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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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Overall these seem like promising changes, but I see two major issues:

1: Please keep Culture Workers as representation of an empire's actual culture. It is devastating to the roleplay fantasy of the game if every normal empire is represented as a soulless bureaucracy with no culture or creativity. There's no reason to remove the jobs just because Bureaucrats also produce Unity now - just give them slightly different niches. Making the Monument buildings planet unique is a good idea, so why can't Culture Workers just be like Merchants - a more powerful Unity producer that you only have a few of?

2: Influence losing many of its peaceful/internal usages will likely lead to sitting on capped Influence in the mid to late game, encouraging hyper-aggression simply because claims are an Influence sink. Even moreso if fleets generate Influence now. Hopefully this will be rebalanced in a good way.
 
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First off, thank you for the response and engagement with questions.
Bio-trophies will remain the primary source of Unity for Rogue Servitors. (And they'll remain cut off from the other normal Machine sources.)

Hm. If the Bio-Trophies themselves don't get a boost in unity generation, that'll be a relative nerf to servitors, since the unity spending needs are high, but unity income from them is pretty low and scales very slowly with the Machine Empire 50% growth.



The Bureaucratic designation will be turned into a Unity based designation.

Makes sense.

Currently Authoritarians retain their Influence bonuses, and Egalitarians get extra Faction Unity rather than Faction Influence.

With the change to edicts being maintained by monthly unity, that could be a buff.


Will faction unity be flat-capped liked Influence was, or will it scale as a % modifier or by the number of loyal pops of the state ethics faction?


Not at this time, but we've discussed things along those lines, including rebellious pops gaining Unity upkeep. We may explore such ideas more in the future.

That sounds like a good build-on, thanks.
 
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I definitely would like to echo the concern of some others: I liked the idea of an empire generating Unity by having a strong culture (artists and so on). I hope this won't be lost with these changes and Unity generation will become mostly about Bureaucrats.
 
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Influence losing many of its peaceful/internal usages will likely lead to sitting on capped Influence in the mid to late game, encouraging hyper-aggression simply because claims are an Influence sink. Even moreso if fleets generate Influence now. Hopefully this will be rebalanced in a good way.
It might not be as bad as it seems - I'm reaching here, but if annexing was more perilous (ie uprisings and the like from situations) vassalisation + integration [which I'm assuming is still influence driven?] would become more important. Influence sinks in espionage would be nice though.... maybe an influence cost for breaking treaties/truces early (50% early) too, or for ramming through certain policies in a federation/dumping inf in to the GC to promote things? Though thats a slippery slope...
 
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Overall these seem like promising changes, but I see two major issues:

1: Please keep Culture Workers as representation of an empire's actual culture. It is devastating to the roleplay fantasy of the game if every normal empire is represented as a soulless bureaucracy with no culture or creativity. There's no reason to remove the jobs just because Bureaucrats also produce Unity now - just give them slightly different niches. Making the Monument buildings planet unique is a good idea, so why can't Culture Workers just be like Merchants - a more powerful Unity producer that you only have a few of?

Based on the pre-new years teaser, the job now formally called Bureaucrat is now called Manager, which is ambiguous as to a manager of what.


2: Influence losing many of its peaceful/internal usages will likely lead to sitting on capped Influence in the mid to late game, encouraging hyper-aggression simply because claims are an Influence sink. Even moreso if fleets generate Influence now. Hopefully this will be rebalanced in a good way.

With the lack of faction-influence, you'll be having between 2/3rds to 1/2 the influence generation you're used to. Fleets may produce influence, but by scalling inveserly with sprawl, you're likely looking at a net-negative if you go aggressive.
 
I'm also not a fan of the flavor implications of doing away with culture workers. The idea of bureaucrats generating unity comes off as dystopian which is fine for Byzantine Bureaucracy but shouldn't be the case across the board. I do like the changes, and the intent behind them, overall.
 
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  • 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.)

Question - seeing as you want to make changes between varying types of empires will Megacorps or at least the ones with specific civic have their costs of unity split into the unity+energy? For example "X edict" costs 80 unity to maintain, but for this empire it will cost 40 Unity+40 Energy?
 
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Intriguing, but I fear that this may make Factions even more irrelevant. At least now they produce a resource that is hard to get otherwise.
 
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So far this looks interesting. A lot of it will depend on the exectution and Stellaris ahs a bad habit of goign to far in punsihing cettian approaches. But for now I will withold judgement until more concrete info is available.
 
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Does it make Fun? It sounds like a deadly joke ;)
 
I just hope wide playstyle is not killed on the spot with those sprawl change.

Investing ressources to war and actually commiting is a gamble that involve way more risk that just turtling in one corner and I feel like there should be some kind of trade off.
So now the game would feel even slower than it is now on the default settings. Crippled pop growth, now crippled research(as it was back in the day of the tile system).
In conjunction with being unable to grow fast, you will now be unable to invest more into research, because pops won't grow fast enough, machines for some reason won't assemble fast enough, and any additional research will be eaten by the sprawl.

I don't know, maybe I'm wrong and the open beta will prove me wrong, but so far, IMHO, it looks like Stellaris becomes more boring and restrictive with each DLC
 
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So in Feudal Society you won't be able to change resarchers until they die? I don't know if that's worth the extra unity.

You'll be able to reassign their jobs, but won't be able to permanently fire them. While they have a job, they don't cost Unity, so that scientist that developed half a dozen negative traits gets put on a ship and sent to explore until he dies.

This all sounds very good. My one point of disagreement is that you're going with Bureaucrats as Unity producing job for regular empires and scrapping Culture Workers. I would've preferred it if Culture Workers were the standard Unity job and Bureaucrats were a Culture Worker replacement job provided by the Byzantine Bureaucracy civic (much like Warrior Culture replaces Entertainers with Duelists).

Planets full of bureaucrats maintaining the order of the empire are a common sci-fi trope, but admittedly a little dystopian. Maybe there's still a spot for Culture Workers out there.

I do like the idea of using influence for espionage - makes way more sense as well.

Influence may benefit from a few additional sinks. We'll keep an eye on some of this, but it's possible that it would be a better resource for it than energy.
 
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Re Power projection, just so i understand, maximising fleet power whilst minimizing empire size, will increase/maximise power projection? (i.e. small country big fleet)

To maximize bonuses from your power projection you'll try to keep your fleet size above your Empire Sprawl.

If all means of increasing Administrative Capacity have been removed does it mean its cap will increase dynamically/automatically? Otherwise after colonizing few planets or just by building districts you could very fast get to, as example, 200/30 AC and get something like +100% tech cost in early game, leading to same tech lab rush you want to avoid.

The penalties for Sprawl are unavoidable in this system, but numbers have been reduced. One of the things I plan on watching during the Open Beta is whether we'll want some base Admin Capacity to exist. (For example, "Sprawl under 50 is ignored.")
 
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Planets full of bureaucrats maintaining the order of the empire are a common sci-fi trope, but admittedly a little dystopian. Maybe there's still a spot for Culture Workers out there.
More options for how to roleplay your empire are just better here I think. Bureaucrats and Culture Workers could both give Unity, with slightly different niches. Like Bureaucrats producing some Stability while Culture Workers produce some Society Research and Trade Value or something like that..
 
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Resettlement of pops. Abandoning colonies still costs Influence.
Abandoning colony should be free. It is better to require influence when you try to re-colonize the planet, not for just abandoning it. This will prevent re-colonisation exploits, but will not punish abandoning colonies.
Leaders now cost Unity to hire rather than Energy.
In this case I hope you will do something with psionic ascension. Rolling scientist with Maniacal trait sometimes is painful even when the leaders are cheap.
 
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