• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 
Last edited by a moderator:
  • 169Like
  • 106Love
  • 21
  • 19
  • 12
  • 2Haha
Reactions:
I doubt wide will suffer too much. Most 4X games struggle to make tall a viable gameplay path when compared to wide and it always seems no matter how much help tall gets, wide always pulls ahead. If this is pulled off right, wide will retain it's innate advantages but tall should be increasingly viable.
I hope so, because the changes are so drastic that I'm afraid my playstyle will actually be dead.
 
  • 1
Reactions:
If you built six top of the range research campuses spread around the US and that was the sum total of research spending then you're going to run into some problems. Each lab will need their own set of everything, otherwise you'll have researchers wasting time and money flying across the US to borrow another lab's equipment or you're going to have to divert funding to telepresence and so on. You're going to have duplicated effort because nobody knows what anyone else is doing, it's difficult to collaborate between campuses outside of organised conferences, and moving from one lab to another would be a major upheaval.

If you built the same six research campuses in Liechtenstein they'd practically be within walking distance of each other. If there was an exceedingly expensive but rarely used piece of equipment you could buy just one or two and spend the money saved on duplicates something else. Different labs probably meet for lunch once a week and going to work in another lab just means a longer commute.

You could get the same efficiency effect in a country the size of the US by building all your colleges and research campuses in one section of one state, but now you have 95% of voters believing covid is caused by witches because they've never even seen a microscope.

The reason this isn't the current state of the US is because the US has a big economy and can throw big money and big populations around to get past the inefficiencies and existence taxes of being big. Liechtenstein has a population of 40,000 while there are over 180,000 full college professors alone across the US. You literally could not spend the US research budget in Liechtenstein. You'd run out of people.

That's the point of sprawl. Same as bigger empires have more total energy upkeep so part of their extra energy production just goes toward keeping pace, bigger empires also have higher tech costs so part of their increased research capacity goes toward making up inefficiencies. If I'm 10 times as big as you and spend the same percentage of my budget on research as you I will still research faster than you. Just not 10 times faster.
I think you are overestimating the importance of facilities being located close to one another and underestimating the usefulness of having lots of different teams working on the same problem.
 
  • 3Like
  • 2
Reactions:
Honestly, my biggest concern with removing ways to generate admin cap will be the return of Swiss-cheesing (ignoring low value systems as to not increase empire sprawl). There needs to be some mechanic to make that not be the optimal strategy. Sprawl by sector instead of by system, maybe?
True, this is a worry I saw raised on Reddit as well. Maybe unoccupied systems that are within a sector have no sprawl penalty, while systems outside the sectors do? You'd have Swiss cheese fringes, but as you settled outwards those would fill in.
 
I think you are overestimating the importance of facilities being located close to one another and underestimating the usefulness of having lots of different teams working on the same problem.

While I agree with you on the former, at least on the scale and timeframes that current civilisations operate on, I strongly disagree with the latter.

On paper, throwing more teams at a problem should make it be resolved faster, with the only issue being diminishing returns eventually hitting "Adding another team doesn't provide any real gain at this point"

In practice, that is not how it works.

Teams, like people, work best at a certain level assigned to a project.

Below that level, they cooperate, above that level they compete.

And once they start competing what you get is conflict, arguments, people rushing, paths being tread and retread by dozens of different groups or doing something completely stupid in desperation to be the group that wins.

It basically ends up like that phrase about too many cooks.

So rather than even diminishing gains from adding more teams past that point, you instead see increasing loss of efficiency for every extra team or group or person you assign.
 
  • 1
Reactions:
so, to make unity more relevant, you just replaced other resources with it, as a costs?

why do we have to pay for leaders with unity instead of energy (current currency), how is that makes sense? or why do we need unity to build megastructures?

maybe replace research points with unity then? i'm sure it will make it even more relevant

i even got an idea for new civic, its like catalitic processing, but instead it will convert unity into alloys
 
  • 7
  • 5
  • 1Haha
Reactions:
so, to make unity more relevant, you just replaced other resources with it, as a costs?

why do we have to pay for leaders with unity instead of energy (current currency), how is that makes sense? or why do we need unity to build megastructures?

maybe replace research points with unity then? i'm sure it will make it even more relevant

i even got an idea for new civic, its like catalitic processing, but instead it will convert unity into alloys
:rolleyes:
 
  • 8
  • 2
Reactions:
If you built six top of the range research campuses spread around the US and that was the sum total of research spending then you're going to run into some problems. Each lab will need their own set of everything, otherwise you'll have researchers wasting time and money flying across the US to borrow another lab's equipment or you're going to have to divert funding to telepresence and so on. You're going to have duplicated effort because nobody knows what anyone else is doing, it's difficult to collaborate between campuses outside of organised conferences, and moving from one lab to another would be a major upheaval.

If you built the same six research campuses in Liechtenstein they'd practically be within walking distance of each other. If there was an exceedingly expensive but rarely used piece of equipment you could buy just one or two and spend the money saved on duplicates something else. Different labs probably meet for lunch once a week and going to work in another lab just means a longer commute.

You could get the same efficiency effect in a country the size of the US by building all your colleges and research campuses in one section of one state, but now you have 95% of voters believing covid is caused by witches because they've never even seen a microscope.

The reason this isn't the current state of the US is because the US has a big economy and can throw big money and big populations around to get past the inefficiencies and existence taxes of being big. Liechtenstein has a population of 40,000 while there are over 180,000 full college professors alone across the US. You literally could not spend the US research budget in Liechtenstein. You'd run out of people.

That's the point of sprawl. Same as bigger empires have more total energy upkeep so part of their extra energy production just goes toward keeping pace, bigger empires also have higher tech costs so part of their increased research capacity goes toward making up inefficiencies. If I'm 10 times as big as you and spend the same percentage of my budget on research as you I will still research faster than you. Just not 10 times faster.
Wonderfully put.

I think you are overestimating the importance of facilities being located close to one another and underestimating the usefulness of having lots of different teams working on the same problem.
While more people sometimes helps, I think you are underestimating the importance of communication in the sciences. Because you have a variety of independent teams who each work on a single problem and communicate their findings. Big breakthroughs usually comes a synthesis of many studies and smaller advancements. Here is where distance comes to play. Larger empires will need more invisible infastructure, like relay stations, comms beacons, etc. Even stellaris makes reference to communication between planets taking time.
And if you want to be a stickler about it, it's not more bodies on research that helps in the slightest. It's having more points of view, more specialties. Having people who can look at a problem in different ways or from differing view points. Of course, this will never be directly translated over, because it would make Xenophilic societies way overpowered.
 
  • 1
  • 1
Reactions:
I already build unity focused empires, which focus on research as well. So this will be interesting to see in the months to come.

What will become of the unity based edicts after finishing ascension perks? Which are currently in-game... I love the Megastructure build speed one so I can build 3 megastructures at a time.
 
I really dislike that it won't be possible to increase admin cap any more. Having to employ a tonne of extra researchers to get the same result is just completely unrealistic. More researchers IRL means more chance of a scientific breakthrough, why should it be the opposite in the game?

The unity changes sound great however!
 
  • 2
Reactions:
While more people sometimes helps, I think you are underestimating the importance of communication in the sciences. Because you have a variety of independent teams who each work on a single problem and communicate their findings. Big breakthroughs usually comes a synthesis of many studies and smaller advancements. Here is where distance comes to play. Larger empires will need more invisible infastructure, like relay stations, comms beacons, etc. Even stellaris makes reference to communication between planets taking time.
And if you want to be a stickler about it, it's not more bodies on research that helps in the slightest. It's having more points of view, more specialties. Having people who can look at a problem in different ways or from differing view points. Of course, this will never be directly translated over, because it would make Xenophilic societies way overpowered.
We have a lot research working on the same problem world wide. however this lead to disagreements in findings when spread out. A closer knit society in research would have access to the same sources easier which would lead to less disagreements.

An example in real life which springs to mind I do apologise in advance this is only an example I feel most will know. And this would translate to the importance of a closer knit research group yielding better research finds.

Deltacron - Due to research groups all spread over the world most disagree with the findings of the Cypriot research group. Yet research groups closer to this source all see the same findings the further you go from the source these research groups don't agree and call it a laboratory cross contamination
 
  • 1
Reactions:
I really dislike that it won't be possible to increase admin cap any more. Having to employ a tonne of extra researchers to get the same result is just completely unrealistic. More researchers IRL means more chance of a scientific breakthrough, why should it be the opposite in the game?

The unity changes sound great however!
It used to have sense to dedicate entire worlds to administrate a vast empire, which is a popular sci fi trope... Now, no longer? Kinda lame, I agree.
 
  • 1
Reactions:
It used to have sense to dedicate entire worlds to administrate a vast empire, which is a popular sci fi trope... Now, no longer? Kinda lame, I agree.
actually they still would be dedicated but produce unity instead.

Edit:- Bureaucrats, Priests, Managers, Synapse Drones, and Coordinators will be the primary sources of Unity for various empire types. Culture Workers have been removed.
 
actually they still would be dedicated but produce unity instead.

Edit:- Bureaucrats, Priests, Managers, Synapse Drones, and Coordinators will be the primary sources of Unity for various empire types. Culture Workers have been removed.
I guess... But it's different. It's now mana generation, not capacity generation.

I'm not sure why, but my gut feeling likes one and dislikes the other.
 
  • 4
Reactions:
There are things which make me go hmm not sure. But I do trust the devs, they've made such a great game thus far.
A thing I definitely don't like is the edict fund... so convoluted, gamey and clunky. It's "ugly", design-wise, obscure. I can't imagine being a new player, to be honest.
 
  • 2
Reactions:
If you built six top of the range research campuses spread around the US and that was the sum total of research spending then you're going to run into some problems. Each lab will need their own set of everything, otherwise you'll have researchers wasting time and money flying across the US to borrow another lab's equipment or you're going to have to divert funding to telepresence and so on. You're going to have duplicated effort because nobody knows what anyone else is doing, it's difficult to collaborate between campuses outside of organised conferences, and moving from one lab to another would be a major upheaval.

If you built the same six research campuses in Liechtenstein they'd practically be within walking distance of each other. If there was an exceedingly expensive but rarely used piece of equipment you could buy just one or two and spend the money saved on duplicates something else. Different labs probably meet for lunch once a week and going to work in another lab just means a longer commute.

You could get the same efficiency effect in a country the size of the US by building all your colleges and research campuses in one section of one state, but now you have 95% of voters believing covid is caused by witches because they've never even seen a microscope.

The reason this isn't the current state of the US is because the US has a big economy and can throw big money and big populations around to get past the inefficiencies and existence taxes of being big. Liechtenstein has a population of 40,000 while there are over 180,000 full college professors alone across the US. You literally could not spend the US research budget in Liechtenstein. You'd run out of people.

That's the point of sprawl. Same as bigger empires have more total energy upkeep so part of their extra energy production just goes toward keeping pace, bigger empires also have higher tech costs so part of their increased research capacity goes toward making up inefficiencies. If I'm 10 times as big as you and spend the same percentage of my budget on research as you I will still research faster than you. Just not 10 times faster.
Honestly, you need look no further than the American F-35 project. Instead of having centralized production, the plane sources subcomponent manufacturing from 45 different states mainly because local politicians wanted to be able to say that the project would create jobs for the people they represent, regardless of how inefficient it was. The F-35 is a great plane, but it costs way more than it needed to because of politics and bureaucracy in a large country.
 
  • 4Haha
  • 1Love
  • 1
  • 1
Reactions: