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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.
 
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've always assumed it would be the opposite. Mortals would be more likely to think they'll be dead in a few decades no matter what they do so more important to enjoy the time they have than to be super careful. I'd expect immortals to put more value on their lives (and possibly less value on the lives of mortals). Until/unless they get bored at least.
 
I've always assumed it would be the opposite. Mortals would be more likely to think they'll be dead in a few decades no matter what they do so more important to enjoy the time they have than to be super careful. I'd expect immortals to put more value on their lives (and possibly less value on the lives of mortals). Until/unless they get bored at least.

Oh man, that thing crushed my arm, meh i can just get it replaced.
Sir units may accumulate problems in their hardware as they write new data onto it, with years of research and funding we could find a cleaning process. "What's the chances of it happening." .01% per year to cause a minor glitch and you'd need at least 10 minor glitchs for anything major.... "Meh, not worth the funding."
Add a lot of "Meh, I don't have to worry anymore." to all those little things we worry about.

The biologicals are obsessed with extending their fragile mortal lives, they **know** they can die. The robots assume they are immortal, anything that happens can get fixed, they get careless.
Think about how people don't fear disease as much now that it's mostly wiped out compared to the days 75% of your kids died before adulthood, so now we have anti-vaxxers. Or how wearing bike pads increases your chance of getting in an accident.
 
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.
So, are "build four research stations" and "build four mining stations" still the only mandates?

Is the first level star bigger than the others? Does that mean something?
 
These scientists aren't just desk jockeys. They're Faction leaders so they're already involved in politics at a very high level.
They probably shouldn't be, though. If you think about it, the faction/leader relationship is flipped. The factions should provide your leader pool, as opposed to your leader pool heading your factions.
 
Hmm releaseing subjects of your own race seems broken.
All those ethos modifiers for migration and research treaties. As well as faction happyness for militarists and authoritarians.
 
Released vassals presumably start with the same techs as you had when you released them, so research treaties are effectively useless compared to ones with other empires. Also, you're paying for it by losing a shed ton of resources.

I'm with you on the faction happiness, though. Peaceful vassalisation should be taken into account for those.
 
I hope this doesn't mean that democratic elections will always result in the biggest faction winning.

Also, what happens if you release a vassal as a gestalt consciousnesses?
 
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@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?
Caste system available only to authoritarians, and this locks democracy for you, no?
 
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.

Aren't faction leaders drawn from our leader pool anyway?

Also, can we name our vassal empires?
 
On our core systems we can only choose one governor or can we have say 3 systems under one gov and say 5 other system under a different governor so we can have different bonus to different worlds so my core science worlds would be under a governor who gives then bonus and my military production worlds would be under the governor who gives then that bonus?
 
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.

The effectiveness of doing so would probably depend heavily on the cultural and government structure. In our own politics, over-specialized people from any profession tend to make inherently bad leaders, because they have a natural tendency to focus on their specialty and ignore the consequences in other areas. Putting a doctor in charge of public safety could easily lead to the banning of cars, swimming pools, and cattle ranching, as that would indeed majorly decrease accidental deaths, but the political cost would be too great for most of us who aren't doctors to accept since we value other things besides maximizing lifespan. Similarly, a demographic statistician in charge of law enforcement or immigration may indeed improve some things in that area, but the political fallout would be unacceptable to most people.
 
The possible max leader level cap increase and governor changes sounds great! Though like madprofmike says, I hope we can still assign governor to individual Core worlds of our choosing. Like a general architect person in general for building/upgrading and a science governor for a specific planet.
 
The possible max leader level cap increase and governor changes sounds great! Though like madprofmike says, I hope we can still assign governor to individual Core worlds of our choosing. Like a general architect person in general for building/upgrading and a science governor for a specific planet.
Or a group of rookie governors who are to be trained up before getting their real assignment (larger sector).