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Stellaris Dev Diary #33 - The Maiden Voyage

Hi everyone!

Well folks, here we are again, one week later… The development team has mostly weathered the release jitters and nerves are starting to calm down. The ship we worked so hard on for the last three years has been successfully launched and is currently on its maiden voyage. The crew seems mostly happy but some of the inspectors have raised concerns about mid-ship structural issues. As chief architect, I am not entirely surprised, but the reports will allow us to commence upgrades as soon as HMS Stellaris returns from its round-trip to Alpha Centauri. Alright, enough with the metaphor, let’s talk about our future plans for Stellaris!

First off, for those of you who are unfamiliar with our post-release policies, we will release a lot of expansions over the coming years. Each expansion will be accompanied by a major update (for Stellaris, these free updates will be named after famous science fiction authors) containing a whole bunch of completely free upgrades and improvements to the game in addition to regular bug fixes. As long as enough players keep buying paid content for the game, we promise to keep improving the game for everyone, almost like an MMO.

Now, before we begin the expansion cycle in earnest, we will spend the rest of May and June only focusing on bug fixes and free upgrades to the game. We carefully listen to all your feedback, which has already made us alter our priorities a bit. As a veteran designer of our complex historical games, I was anticipating a fair amount of criticism regarding the mid-game in Stellaris compared to that of our historical games, but I was more concerned with the depth of the economy than the relative lack of diplomatic options, for example. I also find much of the feedback on the Sector system interesting; the GUI and AI concerns will receive the highest priority. One area I was not at all surprised to get flak for is the lack of mid-game scripted content, however. We simply took too long getting all the early and late game stuff in, and neglected a whole category of events called “colony events”, which were supposed to be the bread and butter of the mid-game for the Science Ships.

We’ve been digesting and discussing your feedback and how to best go about improving the mid-game to make it more dynamic, both in the short and long run. Let’s start with our short term plans. When the game was released, we had already proceeded to fix a lot of issues. Together with some other pressing issues that have been reported, the plan is to release the 1.1 update - “Clarke” - near the end of May. We will try to cram as much as we can into this update, but the more fundamental stuff will have to wait until the next update (“Asimov”), which is scheduled for the end of June. The “Clarke” patch will mainly be a bug fix and GUI improvement update. Here are some of the highlights:

"CLARKE" HIGHLIGHTS
  • Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.)
  • The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc.
  • Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.
  • Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc.
  • AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never "finished"...
  • Myriads of bug fixes and smaller GUI improvements.
  • Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
  • EDIT: Remaining Performance Issues. We know about them; they might even be hotfixed before Clarke.
  • EDIT: Corvettes are too good.

Stellaris_new_Diplo_Notification_Mockup.png

New Diplomatic Notification. This is a mock-up, not an actual screenshot!

Stellaris_End_of_Combat_Mockup.png

New Fleet Combat Summary. This is a mock-up, not an actual screenshot!


After that, we’re moving on to the “Asimov” update, and this is when we can start making some major gameplay improvements to especially the mid-game. As you might have guessed, we plan to add some new diplomatic actions and treaties. Another thing that struck me during our discussions is that the normal lack of access to the space of other empires makes the game feel more constricted than intended. It limits your options since you can’t really interact much with the galaxy beyond the borders of your empire, and you only tend to concern yourself with your direct neighbors. This is bad for your Science Ships too, of course, since they might not be able to finish some of the grander “quests”. Compare the situation with Europa Universalis, where you usually have access to the oceans and can thus reach most of the world, or Crusader Kings, where you can even move through neutral territory with your armies. We also intend to add as much mid-game scripted content as we can. Thus, this is currently the plan for “Asimov”, but it’s not set in stone yet, so please bear with us if something gets pushed or altered:

"ASIMOV" HIGHLIGHTS (NOT SET IN STONE!)
  • Border Access Revision: Borders are now open to your ships by default, although empires can choose to Close their borders for another empire (lowering your relations, of course.)
  • Tributaries: New diplomatic status and corresponding war goals.
  • Joint Declarations of War: You can ask other empires to join you for a temporary alliance in a war against a specific target.
  • Defensive Pacts.
  • Harder to form and maintain proper Alliances.
  • More war goals: Humiliate, Open Borders, Make Tributary, etc.
  • Emancipation Faction. We had to cut this one at the last minute. Needs redesign.
  • Diplomatic Map Mode. Much requested!
  • Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.
Past “Asimov”, I can’t give you any kind of specifics yet, but I am currently leaning towards honing in on the following general areas for the “Heinlein” update (these are not promises!):

CURRENT "HEINLEIN" INTENTIONS
  • Sector and Faction Politics: We are working on a design for this. I always wanted to make Factions more closely tied to Sectors, for example...
  • Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc.
  • Giving Directions to Allies and Subject States.
  • Strategic Resource Overhaul: You should need these and search for them far and wide. They should be extremely important.
  • Battleship Class Weapons. Some Battleship front sections will be repurposed for an XL size weapon slot. There are currently four ship sizes but only three sizes to weapons, creating an imbalance. Also, Battleships should have fewer small weapon slots and have to rely on screens of smaller ships.
  • Fleet Combat Mechanics: Formations and/or more complex ship behavior is needed.
  • Mid-game scripted content: Guarded “treasures”, mid-game crises, colony events, etc.
  • Living Solar Systems: Little civilian ships moving around, etc.
Again, remember that we need to be somewhat flexible when things don't work out or when something else takes priority, so please take these later plans with a large grain of salt. As always, we also listen keenly to your feedback, so keep it coming!

Now, I am sure you are full of questions about the details, but hold your horses; it will all be explained in the coming dev diaries!
 
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I would personally like to see the implementation of a Victoria 2-style Parliament system in democracies for changing policies and enacting edicts at some point. It just feels like there's really no consequence for elections as it currently stands.
 
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Since you mention flavor animations of civilian ships moving around systems, would it be possible to have planets sharing the food burden within a system if you have more then one planet in system? It would seem a bit odd to have all these small ships flying around, and ignoring the fact that while Proxima 1 is swimming in a surplus of food, Proxima IIIa is starving.

Just a thought :)
 
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I'd like to make a suggestion here. Planetary combat is.... pretty crap, honestly. I'd like to see the Army Screen contain the ability to build Army related buildings. Things like the Planetary Defense Generator or Military Academy? They don't really make sense for taking up an entire slot, and the bonuses they provide are also mediocre, especially since they deprive me of something like 10 energy or minerals or research or 15% happiness or something a lot more useful. If military buildings had their own small slots then I'd like that a lot better, you could create a lot of different military related buildings and you'd still have limited slots based on planet size to pick and choose what you want to specialize in, but it wouldn't get in the way of colony development and be so counterproductive to get.

I'd like to see something like Planetary Defense Guns that can fire on invading fleets, to discourage small fleets from just sitting there and plinking at you if nothing else. Against large fleets they'd of course be like a little mosquito, but it'd be a nice way for inferior empires to have some defense in the early game.
Maybe a Repulsor Shield Generator you can use that has a limited charge but encases the planet in a defensive barrier as some ultra late game technology? I stumbled across a shield world in a Fallen Empire and managed to down it and got a mothballed FE Fleet. That was cool, maybe you can get that by reverse engineering it and be able to build it on your planets. It would delay an invasion and prevent bombardment for a time, maybe a month, two if you add a power battery to it that takes up a second slot or so. Maybe some slots could be hardened defenses that take reduced damage from orbital bombardment and can't be reduced below 50% strength to increase your planet's defense strength.

Just something. This is a cool game with a fun setting and neat little techs. I'm sure you could think of some ways to make the planet defense a lot more interesting than park a fleet over a planet for 2 minutes then send in 5 Droid armies, wait 30 seconds for them to win, wait 1 minute for them to heal, then lift them off the planet and continue on to the next planet to do the same thing again.
Oh yeah and actually having to occupy conquered planets would be cool. It seems a bit silly you can conquer a planet then just leave and they won't try to do anything and just sit there, technically occupied without there being an occupation force.
 
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I haven't gotten to any of the crisis yet since I have restarted at least 15 times already, but I've read what the 3 crisis's are AI Rebellion, Extradimensional Invaders, Prethoryn Swarm and my question is are there going to be plans to add more crisis events after bug fixes etc. Not just that any plans to add more Precursers quests after fixing those since can't continue past, I know there are 2 Precursers besides the Cybrex and the League is there any plans to add more
 
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Keep up the good work!

For those of you complaining about them releasing the game like this just think about how much faster they will get to the optimal state of the game with the feedback of the entire community. Bugs get found quicker and a wider range of opinions gets taken into consideration then when your working with just a development team.
 
Currently I'm not in possession of Stellaris, but I'm looking foreward to add this game to my Paradox games collection. So I can only relate to many of the issues that were mentioned due to what I learned on the DevBlogs, the Wiki and most important the streams of the actual game. I'm glad to so your approach to continue making Stellaris a more round and veriegatedly playable game (much like CK2 has become).

And this thread seems to be the right place for feedback I haven't seen so far (yes I checked with the search function):
Once you have expanded your intergalactic Empire you'll have many planets inside your bordes your origin species will find not very attractive. Currently there are some options to still make some use of these planets:
1) you could colonize it nonetheless (far from ideal)
2) you could use a vassel species or droids for colonization (not too bad)
3) you could genetically alter your original species to be of a certain desired planet type (creating a subspecies, well ok, I guess)
4) you could terraform the planet (which needs time and ressources, strategic ones in particular - feasible, but difficult)
but I would wish for still an other option:
5) inviting the species of an ally or member of your federation to settle on these planets, if they are better suited to do so (I know this sort of possible through migartion treaties as soon as you have put your colony, but only very indirectly - not very satisfying).

You should probably the one to finance this expedition (minerals and energy) since you are the beneficiary, but that seems like a plausible way to go for xenophil species and close alliances or even federations to strengthen cooperation, trust and efficency. And it sure would be fun to see a comparably small federation having the same or even a higher economic output than there warmongering, purging neighbour with de facto more planets in his/her sphere of influence, that he/she is unable to use though :)
 
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I didn't really think that it did but it's still reassuring to see a list like this and know that Paradox's design philosophy hasn't changed - that is, release a game that's good (but flawed) and then turn it into something amazing.

Granted, I hope that you guys don't overdesign and 'break' parts of it like you kinda-sorta did with Europa Universalis 4 and Crusader Kings 2 (depends who you ask regarding the newer additions), but I love how much effort you put into your projects, unlike most other companies.

Also, I hope you pick up some of the suggestions from the "Suggestions" section once you dealt with the immediate concerns.
 
Thanks, I hope by "smaller GUI fixes" you'll include:
  • Surface/spaceport build queue reordering
  • Box select for stars to be surveyed/visited etc
  • Optional auto enslave button for all mineral/food auto emancipate for others <--for 100% slave tolerance empires this is a 99% auto decision
  • Map modes for exploitable planets, not just tiny markings :)
  • Planet sorting by production/energy/social/total-science etc, not by "output" total
  • More stats on interface screen, "approachable" does not mean multiple menus/screens to find info
  • Apologies, but just go through 4X games and take GUI ideas, this is an amazing 1st run at 4X but it needs tweaking.

Please, I find myself less drawn to each play-through due to repetitive automatic operations
Thanks.
 
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I didn't really think that it did but it's still reassuring to see a list like this and know that Paradox's design philosophy hasn't changed - that is, release a game that's good (but flawed) and then turn it into something amazing.

Granted, I hope that you guys don't overdesign and 'break' parts of it like you kinda-sorta did with Europa Universalis 4 and Crusader Kings 2 (depends who you ask regarding the newer additions), but I love how much effort you put into your projects, unlike most other companies.

Also, I hope you pick up some of the suggestions from the "Suggestions" section once you dealt with the immediate concerns.
Or release a DLC than later on release a DLC that removes all the benefits from the first DLC *cough*retinues*cough*
 
Hello!

I've been playing the game for a few hours now and really enjoy it and can't wait for most of these upcoming changes. However, I think a lot of the options can be elaborated to make the gameplay feel a bit less mechanical and make the galaxy feel alive.

One of these improvements would be on the border control which is already addressed, but I think more can be done with it.

Currently the border control clearly lacking, but I think we could do much more than what is proposed to make it a bit more natural.

Hypothetically, while a new space empire can do space travel, it cannot fully protect the space it owns. As such, the empire can say if others can freely move through its borders or not, but it cannot enforce it automatically. The only way to enforce this would be to detect the trespassing fleet and attack it (this does not trigger war), or perhaps open diplomatic channels to ask the trespasser to leave (automatic?). Naturally, the reputation of the trespasser will be negatively affected to a degree depending on how they respond.

I like the detection twist because during the early game, you could technically run through a hostile empire space without negatively affecting your reputation with that empire if they fail to detect you. Perhaps this will make detection range a more important stat?

Eventually, through technological advances, you can research a way to block people from entering your space (similar to how it is now).

I also think the type of ship trespassing should be accounted for when determining the reputation impact. You could get a nice interface that lists the different classes of ships and actions, like this:

Code:
Ships/Actions      Allow     Deny     Block (tech)
Civilian           [x]       [ ]      [ ]
Science            [x]       [ ]      [ ]
Construction       [ ]       [x]      [ ]
Military           [ ]       [ ]      [x]
Obviously, you could setup default options and then specify overrides for certain liked/hated empires.

I think a lot of game aspects are like this, simple implementation that can be pushed further for a much more complete experience. But looking at those future patch goals, I'm very excited to see how this game will evolve with time.

edit: I'm new here, sorry if I missed an official feedback thread, but please point me in the right direction if I did in fact miss it.
 
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Hey Paradox, when you try to get sector AI running don't forget robots don't eat food and robots/slaves work better on food and minerals.
It's such an easy to miss thing apparently since nobody thought about it for months before release.
Maybe even stop sector AI reshuffling population every few days for no reason and make it actually respect "no redevelopment" button even if it has farming obsession.
 
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I'm a pretty sure this has already been suggested somewhere on the 20+ pages of this thread, but I'd like to voice my opinion regarding government ethics:

As it stands, government ethics have a pretty significant influence on how you play the game, which I personally find to be amazing. It's really refreshing to see a radical difference in wether you are playing an empire of peacfule xenophiles or a race of ruthless slavers. However, I think there should be a possiblity to change the government ethics during play, for a couple of reasons:

1. You can find yourself in a situation in which you're basically locked out of most goverment forms (like in the 'United Nations of Earth' start), which takes away a whole feature of the game.

2. It's pretty 'optimistic' to believe a goverment wouldn't change it's ethics over time, especially when it is already possible for your population to change ethics...

3. Being able to change your ethics during play would nicely fit into the whole 'emergent narrative' gameplay.

However, I do believe that changing your ethics should be a major milestone in your empire's history, either on the same level as changing your goverment form or probably even more important. In the same vein, I think changing your ethics should have very stricts requirements, like only being able to move one 'step' at a time (no changing from fanatic militarist to fanatic pacifist, f.ex.) and having at least a certain number of pops sharing your new ethics.

Agreed, but since changing your ethics is a pretty drastic step (they are supposed to be the general guidlines of your species after all) this should occur rarely and just because the player wishes so. I suggest changing your ethics after a certain event chain (maybe linked to diverging ethics of your PoPs in the mid game and the events that shall be implemented for that period) or as a result of a major revolution of your sectors.
EDIT: spelling
 
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Doom, can you comment on the status on LAN as a multiplayer feature? From Alexivan's response in the LAN thread it seems as if starting a MP game without an internet connection will be impossible, but it would nice to see it officially acknowledged.
 
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Hi everyone!

Well folks, here we are again, one week later… The development team has mostly weathered the release jitters and nerves are starting to calm down. The ship we worked so hard on for the last three years has been successfully launched and is currently on its maiden voyage. The crew seems mostly happy but some of the inspectors have raised concerns about mid-ship structural issues. As chief architect, I am not entirely surprised, but the reports will allow us to commence upgrades as soon as HMS Stellaris returns from its round-trip to Alpha Centauri. Alright, enough with the metaphor, let’s talk about our future plans for Stellaris!

First off, for those of you who are unfamiliar with our post-release policies, we will release a lot of expansions over the coming years. Each expansion will be accompanied by a major update (for Stellaris, these free updates will be named after famous science fiction authors) containing a whole bunch of completely free upgrades and improvements to the game in addition to regular bug fixes. As long as enough players keep buying paid content for the game, we promise to keep improving the game for everyone, almost like an MMO.

Now, before we begin the expansion cycle in earnest, we will spend the rest of May and June only focusing on bug fixes and free upgrades to the game. We carefully listen to all your feedback, which has already made us alter our priorities a bit. As a veteran designer of our complex historical games, I was anticipating a fair amount of criticism regarding the mid-game in Stellaris compared to that of our historical games, but I was more concerned with the depth of the economy than the relative lack of diplomatic options, for example. I also find much of the feedback on the Sector system interesting; the GUI and AI concerns will receive the highest priority. One area I was not at all surprised to get flak for is the lack of mid-game scripted content, however. We simply took too long getting all the early and late game stuff in, and neglected a whole category of events called “colony events”, which were supposed to be the bread and butter of the mid-game for the Science Ships.

We’ve been digesting and discussing your feedback and how to best go about improving the mid-game to make it more dynamic, both in the short and long run. Let’s start with our short term plans. When the game was released, we had already proceeded to fix a lot of issues. Together with some other pressing issues that have been reported, the plan is to release the 1.1 update - “Clarke” - near the end of May. We will try to cram as much as we can into this update, but the more fundamental stuff will have to wait until the next update (“Asimov”), which is scheduled for the end of June. The “Clarke” patch will mainly be a bug fix and GUI improvement update. Here are some of the highlights:

"CLARKE" HIGHLIGHTS
  • Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.)
  • The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc.
  • Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.
  • Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc.
  • AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never "finished"...
  • Myriads of bug fixes and smaller GUI improvements.
  • Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
  • EDIT: Remaining Performance Issues. We know about them; they might even be hotfixed before Clarke.
  • EDIT: Corvettes are too good.

View attachment 179299
New Diplomatic Notification. This is a mock-up, not an actual screenshot!

View attachment 179300
New Fleet Combat Summary. This is a mock-up, not an actual screenshot!


After that, we’re moving on to the “Asimov” update, and this is when we can start making some major gameplay improvements to especially the mid-game. As you might have guessed, we plan to add some new diplomatic actions and treaties. Another thing that struck me during our discussions is that the normal lack of access to the space of other empires makes the game feel more constricted than intended. It limits your options since you can’t really interact much with the galaxy beyond the borders of your empire, and you only tend to concern yourself with your direct neighbors. This is bad for your Science Ships too, of course, since they might not be able to finish some of the grander “quests”. Compare the situation with Europa Universalis, where you usually have access to the oceans and can thus reach most of the world, or Crusader Kings, where you can even move through neutral territory with your armies. We also intend to add as much mid-game scripted content as we can. Thus, this is currently the plan for “Asimov”, but it’s not set in stone yet, so please bear with us if something gets pushed or altered:

"ASIMOV" HIGHLIGHTS (NOT SET IN STONE!)
  • Border Access Revision: Borders are now open to your ships by default, although empires can choose to Close their borders for another empire (lowering your relations, of course.)
  • Tributaries: New diplomatic status and corresponding war goals.
  • Joint Declarations of War: You can ask other empires to join you for a temporary alliance in a war against a specific target.
  • Defensive Pacts.
  • Harder to form and maintain proper Alliances.
  • More war goals: Humiliate, Open Borders, Make Tributary, etc.
  • Emancipation Faction. We had to cut this one at the last minute. Needs redesign.
  • Diplomatic Map Mode. Much requested!
  • Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.
Past “Asimov”, I can’t give you any kind of specifics yet, but I am currently leaning towards honing in on the following general areas for the “Heinlein” update (these are not promises!):

CURRENT "HEINLEIN" INTENTIONS
  • Sector and Faction Politics: We are working on a design for this. I always wanted to make Factions more closely tied to Sectors, for example...
  • Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc.
  • Giving Directions to Allies and Subject States.
  • Strategic Resource Overhaul: You should need these and search for them far and wide. They should be extremely important.
  • Battleship Class Weapons. Some Battleship front sections will be repurposed for an XL size weapon slot. There are currently four ship sizes but only three sizes to weapons, creating an imbalance. Also, Battleships should have fewer small weapon slots and have to rely on screens of smaller ships.
  • Fleet Combat Mechanics: Formations and/or more complex ship behavior is needed.
  • Mid-game scripted content: Guarded “treasures”, mid-game crises, colony events, etc.
  • Living Solar Systems: Little civilian ships moving around, etc.
Again, remember that we need to be somewhat flexible when things don't work out or when something else takes priority, so please take these later plans with a large grain of salt. As always, we also listen keenly to your feedback, so keep it coming!

Now, I am sure you are full of questions about the details, but hold your horses; it will all be explained in the coming dev diaries!
This is great news! the sector management and mid-game content being the big updates I'm looking out for. Everything else looks awesome too.
 
Harder to form and maintain proper Alliances.

This one concerns me. Why are you doing this? So far, it seems impossible to get into alliances in the first place. If anything, it needs to be made far easier to get into and maintain alliances. Right now, the feature seems utterly broken because there is no way to identify or overcome the freaking MASSIVE "different war philosophy" penalty. In my opinion, this shouldn't even wait for an expansion but needs to be hotfixed ASAP because it doesn't feel right. I have yet to see Federations because I have yet to be capable of forming even a single alliance, even with maximum reputation with another empire.
 
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Slaves, Collectivism and Xenophobia:

I had a strong feeling that the Emancipation Faction wasn't fully fleshed out and I'm glad to see it slated for 'Asimov', or just that it's in your sights. However I wanted to talk about Slavery as well. At the moment, I feel as if Slavery is suffering from a crisis of identity. You want them to be slaves in the medieval sense of the word, an exploited peoples who are better laborers but worse thinkers, and their production bonuses/malluses support this. On the other hand, you've given the Slavery bonuses to the Collective Ethic. With Fanatic Collectivism and Divine Mandate, you can make happy slaves and this is great from a roleplaying perspective but this isn't slavery so much as a cult. Furthermore, other races will still get angry at you or become unhappy due to the existence of slaves if they are not also Collective.

Which is to say that there is a conceptual difference between imposed slavery and voluntary servitude. Collectivism's bonuses are supposed to be allegorical for "cog of the machine"-type philosophies, no? Like in Confucian schools of thought. But mechanics wise its treated no differently than exploitation-type slavery.

In more definite terms, the happiness malluses associated with being a "slaver" empire normally do not outweigh the bonuses gained from enslavement. Let's assume to avoid most of the negatives of enslavement a player should strive for ethic purity, that is, everyone should be Collective so they all desire your enslavement. The most straightforward way to accomplish this would be species purity since it's difficult controlling the ethics of foreign species.

However, wouldn't species purity conceptually fall under Xenophobia? Except Xenophobes have bonuses to enslavement of foreign species. It's pointless playing xenophobes unless you're intent on subjugating a lot of foreign populations. But it's also self-defeating to play collectivists if you have too many foreign populations, to say the least of ethic divergence.

I feel this is an issue because you want a lot of slaves to maximize being a collectivist, but this also makes your non-collectivists very upset, less productive, more likely to rebel, and, ironically, they will become less upset if they are slaves than if they are not, because the static -15% happiness from slavery is preferable to the potentially -100% happiness from the empire-wide presence of slavery. I don't think the solution to unhappy non-slaves should be enslavement. I hope when the Emancipation faction is given a content pass that you look at Collectivism as well.

What I would like to see:

A special type for slavery just for Collectivist pops. They can be called "cultists" or "sectarians" to indicate that they are servile, but because of their personal philosophy (Collectivist ethic), and not because of imposed oppression (despotic slavers).

This type of slavery should have reduced slavery malluses, as part of the boon to being collectivist, so that collectivists can reasonably coexist alongside non-collectivists.

As an aside, I think the Reeducation edict is flawed. It should be about imposing your chosen ethics on your pops, on top of preventing their ethic drift. This would be another way to give Collectivist empires a more intuitive gameplan, the turning of all pops into collectivists. Alternatively, it could be a policy where you institute empire-wide "brainwashing".

I'm not sure what can be done with Xenophobes. I haven't explored them much.
 
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I really can't bring myself to read 25 pages of responses, so I'm just going to add my thoughts on the dev diary. Sounds great and I'm looking forward to them.

Particularly excited about open border policy rather than closed being the default. I think it'd be interesting if you could then colonize in the same territory and have that contested sector/border where perhaps you can engage in conflict without war decs and goals. It'd be something to encourage border closures and make other nations seek to have you open them, but also give you a chance to sorta subversively take territory and maybe squeeze some resources out. Fleets could fight in these border skirmishes like privateers, destroying stations to fee up construction to your territory but then give you something to defend against. The worlds themselves could or could not remain off limits in these skirmishes. I just think it could create some interesting conflict that you could fight over sector resources in contested territory or just be content that you hold the planet in the area and let the other control the sector resources because you don't want to risk your fleet.

This neutral conflict would give a way for some empires to potentially acquire tech and intelligence through the limited conflict that happens in these contested zones. If anyone would be concerned about this being potentially abusive, then perhaps anywhere there's a core world you can't colonize in and have contested territory, but anywhere that's in a sector/frontier border could be and have their fleets be flagged as combatants in those regions.
 
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