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Hi folks!

Today, we moved into our brand new offices so things have been a little hectic in Paradox land. The new building is great, but I will always miss the spectacular view of Stockholm from the 24th floor of "Skrapan"...

No rest for the wicked though, so let's talk a bit about the role that characters play in Stellaris. First off, this game is not character based like Crusader Kings, so do not expect a complex web of rivalries and friendships to develop between rulers and leaders with dynamic portraits and genetics. In Stellaris, the real stars of the show are the Pops, with characters acting more like the advisors, generals and admirals in Europa Universalis (though they do have certain personality traits that can affect what options they get in scripted events, for example.) With that out of the way, let's examine the different types of characters:

Scientists can be put in charge of one of the three research departments (Physics, Society or Engineering.) They can also be assigned to captain the Science Ships you use to explore the galaxy. These are all topics for upcoming dev diaries... Suffice it to say that their skill levels and personalities will have clear effects on their tasks. They are also valid ruler candidates in technocratic societies (government types).

Governors can either lord it over a single planet or an entire sector (more on sectors later). They are a very useful way of keeping the populace happy, or increasing the efficiency of a rich and powerful planet even more. Governors are valid ruler candidates under many government types.

Admirals, though they are not mandatory, can give a clear edge to your military fleets, which is pretty straightforward. They are valid ruler candidates in militaristic societies.

Generals lead your armies in defense of your planets against invasion, or when invading the planets of your enemies. Like Admirals, they are valid ruler candidates in militaristic societies.

stellaris_dev_diary_06_01_20151026_leaders.jpg


Rulers give bonuses to entire empires, and, since other leader types can be elected ruler, they typically have a secondary skillset as well. Ruler type characters can also lead Factions; such characters are not recruited by you and cannot be ordered around. Factions and their leaders are, again, something we'll cover in detail later on.

Most leader types are recruited using Influence (a type of diplomatic "currency" in the game) and there is a cap on the total number of leaders you can employ, so you will need to weigh your need for Admirals against that for competent Governors, etc. Although all leaders tend to gain experience and become more accomplished over time, they do not live forever. The day will come when they perish and will need to be replaced…

stellaris_dev_diary_06_01_20151026_empire_details.jpg


Now, as you remember from last week’s diary, there are about a hundred different alien race portraits in the game. Thus, we initially felt that lesser leaders should not have actual portraits, because we could not possibly produce enough of them to provide the requisite variety. But then, the artists started to experiment with different backgrounds and clothes, which thankfully proved sufficient to allow all leaders to show a portrait.

The different types of leaders all use different sets of clothes. This helps increases variety, but also reinforces their role, with admirals having a militaristic uniform, governors being more casually dressed, and scientist being a bit more techy. Clothes are shared between some of the more similar species, because creating five unique apparels for each species is just an enormous amount of work. (Not all species wear clothes though; it would be odd if this was every alien race’s custom.)

I expect that humans will be by far the most popular race to play. Therefore, they are getting some special attention with different ethnicities, genders and hair styles. There is nothing stopping modders from doing the same for other races, of course! For example, the system could easily be used for other things, like an insect race where you have a multi tiered system, with one appearance for the ruler, a completely different morphology for your Pops, and a third for your leader characters...

Until next week, take care all!
 
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I cant help but feel that anyone putting together a new group would want to distance themselves as much as possible from that joke of an organization. Even if you wanted to keep the United theme there are better options.
On the contrary using that name makes the people underestimate what they are voting into having power over them. It gives legitimacy and feels familiar to the people even though it's a completely different organization.
 
On the contrary using that name makes the people underestimate what they are voting into having power over them. It gives legitimacy and feels familiar to the people even though it's a completely different organization.

Well, I suppose if the TPP has shown anything, it is that governments will sign on to anything without consulting the people or thinking about long term consequences.
 
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What are FTL-credits?

I'm thinking it's supposed to be credits for space on government owned FTL freighters issued to companies and individuals. Without trading, it would be given out equally or by weighted distribution, while trading would open a free market for greater distribution efficiency. Either option probably has upsides and downsides. Since there's apparently no direct civilian economy, I'm guessing this is one of the ways they make your economy seem more alive.
 
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To the 21-year-old Admiral, I wonder if there's some promotion system, like begin as captain and can only command a group of destroyers. Those who experienced in missions and survived can rise to Admiral much easier, so losing too many ships will result in a situation like German and Japan air force in 1944, have many vehicles but no good pilot.
 
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Jeiii, with the age of 24 a girl is the leader of the Human fleets and has the rank of Admiral. All feminist on Earth will be very proud.... (we all are going to die)
 
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looking at the doctrines:

doctrine: space combat & docrtine : interstellar warfare appear to be straightforward...they are the doctrines to fight in the space and over planets...

but the other doctrines make it appear you can customize your empire even more with doctrines:

doctrine: reactive formations
doctrine: fluid fleet templates

the reactive formations i am guessing is something like elastic defence in HOI3. but the name fluid fleet templates makes me think we cant just throw together some ships and call it a fleet. we have fleet templates we build and then fill with available ships (just like HOI4 division planner)... if this is thru it would be very very VERY cool
 
Time for the screenshot analysis post regarding the policies, and the modifiers.

Policies

Slavery - Pretty sure I don't have to explain this one, it's illegal in the UNE.
On - Slavery is allowed
Off - Slavery not allowed.

FTL Credit-Trading - This one I'm going to presume is some sort of free market policy, whether credits can be traded cross system via interstellar stock exchanges. It's presumably something that improves your ability to trade; furthering the economic growth of your empire as a whole. Treating each new system/planet added to the empire and it's citizens and businesses.
On - Your strongest planets probably gain a strong economic growth (Much like London in the UK) and your other planets areas gain some sort of trade bonii.
Off - Your empire as a whole grows more uniformly rather due to businesses not being able to trade large distances on the interplanetary stock exchange.

Inhibition release - I believe this is some sort of relaxant/drug that will improve your planetary happiness at the cost of some economic modifiers. Think about gasses dropped into nightclubs to improve the atmosphere things like that.
On - Higher approval ratings, more cost for the medical effects, maybe more crime?
Off - Lower approval ratings, maybe even more crime?

Utopian Abundance - I think this is something akin to the american dream in a sense. If there is an Utopian
Abundance then there is a lot of resources and material goods available for everyone - everyone enjoys a high quality of life. I'm presuming because it is illegal, it's the government which is styming the welfare state, when it is legal or turned on the government funds this high quality of life much more aggressively?
On - Higher approval ratings at the cost of economic growth? (High Tax, lower growth)
Off - Higher economic growth, and pop economic growth at the cost of pop's approval ratings (Low Tax, High growth)

Noninterference Directive - This is the prime directive from star trek, whereby if you discover a race that is pre-warp you should only observe rather than interfere.
On - Bars science vessals from interfering with non-ftl societies without some sort of penalty.
Off - Enables you to interfere without the penalty, perhaps with some diplomatic malus to empires that believe in non-inte


Policy section looks like there is room for other policies, so perhaps more unlock as the game progresses and as techs unlock, and perhaps also unlock by government type.

Empire Modifiers.

Genome Mapping - Some sort of biological science modifier, probably allows further genetic engineering technologies.

Gene Tailoring - Next level up of the Genetic Engineering modifiers perhaps, allows minor changes to make pops better - removal of medical defects?

Targeted Gene Expressions - Next level again, perhaps this one is more beneficial improves the good aspects rather than removing the bad.

Selected Lineages - only select bloodlines are allowed to go forward, or go forward with preference?

Capacity Boosters - Improves your ships energy capacity, presumably something that improves energy weapons.


Doctrines - Doctrines appear to be separate to normal modifiers in that they have a pre-fix. My suggestion for this is that doctrines are special type of technologies that when you unlock you get the choice between three doctrines?

Space Combat - Doctrine that focuses your empire on space combat as opposed to planetary combat, and perhaps a mixed doctrine.

Reactive Formations - Focuses your Fleets on reacting to the enemies fleet composition making it easy to change them, rather than some sort of cost? Perhaps there is some sort of training-improvement modifier that is required for a fleet to work together, bit like the planning thingy in HOI4

Interstellar Warfare - Not sure what other choices are in this one but its warfare, ACROSS STAR SYSTEMS.

Fluid Fleet Formations - This one is quite exciting and leads me to make an economic and production prediction. I believe we might create ships as you do in Hoi 4 whereby you tell your shipyards to produce X class of ship, and it starts to produce them as a line. (for smaller ships) and for larger ships you lay down your capital ships and it produces one or two of them over the course of a year or so. Now it might be that you assign ships to fleets, or create a fleet assign it to a location and tell the fleet what type of ships it will have.

Mars Defence Fleet

5 - Ulysses class Corvettes
3 - Victory class Destroyers
1 - Trafalgar class Escort Carrier (Cruiser hull with hanger bay)

When your ships are produced at the shipyard they form up into that fleet, at that location. With the shipyard assigned to the Corvettes pumping one out every 3-4 months or so, but the escort carrier taking a year or so?


That's it for me.
 
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Fluid Fleet Formations - This one is quite exciting and leads me to make an economic and production prediction. I believe we might create ships as you do in Hoi 4 whereby you tell your shipyards to produce X class of ship, and it starts to produce them as a line. (for smaller ships) and for larger ships you lay down your capital ships and it produces one or two of them over the course of a year or so. Now it might be that you assign ships to fleets, or create a fleet assign it to a location and tell the fleet what type of ships it will have.

Mars Defence Fleet

5 - Ulysses class Corvettes
3 - Victory class Destroyers
1 - Trafalgar class Escort Carrier (Cruiser hull with hanger bay)

When your ships are produced at the shipyard they form up into that fleet, at that location. With the shipyard assigned to the Corvettes pumping one out every 3-4 months or so, but the escort carrier taking a year or so?

i think that the fleet templates them selves will be a little bit more generic then your example ( a dev hinted that we will be able to make different classes within the hullsizes in one of the DD`s):

Defence Fleet template 1

5 - laser Corvettes
3 - missile destroyers
1- carrier cruiser


then the fleet is filled with ships available in that group.

so mars Defence Fleet

3 - Ulysses class Corvettes
2 - Grant class Corvettes (better laser weapons then the Ulysses class)
2 - Victory class destroyers
1 - Victory mk II class destroyer
1 - Trafalgar class Escort Carrier
 
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i think that the fleet templates them selves will be a little bit more generic then your example ( a dev hinted that we will be able to make different classes within the hullsizes in one of the DD`s):

Defence Fleet template 1

5 - laser Corvettes
3 - missile destroyers
1- carrier cruiser


then the fleet is filled with ships available in that group.

so mars Defence Fleet

3 - Ulysses class Corvettes
2 - Grant class Corvettes (better laser weapons then the Ulysses class)
2 - Victory class destroyers
1 - Victory mk II class destroyer
1 - Trafalgar class Escort Carrier


That is probably correct actually, and would mean that more than likely we can then scrap the lower tech ships individually as the new ones roll off the lines as well and they will get assigned to the fleets as they go. So you might just start production of the Grant class, and already have the Ulyssees everywhere, and the first Ulysses to get pulled off active duty and assigned elsewhere are on your home fleet and then they go off and fill up something like the Ganymede Squadron or something while your new Grant Classes go off and fill up the home fleet.
 
Thank you
 
That is probably correct actually, and would mean that more than likely we can then scrap the lower tech ships individually as the new ones roll off the lines as well and they will get assigned to the fleets as they go. So you might just start production of the Grant class, and already have the Ulyssees everywhere, and the first Ulysses to get pulled off active duty and assigned elsewhere are on your home fleet and then they go off and fill up something like the Ganymede Squadron or something while your new Grant Classes go off and fill up the home fleet.

yes i hope it works like this. but also makes you wonder if the doctrine is called fluid fleet formations it stand to reason that a non-fluid fleet formation doctrine will also exist. so what would be the difference? the fluid one can change its template more easily to adjust to new threats...but the non-fluid one gets combat bonuses (because the fleet is always the same they are better attuned to each other)?