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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.
 
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.

I agree with the first part, but 10 meaningless choices (unless the RNG gods bless you) isn't that much better. It's mandates that make democracy OP, free 250 influence every 10 years for something you would have done anyway. I'll take 4 thematic choices (Militarist Candidate with Military traits and a boost to militarist attraction) over 10 random ones, but 4 RNG choices is worse than 10.

But I will amend my question about researchers - will rulers gain traits as they level up over time? Would make the "same leader / same traits all game" issue less predicable and buff long lasting leaders, as well as making the additional leader skill levels more enticing.

Now if we just had a "spend influence to despose heir" like EU IV eventually added, or a CKII way to shape your Heir / Successor.
 
But I will amend my question about researchers - will rulers gain traits as they level up over time? Would make the "same leader / same traits all game" issue less predicable and buff long lasting leaders, as well as making the additional leader skill levels more enticing.

Rulers don't even gain exp for ruling.

Now if we just had a "spend influence to despose heir" like EU IV eventually added, or a CKII way to shape your Heir / Successor.

I've never actually had an emperor die, fun fact.
Even with fleeting species.
 
Wiz, I posted this in another thread, but just to make sure you see it...

1) Currently, you can only see the age of the candidates when hovering over them, in 10 year voting cycle systems (democracies). For 40 year cycles (oligarchies), the candidates display no age when hovering over.
2) The same goes for the age of heirs of empires, in the government screen. No age when hovering.


Hopefully two very easy changes that will give large QOL value.
 
Rulers don't even gain exp for ruling.

I've never actually had an emperor die, fun fact.
Even with fleeting species.

I've seen my ruler level up, but that didn't start till one of the recent patches. I have also had them die in office forcing a new election. But I only recall that happening as a Democracy.

The rest sounds like bugs. I assume they have been reported?

<Shudders at the thought of having an immortal King Henry VI in EU IV>
 
If people can't vote then they should not be allowed to vote at all and it doesn't matter if they give their economic, political and or social support and shouldn't count for anything
 
If people can't vote then they should not be allowed to vote at all and it doesn't matter if they give their economic, political and or social support and shouldn't count for anything
Yes, because a massive population of very angry slaves would have absolutely zero ability to even indirectly pressure for somebody that has their interests in mind, right.

It absolutely makes sense that non-voting populations can still slightly impact things. I don't understand why you dislike the idea.
 
I would like governors to gain exp even if they are not building anything just like rulers do. It's not fair later on when you are maxed out on buildings to be unable to increase leader lvls especially with the changes coming up!
 
Yes, because a massive population of very angry slaves would have absolutely zero ability to even indirectly pressure for somebody that has their interests in mind, right.

It absolutely makes sense that non-voting populations can still slightly impact things. I don't understand why you dislike the idea.

Really depends on tech shouldn't it? Chipped slaves with some sort of AI governor, should be harmless as kittens however angry they get. Or for that matter drugged/bioenginered slaves. Imo, that might be the best solution, slaves having a say until certain tech removes their ability to resist.
 
Really depends on tech shouldn't it? Chipped slaves with some sort of AI governor, should be harmless as kittens however angry they get. Or for that matter drugged/bioenginered slaves. Imo, that might be the best solution, slaves having a say until certain tech removes their ability to resist.
I'm quite sure Wiz was talking about resident species, not slaves. Slaves cannot join factions AFAIK.
 
Really depends on tech shouldn't it? Chipped slaves with some sort of AI governor, should be harmless as kittens however angry they get. Or for that matter drugged/bioenginered slaves. Imo, that might be the best solution, slaves having a say until certain tech removes their ability to resist.

Son, let me introduce you to the wonderful, wonderful world of nerve stapling.
 
Yes, because a massive population of very angry slaves would have absolutely zero ability to even indirectly pressure for somebody that has their interests in mind, right.

It absolutely makes sense that non-voting populations can still slightly impact things. I don't understand why you dislike the idea.
No, It is a player/leadership choice whether to support their request or not. In any case, the faction system at present is not quite evolved to do otherwise, so we have to wait and keep this.

In the future I hope there can be factions dissociated from ethics and/or illegal. Which can lead even only one request, and once subsidized, disappear. if not, organize the revolts as a multiplanet scale (collect founds, organize militant, volobntary increase unrest, do attacks, saboting, build ships in background).
 
as someone who majorly plays (semi) imperialistic empires the demo changes dont matter to me
but the leader changes? tasty.
also, better vassal creation?
now we can only hope for a vassal overhaul
 
People who can't vote should not be given a vote share. It's not that complicated!
I read it as being even though they can't vote, they still have some(albeit small) influence on those who do vote.
After all if only 10% of the population can vote(say wealthy land owners), but if enough of the common rabble that make up their workers want something, some of that 10% may decide they need to listen and cast their votes accordingly.
 
I read it as being even though they can't vote, they still have some(albeit small) influence on those who do vote.
After all if only 10% of the population can vote(say wealthy land owners), but if enough of the common rabble that make up their workers want something, some of that 10% may decide they need to listen and cast their votes accordingly.
Like voting for issues rather than along pure ideological lines in Victoria 2.
 
Since you are transforming factions into essentially political parties (not quite the same, I am aware), you could add a bonus to faction candidates through the Parliamentary System civic, so that it makes it more useful. Also, since factions will be now more important (not just providing faster influence growth), you could consider making factions affect empire traits to a greater extent than they do now. For instance, a very powerful faction (above 50% of pop) could kick a civic that doesn't match its preferred ethos, if you want to make it realistic.

Another idea - it would be nice if you could support factions in other empires, in order to manage better their traits. This could be used strategically, to make a neighbour friendlier or split an empire apart - divide et impera, right :) You could also let players affect ethos change directly, provided they are willing to invest enough influence in other empires, though this may have (and should have) diplomatic consequences.
 
Odd, I do not see the "Create Vassal" option when I play the game. I colonized a world, even deleted my core worlds leader, and I do not see it anywhere (Didn't see it anywhere in another version with more planets in it) The option is missing entirely. Is this perhaps due to issues with others DLC's?? Can anyone help??