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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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[...]
And Leading Research is the only activity that doesn't generate a skill gain checks on levelling up.

Leading Science Research should allow them to learn new skills as well as when surveying or resolving anomalies.

Yup. This makes no senses. This was already pointed out some time ago on an other topic, there is even the mandatory code to do that in the game. It is just commented and not active
 
This overall looks good on paper but I am just wondering how a few systems will work

-How will trade leagues / unity trade policy work
-Will corporate branch offices take influence or unity?
-What kind of influence sinks will there be?
-Will the current edicts that cost influence be changed over to unity? (which will make edicts a lot better)
-How will this effect early game exploration? most good players buy 3-6 science vessels to explore.
 
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e: stray line in here removed
Yup. This makes no senses. This was already pointed out some time ago on an other topic, there is even the mandatory code to do that in the game. It is just commented and not active
It's not that it's commented out, there's a limit condition saying basically "trigger the trait gain logic unless they're leading research". It would be less lines of code for it to just trigger on all level ups.
 
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What's tripping you up about this? Do you think that the size and sophistication of a nation's military plays no role in its international influence?

If anything these are exactly the kinds of changes that Paradox should focus more on; resources gained due to decisions made rather than mana.
Those are two good points. Still don't know if it's the best route. Consider that until things are out we are only seeing things on the paper, later on the game it could be different. Influence coming only from military strikes me odd. You got a good point and example but could also sound rare that an egalitarian democracy says: "Our president has approve this new subsidies and if anyone got any comply about that, please, remember the fifth fleet is on orbit of the planet and backing that decision" :)
 
What's tripping you up about this? Do you think that the size and sophistication of a nation's military plays no role in its international influence?

If anything these are exactly the kinds of changes that Paradox should focus more on; resources gained due to decisions made rather than mana.
As i said you got a good point but i got a wild idea. What if different kind of empires got influence from different sources? Your point is good, but was thinking that each empire generating what amounts to an internal resource to impose your decision based solely on fleet power strikes me odd. So what if for example militaristic gain it from fleet power while egalitarians from factions? Or something like that? Basically each type of government generating a resource that allows to impose their views internally generating it by doing what those kind of governments use to promote their views. Perhaps a democratic government could get an small, steady flow of influence while getting a boost on the elections. Same way a militaristic government could gain Influence based on fleet power, that would mean that a big defeat cripples their influence gain and left them to capitalize their past success. What would you think of something like that? :D
 
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Those are two good points. Still don't know if it's the best route. Consider that until things are out we are only seeing things on the paper, later on the game it could be different. Influence coming only from military strikes me odd. You got a good point and example but could also sound rare that an egalitarian democracy says: "Our president has approve this new subsidies and if anyone got any comply about that, please, remember the fifth fleet is on orbit of the planet and backing that decision" :)

Emphasis mine. Influence isn't only going to come from fleets, there will still be other ways of getting influence. Fleets are just going to be one more.

As i said you got a good point but i got a wild idea. What if different kind of empires got influence from different sources? Your point is good, but was thinking that each empire generating what amounts to an internal resource to impose your decision based solely on fleet power strikes me odd. So what if for example militaristic gain it from fleet power while egalitarians from factions? Or something like that? Basically each type of government generating a resource that allows to impose their views internally generating it by doing what those kind of governments use to promote their views. Perhaps a democratic government could get an small, steady flow of influence while getting a boost on the elections. Same way a militaristic government could gain Influence based on fleet power, that would mean that a big defeat cripples their influence gain and left them to capitalize their past success. What would you think of something like that? :D

I like the idea of other ways of getting influence, but the way things are going there seems to be a clearer divide between influence being used externally and unity internally. With unity taking over so many things influence will be left for expansion and the galactic community. I think alternate ways to get influence should, like fleet size, be based on things that would naturally lead to external political power. This could be things like; getting influence based on positive relations with other empires or getting a bonus based on how far one is ahead on tech.
 
Yea apparently, having the same exact game, and just swapping whatever resource with Unity and mandating penalties is a total revolution in design. Just remove Alloys with more Unity, afterall following the Devs logic, you can only build warships if your people are "unified in purpose" and willing to do so. Makes as much sense as Bureaucrats generating national pride with their immaculate paperwork and penmanship.

I'm sorry folks, you can downvote any objections all you want, but the changes are kinda pointless, and their explanations for the changes make no effing sense. How a thinking human being determines Bureaucrats are more vital to the common man's sense of national pride than...anything the F else, is beyond me. Nevermind that these concepts as a whole, wouldn't even effing apply to Hive Minds or Machine Empires because they don't have emotions or individual thoughts. The thought process behind these changes is so simplistic and one track from a perspective of it making sense from how a society actually functions.

Explain to me people. Did ancient Egypt use their sense of national pride and unity to construct the Pyramids? No, they used "alloys", minerals, money, and an army of slaves. Explain to me how Megastructures needing Unity makes ANY effing sense at all? Explain to me how Bureaucrats being the only force in the universe that inspires people to take pride in their nation and stand together, makes ANY effing sense at all? When's the last time you said to yourself "Man thank god for my country's bureaucrats stamping them forms! I feel inspired now!" Reality, and fiction is not confined to 1984! Explain to me, why anyone would be intimidated by a nation with a million naked corvettes, as opposed to the country with 100 Artillery Battleships with Neutron Launchers. The Force Projection concept is asinine, since it's based only on size of fleet. That's like saying India is more terrifying than the US military because they numerically have more soldiers! There's no defending these concepts people, they make no sense! Explain to me why Scientists would agree to work for you, for free, out of a sense of national pride. I guess their family doesn't need money for anything since we're not paying them anything. I guess the Devs think the entire universe is a Communist Utopia where no one wants or needs Money. Might as well Remove Energy then and replace it with more Unity! The devs logic follows that of a Parody at this point.

It seems to me, like the only reason people approve these changes, is because of tech rushing...which could be handled in a multitude of other, far more logical ways than this driveling nonsense of justifications. This is the dumbest possible way they could have made Unity more "relevant" because it literally just involved swapping previous resources with Unity and adjusting generation rates and costs and calling it a day.
 
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...an army of slaves...

Regardless of any of your other arguments, the Egyptian pyramids were not built using slave labour.

That said...

Explain to me how Megastructures needing Unity makes ANY effing sense at all?

Megastructures still require alloys for construction as the material resource, the non-material resource (previously Influence) is now Unity as we are making Unity the "resource" to model internal political pressure, while Influence is external pressure.

The Force Projection concept is asinine, since it's based only on size of fleet.

There's other factors that play into it as well.
 
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I have stuck with this game for a long time. But I honestly think this change will be the death knell for the game. Unity isn't popular, to begin with. It is Stellaris trying to do Civilization style civics. And it was done better there.

Unity could be removed or replaced and honestly, nothing of value would be lost to the game. The Perks and Ascension Perks could be made into Tech and no one would bat an eye. Using Unity as an internal influence currency for edicts and faction manipulation makes sense. But anything else is stupid.
 
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Tall empires are just a fantasy that some people keep trying to find the means to justify their competitiveness to the point they have to come up with all sorts of silly handicaps to apply to larger empires. A large empire should be design be able to research more items at one time. In effect research in very large empires is like the predictive pathways that CPUs can follow, sufficiently large numbers means you run each predictive path simultaneously and just discard the failed experiments with no impact to the speed of the overall result .

Not all issues would affect all empires the same, hive minds and machine type empires would be immune to many empires which suffer factional and specie issues.
Thanks for trying to speak for all of us (not) but I enjoy playing tall much more than wide, I don't like managing large areas of territory.
 
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I have stuck with this game for a long time. But I honestly think this change will be the death knell for the game. Unity isn't popular, to begin with. It is Stellaris trying to do Civilization style civics. And it was done better there.

Unity could be removed or replaced and honestly, nothing of value would be lost to the game. The Perks and Ascension Perks could be made into Tech and no one would bat an eye. Using Unity as an internal influence currency for edicts and faction manipulation makes sense. But anything else is stupid.
right now unity has its niche, just needs some work, improving weak tradition trees and some rework to them, maybe buff in general, making ambitions available from start, with some balancing, and expanding them, reworking unity gain, lessen income from background like administrators, that could make it more lively
 
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right now unity has its niche, just needs some work, improving weak tradition trees and some rework to them, maybe buff in general, making ambitions available from start, with some balancing, and expanding them, reworking unity gain, lessen income from background like administrators, that could make it more lively

Those things sound very sensible. But tying leaders to unity isn't an approvement. It is a degradation and a massive step in the very wrong direction.
 
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Moving away from this hot mess, the reason to use Unity comes back to the idea of political capital. Investing in a major construction program by a government makes it a political issue. If you don't have enough political power, even an important project will get bogged down and never start.

It makes more sense than needing Influence with foreign countries to build your own shipyard.
 
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Moving away from this hot mess, the reason to use Unity comes back to the idea of political capital. Investing in a major construction program by a government makes it a political issue. If you don't have enough political power, even an important project will get bogged down and never start.

It makes more sense than needing Influence with foreign countries to build your own shipyard.

I'll agree the Influence cost makes absolutely no sense either, but again, implying universally, that a tyrant ruler needs popular support to build something, is just not realistic. If I'm playing a Hive Mind, why would I need a sense of national pride and political support to build a damn Shipyard? The idea is fundamentally flawed, because governments in the game, are being treated as if their all the same exact thing, when their not. Go ahead, explain why a Hive Mind needs political capital and national pride to achieve things internally.
 
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I'll agree the Influence cost makes absolutely no sense either, but again, implying universally, that a tyrant ruler needs popular support to build something, is just not realistic. If I'm playing a Hive Mind, why would I need a sense of national pride and political support to build a damn Shipyard? The idea is fundamentally flawed, because governments in the game, are being treated as if their all the same exact thing, when their not.
Tyrants: You still need the support of subordinates and the people still need to be cowed enough to obey. Ideally, Low Unity would cause some form of civil strife, maybe even civil war, to show you've lost your hold.

Gestalts: Consider it a measure of how truly connected the Hive Mind actually is. Similar to civil wars, a Hive Mind could risk fracturing if parts of it were sufficiently isolated from the rest that their thoughts started to diverge. Making a decision like this would have some parts of the Hive disagree, making them more likely to diverge.
 
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I'll agree the Influence cost makes absolutely no sense either, but again, implying universally, that a tyrant ruler needs popular support to build something, is just not realistic. If I'm playing a Hive Mind, why would I need a sense of national pride and political support to build a damn Shipyard? The idea is fundamentally flawed, because governments in the game, are being treated as if their all the same exact thing, when their not. Go ahead, explain why a Hive Mind needs political capital and national pride to achieve things.
If you mentally rename "unity" to "cohesion" or "attention" or "focus" for hiveminds then it makes more sense. A megastructure is a huge (lol) undertaking requiring massive amounts of precision work, and you're doing it all yourself. If your attention is being dragged in every direction and you're barely holding yourself together then it's going to be very hard to engage with such a massive project, but if you've been performing proper self care then you'll have the focus needed to get it done.

Like, you ever have a big home project to get done but you're just too wrecked to get started and just keep putting it off for weeks? It's that but instead of painting the bathroom it's putting a cage around a sun.
 
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I'll agree the Influence cost makes absolutely no sense either, but again, implying universally, that a tyrant ruler needs popular support to build something, is just not realistic. If I'm playing a Hive Mind, why would I need a sense of national pride and political support to build a damn Shipyard? The idea is fundamentally flawed, because governments in the game, are being treated as if their all the same exact thing, when their not.
Unity for hive minds is meant to represent how united the mind is. Admin cap doesn't make sense for hive minds in the first place and it's why synapse drones produced admin cap and unity.