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Stellaris Dev Diary #369 - 4.0 Changes: Part 3

Hello everyone!

Today we’re going to take a glance at the Trade and Logistics changes coming in the Stellaris 4.0 ‘Phoenix’ update, then check out some new portraits.

Trade and Logistics​

Trade as a Standard Resource

The Trade system introduced in the Stellaris 2.2 ‘Le Guin’ update was raised as an especially frequent point of confusion for many players. UX issues around disconnected trade stations combined with some quirks of being a modifier based system (like ignoring habitability) made some of it unintuitive. The system had a major impact on performance as well, so while examining Stellaris for optimizations, we decided that we wanted to revamp the system.

In 4.0, Trade will become a standard advanced resource, generally produced in the same way as before, but will follow all of the standard rules around resource-producing jobs. The Trade Routes system has been removed - any produced Trade will be immediately collected like any other normal resource.

Resource Bar showing Trade

We’ve done some cleanup to the top bar while we were in there.

Logistical Upkeep

Hello, @Gruntsatwork here, with Eladrin’s UI wizardry done, I shall step in to reveal some of our trade secrets to you.

The majority of your trade upkeep will come from 2 sources in the new system.

First, local planetary deficits will carry a small trade upkeep, a fraction of the missing resources value on the galactic market. This represents the logistical effort required to commandeer freighters to supply a world that is not self-sufficient and therefore requires resources to be transported in from off-world. Mind you, this will occur in addition to normal deficits, if your entire empire is not capable of supplying those needs either.

In short, your planets will either satisfy their own local needs, or require trade to offset the logistics cost.

The second major trade upkeep will come from Fleets. Any fleets currently docked at one of your starbases have no trade upkeep.

Once your fleets start to move they will gain a small Trade Upkeep, representing the logistical efforts required to support them. This small upkeep will increase if your fleets are in hostile territory – that is territory owned by another empire you are at war with, as supplying them becomes so much more dangerous and space insurance coverage is no joke.

In the future, logistical upkeep could potentially be used to counter-act Doomstacking, for example by scaling upkeep with the number of ships in a fleet, dividing by the number of fleets, fleets per system etc, we have no concrete solution yet, but welcome your thoughts.

With these new sources of trade upkeep, it is of course important to mention that we will also introduce a new trade deficit. Like Unity, this will not create a Deficit Situation but a country modifier that persists until the deficit is dealt with. Running a trade deficit will reduce advanced resource production (alloys, consumer goods, unity, and research) and all ship weapons damage.

Stockpiling Trade and Using Trade in the Market

Our intent is for Trade Policies to continue to exist going forward. Currently, we expect to have half of your net Trade income (after paying Logistical Upkeep) converted to other resources using your Trade Policy, plus any that might otherwise overflow your storage. Some of the current Trade Policies may be tweaked a bit. The rest will go into your resource stockpile as an advanced resource.

In addition, the galactic market has been adjusted so that its primary trading resource is Trade. As such, energy is now available on the market as a standard resource. The energy storage cap has been brought to the same level as minerals and food, while Trade’s storage cap has been set to 50.000 at the base level.

As we are in the middle of implementation, we are adjusting this as we receive internal feedback and will continue to do so when it is time for our open beta.

We will be keeping a close eye on the value of trade as a resource. If necessary, we’ll keep turning the dials to ensure it is an actually interesting resource to focus on.

For modders, the main market resource is set as a define and can be switched to something else.

Gestalt Empires and Trade

Rejoice, friends of bugs and bolts, for you too will be able to enjoy the benefits of trade starting with 4.0.

As part of the Phoenix update, Gestalt empires will be able to collect trade like normal empires do, from both jobs and deposits.

In contrast to normal empires, Gestalt empires will rarely do so with Traders and Clerks, instead their most basic drones, maintenance drones for example, will create trade in addition to their normal resources and modifiers. In addition, they will also have access to Trade Policies, to enrich their common wallet.

Of course, with benefits come drawbacks, and so Gestalt Empires will also deal with the logistical upkeep for local planetary deficits and Fleets that are not docked and/or within hostile territory. The Galactic Market will of course also accept gestalt trade as its main resource.

In the future, we are also considering Megacorp Gestalt Empires, for your corporate drone needs, but whether we will have time to do that for 4.0 or later remains to be seen.

Corporate Branch Office Updates

For Branch Offices, we have a plethora of improvements ready for your enjoyment, courtesy of our ever industrious Mr.Cosmogone.

Branch office buildings are now all limited to 1 per planet and now give more appropriate jobs to the host planet. They also increase local trade production based on those jobs and their corporate resource output is in turn increased by local trade.

Most Corporate Civics now also give bonuses to a specific branch office building, increasing its trade value bonus and receiving Merchant jobs on their Capital from it.

Numerous changes have been made to Criminal Syndicates:

  • Criminal Empires can now establish commercial pacts. Having a commercial pact with a Criminal Empire will replace all criminal buildings with their "lawful" counterpart. As long as the commercial pact remains, criminal branch offices will not be removed from the planet.
  • All Criminal branch office buildings have had their crime value set to 25 and give one Criminal Job alongside a regular Job.
  • We have also added a crime floor to non-criminal branch office buildings on empires they have a trade agreement with, which means there will always be a minimum amount of crime on the branch office planet. Criminal branch offices are also up to 25% more profitable on high crime planets.

Balance-wise, these buildings are more impactful, so branch office buildings now cost influence, and branch offices now take up 5 empire size instead of 2.

Oh, and we have also allowed Megacorps to open branch offices on other Megacorps... The influence cost is doubled when built on a planet owned by another Megacorp.

Mammalian Portraits​

Thanks, Gruntsatwork. Now a message from Content Design Lead @CGInglis :

And now my deer friends, one mooo-re surprise for you! The Stellaris 4.0 ‘Phoenix’ update brings ten paws-itively stunning new Mammalian portraits to the base game!

Mammalian Species Portraits

Glass of milk, standing in between extinction in the cold, and explosive radiating growth…



The Gremlin

A regal Hippopotaxeno

My, what big teeth you have.

The secrets of enlightenment are waiting.


Next Week​

Next week we’ll start talking about how Pops will change and might pull up the new Planet UI. Since the branch itself is still very full of placeholders, we’ll be using the design mockups while explaining the changes.

See you then!
 
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Hello everyone!

Today we’re going to take a glance at the Trade and Logistics changes coming in the Stellaris 4.0 ‘Phoenix’ update, then check out some new portraits.

Trade and Logistics​

Trade as a Standard Resource

The Trade system introduced in the Stellaris 2.2 ‘Le Guin’ update was raised as an especially frequent point of confusion for many players. UX issues around disconnected trade stations combined with some quirks of being a modifier based system (like ignoring habitability) made some of it unintuitive. The system had a major impact on performance as well, so while examining Stellaris for optimizations, we decided that we wanted to revamp the system.

In 4.0, Trade will become a standard advanced resource, generally produced in the same way as before, but will follow all of the standard rules around resource-producing jobs. The Trade Routes system has been removed - any produced Trade will be immediately collected like any other normal resource.

View attachment 1250943
We’ve done some cleanup to the top bar while we were in there.

Logistical Upkeep

Hello, @Gruntsatwork here, with Eladrin’s UI wizardry done, I shall step in to reveal some of our trade secrets to you.

The majority of your trade upkeep will come from 2 sources in the new system.

First, local planetary deficits will carry a small trade upkeep, a fraction of the missing resources value on the galactic market. This represents the logistical effort required to commandeer freighters to supply a world that is not self-sufficient and therefore requires resources to be transported in from off-world. Mind you, this will occur in addition to normal deficits, if your entire empire is not capable of supplying those needs either.

In short, your planets will either satisfy their own local needs, or require trade to offset the logistics cost.

The second major trade upkeep will come from Fleets. Any fleets currently docked at one of your starbases have no trade upkeep.

Once your fleets start to move they will gain a small Trade Upkeep, representing the logistical efforts required to support them. This small upkeep will increase if your fleets are in hostile territory – that is territory owned by another empire you are at war with, as supplying them becomes so much more dangerous and space insurance coverage is no joke.

In the future, logistical upkeep could potentially be used to counter-act Doomstacking, for example by scaling upkeep with the number of ships in a fleet, dividing by the number of fleets, fleets per system etc, we have no concrete solution yet, but welcome your thoughts.

With these new sources of trade upkeep, it is of course important to mention that we will also introduce a new trade deficit. Like Unity, this will not create a Deficit Situation but a country modifier that persists until the deficit is dealt with. Running a trade deficit will reduce advanced resource production (alloys, consumer goods, unity, and research) and all ship weapons damage.

Stockpiling Trade and Using Trade in the Market

Our intent is for Trade Policies to continue to exist going forward. Currently, we expect to have half of your net Trade income (after paying Logistical Upkeep) converted to other resources using your Trade Policy, plus any that might otherwise overflow your storage. Some of the current Trade Policies may be tweaked a bit. The rest will go into your resource stockpile as an advanced resource.

In addition, the galactic market has been adjusted so that its primary trading resource is Trade. As such, energy is now available on the market as a standard resource. The energy storage cap has been brought to the same level as minerals and food, while Trade’s storage cap has been set to 50.000 at the base level.

As we are in the middle of implementation, we are adjusting this as we receive internal feedback and will continue to do so when it is time for our open beta.

We will be keeping a close eye on the value of trade as a resource. If necessary, we’ll keep turning the dials to ensure it is an actually interesting resource to focus on.

For modders, the main market resource is set as a define and can be switched to something else.

Gestalt Empires and Trade

Rejoice, friends of bugs and bolts, for you too will be able to enjoy the benefits of trade starting with 4.0.

As part of the Phoenix update, Gestalt empires will be able to collect trade like normal empires do, from both jobs and deposits.

In contrast to normal empires, Gestalt empires will rarely do so with Traders and Clerks, instead their most basic drones, maintenance drones for example, will create trade in addition to their normal resources and modifiers. In addition, they will also have access to Trade Policies, to enrich their common wallet.

Of course, with benefits come drawbacks, and so Gestalt Empires will also deal with the logistical upkeep for local planetary deficits and Fleets that are not docked and/or within hostile territory. The Galactic Market will of course also accept gestalt trade as its main resource.

In the future, we are also considering Megacorp Gestalt Empires, for your corporate drone needs, but whether we will have time to do that for 4.0 or later remains to be seen.

Corporate Branch Office Updates

For Branch Offices, we have a plethora of improvements ready for your enjoyment, courtesy of our ever industrious Mr.Cosmogone.

Branch office buildings are now all limited to 1 per planet and now give more appropriate jobs to the host planet. They also increase local trade production based on those jobs and their corporate resource output is in turn increased by local trade.

Most Corporate Civics now also give bonuses to a specific branch office building, increasing its trade value bonus and receiving Merchant jobs on their Capital from it.

Numerous changes have been made to Criminal Syndicates:

  • Criminal Empires can now establish commercial pacts. Having a commercial pact with a Criminal Empire will replace all criminal buildings with their "lawful" counterpart. As long as the commercial pact remains, criminal branch offices will not be removed from the planet.
  • All Criminal branch office buildings have had their crime value set to 25 and give one Criminal Job alongside a regular Job.
  • We have also added a crime floor to non-criminal branch office buildings on empires they have a trade agreement with, which means there will always be a minimum amount of crime on the branch office planet. Criminal branch offices are also up to 25% more profitable on high crime planets.

Balance-wise, these buildings are more impactful, so branch office buildings now cost influence, and branch offices now take up 5 empire size instead of 2.

Oh, and we have also allowed Megacorps to open branch offices on other Megacorps... The influence cost is doubled when built on a planet owned by another Megacorp.

Mammalian Portraits​

Thanks, Gruntsatwork. Now a message from Content Design Lead @CGInglis :

And now my deer friends, one mooo-re surprise for you! The Stellaris 4.0 ‘Phoenix’ update brings ten paws-itively stunning new Mammalian portraits to the base game!

View attachment 1250944
Glass of milk, standing in between extinction in the cold, and explosive radiating growth…



View attachment 1250945
View attachment 1250946
View attachment 1250947
View attachment 1250948


Next Week​

Next week we’ll start talking about how Pops will change and might pull up the new Planet UI. Since the branch itself is still very full of placeholders, we’ll be using the design mockups while explaining the changes.

See you then!
What is the point in making trade a standard resource? You're somehow making it even more boring and unimpactful implementation.

Incredibly lazy and uninspired.
 
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My guess is that specializing planets will still be optimal, but you won't be shooting your economy in the nuts if you make your planets a little more self-sustaining now. It also might slightly improve the economies of the AI.
 
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It looks like the new portraits are more in line with the older ones in terms of design space, being mid-torso up instead of hips up (or at least they in general are more substantive) If so this is a welcome change.

Megacorp changes are great, it lets them be much more robust to play, and can actually make allying them viable (and also ends "just be a megacorp to be immune). All of these changes look fantastic
 
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How will the trade upkeep of a planet interact with hostile ships in the system? What about if the starbase is controlled by an hostile power?

Will storage silos reduce trade upkeep? I imagine storing the resources locally reduces the logistical stress.

Also: might I suggest that a planet with the interdimensional trade portal has reduced trade upkeep? I imagine importing minerals through said portal is easier than through space.
 
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So, what is trade now and how is it generated? If trade covers planetary resource deficits, should it be produced by planetary surpluses? Is it sheer logistical capacity, or the actual act of resources being transferred? Should all the empire-wide resource stocks be eliminated and replaced with trade? Should we have planetary logistics buildings (i.e. infrastructure) that determines how much trade you generate from other jobs? Or will we finally get a decent simulation of the service sector where the bulk of the economy and population are not involved in resource extraction and manufacturing, as would be expected from any 22nd century society?

Don't get me wrong, I'm a big fan of the concepts here and they actual align with some ideas I had myself for modding, there's just lots of potentially big implications here I'd like to see fleshed out more.

The one thing I am worried about is the seeming disconnect from the map geography; if trade is just another resource that magically teleports to an empire-wide stockpile without interacting with the map that'll lead to some pretty weird and nonsensical outcomes, and also make it a lot harder to tie it into any sort of logistics system.
 
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I love the idea of trade upkeep on missing resources per planet and for fleet upkeep. I am however unsure about the ability to stockpile it. I know the stockpile is used for Galactic Market, but the stockpile would also render any fleet upkeep and planet upkeep meaningless, unless you decide to make Trade Deficit Situation happen regardless of the stockpile.

Cause ngl, it feels weird to stockpile the non-tangible resource to make a war campaign possible.

EDIT: New portraits are always a welcome addition! Will they work similarly to Machine Age portraits or not?

That was already the case with things like influence (what does it mean to stockpile influence ?). I could imaging stockpiling trade can be abstracted as making logistical preparations for a bad day. I personally don't care if it doesn't 100% make sense. I agree that having it be immediately consumed by upkeep, the rest being split between trade policy and buying monthly resources on the galactic market would make more sense realistically but its a game and allowing the player to make a posteriori decisions makes for better gameplay. Using it all at once on the market is sensibly the same as having set a monthly trade a priori during the time it was collected except you know what you need right now.
Stockpiling allow lenienecy on mistakes which I find important in a game like stellaris (in particular in ironman).
 
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Oh, and we have also allowed Megacorps to open branch offices on other Megacorps... The influence cost is doubled when built on a planet owned by another Megacorp.
Woohoo!!! What the heck’ll is a monopoly?! I will no longer be obligated to destroy other Corps on sight! This sure is a bright day for the galaxy…

Will we be able to open branch offices on gestalts now that they use trade?
 
Will we be able to open branch offices on gestalts now that they use trade?
I hope not. Trade makes sense in general for gestalts as they would want to move stuff between their worlds and also exchange things with xenos but branch offices imply individual needs : people that buy stuff at their scale which doesn't happen in a gestalt.
I could imagine very specialized branch for gestalt like augmentation centers with the gestalt paying contractors to upgrade their drones but the standard branch don't really work.
 
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Trade keeping the name trade feels weird to me. It really represents logistics for both individual and gestalt empires. In a similar vein, it feels weird that you can store "logistics". Either you can move the stuff or you can't. If you have 2 trucks, you can't stop them from working one day in order to be able to move 4 trucks of stuff the next day. It doesn't make sense. Make the cap 0 and see how it feels. Maybe have a delay before starting the penalties if it goes below 0.

This part is wishful thinking, but I like the idea of each planet having to generate it's own logistics to counter it's deficit. This represents the space ports and other infrastructure required to move mass amounts of goods. You could have the same thing required for moving surplus off world. Space stations would boost the logistics of all planets in their system as well as provide ship supply. An industrial planet would be about 1/3 docks and 2/3 factories. Perhaps this is better suited to another game or modding.

An idea: A biological ascendancy only component, photosynthesising armour, reduces logistics upkeep for this ship as it can quite literally generate it's own supplies.
 
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That was already the case with things like influence (what does it mean to stockpile influence ?). I could imaging stockpiling trade can be abstracted as making logistical preparations for a bad day. I personally don't care if it doesn't 100% make sense. I agree that having it be immediately consumed by upkeep, the rest being split between trade policy and buying monthly resources on the galactic market would make more sense realistically but its a game and allowing the player to make a posteriori decisions makes for better gameplay. Using it all at once on the market is sensibly the same as having set a monthly trade a priori during the time it was collected except you know what you need right now.
Stockpiling allow lenienecy on mistakes which I find important in a game like stellaris (in particular in ironman).
I think influence does make sense though. I see it as political will. You can absolutely build up political will/favours with people and then spend it at a later date to get things done.
 
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@Eladrin @PDX_Cosmogone I'm in love with all the changes you've listed so far, and the Megacorp changes were a very pleasant surprise! There has been no mention of any automation, QoL, UI or Branch Office planner improvements that could really make MegaCorp shine and much more playable. Regarding Automation, something that works like the current planetary automation system that would let me set a resource floor (don't spend ALL my influence & Energy (or Trade?), leave me with a configurable amount) and then spend the rest on building branch offices and buildings on the most profitable planets that I'm able to build on. Templates for branch buildings or selecting the build order for branch buildings would be great too.

  1. Regarding Commercial Pacts/Logistics, I think empires that are in commercial pacts with each other should have reduced logistics when in each others territories to signify the trade, mercantile and logistics ties that now exist.
  2. Hyperlanes and Gateway's should further reduce trade logistics cost for military as well as planetary upkeep.
  3. On the other side of things, planetary bombardment should also be considered a blockade and the resources produced on that planet should be stuck there, and they should also not be able to receive resources. If I blockade an ecumenopolis, it should crash the economy of my enemy (or severely impair it).
  4. Please add the ability to build branch offices (criminal or otherwise) to the vassal negotiation screen. Even with the new changes there are still situation where you would want to allow or disallow your vassal to build branches both within your hierarchy and outside of it.
  5. Will MegaCorps be able to build Branch Offices on Gestalts? Asking for a friend :)
You guys are doing great work, It is a testament to you all that Stellaris still feels new and exciting being in its 9th year of release. The vision, commitment to the community and the creativity displayed in both the story telling and new systems that I didn't know I need. I've been a player since before release, I have an embarrassing amount of hours logged and I still fantasize about new gamey empire builds that I can dominate with.

Thank you Thank you Thank you!!!!
 
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Hello everyone!

Today we’re going to take a glance at the Trade and Logistics changes coming in the Stellaris 4.0 ‘Phoenix’ update, then check out some new portraits.

Trade and Logistics​

Trade as a Standard Resource

The Trade system introduced in the Stellaris 2.2 ‘Le Guin’ update was raised as an especially frequent point of confusion for many players. UX issues around disconnected trade stations combined with some quirks of being a modifier based system (like ignoring habitability) made some of it unintuitive. The system had a major impact on performance as well, so while examining Stellaris for optimizations, we decided that we wanted to revamp the system.

In 4.0, Trade will become a standard advanced resource, generally produced in the same way as before, but will follow all of the standard rules around resource-producing jobs. The Trade Routes system has been removed - any produced Trade will be immediately collected like any other normal resource.

View attachment 1250943
We’ve done some cleanup to the top bar while we were in there.

Logistical Upkeep

Hello, @Gruntsatwork here, with Eladrin’s UI wizardry done, I shall step in to reveal some of our trade secrets to you.

The majority of your trade upkeep will come from 2 sources in the new system.

First, local planetary deficits will carry a small trade upkeep, a fraction of the missing resources value on the galactic market. This represents the logistical effort required to commandeer freighters to supply a world that is not self-sufficient and therefore requires resources to be transported in from off-world. Mind you, this will occur in addition to normal deficits, if your entire empire is not capable of supplying those needs either.

In short, your planets will either satisfy their own local needs, or require trade to offset the logistics cost.

The second major trade upkeep will come from Fleets. Any fleets currently docked at one of your starbases have no trade upkeep.

Once your fleets start to move they will gain a small Trade Upkeep, representing the logistical efforts required to support them. This small upkeep will increase if your fleets are in hostile territory – that is territory owned by another empire you are at war with, as supplying them becomes so much more dangerous and space insurance coverage is no joke.

In the future, logistical upkeep could potentially be used to counter-act Doomstacking, for example by scaling upkeep with the number of ships in a fleet, dividing by the number of fleets, fleets per system etc, we have no concrete solution yet, but welcome your thoughts.

With these new sources of trade upkeep, it is of course important to mention that we will also introduce a new trade deficit. Like Unity, this will not create a Deficit Situation but a country modifier that persists until the deficit is dealt with. Running a trade deficit will reduce advanced resource production (alloys, consumer goods, unity, and research) and all ship weapons damage.

Corporate Branch Office Updates

For Branch Offices, we have a plethora of improvements ready for your enjoyment, courtesy of our ever industrious Mr.Cosmogone.

Branch office buildings are now all limited to 1 per planet and now give more appropriate jobs to the host planet. They also increase local trade production based on those jobs and their corporate resource output is in turn increased by local trade.

Most Corporate Civics now also give bonuses to a specific branch office building, increasing its trade value bonus and receiving Merchant jobs on their Capital from it.

Numerous changes have been made to Criminal Syndicates:

  • Criminal Empires can now establish commercial pacts. Having a commercial pact with a Criminal Empire will replace all criminal buildings with their "lawful" counterpart. As long as the commercial pact remains, criminal branch offices will not be removed from the planet.
  • All Criminal branch office buildings have had their crime value set to 25 and give one Criminal Job alongside a regular Job.
  • We have also added a crime floor to non-criminal branch office buildings on empires they have a trade agreement with, which means there will always be a minimum amount of crime on the branch office planet. Criminal branch offices are also up to 25% more profitable on high crime planets.

Balance-wise, these buildings are more impactful, so branch office buildings now cost influence, and branch offices now take up 5 empire size instead of 2.

Oh, and we have also allowed Megacorps to open branch offices on other Megacorps... The influence cost is doubled when built on a planet owned by another Megacorp.
Hey, really neat changes!

I'm interested to test if the new trade resource is somewhat balanced and fun. I like the possibilities of buying with trade instead of energy. It's hard to wrap my head around it at the moment.

So Trade is basically money—OK, so we can use it in the market. We can also convert some of it with the trade policies. And in addition, it also provides Upkeep, like some of the other resources for fleets. But the Upkeep rises when we fight offensive wars. Also, really neat.

As already stated, this might be the foundation for a more complex fleet system, but you seem hesitant to go with it. If I could suggest something again, I would like to see the changes you tested around having location-bound upkeep increases based on fleets/ships per system in the Beta, just to get a glimpse of what I'm always blabbering about so confidently.

This could be expanded to also be locally calculated but based on a distribution range from planets, so logistics are available in a region based on planets. And logistics/trade stations on star bases could also provide that resource in a region of space. This would basically be the foundation for a balanced and interesting approach to localized supply for fleet deployment—and finally kill off doomstacking. Really interesting.

On the topic of Megacorps: I don't know if I really like that the complexity of the mechanic is reduced to one branch office, but I think I see where this is coming from. I hope the different branch offices are so vastly different and powerful that it’s a real choice. It would be cool to see if the office profits more from the local planet than just trade output—like having an office that increases output if more minerals are mined, making the symbiotic relationship more impactful for the planet owner.

If the civics are in the same avenue, it could be really fun to have them basically specialize your Megacorp into a branch of the economy—like having an alloy civic (which would always be really beneficial). Ah, dang it, I already ruined it for myself.

I don't know about degrading Crime Syndicates into basic Megacorps on pact creation. It feels like an easy way out to make them viable. But then, the question is—why even play those if they don’t have any unique interactions anymore? I think this needs another round of changes. Maybe some sort of hidden approach where criminal syndicates don’t directly impact other empires negatively but build around them, and only if they reach a certain cap of activity or exploitation does it start to negatively impact other empires.
 
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I don't like Trade Value being used for both tangible resources (cargo ships) and intangible resources (IP/Trademarks/R&D) at the same time. I really think it should be two resources:

Logistics Cap (cannot be stockpiled) to determine the monthly capacity available to ship freight and to determine max buy and sell volumes on the market. You have to build or buy ships, spaceports, silos etc. to increase this.
Trade Value being all the intangible stuff like music, software, and advertising that has no physical form and doesn't need to be shipped in huge cargo containers, and can be converted into other intangible goods like unity.

Stockpiling freight capacity made by clerks feels awkward (I picture them cobbling together cargo containers out of thin air to carry gigatonnes of food and minerals), and then there's issues like an energy and research ringworld segment not working unless a distant planet has enough maintenance drones to will the power along the ringworld to the labs (distance not being a factor).

Master of Orion 2 had freighters that you had to build or a colony with a food deficit would starve. The proposed change to Trade to add logistics doesn't seem to require any space-based production to function.
Running a trade deficit will reduce advanced resource production (alloys, consumer goods, unity, and research) and all ship weapons damage.
It feels odd having logistics without cargo ships, and not being able to starve a planet is equally strange. There's also going to be death spirals (unity/CG deficit situations reducing happiness, stability and then also reducing Trade Value which makes a trade deficit even worse).

Oh well... I am curious to see how it all turns out. But also quite nervous.

In contrast to normal empires, Gestalt empires will rarely do so with Traders and Clerks, instead their most basic drones, maintenance drones for example, will create trade in addition to their normal resources and modifiers. In addition, they will also have access to Trade Policies, to enrich their common wallet.

Of course, with benefits come drawbacks, and so Gestalt Empires will also deal with the logistical upkeep for local planetary deficits and Fleets that are not docked and/or within hostile territory. The Galactic Market will of course also accept gestalt trade as its main resource.

In the future, we are also considering Megacorp Gestalt Empires, for your corporate drone needs, but whether we will have time to do that for 4.0 or later remains to be seen.

I like to play Machines. But normally aim to have 0 employed maintenance drones, just as I used to have 0 clerks. Needing to use maintenance drones may suck.

Loading my last save for example I have 1314 pops on 40 colonies and employ 0 Maintenance drones and have built 0 Resource Silos.
I have around 120-240 closed maintenance drone jobs yet I still have 90+ stability and high amenities: 1/3 of my amenities comes from specimens, 1/3 from buildings (capital+waste reprocessing centre+housing if needed) and 1/3 from Evaluator jobs.

I'd probably have 200 minerals/energy deficit on each planet, 10ish rare resources not produced locally and alloys for the pop construction jobs. I could probably make many of those worlds self-sufficient with cosmogenesis fallen empire buildings, but otherwise that'll be a lot of trade value required.

A change that makes maintenance drones essential for TV production without a rebalance of amenities may be a little frustrating as those jobs are currently in my experience situational at best (I open jobs to avoid a revolt after devastation but that's about it).

Small Suggestions:
1. Resource Silos could reduce the trade upkeep for a planet with a resource deficit as the local stockpiles reduce the need for frequent re-supply convoys.
2. Complex Drone jobs could be added that you actually want to work just to produce trade value (Navigator/Logistical Drones?)

So... I'm a bit underwhelmed. I was hoping for one or more improvements like:
1. Actual trade goods (with lore and art like specimens, more flavour is nice)
2. A galactic market rework (with graphs! better maths and UI)
3. Better trade with other empires (it takes 4 clicks per empire in the game to check if anyone has specimens to trade for example, and I still consider most direct trades to be an exploit... because the AI is so easily tricked into bad deals).

And if Logistics is being added, I would rather have:
1. Logistics Cap (like Naval Capacity or Edict Capacity) that determines how much stuff you can trade or move around without paying extra or causing market prices to rise. Involves cargo ships, spaceports and silos.
2. Trave Value for the intangible stuff (music, games, art, adverts, patents, trademarks etc.) that can be transmitted instantly rather than physically transported (with its own mechanics).
 
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Trade keeping the name trade feels weird to me. It really represents logistics for both individual and gestalt empires. In a similar vein, it feels weird that you can store "logistics". Either you can move the stuff or you can't. If you have 2 trucks, you can't stop them from working one day in order to be able to move 4 trucks of stuff the next day. It doesn't make sense. Make the cap 0 and see how it feels. Maybe have a delay before starting the penalties if it goes below 0.

Yeah, having a stockpile for Trade (and calling it "Trade") sounds bad, it's the only thing I did not like in these changes.
 
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Now in multiplayer there will be only criminal syndicates (another insta civic same as cosmogenesis in every game). And what is the point of playing on regular empires when you can take gestalt consciousness? In the end, you can take gestalt robots and be OP and surpass a regular empire in everything... The developers really love gestalts as i see)
 
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Mammalian Portraits​

Thanks, Gruntsatwork. Now a message from Content Design Lead @CGInglis :

And now my deer friends, one mooo-re surprise for you! The Stellaris 4.0 ‘Phoenix’ update brings ten paws-itively stunning new Mammalian portraits to the base game!

View attachment 1250944
Glass of milk, standing in between extinction in the cold, and explosive radiating growth…




These are nice. Liking the one that looks some short wombat or Lemur in the middle.

That said, how about adding a cat-girl/cat-boy or a fox-girl/fox-boy hybrid portrait for humanoids?
 
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Will a branch office be a flat amount of influence? Energy costs currently skyrocket with just a bit of distance between you and the other empire.


Will there be ways to reduce the sprawl from branch offices? 5 sprawl is a lot. Considering how much you can reduce sprawl from pops and planets it could never be worth to open/keep your branch offices because normal planetary production is more efficient per sprawl.


Gestalts having the option to be a megacorp and being able to get branch offices from megacorps would be awesome now that they also use trade.
 
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