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Stellaris Dev Diary #102: Edicts, Campaigns and Unity Ambitions

Hello everyone and welcome to another Stellaris development diary. Today, we continue talking about the Apocalypse expansion and 2.0 'Cherryh' update, on the topic of Edicts, Campaigns and Unity Ambitions.

Edict Changes (Cherryh Feature)
There will be a number of changes coming to Empire and Planetary Edicts in 2.0 'Cherryh', with the aim of both making Edicts more attractive to use, and increasing the number of useful things players have to spend their pooled Influence and Energy resources on. Firstly, we have moved most of the edicts out of the Planetary Edict category, keeping only a handful of Edicts that are either about dealing with a specific short-term problem (such as Unrest-reducing edicts) or executing a long-term or permanent effect (such as Consecrated Worlds or the new Land Clearance edict given by Mastery of Nature). Instead, a number of these edicts have become Empire Edicts.
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Empire Edicts have also been changed to work in the same way as Planetary Edicts, with an upfront cost and a duration rather than a monthly cost. The reason for this is that we wanted to ensure players always have a use for their pooled influence - an empire that is not using that influence on expanding through Starbases or Claims will be able to boost their empire in a variety of ways, including powerful resource-boosting edicts such as Production Targets and Capacity Overload. We decided to move away from the monthly cost because players tend to shy away from monthly costs that bring them into a negative balance, even if they are consistantly hitting their stockpile cap, and so ended up using Empire Edicts far less than they could actually afford to.

To make managing and renewing Edicts less of a hassle, we have added a message when an Edict (Empire or Planetary) expires.
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Campaigns (Cherryh Feature)
Campaigns are a new type of edict added in the Cherryh update. Campaigns are edicts that are unlocked by the Planetary Unification technology and cost energy instead of Influence. They typically have fairly situational effects, and are meant to be an additional use for stored energy.
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Unity Ambitions (Apocalypse Feature)
Unity Ambitions is another new type of edict added in the Apocalypse expansion. These are extremely powerful edicts that last 10 years and cost Unity to activate. You will get access to Unity Ambitions after researching the Ascension Theory society technology, and activating a Unity Ambition has a dynamic cost that is calculated in the exact same way as the cost for unlocking a new tradition (though activating an ambition will not raise the cost of future ambitions/traditions). Unity Ambitions are meant to give a use for Unity after the player has unlocked all the traditions they want to unlock, and to ensure the resource is never completely without use.
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That's all for today! Next week we'll continue talking about Cherryh and the Apocalypse expansion, on the topic of Civics and Ascension Perks.
 
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WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

Altough Im still sad that the doggo cant stay.
 
Can we have a list of the new ambitions so far? Pretty please? Really curious to see what new toys we'll have to play.
 
Interesting, I like that we're getting more things to buy with influence and energy. Should make for some interesting strategic choices.
 
Unity Ambitions (Apocalypse Feature) <-- We are wait for this so long, thank you. No more xxxxxxxx Unity :)
 
It seems influence cost has drastically risen. Applying todays monthly cost on a 10 year time span, it would cost 120 influence ( 1 influence * 12 month * 10 years), whereas none of the new edicts costs less than 170 influence (though I suspect this is due to some tech, its base cost might even be 200 influence).

Leaders and Resettlement won't cost influence anymore, but is this really enough to offset the higher edict costs?

And a few other questions:

Will the influence limit still be 1000?

What will happen to the Droning Optimisation Edict from the Mining Drones Event? Is it still there?
 
Influence cap is still 1000.

Droning Optimizations is a slightly better version of Production Targets (and replaces it in the list if you have both).
 
This is the perfect solution to the unity problem.
Please, consider add some special campaigns to hive minds that cost food instead energy, this would be very thematic, flavorful and would make the playstyle of hives more different and unique (like the fact that the lack of food make the playstyle of machines be very different).
 
did you ever consider having edicts be proportional to the planets they effect, it could give an advantage to tall empires
 
Wiz, some people are having a heated argument. Will ambitions cost a full tradition worth of unity?
And do traditions increase the cost of ambitions? Or is the ambition cost only scaled based on number of colonies and pops?

Edit; will the Ascension theory tech be scaled down a tier? A tier 4 tech requirement is very late game.
 
Wiz, some people are having a heated argument. Will ambitions cost a full tradition worth of unity?
And do traditions increase the cost of ambitions? Or is the ambition cost only scaled based on number of colonies and pops?

Yes, it costs a full tradition worth (with increased cost from traditions and everything else that causes tradition cost), no it does not increase future cost.
 
It seems influence cost has drastically risen. Applying todays monthly cost on a 10 year time span, it would cost 120 influence ( 1 influence * 12 month * 10 years), whereas none of the new edicts costs less than 170 influence (though I suspect this is due to some tech, its base cost might even be 200 influence).

Leaders and Resettlement won't cost influence anymore, but is this really enough to offset the higher edict costs?

And a few other questions:

Will the influence limit still be 1000?

What will happen to the Droning Optimisation Edict from the Mining Drones Event? Is it still there?

Recall that colonizing doesn't cost Influence any longer either
 
First of all i must say that i understand that not final values are not final.

But:
1) Planetary edicts and Unrest reduction Edict in particular. How dreadful the new unrest effects must be to compensate any cost of it if Global Edicts provide such absolutely fantastic bonueses?

2) About global edicts. The amount of bonuses (with +20% minerals given as an example) is so good that you can basically override your race weakness for 10-20 years. F.e. the said minerals are quite situational - they are needed at he start and then you plan something like major wars. In other situations some other are more important. So why take slaves with mineral production when you just can take something with + influence (or science, unity, you name it) and use edicts to "tune" your needs?

3) Why Unity Ambitions are more power than Ascension Perks? I know, 10 years and all. But if i need that tech edge, why not spam just Unity and take it again and again until i get that i need and can switch to another ambition for another effect?
 
Influence cap is still 1000.

Droning Optimizations is a slightly better version of Production Targets (and replaces it in the list if you have both).

Thanks!

Another question: Are there any more ways to gain a steady income of influence aside from the options we already know of?
 
So all of the edicts that cost Unity will be locked behind Apocalypse? Not that I'm trying to imply that unity edicts should be a free feature but if you're intending to give us a sink for excess unity, then this is kind of screwing over anybody who doesn't have the DLC. Maybe there could be one or two edicts that are free w/o the DLC?