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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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I don't know how closely related this is to unity and factions, but since you're reworking core systems, I'd like to suggest an additional change:

I've always wanted to make an empire that was mostly egalitarian with respect to species but authoritarian with respect to individual pops. I'd at least like to be able to have leaders and slaves from the same species, but I'm sure there's plenty more content that can be added if pop rights are decoupled (at least sometimes) from pop species.

I'd label such a society a cosmopolitan dystopia. The best example from science fiction I can think of is Star Wars.
 
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This already exists in several forms. Research agreements, debris analysis and espionage all do this.
Research agreement is not diffusing, is basically someone more advanced giving you free technology because it's of little benefit to them. Debris I'd agree but it's too easy to prevent by closing borders to where fight took place. Espionage is very underwhelmed and a weak mechanic, not even worth mentioning without reworking it first.
If many empires would be in the same Community or even Federation, many with open borders to each other or even migration treaties, it would be logical to assume that some tech would eventually spready beyond one nation borders (especially considering that some tech isn't just "a new gun" but more abstract things. Small passive gain from neighbors with superior tech indeed might lower the tech creep
 
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As a machine empire, I feel being discriminated in that system, because my leaders are immortal and I have to choose the right leaders from the beginning, but with that system it will put me way more behind, when cycling traits than the other empires.
If you're speaking about not being able to fire leaders, then it is tied to a civic, not a general mechanic.
If you're speaking about unity cost instead of energy, then you will have to produce more of it in the beginning.
 
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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.
What is the recolonization cheese?
 
As a machine empire, I feel being discriminated in that system, because my leaders are immortal and I have to choose the right leaders from the beginning, but with that system it will put me way more behind, when cycling traits than the other empires.

The opposite, more likely. Machines have some of the strongest admin/unity jobs now, and only likely to get stronger if that dynamic is kept. Whereas once you do find good leaders, you are more likely to to spend a lot less unity replacing them regularly.

It's the same problem of 'finding good leaders' as every other civ, which a much longer period of payoff and fewer reoccuring costs as anyone else.
 
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I really like these changes, especially now that leaders will cost Unity to purchase and upkeep then finally, FINALLY, leader lifespan won't be worthless. It absolutely makes sense that a nation which leaders die very often would be far less unified than a nation led by the same people for decades/centuries.
 
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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.")
Small niche UI comment: Part of why being over admin cap feels bad is the UI presents it as bad. It's red, and everywhere else in the UI red = bad. If going over admin cap is expected then high sprawl should be a neutral yellow or blue or similar. If anything being under your admin cap should be red because you haven't picked up all your "free" systems, which is bad, while being over just means you've got a lot of stuff, which is good.
 
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I really like these changes, especially now that leaders will cost Unity to purchase and upkeep then finally, FINALLY, leader lifespan won't be worthless. It absolutely makes sense that a nation which leaders die very often would be far less unified than a nation led by the same people for decades/centuries.
Leader lifespan was never worthless. It's traits and civics that give you lifespan are worthless because there's plenty of tech for that
Small niche UI comment: Part of why being over admin cap feels bad is the UI presents it as bad. It's red. Everywhere else in the UI red = bad. If going over admin cap is expected then high sprawl should be a neutral yellow or blue or similar. If anything being under your admin cap should be red because you haven't picked up all your "free" systems, which is bad, while being over just means you've got a lot of stuff, which is good.
Exactly my point too. I thought everyone agrees that people don't like their resources being in red. Apparently not?
 
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Research agreement is not diffusing, is basically someone more advanced giving you free technology because it's of little benefit to them. Debris I'd agree but it's too easy to prevent by closing borders to where fight took place. Espionage is very underwhelmed and a weak mechanic, not even worth mentioning without reworking it first.
If many empires would be in the same Community or even Federation, many with open borders to each other or even migration treaties, it would be logical to assume that some tech would eventually spready beyond one nation borders (especially considering that some tech isn't just "a new gun" but more abstract things. Small passive gain from neighbors with superior tech indeed might lower the tech creep
No one can close borders to debris. Borders are open during war and remain open for 10 years afterwards due to the truce.

Espionage is not nearly as weak as you think. It's basically a constant 10% research speed bonus if you do it right, plus occasional progress on techs you don't have.

I also forgot Protectorates. Empires that are far behind can become a Protectorate under a stronger empire and gain a massive research speed bonus. In other words, there's plenty of options for tech rubberbanding already, although it seems there will be more added as well.
 
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Huh, but shouldn't you also wait a 1-2years for establishing colony and pay for colonization ship? How viable that actually is?
I depend of how much tech you have and pop you have. In the long run, especially if you have the leader trait that reduce colony ship cost by 35%, and/or the MC civic which allow to build colony ships for 500 EC, plus techs that reduce time to colonize, and a lot of pop which make getting new pop via growth not viable anymore, getting 2 new pops per uncolonized planet on a regular basis was a "viable strategy" (more likely cheese)...
 
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[...]Resettlement of pops. Abandoning colonies still costs Influence.[...]
How is this still a thing? Is it then unintentional to be able to freely abandon planets by disabling all jobs and letting auto-migration sort you out, influence-free? Works perfectly well for pops that don't get too uppity when unemployed... or when there are other means of maintaining planetary stability despite a stability debuff from unemployed unhappy pops... or when one just goes to ignore stability because it's not low enough to be of concern at that point.

Aside from that, I would like to add my voice to those saying that entirely losing culture workers as a designation is a loss of flavor that I'd rather see avoided than not.
 
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No one can close borders to debris. Borders are open during war and remain open for 10 years afterwards due to the truce.

Espionage is not nearly as weak as you think. It's basically a constant 10% research speed bonus if you do it right, plus occasional progress on techs you don't have.

I also forgot Protectorates. Empires that are far behind can become a Protectorate under a stronger empire and gain a massive research speed bonus. In other words, there's plenty of options for tech rubberbanding already, although it seems there will be more added as well.
I was talking about other people's debris. If you're in a war against someone far superior in tech you won't get access to debris because they will kill you.
It is.
"Just become someone's vassal" is a bad way of doing it
 
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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.
Finally, a reason to send some of my researchers into more "dangerous" territory ;)
 
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Leader lifespan was never worthless. It's traits and civics that give you lifespan are worthless because there's plenty of tech for that
Yup, that's what I meant, sorry to be unclear. I really like increased leader lifespan combined with experience gain and level bonuses. Unfortunately it's underpowered.
 
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Kind of sad to see culture workers go, will we get anything representing our pops taking more artistic/cultural pursuits? It was nice to have as roleplay.
The only change that disappointed me. I really like them thematically.

At least it will be possible to save the art assets from the current version and implement them as a mod.
 
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