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Stellaris Dev Diary #237 - Reworking Unity, Part One

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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.
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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.

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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.

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

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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..

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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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here is a question, how do i stop getting messaged when someone comments on this thread?

cause i cant just unsub from it, ... for whatever reason
 
- 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.


"The Science Nexus, our pinnacle of scientific advancement for the betterment of our people, was meant to be a reality in 20 years... That was 80 years ago."

Plus, it would give a cost to the decision of leaving a megastructure partially built only to start another one that's better now that I have that specific structure tech.
 
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The only way I could do it was to go into my account settings and stop watching all threads at once.
Another way is just ignore the new post announcement each time you click to see it will update you. However if you ignore it you'll only be notified once . unless people reply to your comments
 
Another way is just ignore the new post announcement each time you click to see it will update you. However if you ignore it you'll only be notified once . unless people reply to your comments
why did they remove the unwatch button for dev diaries anyways...
 
Oh I wanted to ask Necrophage Hiveminds will the slaves they have able to do jobs? Or will they always remain as livestock?
Nothing in the update suggests any reason to change a core hivemind mechanic, or would impact the Necro-purge option for converting livestock into drones.

If anything, the unity rework is a buff to Necrophages due to their unity-from-conversion tradition in the synchronicity tree.
 
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Nothing in the update suggests any reason to change a core hivemind mechanic, or would impact the Necro-purge option for converting livestock into drones.

If anything, the unity rework is a buff to Necrophages due to their unity-from-conversion tradition in the synchronicity tree.
That is a fair argument unity rework I would see them changing that and prioritizing that, but if it is the custodian update then they do many reworks I think. I let my post be the last ones so the devs don't feel pressured. They work very hard game development is not easy as people think, sorry a bit off topic but I can hope they change some things not only the unity rework. Also I am a bit confused for unity are they trying to make it equal to research so like materialist vs spiritualist whole ordeal? like instead of researching psionic theory you get it as a unity or is technology still gonna be a thing. Also can admirals get a passive way to level up? They don't just level up on their own doing nothing its sad :(
 
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That is a fair argument unity rework I would see them changing that and prioritizing that, but if it is the custodian update then they do many reworks I think. I let my post be the last ones so the devs don't feel pressured. They work very hard game development is not easy as people think, sorry a bit off topic but I can hope they change some things not only the unity rework. Also I am a bit confused for unity are they trying to make it equal to research so like materialist vs spiritualist whole ordeal? like instead of researching psionic theory you get it as a unity or is technology still gonna be a thing. Also can admirals get a passive way to level up? They don't just level up on their own doing nothing its sad :(

Unity-based edicts will make unity a pop-efficiency resource akin to technology. Aside from Traditions, the ability to run more edicts with more unity production will allow for more effective- and efficient- empires, though the exact degrees will depend on the conversion rates.

One way to think of it is that while materialist will get more technologies faster, spiritualists will be able to get more value out of them due to being able to afford more of the edicts unlocked by technology.
 
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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

Make being the capital a planetary modifier and allow us to designate the capital as we feel like, I believe that would be the easiest solution.
 
I almost exclusively play unity based empires in mods. Specifically mods that add traditions, ascension perks, and pop and civic traits that allow that playstyle. I'm talking getting a selection every 5-8 months unity focused.

The reason people ignore unity is because the base ascension tree is scant in options and generally not powerful as are most of the ascension perks. Tripling both the number of traditions and perks in the base unmodded game would be a good start. Could also do so for the pop and empire traits. Also uncap how many traditions you can have base game. That makes it look to people like a limited thing to get over the course of a whole game.

I don't think removing the sprawl mechanic solves the problem. It just replaces spamming bureaucrats with spamming researchers and perhaps unity generators. You should also add some artifacts and create a mechanic where new sites can be found in your existing territory by spending unity or allow exploring sites on other's territory with spending influence. I mostly expand in my games for archeology sites. You could also allow generation of new science anomalies in already surveyed systems to find rare techs.

In other words don't nerf wide. Just find ways to buff tall.

Unity to add civic slots would also be good.
 
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There's other factors that play into it as well.

Not to give the other poster too much credit, but there's something to his point about fleet size vs. fleet power.

Is it worth considering having power projection based on the empire's total fleet power relative to its sprawl, rather than its fleet size? That way fleet size still plays into it (the number of ships you have is important to your fleet's strength) but it also can incorporate the firepower your fleet brings to bear. I'd certainly be more influenced by speedboat with a bazooka, after all, than a galleon armed with longbows.

That could let more defensive empires flex their diplomatic muscles too, since a fleet power system could also account for starbase strength. (Presumably disregarding outposts.) It would even be somewhat consistent with existing mechanics, since influence is supposed to be the external resource now and diplomatic weight already uses fleet power.
 
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I don't think removing the sprawl mechanic solves the problem. It just replaces spamming bureaucrats with spamming researchers and perhaps unity generators. You should also add some artifacts and create a mechanic where new sites can be found in your existing territory by spending unity or allow exploring sites on other's territory with spending influence. I mostly expand in my games for archeology sites. You could also allow generation of new science anomalies in already surveyed systems to find rare techs.

In other words don't nerf wide. Just find ways to buff tall.

Unity to add civic slots would also be good.

It's shocking how no one seems to realise this obvious fact. Your just spamming a different thing now, it's not fixing anything.
 
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It's shocking how no one seems to realise this obvious fact. Your just spamming a different thing now, it's not fixing anything.
There's a considerable difference between building multiple things to account for the varied effects of a mechanic vs spamming one thing to entirely negate a mechanic at the source. It's the same as the difference between building a starbase at a pulsar and loading the defence stations up with armour, hull, and plasma cannons vs building normal stations and putting an "Actually everything has shields like normal lol" module on it. There being no dedicated sprawl canceller also means they can introduce interesting and varied sprawl reducers. Your capital producing less sprawl is very interesting and will have knock on effects for a few different origins. Void dwellers will get minimal benefits out of it for example, while a ringworld or other large homeworld start will have a Very Good Time.
 
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I really love the idea's of changing up unity but i am not a fan of reworking Admin, as someone who loves making multiple colonies each specialising in a thing it is not unusal for me to get 20+ planets by the end of a normal game and without a way to gain admin this would be crippling.
 
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There's a considerable difference between building multiple things to account for the varied effects of a mechanic vs spamming one thing to entirely negate a mechanic at the source. It's the same as the difference between building a starbase at a pulsar and loading the defence stations up with armour, hull, and plasma cannons vs building normal stations and putting an "Actually everything has shields like normal lol" module on it. There being no dedicated sprawl canceller also means they can introduce interesting and varied sprawl reducers. Your capital producing less sprawl is very interesting and will have knock on effects for a few different origins. Void dwellers will get minimal benefits out of it for example, while a ringworld or other large homeworld start will have a Very Good Time.

No, because the resources "taxes" you'll be forced with due to being over the cap the entire game, means nothing, because the game drowns you in resources non stop. The only "consequence" that's worth anything, is the research time increase, which is negated by just spamming tech labs instead.
 
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I did feel like being able to infinitely increase admin capacity was self defeating, and given that I already play spiritualists regularly, I'm glad to see a boost to the effectiveness of unity.
 
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here is a question, how do i stop getting messaged when someone comments on this thread?

cause i cant just unsub from it, ... for whatever reason

why did they remove the unwatch button for dev diaries anyways...

Thanks for pointing that out, I'll put a suggestion forward to fix that up.
 
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