• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
2017_08_24_1.png


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.
2017_08_24_2.png


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.
2017_08_24_3.png


That's all for today! Next week we'll continue the feature roundup by talking about new and changed policies in 1.8.
 
I guess that's another upside to synths.

Provided they can make use of their supposed immortality... accidents happen, after all.
 
Good changes,just one thing,in democratic election,the elected i think will be emperor or something like that not president,considering that he or she is rulling several planet and systems and not only one,i am wating for even more changes and stuffs to make the game even better.
 
Any chance we can have a way to NOT give them all our techs?

Do you want a protectorate? Because that's how you get a protectorate. Which will become a vassal at breakneck speed.
 
Do you want a protectorate? Because that's how you get a protectorate. Which will become a vassal at breakneck speed.

Not Necessarily..... Ok here's a good gameplay example.
Playing as an Interstellar Technocracy - you stay small but have a number of larger vassals with inferior tech. They don't rebel because you'd crush them like an egg despite their larger numbers.

EDIT: If you had control of WHAT techs you give them, you could also do things like giving one vassal laser techs, and another missile techs to force them to specialize.
 
Something that I would like to see included in the info summary of each electoral candidates is their age. Whenever I need to pick a candidate to support, I find myself looking up each candidate in the leaders tab to check up on all their ages. Nothing worse than throwing all you influence behind someone for them to die in the next year or two.
 
Something that I would like to see included in the info summary of each electoral candidates is their age. Whenever I need to pick a candidate to support, I find myself looking up each candidate in the leaders tab to check up on all their ages. Nothing worse than throwing all you influence behind someone for them to die in the next year or two.
Also, their normal traits. My genius scientist with AI assistant will not become president, ever.
 
Will there be a way to replace / rotate faction leaders who lose elections with different faction leaders, esp if they lose a lot of electiopns? If I didn't support him / her last time, I don't want the same leaders showing up over and over again, especially if there are only 4 instead of 10, which is one reason I prefer democracies to oligarchies. I also don't want to fire a leader in the hopes of getting one with better ruler stats. This is especially a problem in a species that is long lived.

Some level of variety between elections would be welcome, as the sheer annoyance of having to choose between the same 10 useless rulers election after election is repetitive and tedious.

I'd also like their leader skills to have some link to their party. It would be more of a choice if the militarist faction leader was more likely to have militarist ruler traits, the Pacifist one Pacifist ones (Food), the Authoritatian leader Slaves related ones, the Egalitarian one Energy, etc. Instead of 2 randomly chosen ones.

This could also be expanded to link candidate Mandates so they have more to do with the candidates' factions and skills. it is weird when your Space Miner leader has a Build Research Station mandate, for example.

And some more variety in leader choices would be nice too. My most recent game with the meritocracy civic gave me a choice between 4 Adaptable leaders.

Thank you for changing it so the core systems share a governor. Should help a number of play styles. I also like the buff to leader levels, they make some traits much more useful, such as Resilient for an Enduring Species. Meaningful choices are good :)

Will leaders researching ever gain a second trait? Or will I have to keep swapping them out with the guys on my science ships?
 
Will there be a way to replace / rotate faction leaders who lose elections with different faction leaders, esp if they lose a lot of electiopns? If I didn't support him / her last time, I don't want the same leaders showing up over and over again, especially if there are only 4 instead of 10, which is one reason I prefer democracies to oligarchies. I also don't want to fire a leader in the hopes of getting one with better ruler stats. This is especially a problem in a species that is long lived.

Some level of variety between elections would be welcome, as the sheer annoyance of having to choose between the same 10 useless rulers election after election is repetitive and tedious.

I'd also like their leader skills to have some link to their party. It would be more of a choice if the militarist faction leader was more likely to have militarist ruler traits, the Pacifist one Pacifist ones (Food), the Authoritatian leader Slaves related ones, the Egalitarian one Energy, etc. Instead of 2 randomly chosen ones.

This could also be expanded to link candidate Mandates so they have more to do with the candidates' factions and skills. it is weird when your Space Miner leader has a Build Research Station mandate, for example.

You know 1/2 the government types get no choice in ruler traits, and 2/3rd basically have to stick with their starting ruler the entire game anyways.
 
People who can't vote should not be given a vote share. It's not that complicated!
 
People who can't vote should not be given a vote share. It's not that complicated!

Something I wish the people who make Endless space 2 understood. Labor slaves made up a big part of my empire, and everything was a mess because they could vote despite being slaves...
 
People who can't vote should not be given a vote share. It's not that complicated!

It's not that they can vote, their economic, political and social support still counts for something though.