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Stellaris Dev Diary #237 - Reworking Unity, Part One

Доступно на русском в ВК/Read in Russian on VK

Welcome back! We hope you’ve all had a wonderful few weeks.

Today we’ll start with some more information about the goals of the Unity Rework mentioned in Dev Diary 215 (and briefly in 234), some updates on how things have been going so far, and our plans going forward.

Please note: All values and screen captures shown here are still very much in development and subject to change.

Identified Problems and Design Goals

Currently in Stellaris, Unity is an extremely weak resource that can generally be ignored, and due to the current implementation of Admin Capacity, the Empire Sprawl mechanic is largely toothless - leading to wide tech rushing being an oppressively powerful strategy. Since Unity is currently very easily generated through incidental means and provides minimal benefits, Empires have little need to develop a Unity generation base, and Spiritualist ethics are unattractive.

Influence is currently used for many internal and external interactions, making it a valuable resource, but it sometimes feels too limiting.

Our basic design goals for the Unity Rework can be summarized as:
  • Unity should be a meaningful resource that represents the willingness of your empire to band together for the betterment of society and their resilience towards negative change.
    • Unity should be more valuable than it is now, and empires focused on Unity generation should be interesting to play.
      • Spiritualist empires should have a satisfying niche to exploit and be able to feel that they are good at something.
      • The number of sources of incidental Unity from non-dedicated jobs should be reduced.
      • Empires that do not focus on Unity (but do not completely ignore it) should still be able to acquire their Ascension Perks by the late game.
    • Reward immersive decisions with Unity grants whenever possible.
    • Internal empire matters should generally utilize Unity.
      • Provide more ways to spend Unity.
      • Rebalance the way edicts work (again).
  • Reduce the oppressive impact of tech rushing by reintroducing some rubber-banding mechanics.
  • Make tall play more viable, preferring to balance tall vs. wide play in favor of distinctiveness, and emphasizing differences between hives, machines, megacorps, and normal empires. (This does not necessarily mean that tall Unity focused empires will be the equal of wide Research focused ones, but they should have some things that they are good at and be more competitive in general than they are now.)
  • In the late game, Unity focused empires should have a benefit to look forward to similar to the repeatable technologies a Research focused empire would have.
In this iteration we have focused on some of these bullets more than others, but will continue to refine the systems over future Custodian releases.

So What Are We Doing?

All means of increasing Administrative Capacity have been removed. While there are ways to reduce the Empire Sprawl generated by various sources, and this will be used to help differentiate gameplay between different empire types, empires will no longer be able to completely mitigate sprawl penalties. Penalties and sprawl generation values have been significantly modified.
  • The Capital designation, for instance, now also reduces Empire Sprawl generated by Pops on the planet.
1641998332819.png


Bureaucrats, Priests, Managers, Synapse Drones, and Coordinators will be the primary sources of Unity for various empire types. Culture Workers have been removed.

Autochthon Memorials (and similar buildings) now increase planetary Unity production and themselves produce Unity based on the number of Ascension Perks the Empire has taken. Being monuments, they no longer require workers.

1641998343919.png

These monuments are now planet-unique, and can be built by Spiritualist empires.

The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Sprawl. Each empire has an Edicts Fund which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them. Things that previously increased Edict Capacity now generally increase the Edicts Fund, but some civics, techs, and ascension perks have received other thematic modifications.

1641998361029.png

As an example, some Bureaucratic technologies now modify the Edicts Fund.

1641998374401.png

The Imperial Cult will squander any excess Edicts Fund on icons of the God Emperor at the end of the month. No refunds!

Several systems that used to cost Influence are now paid in Unity.
  • Planetary Decisions that were formerly paid in Influence. Prices have been adjusted.
  • Resettlement of pops. Abandoning colonies still costs Influence.
  • Manipulation of internal Factions. Factions themselves will now produce Unity instead of Influence.
Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Sprawl.

Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes, or when “cycling” leader traits, as you are now choosing between Traditions and Leaders..

1641998387012.png

And then some empires go and break all the rules.

Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).

Authority bonuses have (unsurprisingly) undergone some changes again, as several of them related to systems that no longer exist or operate differently now.

When Will This Happen?

Since these are pretty big changes that touch many game systems in so many ways, we’ve decided to put these changes up in a limited duration Open Beta on Steam for playtest and feedback. This will give us a chance to adjust values and modify some game interactions before the changes get pushed to live later on in the 3.3.x patch cycle, and we will continue improving on them in future Custodian releases.

We’ll provide more details on the specifics of how the Open Beta will be run in next week's dev diary.

What Else is Planned?

As noted earlier, we’d like Unity to also reflect the resilience of your empire to negative effects. A high Unity empire may be more resistant to negative effects deficits or possibly even have their pops rise up to help repel invaders, but these ideas are still in early development and will not be part of this Open Beta or release. They’ll likely be tied to the evolving Situations that we mentioned in Dev Diary 234 - we’ll talk about those more in the future once their designs are finalized.

Next week I’ll go into details regarding the Open Beta, go over a new system that is meant to provide “tall” and Unity focused empires some significant mid to late game benefits called Planetary Ascension Tiers, and share details on another little something from one of our Content Designers.
 
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What's funny, is this is the same company that makes Crusader Kings. None of your Courtiers or Council members are immune to being fired. Technically your Vassals aren't immune to being "fired" either, you'll just likely gain tyranny for it. SO the idea that the Feudal Ethic makes Scientists immune to this simply makes no sense, and either does the lack of upkeep while employed.
Yep, agreed.
 
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I keep looking at this screenshot... Isn't it a bit counter-intuitive to stimulate having governors, but then it's a civic whose entire concept is making sectors into vassals?

Is it not clashing a bit, conceptually?

I mean, if I really want to play as a proper feudal empire, I won't have may governors at all, so I'm looking at a few points of unity... seems a bit superfluous.
 
Reading this and the comments really confirms to me that admin capacity and unity are two seperate concepts - not quite the carrot and the stick, but energy/enthusiasm and organisational capability - and in a game of Stellaris's scope, both should be retained.

I like the increased clarity of internal/external, increased granularity on edicts and increased focus on the overheads of unhappy pops/factions (though would suggest factions costing more or less admin is more realistic than generating unity) but homogenising admin into unity doesnt feel right.

I would love to see admin cap interact with the auth-egalitarian axis - both enforcers and gene clinic workers seem prime candidates for providing supplementary admin capability and could be linked to job swaps for capitol buildings - alongside ethic apropriate civics (police state/welfare state) granting unity production bonuses. A klingon empire should be administered with an iron fist.

Culture workers should stay - the holotheatre is fine for amusement, but who else will create the artistic monuments which let us know our civilisation is dedicted to PROSPERITY!

Priests in my view would be a strong all rounder, admin, unity and amenities keeping our favourite theocracies organised, cultured amd planets happy all while keeping our spiritual faction strong - maybe not the stronest unity generators, but supporting large sprawling empires grow without punishing admin budgets :)

Fingers crossed
 
Reading between the lines, it seems pretty clear me to an internal political rework is on the way, is probably the subject of this next expansion and that this rework is in effect laying the groundwork for that expansion. They've mentioned institutions in several dev posts now (albeit only occasionally across two years) and the situation system they are describing really requires an internal political rework in order to reach it's full potential. This is coming in other words.

But my specific beef with the planets full of bureaucrats is not that it's mechanically bad, but that it is aesthetically a bad fit. As I cited in my own post, I simply cannot imagine a planet full of Minbari or Klingons toiling away in long shifts making sure every form is completed appropriately and filed in the exact spot. I can imagine it for many, maybe even if most empire types but some I simply cannot. Anyone with the Warrior Code civic for example who lives in a society which prizes combat and personal honour, the very idea that there would be entire planets of them who simply toil away in offices seems ridiculous, it actually mars the fantasy.

Similarly Spiritualist Empires would probably not engage in anything as soul destroying as a colossal bureaucracy, which is surely the point of the trope cited. The planet full of bureaucrats is either satire, as Douglas Adams's Vogons, or demonstrative of how remote and impersonal a Galactic Empire can be as in the Foundation series.

I would prefer a reasonable approach to this point, where MOST empires would have bureaucracies as the dominat form of unity generation but that where it the idea of that actually grates against the fantasy, they are replaced with something else to fulfil the same or a similar purpose. Perhaps Spiritualist Empires would get Priests and Temples instead of Bureacrats and Administrative Offices, no mechanical change in output but the all important aesthetic difference preserved. Warrior Code could replace Bureaucrats or Priests with Duelists as it does now, reflecting a society whose unity is derived from battle and combat. These changes would not mean that these Empires don't have bureaucrats filing the forms, but it would reflect they generate unity in a different way.
It would be much more reasonable to rename Bureaucrats to Administrators, which can mean basically anything (and is free of many of the connotations of the former). Their buildings are even called "Administrative Offices". Then "Bureaucrat" can also be reserved as a special job provided by the Byzantine Bureaucracy civic, for those who get their bodily fluids running when listening to Hermes' Bureaucrat Song.

(All that would be needed is to replace the currently existing ruler stratum Administrators with something else, to free up the name.)
 
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In addition to unity, there is another resource that has lost its significance - energy credit and food. Still, I want these resources to be in demand too. There is simply nowhere to spend credits except for terraforming, and the purchase of minerals and alloys at low prices on the market. Also, the current cost of artifacts gives a huge excess of energy credits. I think the sale of artifacts should either be removed altogether or reduce the cost by 10 times or make a 5-year wait after the first sale
 
In addition to unity, there is another resource that has lost its significance - energy credit and food. Still, I want these resources to be in demand too. There is simply nowhere to spend credits except for terraforming, and the purchase of minerals and alloys at low prices on the market. Also, the current cost of artifacts gives a huge excess of energy credits. I think the sale of artifacts should either be removed altogether or reduce the cost by 10 times or make a 5-year wait after the first sale
As suggested many times before, they should make trade value into a currency used to trade and exchange resources, and energy points into a per-planet capacity.

It would produce an infinitely better and more coherent system, the game would be better for it.
 
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I keep looking at this screenshot... Isn't it a bit counter-intuitive to stimulate having governors, but then it's a civic whose entire concept is making sectors into vassals?

Is it not clashing a bit, conceptually?

I mean, if I really want to play as a proper feudal empire, I won't have may governors at all, so I'm looking at a few points of unity... seems a bit superfluous.

Yea I honestly just can't wrap my head around their changes to this civic. Until they add an internal politics system, the ethics entire existence is pointless currently. Even if they do, these changes are still not really helpful. I honestly just cannot understand the logic behind this. If Paradox wants this to be an Ethic for internal politics, then the leadership structure of your nations need to change. What this civic should probably do in a hypothetical internal system, is change Governor's to Kings and Queens, with modifiers and bonuses to Unity and government ethics etc being affected by their appointment, on top of that, have each planet be ruled by a Prince or Princess, a local planetwide Principality, who would apply bonuses to any number of things, based on the planets base capabilities, and how it develops based on their new Planetary Ascension Tiers as well as whatever RNG events befall each planet.

Now if they end up adding the Internal politics system, then other options could potentially be added. Possibly add loyalty mechanics to each King or Queen that affects production bonuses and such, and when one drops to zero they try to rebel, inflicting maybe 10%-25% casualties to any fleets you have in their Sector when the uprising occurs to simulate the surprise attack they would logically launch. Maybe if one of your Admirals is part of that King or Queens political party, they join in with them, and hijack one your fleets, and suffer between 10-35% casualties upon turning coat as the loyalist members of their fleet try to fight them off before getting blow out of the sky. Maybe the same thing for Generals and ground forces. If you have Fortresses or Generals stationed in a Sector that turns traitor, then they either A. turn traitor with the Sector and you have to deal with your own defenses there, or B. They stay loyal and are trapped behind enemy lines as they try to hold out fighting off rebel ground forces waiting for you to reinforce them.

idk, maybe I'm off base, but anything would be better than the current planned change to this ethic, which ultimately is very pointless and still very worthless.
 
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It would be much more reasonable to rename Bureaucrats to Administrators, which can mean basically anything (and is free of many of the connotations of the former). Their buildings are even called "Administrative Offices". Then "Bureaucrat" can also be reserved as a special job provided by the Byzantine Bureaucracy civic, for those who get their bodily fluids running when listening to Hermes' Bureaucrat Song.

(All that would be needed is to replace the currently existing ruler stratum Administrators with something else, to free up the name.)

I could see this being a possibility, the use of the term bureaucracts conjures up a certain kind of image, in fact Eladrin cited that very image/trope in his response which is where the issue lies. Administrator is banal enough to probably get away with it and allow people to project onto them whatever they want, rather than conjuring the image of a beleagured salaryperson stuck in a dead end job toiling through countless forms surrounded by billions of others doing the exact same thing. The fact the trope exists is the problem, it creates an incongruity in our perception of what we create.

We know what a world of soulless bureaucrats is supposed to be, we've seen it depicted in fiction. This set up, eliminating culture workers, asks us to accept that EVERY possible Empire we can create recreates the same trope on one or two of their worlds. Now I can accept that for most types of Empires, this isn't a problem.

Returning to Star Trek, if we think of the major powers usually depicted in that universe, I can easily imagine the Federation, the Cardassians, the Romulans and the Ferengi maintaining huge bureaucracies to sustain their Empire and those four are profoundly different from each other. Yet I just can't get my head around the Klingons doing so.
Can you imagine a Klingon elder giving a presentation of a map of the empire to some initiates and going 'Qo'NoS, our glorious homeworld where the empire was forged in the heat of battle, Boreth, the spiritual heart of our great Empire, where we await the return of Kahless himself, Rura Penthe where the dishonoured toil for the Empire, Praxis where our engines of war are built....and this planet, where you are, most important of all. Here we busy ourselves with the paperwork of the empire, your pen shall be as your bat'leth (please fill in form X-JC6911 in triplicate to requisition your personal pen). Report to your cubicles, for glory awaits us!'.

It just doesn't work for me. It doesn't work now. Some Empires just don't fit this bureaucratic dystopia trope and even most of the Star Trek empires I cited, while I can accept them having bureaucracies, I don't think they'd go as far as the Vogons would, the Vogon representation being satire. I am of the opinion that you are right, a byzantine bureaucracy SHOULD be a choice for the player through the eponymous civic with bureaucrats replacing a standard unity generating job, a standard job that people can project what they wish onto.

I want to imagine the unity generating worlds of my spiritualist empires to be sacred, tranquil gardens filled with temple complex and people on meditative journeys, not the a warren of offices.
 
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Доступно на русском в ВК/Read in Russian on VK

Welcome back! We hope you’ve all had a wonderful few weeks.

Today we’ll start with some more information about the goals of the Unity Rework mentioned in Dev Diary 215 (and briefly in 234), some updates on how things have been going so far, and our plans going forward.

Please note: All values and screen captures shown here are still very much in development and subject to change.

Identified Problems and Design Goals

Currently in Stellaris, Unity is an extremely weak resource that can generally be ignored, and due to the current implementation of Admin Capacity, the Empire Sprawl mechanic is largely toothless - leading to wide tech rushing being an oppressively powerful strategy. Since Unity is currently very easily generated through incidental means and provides minimal benefits, Empires have little need to develop a Unity generation base, and Spiritualist ethics are unattractive.

Influence is currently used for many internal and external interactions, making it a valuable resource, but it sometimes feels too limiting.

Our basic design goals for the Unity Rework can be summarized as:
  • Unity should be a meaningful resource that represents the willingness of your empire to band together for the betterment of society and their resilience towards negative change.
    • Unity should be more valuable than it is now, and empires focused on Unity generation should be interesting to play.
      • Spiritualist empires should have a satisfying niche to exploit and be able to feel that they are good at something.
      • The number of sources of incidental Unity from non-dedicated jobs should be reduced.
      • Empires that do not focus on Unity (but do not completely ignore it) should still be able to acquire their Ascension Perks by the late game.
    • Reward immersive decisions with Unity grants whenever possible.
    • Internal empire matters should generally utilize Unity.
      • Provide more ways to spend Unity.
      • Rebalance the way edicts work (again).
  • Reduce the oppressive impact of tech rushing by reintroducing some rubber-banding mechanics.
  • Make tall play more viable, preferring to balance tall vs. wide play in favor of distinctiveness, and emphasizing differences between hives, machines, megacorps, and normal empires. (This does not necessarily mean that tall Unity focused empires will be the equal of wide Research focused ones, but they should have some things that they are good at and be more competitive in general than they are now.)
  • In the late game, Unity focused empires should have a benefit to look forward to similar to the repeatable technologies a Research focused empire would have.
In this iteration we have focused on some of these bullets more than others, but will continue to refine the systems over future Custodian releases.

So What Are We Doing?

All means of increasing Administrative Capacity have been removed. While there are ways to reduce the Empire Sprawl generated by various sources, and this will be used to help differentiate gameplay between different empire types, empires will no longer be able to completely mitigate sprawl penalties. Penalties and sprawl generation values have been significantly modified.
  • The Capital designation, for instance, now also reduces Empire Sprawl generated by Pops on the planet.
View attachment 793471

Bureaucrats, Priests, Managers, Synapse Drones, and Coordinators will be the primary sources of Unity for various empire types. Culture Workers have been removed.

Autochthon Memorials (and similar buildings) now increase planetary Unity production and themselves produce Unity based on the number of Ascension Perks the Empire has taken. Being monuments, they no longer require workers.

View attachment 793472
These monuments are now planet-unique, and can be built by Spiritualist empires.

The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Sprawl. Each empire has an Edicts Fund which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them. Things that previously increased Edict Capacity now generally increase the Edicts Fund, but some civics, techs, and ascension perks have received other thematic modifications.

View attachment 793473
As an example, some Bureaucratic technologies now modify the Edicts Fund.

View attachment 793474
The Imperial Cult will squander any excess Edicts Fund on icons of the God Emperor at the end of the month. No refunds!

Several systems that used to cost Influence are now paid in Unity.
  • Planetary Decisions that were formerly paid in Influence. Prices have been adjusted.
  • Resettlement of pops. Abandoning colonies still costs Influence.
  • Manipulation of internal Factions. Factions themselves will now produce Unity instead of Influence.
Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Sprawl.

Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes, or when “cycling” leader traits, as you are now choosing between Traditions and Leaders..

View attachment 793475
And then some empires go and break all the rules.

Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).

Authority bonuses have (unsurprisingly) undergone some changes again, as several of them related to systems that no longer exist or operate differently now.

When Will This Happen?

Since these are pretty big changes that touch many game systems in so many ways, we’ve decided to put these changes up in a limited duration Open Beta on Steam for playtest and feedback. This will give us a chance to adjust values and modify some game interactions before the changes get pushed to live later on in the 3.3.x patch cycle, and we will continue improving on them in future Custodian releases.

We’ll provide more details on the specifics of how the Open Beta will be run in next week's dev diary.

What Else is Planned?

As noted earlier, we’d like Unity to also reflect the resilience of your empire to negative effects. A high Unity empire may be more resistant to negative effects deficits or possibly even have their pops rise up to help repel invaders, but these ideas are still in early development and will not be part of this Open Beta or release. They’ll likely be tied to the evolving Situations that we mentioned in Dev Diary 234 - we’ll talk about those more in the future once their designs are finalized.

Next week I’ll go into details regarding the Open Beta, go over a new system that is meant to provide “tall” and Unity focused empires some significant mid to late game benefits called Planetary Ascension Tiers, and share details on another little something from one of our Content Designers.
Will "cultural ecumenopolis" designation that increase unity production become a thing?
 
As suggested many times before, they should make trade value into a currency used to trade and exchange resources, and energy points into a per-planet capacity.

It would produce an infinitely better and more coherent system, the game would be better for it.
why should energy be a per planet capacity.. when the best energy generators arent from... planets?
not to mention how easy it is to ... you know... transfer energy in speez

also how would that work for gestalts, or empires who just dont trade
 
Please, do something with Empire Capital planet designation. As of now it appears to be the weakest planetary designation and the first thing to do with it is to relocate it to some useless small planet/habitat
 
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I keep looking at this screenshot... Isn't it a bit counter-intuitive to stimulate having governors, but then it's a civic whose entire concept is making sectors into vassals?

Is it not clashing a bit, conceptually?

I mean, if I really want to play as a proper feudal empire, I won't have may governors at all, so I'm looking at a few points of unity... seems a bit superfluous.

The thing that bothers me the most is that they added a reasonably good feudal government type in Hegemonic Federations, but you can't form one with only vassals. Which is crazy.

My personal opinion is that Stellaris already has a better internal politics system in the new Federation system, but that it's at the wrong layer of government. The Federations system with internal factions instead of member states makes a lot of sense, with cohesion, laws and more interesting succession types and the spin-off events that count come with it.

The Galactic Community would then be the Federation level.

But that's more of a wishlist than anything practical.

-----

The overall direction of the update seems really cool! I have a few concerns about some of the specifics:

- I think I understand why Edict Fund is the way it is; if it was like the current Edict Cap system, you'd be encouraged to just pick the most expensive editcs you could get for free. The problem I have with Edict Fund is that it doesn't really alleviate this issue and adds a lot of mental overhead, as every time you get more Edict Fund, you need to reassess the math puzzle to make sure you're not bleeding excess Unity for no reason. Edict Cap being non-refundable free Unity just makes the optimization problem more complicated, rather than removing it.

- It feels like the Feudal Society civic should just reverse the costs of hiring, rather than what it does now. I think there's some thematic issues that others have covered, but it would make sense to me for Feudal Society to make hiring Leaders free (you just give the position to the appropriate noble), but firing Leaders cost Unity (you're disenfranchising nobility).

- It seems kinda weird that Megastructures require Unity as part of their build cost. Influence made sense insofar as it's the resource used to claim planets and systems, so habitats and other Megastructures follow on from that. Unity, as a metric of internal cohesion, doesn't make a lot of sense to pay in huge lump sums, especially for a massive monument to "we're doing well as a society". I'd propose no Unity cost to make (I'd keep the Influence cost over all Megastructues; it is a big claim to all your neighbours, particularly a Sentry Array, Strategic Co-ordination Center or Mega-Shipyard, all of which have real-world equivalents that have caused foreign stress at various times), but a Unity upkeep for incomplete Megastructures. This would represent the populace getting kinda sick of your big half-finished project sitting there useless absorbing the alloys they made with their own tentacles. Political will is pretty hard to model, though, so I get it.

I'm still very much on-board with the new uses of Unity, as a flexible non-Energy resource has the potential to change things up a bit, hopefully with countries able to get by with PURE NATIONAL FERVOR to make up for their lesser infastructure, which sounds like fun roleplay.
 
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- It seems kinda weird that Megastructures require Unity as part of their build cost. Influence made sense insofar as it's the resource used to claim planets and systems, so habitats and other Megastructures follow on from that. Unity, as a metric of internal cohesion, doesn't make a lot of sense to pay in huge lump sums, especially for a massive monument to "we're doing well as a society". I'd propose no Unity cost to make (I'd keep the Influence cost over all Megastructues; it is a big claim to all your neighbours, particularly a Sentry Array, Strategic Co-ordination Center or Mega-Shipyard, all of which have real-world equivalents that have caused foreign stress at various times), but a Unity upkeep for incomplete Megastructures. This would represent the populace getting kinda sick of your big half-finished project sitting there useless absorbing the alloys they made with their own tentacles. Political will is pretty hard to model, though, so I get it.

I actually really like this idea - in fact, having all Unity expenditure be upkeep based rather than one off activation costs, save Tradition purchases as some kind of overflow of national pride and community feeling, is really appealing for some reason.
 
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This overall looks good on paper but I am just wondering how a few systems will work

-How will trade leagues / unity trade policy work
-Will corporate branch offices take influence or unity?
-What kind of influence sinks will there be?
-Will the current edicts that cost influence be changed over to unity? (which will make edicts a lot better)
-How will this effect early game exploration? most good players buy 3-6 science vessels to explore.

and here I am just worried about how the AI opponents will deal with the changes considering how poorly they work with the current system. I really wish they would put more effort in achieving a good base AI to work from instead of changing gameplay faster than they can correct AI issues

Thanks for trying to speak for all of us (not) but I enjoy playing tall much more than wide, I don't like managing large areas of territory.

I wasn't speaking for everyone so just stuff that whine. I simply stated that to achieve tall empire viability requires rules bordering on the absurd to reign in wide empires. Let alone you can put five players in a room and they won't even agree what tall actually is.

Seriously, I have yet to see an interpretation of tall play that a majority agrees upon. There are always exceptions and then you have those silly players who think it means a small number of systems crowded with habitats.
 
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Please, do something with Empire Capital planet designation. As of now it appears to be the weakest planetary designation and the first thing to do with it is to relocate it to some useless small planet/habitat

  • The Capital designation, for instance, now also reduces Empire Sprawl generated by Pops on the planet.
View attachment 793471
So you'll want it on a huge planet soon.

Mmmm... Empire Capital Ringworld....
 
So yes, bureaucrat planets are arguably A Thing but the Thing is usually "they're terrible." Having turning your empire into a nightmare of bureaucracy and red tape as an option for how you generate your unity is one thing, but making it the only and objectively correct option for all empires is something else.
Most are portrayed as satirical because people just don't like politicians or bureaucracy with reason.

The one point people always ignore is that in a technically advanced universe the management of an empire would have many tools to make it easier and automatic. Now you could have empires which shun the use of computerized assistance but I suspect it would only turn out to be how much they accept versus another empire type; spiritualist may require more use of people making decisions... or not

The other fact is not all empire types would be affected in similar ways. The way the game portrays Gestalt Consciousness types would negate many of the penalties that people want to apply to say, a feudal government empire. Eve some corporate types would be less affected by size than others, how I would love to play a mega corp that in effect is a bunch of feudal crime lords only working together when it suits them.
 
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Please, do something with Empire Capital planet designation. As of now it appears to be the weakest planetary designation and the first thing to do with it is to relocate it to some useless small planet/habitat

Oh yes. We need that. And also multiple capital designation. Like... If I want only alloys on my Ecu-Capital, it should be possible like on the other planets.
 
I think it's a bit odd to have leader upkeep and hire costs cost unity. Are they still going to have a small energy upkeep costs alongside the unity costs?

I thought the energy credit costs made sense, since it represented paying that initial "You're hired." fee, as well as wages/salary. (And for machine empires, the general electricity costs required for the leader, since I imagine a high-tech AI that does research/manages a sector/does combat calculations etc. would consume a ton of power.)

Like, I feel like replacing that with unity should be a civic or something for spiritualist empires.
 
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