slap it on as soon as able and keep it on forever and ever, getting annoyed by the need to click it back on. Same goes for education.
Really 1k energy is nothing past first 10 years of the game, especially compared to the provided campaign benefits.
 
I'm not opposed to the idea of edict limits in of themselves. Though at least with the current build, I found that I was able to eventually run every Unity Ambition at once, which was kind of ridiculous, and if I understood correctly, those are not one of the edicts that is subject to the edict limit, right?
 
I give three orders and my empire produces 25% more paperwork...
I give more jobs to my bureaucrats then they are able to do slowing down paperwork.
I give an order and spend domestic political capital to get it to happen and then I have to spend more political capital to convince the government to stop doing what it didn’t want to do in the first place...
I refactor a sector of the economy and several years later want to end that. I have to spend money in order remove everyone working and give them new jobs while also taking machinery and systems down.
 
I really welcome this change but:
1) what about reducing both the cap for free edicts to 1 and the malus to go over it to, say, 15%? This should give a more nuanced choice between activate or not on one side, without losing the importance of raising the cap with civics and ascension perks on the other.
2) what about separating the two types of edicts in two different sub-tabs? If you intend to increase the overall number of edicts it could be more readable and less prone to misclick.
3) what about introducing relations between edicts and factions? This could be a source for more inspired issues for them than the current ones.

As a final thought, to avoid something that many have underlined (the risk of activating a couple of them and then not change them ever again), I think that you could make them more incisive (with stronger bonuses and maluses) than your usually small and forgettable modifiers, forcing the player to pay attention to them.
 
I don't see how recycling campaign is ever a choice, you slap it on as soon as able and keep it on forever and ever, getting annoyed by the need to click it back on. Same goes for education.
Really 1k energy is nothing past first 10 years of the game, especially compared to the provided campaign benefits.
It should really scale with empire size. Something like per planet increase since it is a campaign. With capital sector giving a discount. Give it more cost for such an empire wide bonus.
 
It should really scale with empire size. Something like per planet increase since it is a campaign. With capital sector giving a discount. Give it more cost for such an empire wide bonus.

That could be a good way to do it, or just base it off total Empire Sprawl, given how strategic resources edicts already work that way, with further multiplicative costs if you go over the Admin Cap. Since I agree, it's ridiculously cheap when you're late in the game, getting thousands of energy credits per month and have over 100 planets, and the various campaigns still cost a measly 1000 credits. Though I don't think the capital sector specifically needs a discount.
 
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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.
"Literally unplayable" is indeed not true, but "desperately needing a hotfix" is the default state of this game for past two years IMO.
 
@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/
I always just replace them with a resource producing building once the planet fills up.
 
This is an excellent idea!

I do feel that Fortify the Border needs to be more exciting than that for me to ever use it, though. +25% speed isn't enough to be worth doing with the barbarians bearing down on me.
 
Hmm.
The idea is good but I think there is danger ahead. The game could be less fun because of this.
Here is my slight adjustment to this feature.

Separate the civil & military edits from each other.
This would hurt the combat & civil edict balance.
 
Yea, especially as it comes with a sprawl penalty too.

I feel the sprawl penalty just enforces that this is meant to be a short-term thing you deactivate ASAP. My problem is that you may well not have even finished building your starbases + guns with the edict, and if that's the case, why bother trying when you could save the alloys and influence for something else?
 
Ah, yes, edicts with upkeep. I remember when this feature was removed in favour of the current one. Good to see it making a comeback, better to see it not just eating up monthly influence as well.
 
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I feel like this suggests a complete failure to understand the problem with pop growth. If anything, flat nerfs to pop-growth bonuses alone is only going to make the problem worse.
As far as I've seen, the problems are that pop growth is tied too hard to the +3%pops/month/planet and the +2%pops/month/robot assembly plant.
The bonuses from things like nutritional plenitude and other flat growth speed +X% bonuses is basically a complete non-issue. (well technically they could be buffed to bring them in line with things like the robot plant, for example if the gene clinic gave +50% growth speed or +1 base pop growth / month or something similar, but at that point it's become obvious how silly the system was).

I'm waiting to see what changes they're thinking - if we can get a whole dev diary on pop growth, I'll be very happy.

Personally, I'm of the mind that pop growth should be move to an empire-based value - and should be calculated based on surplus housing/ammenities/food. (i.e. regardless of how many colonies you have, the higher those values over base need, the greater pop growth is).

From there, pop growth should function similar to faction influence (your base pop growth rate is taken and divided among all your empire species based on what percentage of the population they currently make up - then you apply species modifiers, such as traits, and rights.) At a given interval, each species would then produce a pop, and it would spawn on any colony you control within a certain habitability range.