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Stellaris Dev Diary #83: Čapek Feature Roundup (part 1)

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is a round-up of some minor changes and reworks coming in the 1.8 'Čapek' update. Though most of what's in these round-ups will already have been discussed on stream or twitter, we still want to make sure that people whose primary source of Stellaris information is dev diaries are aware of what's changing. Everything mentioned in this dev diary is part of the free update.

Democratic Election Changes
We've taken some time to make a variety of changes and fixes to democratic elections in 1.8. Rather than being a confusing mess of candidates from the entire leader pool, elections in 1.8 will be centered around factions and faction leaders. Instead of a candidate's vote share being based on their mandate, candidates from faction now get election support directly based on the strength of their faction, so a candidate from a powerful faction has a much better chance of securing an electoratal victory than one from a fringe party. Election candidates will be generated from all faction leaders, with independent candidates added into the mix if there are less than 4 factions that are able to provide candidates. We've also made some changes to the way faction support is calculated when there are species that lack Full Citizenship (and thus the ability to vote and be leaders): Though free Pops without Full Citizenship can still join factions, their support count for only 1/5th the amount that a Full Citizenship pop does when calculating the overall political strength (and thus also vote share) of a faction. We had hoped to also spend some time adding more Mandates for 1.8, but unfortunately didn't end up being able to fit it into our scheudle. However, it's something we're going to revisit as soon as we can spare the time for it.
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Leader Max Level
Another change to leaders in general in 1.8 is the rework of the Leader Skills modifier. Where previously Leader Skills modifiers (such as the Talented trait) would increase the base skills of leaders, this has now been reworked into a Leader Max Level modifier that increases the potential skill level cap of your leader. The default skill level cap is still 5, but this can now be increased all the way up to 10 with the right combination of traits, civics, traditions and policies. This will allow empires that focus on raising leader level cap to have extremely powerful leaders, and since all leaders now start at level 1, will also make the Leader Experience Gain modifier far more valuable, especially in synergy with level cap increases.

Core Sector Governors
We've made some changes to governors in 1.8. First of all, the core sector has been changed so that only a single Governor is needed to govern it, rather than one Governor per planet. Also, the effect of Governor skill level has been changed to provide a direct bonus to all resource production in their sector, meaning that highly skilled Governors are now a valuable asset that will significantly strengthen the economy of their sector.
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Vassal Creation
Lastly for today, we've reworked the Create Vassal button. Where previously it was hidden away in the Demographics screen and would only let you release entire species whose homeworld you had conquered, the Create Vassal button is now prominently displayed in the planet interface and will allow you to release any (non-capital) planet you own as a vassal, under the governance of any species of your choice that is present on that planet at the time of release. Released vassals will get your empire ethics and authority, but will pick their own civics. In combination with other changes and additions in 1.8 (such as reworking the Domination tree to be all about having subjects rather than annexing them, and the new Feudal Realm civic that lets you control far more vassals without having them rebel), this should make a subject-oriented playstyle far more viable.
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That's all for today! Next week we'll continue the feature roundup by talking about new and changed policies in 1.8.
 
Seems pretty sensible to me, you will have to 'work' to push against the 'will of the people' in a democratic election system.

And if the majority is in a particular faction is that not the one you expect to get elected?
I don't have a stake in this as I'd never be caught playing as a democracy, but perhaps he's thinking of coalitions of smaller parties/factions that band together against the majority? Otherwise, yeah, the majority voter faction will always win without player influence bump.
 
And if the majority is in a particular faction is that not the one you expect to get elected?
Voting patterns shouldn't be the ideological blocs 1 to 1. The game should simulate some degree of swing voters and coalition building, even if the main basis is the factions.
 
Given the bonuses, it seems safe to assume that this is a level 7 governor and the big star stands for 5 levels.
@Wiz, if this is the case, I'd like to request that you revert back to the level display used in the streams, as that was far clearer with regards to quickly conveying information. With that design, it will be very easy to overlook that one star is marginally larger than the others when glancing over one's leaders, especially as most leader portraits are smaller than the portrait of a planet's governor used in the screenshot, so the scaled down stars will have even less difference in size. I recall it being mentioned that the UI component in the streams was getting altered due to worries that it would cause confusion by implying that everyone automatically has access to a level cap of ten, but couldn't that issue be avoided by having the modifiers that add to the leader level cap also add empty star "slots" to the UI? That would also have the upside of making the current level cap visible at a glance, instead of needing to dig around various windows to find which of the level cap modifiers your empire currently has.
 
Released vassals presumably start with the same techs as you had when you released them, so research treaties are effectively useless compared to ones with other empires. Also, you're paying for it by losing a shed ton of resources.

I'm with you on the faction happiness, though. Peaceful vassalisation should be taken into account for those.

1. You dont need to release a fully developed world - it could be just settled.
2. Migration access gives ethics attraction for spiritualist and egalitarians, as long as they have the same empire ethos. It is one of the highest factors you can get.
3. Militarist receive an ethics attraction factor of 2 when any relation owns a planet which was originaly yours.
4. Research treaties are importand for materialists, its ethics attraction as well as faction happyness.
5. Your vassal will research something you dont have eventualy.

Another issue with releaseing vassals is, that you can just use it as land grab, without many disadvantages.
 
Could you make elections harder to miss, eg. by making it a popup box similar to the one you get at the first election rather than just a notification at the top of the screen? At the moment it's far too easy to miss if you're not paying close attention.
 
1. [for the election] Can we be able to see the potential ruler traits of the candidates directly in the leader menu? It seems to be "hidden" when you recruit one and when you are not playing with democratic government. Currently some may recruit & dismiss new leaders to find one with wanted traits when they have enough influence.

2. [for the Lv.10 leaders] Is it possible to have Lv.5+ anomalies?

3. if I have Imperial Cult civic (-33%), Syhthetic Thought Patterns tech (-15%), with a Lv. 10 Charismatic ruler (-20% & -50%), does that mean I can enable edicts without any cost? (-118% in total)
*I haven't tried authoritarian ethics so this may not be correct though
 
Voting patterns shouldn't be the ideological blocs 1 to 1. The game should simulate some degree of swing voters and coalition building, even if the main basis is the factions.

It is simulated by the fact that there is a random factor. Size of faction increases the chance of victory, it does not guarantee it.
 
So only to be sure I understand it correctly.
With 1.8 I only need one Governor for all of my core worlds, no matter if I have 3 or 15 core planets?

That should be it, yes. It makes sense if you think about it: why can a governor control a sector with 20+ systems, while each of your core systems need a governor of their own?
 
I also hope The End of the Cycle can be played in multiplayer games one day... XD

Some psionics simply want to watch the galaxy burn
 
You say that like it's a bad thing. :D

*Fanatic Xenophobe/Spiritualist with Fanatic Purifier civic* Better burn it all than letting the filthy xenos have it!
 
They copy your traditions and techs but pick their own ascension perks.

What about that situation:
As Human I conquered some planets from Blorg. Blorg used lasers and hyperlines, when I used warp and rockets.
Immediately after signing peace I create vassal from conquered planets. Which techs would this vassal have?