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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.
 
It would be awesome to name created vassal empires!

I imagen myself creating a Marca Blorgia or something along those lines.

It would also be nice if we could then decide who rules this new empire,
so that in the end you have this new empire with the same dynastie as
yours and that you could get hairs from there if you die without your own
hair. Imagine that you have a bunch of vassals and your ruler dies without
hair and then the vassals start a war. But for that some new systems have
to be introduced, at least as of now there are no dynasties.

But i guess this is to much to ask for now ;)
 
Hm, shouldn't they stop doing that now that it's only the party leaders that stand for election?

Haven't played in a while, so not sure if party leaders get picked from the scientists.

I've tried looking that info in the notes, but didn't find anything specific. The last games I played picked my scientists/admirals/generals and so on...
 
Yes it's a bit ridiculous. You're guaranteed to have at least 4 scientists, 5 if you play Wizs preferred opening of having a second science ship from the beginning. The majority of your faction leaders are your scientists, so the majority of your leader candidates are also scientists.
 
I'm all for killing good mods by incorporating them into the game. I wish Colossal Order would do this more often...
"Killing" is a terrible word in this context. It should be every modder's dream to see their work made obsolete by official updates. Paradox has access to the hard code so ultimately they will implement it better than we ever could.
 
Perhaps vassals should be released from sectors instead of from planets?
 
What will determine the "primary species" of a released vassal if there are multiple species on a planet? What if your own species pops are on that planet? Could a xenophobe vassal then purge or enslave the overlord species...?
 
In 1.8 machine and synth (including ascended) leaders will be able to die to random accidents and malfunctions so they won't be completely immortal.

that's kinda crap. I hope that's going to be for both synths and normal leaders, cause I tend to rush synthetic in order to preserve my best leaders and in my current game I have 6 leaders that are 300 years and I like the idea of keeping leaders around for hundreds of years watching the galaxy change. I don't really enjoy the idea of my supposedly immortal leaders dying from a random event.

if its not for both types of leaders than that's just misbalanced I feel, cause I can just use the traits and the repeatable tech for +5 leader lifespan to keep them alive basically indefinitely. sure they will die, but if my science is good then I can easily keep them alive 3-400 years.
 
that's kinda crap. I hope that's going to be for both synths and normal leaders, cause I tend to rush synthetic in order to preserve my best leaders and in my current game I have 6 leaders that are 300 years and I like the idea of keeping leaders around for hundreds of years watching the galaxy change. I don't really enjoy the idea of my supposedly immortal leaders dying from a random event.

if its not for both types of leaders than that's just misbalanced I feel, cause I can just use the traits and the repeatable tech for +5 leader lifespan to keep them alive basically indefinitely. sure they will die, but if my science is good then I can easily keep them alive 3-400 years.

Regular leaders already die from age, and can get stuff like substance abuser that greatly reduces their lifespan. This seems like a good way to keep things balanced, because machines eventually wear down/break. Makes sense a synth/machine leader runs the risk of breaking down or having some sort of malfunction.
 
What will determine the "primary species" of a released vassal if there are multiple species on a planet? What if your own species pops are on that planet? Could a xenophobe vassal then purge or enslave the overlord species...?
I think the screenshot shows that you can select the one you want.
 
that's kinda crap. I hope that's going to be for both synths and normal leaders, cause I tend to rush synthetic in order to preserve my best leaders and in my current game I have 6 leaders that are 300 years and I like the idea of keeping leaders around for hundreds of years watching the galaxy change. I don't really enjoy the idea of my supposedly immortal leaders dying from a random event.

if its not for both types of leaders than that's just misbalanced I feel, cause I can just use the traits and the repeatable tech for +5 leader lifespan to keep them alive basically indefinitely. sure they will die, but if my science is good then I can easily keep them alive 3-400 years.
I don't like the idea of dying to dice rolls either but from what I've seen you can control the RNG to an extent. The Roblorg streams showed options like a tradition that significantly reduced the incidence of those malfunctions and Wiz also mentioned leader traits with backup functionality. Hopefully that's enough to make those events rare enough to actually be a big deal when they do happen rather than a constant annoyance.
 
Since the nice change of governors working for your core worlds, does that mean your governors will also apply their speciality to sectors now when assigned to that sector?
For example +10% research and +10% building reduction cost does not currently apply to sectors when you assign those governors to them.
 
"Killing" is a terrible word in this context. It should be every modder's dream to see their work made obsolete by official updates. Paradox has access to the hard code so ultimately they will implement it better than we ever could.

Speak for yourself. I always do a way better job :p
 
That is exactly what Wiz said, at least that is how I interpreted it which I think is the correct interpretation, otherwise I should revise my English language skills.
So yes, one governor for 1 -> infinite core worlds

Given Core Worlds are designated as non-Sector based Worlds, the next question would then be "Are Worlds, that are in excess of your Core World Limit, covered by said Governor or not?
 
that's kinda crap. I hope that's going to be for both synths and normal leaders, cause I tend to rush synthetic in order to preserve my best leaders and in my current game I have 6 leaders that are 300 years and I like the idea of keeping leaders around for hundreds of years watching the galaxy change. I don't really enjoy the idea of my supposedly immortal leaders dying from a random event.

if its not for both types of leaders than that's just misbalanced I feel, cause I can just use the traits and the repeatable tech for +5 leader lifespan to keep them alive basically indefinitely. sure they will die, but if my science is good then I can easily keep them alive 3-400 years.

Once people are supposedly immortal they get careless and don't think of all the things the squishy mortals do to take care of themselves.
 
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!
This also happens in Real Life™ :p Many scientists either get fed up with politics sans scientists or decide they could do more for their field there. They don't often campaign or make a big deal out of being scientists except in rare cases, being a scientist isn't exactly a big draw card for voters (at least in whatever government system Earth is using). It's definitely a justified game mechanic.
 
Is the "pious polity/secular state" Spiritualist faction issue something you've been looking at? It's kind of annoying that you can't have the more "government-defining" civics like Agrarian Idyll, Philosopher King, Fanatic Purifiers and still keep the faction happy with a spiritualist government. I mean, I get why a Corporate Dominion wouldn't be a spiritualist government, but why couldn't a Warrior Culture or Citizen Service be flavoured like a holy warriors/crusading type of government? The fact that spiritualist Fanatic Purifiers isn't considered a spiritualist government seems really weird to me, because why would Spiritualists be allowed to have that civic if not for being a zealous cleanser of the galaxy in the name of their gods?
 
I don't like the idea of dying to dice rolls either but from what I've seen you can control the RNG to an extent. The Roblorg streams showed options like a tradition that significantly reduced the incidence of those malfunctions and Wiz also mentioned leader traits with backup functionality. Hopefully that's enough to make those events rare enough to actually be a big deal when they do happen rather than a constant annoyance.

And if the RNG bothers you like that significantly, you can play on not-Ironman mode and just reload. (I've never touched ironman in, well, any game ever. I simply don't find that fun for me, personally.) Granted, if you are achievement-hunting, then that's a different story; but I sort of get the impression that largely the POINT people like random events in general and in PDX games in particular is for them screwing you up so that you can dig yourself out of the hole they dump you in.
 
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.

@Wiz So, if I read this right, species set to "caste system" would have pops in 1 of 2 categories:
  • Limited freedom (caste system is not full citizenship) - Pops get 1/5 votes.
  • Slavery (pop produces only minerals/food) - Pops get 0 votes.
In terms of how this might be manipulated in-game, I could assign a species to caste system, then assign pops of a faction I wish to suppress to slavery. If all of my species are caste/residence/etc, then it's no different than how caste system works today. But if any of those species has full citizenship, then the caste species is, on a per-pop basis, less powerful than full citizens.

Taking the example further, if my primary species runs caste system and I run a xeno species on full citizenship, the xenos (per pop) would have more voting power than my primary species.

Is this correct?