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

While i overall think that the rework is going in the right direction, this line made me think otherwise, and reading this thread i think that I'm not the only one who thinks that way.

Culture and Art are two of the most defining aspects of civilizations (fictional or otherwise), and play a key role in guaranteeing their stability and progress. If you are removing culture workers, are you planing on expanding culture related game mechanics in another way?
 
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What will happen to the other sources of unity?

1. leader jobs. What will administrators produce? Only amenities or also other things? Will the High Priest still produce unity?
2. trade. Much unity is produced with the marketplace of ideas or the federation trade policy. will this change?
3. unity civics. There are many civics that gives you other means to produce unity (like police state wich gives you +1 unity for enforcers). Will they be able to keep these?
4. traditions. Many tradition trees has a unity production bonus. What will happen to these?
 
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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.
If Trantor is your goal then it'd be neat if Bureaucrats had a ribbon ability that made sticking them all in one planet desirable while Culture Workers had a ribbon ability that made spreading them out more beneficial. Like if culture workers generated unity but also increased stability or governing ethics attraction or something then you'd want a few on each planet, but a "planet of culture workers" wouldn't be very useful. Meanwhile bureaucrats could generate unity and, I don't know, trade or something, so you want them all on one planet sitting beside your capital.
 
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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.

Yes, I do think Bureaucrats should still be in the game for precisely that reason. But I always though of Unity as more of an abstract sense of common identity turned into numbers and I don't quite see bureaucrats providing the people with a sense of common identity unless being bureaucratic specifically is part of that identity, which in Stellaris would get modeled by having a relevant civic. Religion and culture on the other hand I can easily see as the foundation of a common identity.

That said, maybe you guys have a different conception of what Unity is supposed to be in the first place.
 
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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.

Or, colonizing a planet could cost influence to begin with.

Though my favored solution would be to entirely stop giving free pops to colonies, and use pop migration instead.
That would both put an end to cheesy recolonization and make early colony-spamming a more reasonable affair.
 
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Overall I'm very excited for these changes, you've done a great job identifying some key problems with the game and the proposals look like exactly what the game needs to help balance out tech and large empire dominance.

The reduction to sprawl in the empire capitol is very intriguing, could sector capitols and/or high level planetary capitols also give sprawl reductions? This would further promote concentrating pops in highly developed planets while retaining low development resource worlds for pop growth and basic resources, while also encouraging players to not just concentrate their pops in their empire capitol.

Flavor wise it does seem odd to have bureaucrats as the primary method of unity generation; while it makes sense that they'd help with the running of an empire, even a poorly administered state can have a high level of social cohesion through cultural means. I'm also somewhat leery of making a jobless per-planet monument building a significant source of unity generation as that promotes spamming planets or habitats to generate a ton of unity.

I'd like to hear more about how unity interacts with conquest and empire stability; seems to me that unity deficient empires should be at higher risk of having things like civil wars, divergent ethics, breakaway states, etc... Similarly, conquering a bunch of pops should also introduce a significant penalty to empire unity that's not just a simple matter of building a few police stations to raise planetary stability to get rid of. Some sort of mechanic like this would introduce interesting tradeoffs where tech focused empires could have the guns to conquer but have a harder time integrating their conquests, while unity focused empires be better at absorbing conquests but have a harder time developing cutting-edge tech to be militarily dominant.

Also, random idea, it'd be interesting if law changes required unity to pass instead of being basically free as they are now.

Finally, I'm very interested to hear more about the changes to tech; I've been advocating for some sort of tech diffusion mechanic for years now and really hope the new system will make it harder to run away with research. Giving sprawl some teeth again will definitely help prevent empires from rushing through the T3-T5+ techs in mid/late game, but the base tech costs may also help prevent the mid/late game going by too quickly.
 
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Abandoning colonies still costs Influence

After reading the DD again and thinking about it, that one doesn't sit right with me.

I understand why it was introduced, as people cheesed the system by abandoning/re-colonizing planets. But it bottlenecks players who take planets from fanatic purifiers or some hive mind in order to eliminate a threat, but ultimately don't want to keep the newly gained territory.

Would it be possible to give newly conquered planets a modifier to reduce the influence cost for abandoning them to 0 for a year or so? That would solve the problem.

Also, one more thing that fits the whole unity-theme: would it be hard to implement a button to re-fit conquered bases/stations to the new owner's shipset style? I can assimilate whole species and turn them to my own species, but not make the whole thing final by changing their starbases' appearance.

With certain 'unification' types uniformity should totally be an option. (be it through edicts, slowly turning conquered stations over time, or by slapping a re-fit cost to a new button, anything. The option to do so would be greatly appreciated)
 
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Obviously it’ll all depend on the numbers how this ends up, but the goals I think are all great. Can’t wait to try the beta.

Also it’s just exciting that the curator program is able to make changes this significant. It makes me even more exciting for the future.
 
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I think having the player almost always to combat penalties for being over cap instead of allowing to increase the cap is a bad idea. People don't like numbers being in negatives. Fighting penalties with no way actual way to remove penalties in the first place would feel unpleasant


UPD:
Here's an idea: have both admin cap and penalties from independent empire sprawl.
With first you would have to actively do something to increase admin cap, just like now. Penalties would be in a similar way to how it's now or not, but as long as you're in the cap, no penalties.

The second would be something like Corruption from R2TW: you would always have some passive penalties that increase slowly with each pop or each settlement, and they can't be contained by staying inside some cap, but won't be as visible until you go wide too much, because they won't be presented as a "penalty for going wide" but as a steady price rise for expanding your empire more and more
Whether should you be able to actively negate this Corruption penalty is up to debate, depending on what penalties the first usual cap would have
 
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i like the idea of implictly buffing spiritual empires, i really dont like the idea of nerving wide empires. More pops = more of everything. Tall empires are unrealistically powerful in stellaris as is imho.

And to those disagreeing i can only say, how should a tiny, few planet containing empire ever compete militariliy, scientifically or economically with a galactic empire??? There's no way and no how unless the bigger empire collapses in on itself for internal reasons... the kardeshev scale exists for a reason....
 
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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
We understand that this increases the relative costs

I was expecting to see "but" at the end. So the purpose of this change was solely to combat that cycling, to forcing player to stick with traits they don't want because they had a bad roll? In a 4x?

Would we ever see a rework of that problem with choosing leaders then? Where we wouldn't NEED to keep cycling leaders if we want to get something useful or specific because the game just gives you 3 options with no ways to influence random
 
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Any chance technology can “diffuse” passively so empires that are behind in tech can slowly acquire technology or at least have a bonus in research if their neighbors have it?
 
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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.
I strongly agree with the guy you were replying to, and to your bit here as well. Please do keep Culture Workers in the game in some capacity.
 
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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.")

Thanks for answer. I am all about penalties from sprawl being unavoidable, I just dont want situation where it ramps up too fast, especially in early game, forcing players to focus on compensating for it a priority or be slowed to crawl. Some breating room with base cap, with maybe small increases from capital building techs, would be welcome.

P.S. Dont remove culture workers, make them into unity-focused ruler jobs obtained form high level unity buildings etc.
 
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