• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
  • 9Like
  • 2
  • 1
  • 1
Reactions:
@grekulf I don't post on here frequently so that means my words should carry more weight :) That being said, I really like the direction you guys are going with this but I don't think you are going far enough yet. You should change ALL edicts to ongoing until cancelled vs one time costs that need to be removed. They should be converted to monthly resource costs - the campaigns could take monthly energy, the ambitions could consume monthly unity and the rare resource edicts could work that way too. This would drastically reduce the amount of annoyance in the late game. You could convert the cost based on sprawl (cost goes up each month) and edict duration tech (reduces monthly cost) could be changed to monthly cost reduction for edicts.

The other thing in the game that gets out of hand is pop management, it has always been an issue, but in my current run, I have 2200 pop in 2370 without really trying to blob and its just insane. Can the AI handle pop management? Since the AI can grow any pop it wants on your planets already, why can't it optimize the pop growth based on the jobs available, and If I have enough energy, why can't I have it manage resettling overcrowded planets to ones with jobs open? This would be the absolutely the best thing you could do to improve the experience. I get that some people might like the micromanagement (why tho?) so make it an opt-in thing (or better yet, opt out) either by planet or sector or empire-wide. Also, Slaves should be much cheaper to resettle since you aren't bribing them to move.

Lastly, great work on the game. It was worth the money when it launched, but you guys have made the best case for DLC I have ever seen. You have transformed this game from Good to BEST STRATEGY GAME EVER!
 
nice changes. but the more I think about the idea of costs when inactivating an edict, the less i like this idea.
I pay for the edict when I activate it. That stops me already from toggeling between different edicts in a fast way. So why paying again at inactivation? Unnecessary complexity, imho.
 
I do not like this. At all.

First of all, if you want to nerf pop-growth for being too meta, thats fair, and i get that, however, this isn't how you do that. Pop growth is still going to be king, its just that nutritional plentitude will be forgotten now.
Also, edicts costing to toggle OFF is dumb and stupid. Why should i pay to STOP focusing on something? Just drop that cost altogether.
Not to mention that the point of edicts is to give bonuses to an economy that is struggling. Why are the farming/mining subsidies penalizing me now? The whole point and concept of those three edicts, is that they are used when the resources are in the red.... Same applies to the navy and whatever other edicts. If i just had a sudden war declared on me, and i am with my pants down, why do i have to be penalized with more upkeep?

Edit: No, I've got more. Instead of reworking edicts, how about you rework things people actually hate, like how democracies are not fun to play because you can't influence who gets elected? Or the INSANE micromanagement of being xenophile, ESPECIALLY more with xeno compatiblity. There is a good reason most people play oligarchies instead of democracy.


And for last, make it so stationing armies on planets reduces their upkeep, ya blaggards.
 
nice changes. but the more I think about the idea of costs when inactivating an edict, the less i like this idea.
I pay for the edict when I activate it. That stops me already from toggeling between different edicts in a fast way. So why paying again at inactivation? Unnecessary complexity, imho.
If it had like a deactivation cost that lowered during the time the edict were active so after x years it doesnt cost anything to deactivate so if you almost never change it there isnt any extra cost but you still have the option for an extra cost if something happens and you need another edict asap. A soft cap instead of a hard one for changing edicts.
 
In what sense, I'm curious?

Firstly if you look at the last four play throughs of Stellaris you played - by the end of the game did those four empires have different traditions? Probably not, 90% of empires buy every traditions from the same eight trees. Which means in a given game most empires have the same traditions at the end of the game.

Secondly my current playthrough empire has 3M unity I can't spend fast enough after purchasing all traditions and leaning heavily on ambitions.
 
Seeing more things that affect Empire Sprawl reminds me how hard it is to actually grasp the impact of individual decisions. For example, when I colonise a planet, or built an outpost, or enact an edict, and it's going to increase my empire sprawl, I've no idea really what that means for my tech research for example. It would be great if the tooltip would say "Doing this will increase your empire sprawl by 25%, which will in turn increase your tech cost by n% etc".
 
Will the icons be moddable? As in; gavel for no duration edicts, timer for timed one, modded icon(s) for other modded mechanics?

Simple Example:
A one time edict with a custom "1x" icon indicating this.
 
@Guilliman88 All icons in the game exist as a graphical file that can be replaced by a mod, so yes, it should be moddable.
 
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.

Edict cost increasing from empire sprawl even if you are under the cap is intended? I thought that where a bug. If empire sprawl shows you a increased edict cost modifier if above your limit, but applies one without being above the limit. How am I supposed to know that is intended?

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.

I agree something like increased defense Plattform hull/damage and limit would be nice.
 
My policies of games mechanics is: "If isn't broken don't fix it". Now this looks like an improvement to me :)
But do now all the edicts come with a trade-off? All of the listed here have some flaw, the agrarian increase the upkeep of agri-jobs, the fleet one make more expensive to upkeep it and so o_O

But this is one of the best news in the diary:
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).
Hope this end that cacophony that is the endless discussions about which powergaming is better just because of pop growth :rolleyes:
 
Honestly from a balance and gameplay perspective i think this isnt a great decision.
Not only because, from what i saw in the images, there are nearly mandatory edicts, but trim down player agency and limit it with BIG penalties, like its a 25% empire sprawl, is a bad thing.

Who would want to have the fleet edict out? Who would want to have the fortress edict when its rather bad, as starbases are REALLY bad at defense?
If those edicts gived a way to customize your empire rather than overwrite the already existing edicts, with pop jobs per pop, or special things (like, build 2 starbases per system) or etc, without giving those penalties, would be way better.
 
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”.
Riiight... :rolleyes:
Not all Edicts will use Edict Capacity, but rather only the ones that last until cancelled will.
Wait, weren't we just talking about unnecessary micromanagement? o_O
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).
You do realize that pop growth is more of a problem later on, right? You didn't indirectly buff "capture neighbouring capitals" strategy even more? Riiiight? >.>
Food Policies are no more, and the popular Nutritional Plenitude is now a toggled Edict instead.
Cool, but where's my rationing? Deemed too OP, again?
 
If it had like a deactivation cost that lowered during the time the edict were active so after x years it doesnt cost anything to deactivate so if you almost never change it there isnt any extra cost but you still have the option for an extra cost if something happens and you need another edict asap. A soft cap instead of a hard one for changing edicts.

Right, but that would be a new mechanic in the game. Currently things are blocked when changed (for example in the rights management of a race) or you need to pay for the change to something new (for example when changing your political system). Revoking costs exist nowhere in the game.
I'm a fan of consistency...

But you are right, putting a time component into this makes absolutely sense. This would be a penalty system, and I'd do this in a way that after (for example) 10 years it is a 0 cost.
And I would ask to then use it also in the other areas like the races rights management.
 
Hope this end that cacophony that is the endless discussions about which powergaming is better just because of pop growth :rolleyes:
But pop growth is power in every 4x game.

Funny enough, I manage to reach the point of too much growth in a mechanist game I tried wehre I ended up making too much robots and lacked the tech for tier 2 buildings to keep up with such growth.