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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.
 
Great changes, two questions concerning vassel creation.


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.

1. Can conquered capitals be released as vassles?

2. From the screenshot it looks like you release vassel per planet. Can you release more planets as a singel vassel? ( my guess is yes, but just want to be sure ;) )


Keep up the good work.
 
Will you ever limit the number of systems per sector to the number of systems allowable to the core sector? One of my friends refuses to play multiplayer with me because the third player in our group dumps all his planets into one sector and he thinks that is...something. He's a little unclear on what that is, but it really bothers him. I will admit it kinda bothers me as well, as it would seem that your sector governor, from a logical standpoint. wouldn't be able to control any more systems than your core governor.
 
I assume scientists still abandon their jobs randomly to pursue political carriers. Maybe I am the only one that is bothered by this?

But nice changes regardless!
 
Looking good. I especially like the Vassal changes.

Now to fix Federations...

Also, a little more dependence on Leaders would be nice. Like, right now Generals are still utterly worthless. It would be nice if 1/3 of an army's potential power came from its attachment (preferably along with the feature of adding attachments to multiple armies at a time, on the ground OR in orbit)...and another third of of that potential power came from the General. Make "naked" armies less viable...to encourage players to make more choices.
 
Wait, I'm confused. What does core sector mean?
Do I need one governor for all of my core worlds, or do I need one govenor for one solar system?

It means that all star systems NOT placed in sectors, can now be controlled by a single governor, instead of needing a governor for every colony in every system.
 
the third player in our group dumps all his planets into one sector and he thinks that is...something

If you don't have special needs about resource production, what other reason could there be to have several sectors?

I only create new sectors when the planets are too far away.


Wait, I'm confused. What does core sector mean?
Do I need one governor for all of my core worlds, or do I need one govenor for one solar system?

You'll only need one governor for all the planets under your control. Which was suggested ages ago and finally is going to be implemented...

I assume scientists still abandon their jobs randomly to pursue political carriers. Maybe I am the only one that is bothered by this?

No, you're not. I hate that mechanic, I find it quite stupid.
 
Can you release than one planet as the same vassal? Or trade systems to a vassal after creating them as OPM?

You can only release one planet, but you can gift systems to them if you want to make a big vassal.
 
Just for the Protocol:
Is it also possible to reach the Skill-cap of 10 for Robot-Empires or is their maximum lower due to their different Trait-and Civic-sets?

I can kind of imagine that being one of the downsides of playing machines.
 
The coolness has been doubled.
Just saying.
 
1. Will mandates in future be tied to ruler personality traits (ie larger weight to orbital research if the leader has the explorer trait?)

2. Will a leader with the resilient trait still have this trait when they become a ruler (currently they can lose this if the suddenly get elected and vice-versa, which is kind of a weird anomaly)
 
You know what's funny?

There's actually a limit on how many sectors you can have.
Right. And limiting the inhabited systems per sector still won't make that matter... According to the wiki, you currently get +1 sector for every 4 owned planets.

But, if you took that away, and made the limit for sectors a little softer than the limit for core systems, that could work, and also rein in larger empires slightly.

Like, for every inhabited system in a sector > limit, you get -1% on your tax rate and the sector keeps more. Something like that.