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[Dev Team] Astral Planes and Stellaris 3.10.0 "Pyxis" Preliminary Release Notes

Hello everyone!

Astral Planes and the Stellaris 3.10.0 "Pyxis" update are releasing this Thursday, November 16th. Today we've got the preliminary changelogs for your enjoyment.

The Astral Planes Narrative Expansion is available for pre-purchase now, with a 10% discount until November 27th.

Astral Planes Narrative Expansion Features

Our largest story based release yet, Astral Planes focuses on mid to late game exploration content with over 30 Astral Rifts with widely branching storylines. Unlike the relative safety of Archaeology sites, the Rifts you explore will lead to completely different realms of existence, where fundamentals that were certain at home may not always be true.
  • Added Astral Scars and Rifts
    • Added 30+ Rift Sites
      • Each site contains branching narratives, featuring multiple potential endings and a chance at powerful new rewards
    • Added Astral Thread Resource
    • Added Astral Harvesting and Rift Sphere Technologies
    • Added “Rift in Space” Situation and random Rift Situations.
  • Added 8 New Relics
  • Added 10 Astral Actions, plus 4 additional Astral Actions if you have the Overlord expansion
  • Added Riftworld Origin
  • Added 4 New Civics
    • Hyperspace Specialty
    • Dimensional Worship
    • Dark Consortium
    • Sovereign Guardianship
  • Added 3 New Music Tracks from Andreas Waldetoft
  • 70+ New Event Pictures
  • 80+ New Sound Effects
  • the formless...

3.10.0 “Pyxis” Update

Features

  • Leader Consolidation - see Dev Diary 322 for more details.
    • Admirals and Generals have been merged into the Commander, the Military leader class.
    • Governors and some Envoy functions have been merged into Officials, the Administrative leader class.
      • Officials are now assigned to represent your empire in each of the Galactic Community (or Imperium) and your Federation rather than assigning multiple Envoys.
      • Envoys still represent your Empire's overall diplomatic bandwidth, and handle First Contact, Improving and Harming Relations, and Espionage.
    • Scientists remain the third, Scientific leader class.
    • All leader classes can now govern planets and sectors.
      • Military governors apply Martial Law to a planet or sector, which increases worker and slave output at the cost of specialist and ruler output, adds soldiers to the planet or sector, and causes soldiers to increase stability.
      • Administrative governors increase general material resource extraction and industrial productivity.
      • Scientific governors increase research output on the planet or sector. This replaces the old Assist Research Scientist action, which has been removed.
      • Most governor traits now include apply to a lesser extent to the rest of the sector, unless a local planetary governor is overriding them.
    • Added the Minister of State for most non-gestalt empires. (Some civics, such as Fanatic Purifiers or Inwards Perfection, remove this position.)
    • The Minister of Defense, Research, and State council positions are no longer locked for players with Galactic Paragons, and can be replaced with other council positions when you reorganize your council, though at a cost.
      • No Minister of Defense: -25% Naval Capacity
      • No Minister of State: -25% Diplomatic Weight
      • No Head of Research: -25% Research Speed
    • A balance pass has been made on all leader traits and subclasses. Many have changed significantly, and the overall power level has generally been decreased.
      • Traits chosen when levelling up will now be biased towards the leader's current position, whether or not you have Galactic Paragons. (i.e., A Scientist that is governing a planet will be more likely to receive leader traits related to planet governance.)
    • The classes of all event leaders and paragons, as well as leader themed civics, technologies, and traditions, have been reviewed and adjusted.
  • Council Legitimacy now gives bonuses or penalties to council agenda speed.
  • Replaced the Recommended Content window with a more full-featured Additional Content Browser.
    • The Additional Content Browser increases the clarity and transparency of what various DLCs contain, by letting you preview things like Origins, Civics with full tooltips that include nested concepts, animated Portraits, and Shipsets. It is our hope that this will help you make more informed decisions about DLC purchases. (The Additional Content Browser will only be available on some storefronts, and will not update information without an active internet connection.)
  • Added Tabbed Outliner.
    • Information is now split across Government, Ships, Politics, and Structures tabs, which will appear as they become relevant to your empire.

Improvements
  • Many event chains now include event chain titles in the event window.
  • Added three new planet modifiers: Abundant Geothermal Activity, Subterranean Wildlife, Rich Microflora
  • Added four planetary decisions to be able to remove some negative modifiers without having to terraform the planet: Remove Bleak Planet, Add Dayside Farm, Remove Hazardous Weather, Remove Dangerous Wildlife
  • A toast message will now appear when a truce expires.
  • Clarified tooltips of modifiers that increased leader cap
  • Expanded on the Zroni dig site descriptions.
  • A notification will now be sent when yoour fleets are unexpectedly forced to decloak
  • You can now change the destination of a Leviathan Parade Situation at the cost of some unity.

Balance
  • Administrative Leaders can no longer serve as the Head of Research.
  • Archaeo-Engineers AP now gives +1 Scientist Capacity
  • Aristocratic Elite no longer has +20% Governor XP gain, but instead gives a 20% chance for leaders to have a bonus positive and a bonus negative trait.
  • Autonomous Drones and Sovereign Circuits now provide +1 Leader Trait Options
  • Belligerent Diplomatic Stance now grants -1 External Leader Pool Size in addition to existing effects
  • Blocked Inwards Perfectionists and Fanatic Purifiers from having a Minister of State.
  • Centralised Command society tech increased to Tier 3
  • Changed leader recruitment cost to be a quadratic equation instead of exponential
  • Cooperative Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Corporate Authority and Corporate Dominion Civic now grant +1 External Leader Pool Size in addition to existing effects
  • Council Legitimacy now directly modifies base council agenda speed, at 0% Legitimacy base agenda speed is 50%, at 50% Legitimacy it is 100%, at 100% Legitimacy it is 125%. Empires without Council Legitimacy are treated as if they have 50% Legitimacy for this.
  • Decreased the leader XP gain from the Luminary Bloodline trait.
  • Democratic Authority now grants +1 Leader Pool Size in addition to existing effects
  • Dictatorial Authority now grants +25% Ruler XP and -1 Leader Pool Size in addition to existing effects
  • Empires can now support three leaders of each class without using leader capacity. Generic leader capacity has been removed.
  • Eternal Vigilance now gives +1 Commander Capacity
  • Factions are now more upset if their ethic is not represented on the council or by the empire ruler.
  • Galactic Force Projection now gives +1 Commander Capacity, +2 Max Influence from Power Projection, increases Naval Capacity by 100 and Fleet Command Limit by 50
  • Gestalt rulers no longer count towards leader capacity
  • Heroic Past, Precision Cogs, Pooled Knowledge and Factory Overclocking all now provide +1 Commander, +1 Official and +1 Scientist Capacity.
  • Imperial Authority now grants -1 Leader Pool Size in addition to existing effects
  • Imperial Cult now grants additional priest jobs to the ruler's homeworld scaling with their level.
  • Imperial Prerogative now gives +2 Official Capacity
  • Improvements to Mastery of Nature, planet modifier now gives +50% resource districts
  • Increased Leadership Conditioning reward to 3,000 XP
  • Isolationist Diplomatic Stance now grants -2 External Leader Pool Size in addition to existing effects
  • Leader Enhancement policies now increase the starting level of leaders instead of increasing Leader XP gain.
  • Leader starting age has once again been increased
  • Leaders now have a slightly higher chance to start at a higher level.
  • Learning campaign edicts leader xp gain have been reduced
  • Mercantile Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Naval Tradition federation perk now gives +1 Initial Admiral Level instead of +10% Admiral XP gain.
  • Nerve Stapled now gives -100% leader XP gain, if you somehow generate leaders from species with this trait.
  • Not having a Head of Research (or gestalt equivalent) will impose a -25% penalty to research speed
  • Not having a Minister of Defense imposes a -25% penalty to Naval Capacity.
  • Not having a Minister of State (or gestalt equivalent) will impose a -25% penalty to diplomatic weight.
  • Opener effect for Synthetics now reduces robot upkeep and robot assembly cost
  • Philospher King now only provides +5 Effective Ruler Level
  • Players can now build multiple Quantum Catapults.
  • Pompous Purists Civic now grants -1 External Leader Pool Size in addition to existing effects
  • Pops now have ethics attraction towards the ethics of the local planetary governor
  • Rebalanced a number of species traits that affected leader XP gain.
  • Rebalanced Aptitude Traditions and Leadership Conditioning
  • Rebalanced Feudal Society and Franchising Civics and Shared Destiny AP
  • Rebalanced Statecraft traditions
  • Rebalanced the Auto-Curating Vault, Vault of Acquisitions, Alpha Hub and Citadel of Faith
  • Reduced XP gain from Transcendent Learning
  • Removed leader pool increase from Transcendent Learning
  • Removed Leader Pool size modifiers from ethics
  • Removed leader upkeep modifiers from Embodied Dynamism and Collective Self techs
  • Removed the -10% leader hire and upkeep cost from traditions that only applied to a single leader class.
  • Replaced the +1 Leader Capacity from Oppressive Autocracy with +1 Commander Capacity
  • Reworked the Research Institute, Planetary Supercomputer and Military Academy buildings
  • Slightly increased time needed to survey a system.
  • Specialist subjects now get +1 capacity of the relevant leader type instead of +20% XP gain for that subject type.
  • Species traits that give bonuses or maluses to leader xp gain are now multiples of 10% not 25%.
  • Technocracy now gives Expertise traits additional effects for scientists when governing planets/sectors.
  • The effects of the Ruthless Competition council position now matches Memory Vaults
  • The Khanate Successor origin now boosts military leaders
  • The Lord High Admiral council position now gives increased naval capacity instead of increased commander xp gain
  • The Minister of Defense and Head of Research are no longer mandatory council positions.
  • The Minister of State can be removed by Reorganise Council Agenda.
  • The Opinion lost with the Trader Enclaves for canceling a trade deal now scales with size of the deal.
  • The traditions that previously gave -10% leader hire and upkeep costs for a given class (e.g. Science Division) now also increases the leader capacity for leaders of that class
  • Aptitude Tradition adoption now gives Initial Leader Skill: +1 instead of +1 starting trait to leaders.
  • Discovery, Domination, and Supremacy Traditions now increase initial skill level for leaders instead of decreasing upkeep and hire cost.
  • Transcendent Learning leader XP gain modifier reduced to +25%
  • Transcendent Learning now gives +2 Scientist Capacity
  • Universal Transactions now gives +1 Official Capacity and +20% Commercial Pact Efficiency
  • Updated five existing planet modifiers: Weak Magnetic Field, Strong Magnetic Field, Asteroid Belt, Natural Beauty, Bleak Planet
  • You can only find one promising officer every two years.

Bugfixes
  • Blocked special event leaders from having backgrounds and homeworlds. Warform was not hanging around with the Romans.
  • Fix a case where the leader UI would remain on screen when exiting to main menu
  • Fix councilor position triggers related to authority not being evaluated correctly in galaxy creation
  • Fix diplo weight tooltip when affected by a resolution category weight modifier
  • Fix gestalt leader backgrounds not clearing other leaders' BGs
  • Fix scripted fleet order buttons having incomplete tooltips (e.g. Azaryn's terraforming special action)
  • Fixed Alien Box event changing getsalt councilor nodes portrait
  • Fixed bypasses mapicons always being placed in second position if there is an upgraded starbase in the system, hiding the icon below
  • Fixed crash when checking if an invalid system is in sensor range
  • Fixed Cultist event chain not having any target to pick planet from if the fleet that attacked was destroyed in the meantime
  • Fixed gestalt nodes not having a starting trait
  • Fixed leaders with a preset design using the wrong portrait when their species changes without its portrait changing.
  • Fixed misaligned buttons and inconsistent tooltips in the Planet View
  • Fixed num_owned_relics trigger not displaying its dynamic values in tooltip
  • Fixed num_researched_techs_of_tier tooltip not displaying the technology tier
  • Fixed random rulers never being generated with origin-locked traits.
  • Fixed situation target tooltip not being completely localized
  • Fixed Starbases receiving ship modifiers twice
  • Fixed the "pick trait" button for recruitable leaders
  • Fixed the Inevitable Assimilation tradition for DAs saying you need to adopt Cybernetic traditions twice.
  • Fixed UOR ruler not benefiting from other initial skill modifiers.
  • Fixed UOR setting ruler level to 4 instead of giving +3 initial levels.
  • Leaders excluded from the upkeep cost now correctly produce resources
  • Leader traits from ascension paths no longer provide research points scaling with leader level
  • Set the base value for percent_of_leader_lifespan to match the leader lifespan define value.
  • Subjects now support their Overlords resolutions in the Galactic Community correctly
  • The Escape key no longer closes any event windows.
  • The first event option for the event Dysfunctional Council now informs you that the leader will be dismissed.
  • The Xenophobic Fallen Empire will once again be able to get real mad at you if you border them.
  • Worker Coops can no longer be Xenophobic
  • You will no longer be able to avoid being synthetically ascended by being an assault army in space.

AI
  • The AI will no longer build habitats if they have an uncolonised habitat.
  • The AI will prefer building habitats in systems with upgraded starbases unless they have the Void Dweller origin or the Voidborn AP.

Performance
  • Added game rule for possible_precalc = can_fill_precursor_job
  • Added define TRIGGERED_MODIFIER_UPDATE_DELAY, which lets us spread out calculations of triggered modifiers
  • Fixed a case where country modifiers would continually recalculate every day

UI/UX
  • Added new backgrounds for assembly and organic assembly.
  • Added the ability to add an element to the event window specifying the event chain this event is part of
  • Archaeological Sites and Astral Rifts mapicons are now colored depending on their exploration state
  • Changed the leader cap indicator in the top bar to only display envoys.
  • Fixed fleet command limit multipliers not appearing in tooltip if they add up to +100%.
  • Improve and Harm Relations monthly values are now shown to two decimal places.
  • Improved the tooltips for Agenda Progress.
  • removed the notification for leader pool renova
  • The leader list now shows the cap for each class
  • The tooltip for Agenda Progress now shows modifiers to monthly agenda progress.
  • Update the Main Flag button to show the name of the empire (and debug info if you're using Debug view)
  • Added a subtitle to all longer event chains.
  • Added Event Chain Subtitles for the five original precursors.

Modding
  • `num_leader_traits` now has a new filter `is_subclass = yes/no/any`
  • Add `federation_modifier` and `triggered_federation_modifier` leader trait modifiers
  • Add `galcom_modifier` and `triggered_galcom_modifier` leader trait modifiers
  • Add `starbase_type` field for starbase components to show the correct text when a tech unlocks it and it's for orbital buildings
  • Add alternate_civic_version to swap locked civics w/ authorities
  • Add army_modifier and triggered_army_modifier to leader traits
  • Add background_planet_modifier and triggered_background_planet_modifier to leader traits
  • Add country_<type>_cap_add modifiers for specific leader class capacities
  • Add fleet_modifier and triggered_fleet_modifier to leader traits
  • Add new on_astral_rift_entered action
  • Add piracy_protection_mult modifier
  • Add set_completed_rifts command
  • Add skill_<classname>_<task> static modifiers for each class and the "navy", "army", "planet_governor", "sector_governor" and "background_planet_governor" cases
  • Add specialist_subject_conversion_time_mult modifier
  • Added a debug ImGui view to the console - So long, and thanks for all the fish <3 (Editor's Note: @MonzUn thank you for all your hard work and best of luck with your new endeavours!)
  • Added army_damage_empire_sprawl_penalty_mult modifier
  • Added army_damage_taken_mult and army_morale_damage_taken_mult modifiers
  • Added astral_rift_difficulty_add modifier
  • Added can_spawn_astral_rift trigger
  • Added council_legitimacy >= <value> country scope trigger to check an empire's council legitimacy.
  • Added council_legitimacy trigger to check council legitimacy in script
  • Added councilor_modifier, triggered_councilor_modifier and force_councilor_trait to leader traits and removed councilor_trait and is_councilor_trait_for_ruler.
  • Added create_astral_rift effect
  • Added distance_to_capital trigger
  • Added dump_astralrifts command
  • Added dynamic_capacity parameter to strategic resources
  • Added export_modifier_duration_to_variable effect
  • Added freeze_leader_age effect to allow leaders to stop aging
  • Added in_place_of parameter to spawn_astral_rift
  • Added in_place_of parameter to spawn_wormhole effect to use the coordinates of an existing spatial object
  • Added inline scripts support for triggers
  • Added is_assigned_to_galcom script trigger.
  • Added is_bypass_type trigger
  • Added leader_lifespan_mult modifier
  • Added leader_starting_age_add, leader_starting_age_mult, ruler_starting_age_add, ruler_starting_age_mult, heir_starting_age_add, heir_starting_age_mult, and <leader class>_starting_age_add and <leader class>_starting_age_mult (for example commander_starting_age_mult)
  • Added mod_<leader class>_lifespan_add and mod_<leader class>_lifespan_mult (ex: mod_scientist_lifespan_add)
  • Added new modifiers for leader initial level
  • Added on_build_queued and on_build_unqueued effects for mega structures
  • Added on_truce_end on_action
  • Added planet_max_branch_office_buildings_self_add empire modifier
  • Added planet_non_artificial_max_buildings_add modifier
  • Added refill_astral_rift_pool command
  • Added research_sharing_mult modifier that increases the effectiveness of a country's research agreements.
  • Added ruler_skill_add modifier to increase or decrease the effective level of an empire's ruler for the purposes of their council position modifiers.
  • Added scripted triggers prefers_scientist_governors and prefers_commander_governors which determine the class of your homeworld governor on game start.
  • Added sector_modifier and triggered_sector_modifier to leader traits.
  • Added spawn_astral_scar effect
  • Added spawn_beyond_gravity_well parameter to spawn_planet effect
  • Added split_astral_scar and copy_survey_data scripted effects
  • Added the is_site_locked = yes/no trigger for archaeology sites.
  • Added the set_council_position_to_council script effect to place a council position in the council.
  • Added trigger leader_lifespan to calculate leader lifespan depending on LEADER_LIFESPAN_DEATH_CHANCE_AGE, MOD_LEADER_LIFESPAN_ADD and MOD_LEADER_LIFESPAN_MULT. Updated script values referencing this define to use the trigger instead.
  • Added triggered_system_modifier to leader traits.
  • Added X_tech_cost_mult modifiers
  • Armies can now have an army_modifier
  • can_build_STATION_TYPE_around can now also have astral_rift as from scope
  • country_leader_cap_add now increases the capacity for all leader classes
  • create_message effect now has a recipient parameter to allow to have another recipient than the automatically resolved one
  • create_mining_station and create_research_station now support deposit holder scopes
  • create_pop effect now has a count parameter to spawn multiple pops at the same time
  • created `can_be_assigned_to_federation` and `can_be_assigned_to_galactic_community` abilities for leader
  • Created destroy_astral_rift effect
  • Created is_astral_scar trigger
  • Created on_astral_rift_exploration_complete on_action to count the number of explored astral rift
  • Created set_next_astral_rift_event debug description to more easily keep track of events branching
  • Events using the leader event window can now hide not allowed options using hide_option_if_not_allowed
  • Fixed fleet scope command limit modifiers not being applied if the fleet doesn't have a leader.
  • Fixed leader trait planet and system modifiers functioning identically to the regular modifiers.
  • Fleet and megastructure modifiers from governor skill are only applied from unoccupied planets owned by the same country as the fleet/megastructure.
  • Hiring / assigning councilors is now done based on a scripted value instead of hardcoded in the ai
  • is_surveyed can now be used on astral rifts
  • Leader trait planet_modifier and triggered_planet_modifier now support all leader types. Removed assist_research_planet_modifier.
  • Leaders class no longer rely on a hard coded type, and are fully dynamic and based on leaders abilities and defined entirely in the class file
  • Megastructures on_build_start/cancel/complete now use the constructing fleet as root if it's being built by a construction ship
  • MetaScripts (Effects,Triggers,Values) can now substitute an argument by the value of another with $ARG1|ARG2$
  • num_buildings effect now support's building category.
  • on_destroying_station is now also called when an orbital station around an Astral Rift is destroyed
  • Removed is_ruler and is_heir checks from leader potential add on traits, instead using the can_leader_get_normal_trait game rule.
  • Removed some unused trait parameters.
  • Removed the DLC lock on unlock_council_selection = yes
  • Replace diplo_weight_envoys_mult and envoy_cohesion_effect_mult modifiers with diplo_weight_delegate_mult and delegate_cohesion_effect_mult
  • Replaced LEADER_AGE_DEATH_CHANCE_AGE with LEADER_LIFESPAN_DEATH_CHANCE_AGE
  • Replaced LEADER_AGE_DEATH_CHANCE_INC with LEADER_LIFESPAN_DEATH_CHANCE_INC
  • Replaced LEADER_AGE_HIGH_DEATH_CHANCE_AGE with LEADER_LIFESPAN_HIGH_DEATH_CHANCE_AGE
  • Replaced LEADER_AGE_HIGH_DEATH_CHANCE_INC with LEADER_LIFESPAN_HIGH_DEATH_CHANCE_INC
  • Replaced subclass_background_icon and destiny_background_icon with background_icon.
  • Replaced tenth_of_leader_lifespan script value with the more generic percent_of_leader_lifespan.
  • Replaced the modifier leader_age with leader_lifespan_add.
  • Replaced the required = yes/no parameter for council positions with the optional trigger in the country scope.
  • Reworked has_envoy_task to work with any leader class
  • Separate Scientist `can_research` into more granular capability definitions
  • set_surveyed can now be used on astral rifts
  • Situations can now have multiple title selected from triggers.
  • SpawnWormhole effect now has a parameter graphics_entity_name to change graphics
  • Updated leader trait documentation.

In addition, due to the changes being made to leaders in this update, I highly recommend that if you wish to continue a game in progress that you remain on the 3.9.3 branch until you finish.

See you Thursday!
 
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Wait, vassalizing is considered an exploit now? What's next, the 'exploit' of taking someone's planets to generate resources for yourself?

Hard to believe this is the reason. Isn't that kind of the entire point of having vassals, to collect resources through vassal terms? That's the entire major selling point of the Overlord DLC.

If the change was to reduce vassal taxes, it doesn't even address the issue. Vassals will still pay the full amount, regardless of any loyalty penalty or their opinion of their overlord. They just won't be loyal, that's all. But they still pay up.

The only thing that changes is that you're shut out of any of the limited benefits of having vassals, like borrowing a fleet, a leader etc., as that requires loyalty as a currency. I haven't heard of that ever being a problem, so I'd really love to know why the devs feel that vassal loyalty requires such a hard nerf.

If anything, making all your subjects disloyal all the time will only serve to impose much harder terms. I mean, if loyalty is at -100 anyway, why even pretend to have fair terms?
If you do enough of something anything can be an exploit
"The dose makes the poison"

Also specialist vassals are highly dependent on loyalty for experience gain, no?
 
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If you do enough of something anything can be an exploit

World conquest is an exploit then? Building huge fleets is an exploit then? Getting ahead in tech is an exploit then?

I think our views of what constitutes an exploit differ so widely, I see no common ground here. So let's agree to disagree.
 
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Are bros in general happy with this new dlc? To me it just seems like yet another old and stale "collect kajigger/press button/get bonus" type of thing.

InTeRnAl PoLiTiCs for gods sake!
 
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World conquest is an exploit then? Building huge fleets is an exploit then? Getting ahead in tech is an exploit then?

I think our views of what constitutes an exploit differ so widely, I see no common ground here. So let's agree to disagree.
I mean, world conquest gets penalised by empire size, not to mention the limiters to pop growth
And huge fleets kill your economy (and are capped by naval capacity)
And while vassals in theory had such a safety net as well it was too easy to avoid, so they fixed that
 
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I mean, world conquest gets penalised by empire size, not to mention the limiters to pop growth
And huge fleets kill your economy (and are capped by naval capacity)
And while vassals in theory had such a safety net as well it was too easy to avoid, so they fixed that

Not that I want to go off-topic here, but empire size isn't really a penalty. It only slightly lowers the gains you get from expansion, to keep tall somewhat competitive. But make no mistake here, you outgrow the empire size modifier in almost any scenario, making expansion desirable under any circumstances. If you ever stop expanding to keep your empire size low, you're crippling your economy for no good reason. Unless you go specifically for a tall build, expansion rules supreme.

Which reminds me of the not-so-old and already fixed exploit of playing tall and reducing the empire size modifier into the negative. Or using planetary ascension to reduce job upkeep costs to zero, creating i.e. alloys out of thin air. That is what I consider exploits, they were called out by the devs as such and fixed for that very reason.

But playing the game, conquering stuff, vassalizing others? Or building a fleet for which you have the economy, even if that means you have 70 or 80 fleets? There is no hint of any exploit or misuse of game mechancis here. It's just playing the game, until performance gets bad at some point. (and performance was the reason why pop growth was nerfed)

Same with having vassals, it's a legitimate, less tedious and quite performance-friendly way of doing world conquest. It gives you way less resources than straight conquest, but enough to make diplomacy feel like a good alternative. And for the first time ever, as a xenophobe neighbourhood bully, did I take things like the Shared Destiny AP or the Diplomatic Corps civic. It opened a playstyle for me that was uninteresting before.

The nerf to loyalty doesn't decrease the resources you gain, it only limits the diplomatic loyalty options. As most of the DLC vassal types have their interesting options tied to loyalty trades, I really struggle to understand where the nerf comes from. Because again, it doesn't nerf resource gains one bit, and to my knowledge the Scholarium research bonus modifier stacking was already fixed.

All I ask for is to hear some of the arguments that led to the change, to try and understand why the devs deemed it necessary.
 
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  • The Escape key no longer closes any event windows.
This alone is worth an update to the game and will go up there on my list of top 10 best updates to Stellaris ever.
 
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You can still have a handful of vassals without dipping into negative loyalty @Silens. The civic and ascension perk make it easier to do so.

It was trivially easy to vassalize the galaxy with no drawbacks. There will now be a malus if you try to have 20-30 pop growth vassals to get around the scaling pop costs. None of the common vassal strategies had a drawback, period. On grand admiral difficulty the resources you could get (due to AI bonuses, even stepped down) were actually pretty crazy. The selling point of Overlord wasn't to vassalize the galaxy and break the game, it was to have a handful of powerful vassals. They haven't nerfed vassals, they have nerfed hoarding vassals. Expecting to vassalize the galaxy with no malus is unrealistic.

Limiting the diplomatic loyalty is the drawback they are adding. Like you mention it isn't that big of a deal. So if you want to vassalize the galaxy you still can. However now there is an actually malus for doing so to bring it in line with other strategies. They don't want to make it unfun to play, but they can't just leave it broken how it currently is. When every run requires an ascension perk it is no longer balanced. (The same could be said for other perks but that isn't what they are addressing here.)
 
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When every run requires an ascension perk it is no longer balanced. (The same could be said for other perks but that isn't what they are addressing here.)

Balance goes both ways. What is the gameplay gain, if all options become so low impact, that they stop being good?

It's not like the game doesn't have a history of overdoing it with those swings from one extreme to the other. Like that one time, when Executive Vigor used to double the lifetime of any edict. That was pretty op. Now it gives you 100 edict funds, which doesn't cover even one single edict in lategame. Went from must-have and op to waste of an AP slot.

Detox is another example, why would you want to terraform a small amount of mediocre planets, if you can choose to build an unlimited amount of Ring Worlds (among other things) for the same AP slot cost?

Shared Destiny gave you unlimited subjects, now it's cut down to +1. Why does it have to be such an extreme cut? There is a huge disparity in quality between APs, and somehow they're either too good or not worth it. Why not balance them properly?

And again, if the problem is resource gain, then nerfing loyalty completely misses the mark here. Which makes it worse, if that really was the thought process behind the change. Why not a more creative solution, like having the tributes being transported using existing trade lanes, and piracy would lower it? And no tribute from vassals with no physical connection?

There are viable solutions and alternatives with more interesting gameplay implications, instead of simply reducing a random number and hoping for the best.
 
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Not that I want to go off-topic here, but empire size isn't really a penalty. It only slightly lowers the gains you get from expansion, to keep tall somewhat competitive. But make no mistake here, you outgrow the empire size modifier in almost any scenario, making expansion desirable under any circumstances. If you ever stop expanding to keep your empire size low, you're crippling your economy for no good reason. Unless you go specifically for a tall build, expansion rules supreme.

Which reminds me of the not-so-old and already fixed exploit of playing tall and reducing the empire size modifier into the negative. Or using planetary ascension to reduce job upkeep costs to zero, creating i.e. alloys out of thin air. That is what I consider exploits, they were called out by the devs as such and fixed for that very reason.

But playing the game, conquering stuff, vassalizing others? Or building a fleet for which you have the economy, even if that means you have 70 or 80 fleets? There is no hint of any exploit or misuse of game mechancis here. It's just playing the game, until performance gets bad at some point. (and performance was the reason why pop growth was nerfed)

Same with having vassals, it's a legitimate, less tedious and quite performance-friendly way of doing world conquest. It gives you way less resources than straight conquest, but enough to make diplomacy feel like a good alternative. And for the first time ever, as a xenophobe neighbourhood bully, did I take things like the Shared Destiny AP or the Diplomatic Corps civic. It opened a playstyle for me that was uninteresting before.

The nerf to loyalty doesn't decrease the resources you gain, it only limits the diplomatic loyalty options. As most of the DLC vassal types have their interesting options tied to loyalty trades, I really struggle to understand where the nerf comes from. Because again, it doesn't nerf resource gains one bit, and to my knowledge the Scholarium research bonus modifier stacking was already fixed.

All I ask for is to hear some of the arguments that led to the change, to try and understand why the devs deemed it necessary.


If the question is 'why is 12 vassals with 1 planet a piece better than 4 vassals with 3 planets a piece' then its holdings most obviously but also potentially diplomatic weight if there is a floor established by tech level. The reason for 4x3 is theoretically more vassal taxes as the composition of districts and buildings for vassals is more focused and less split to cover base vassal needs - an economy of scale and specialization effect in truer sense of the meaning with shared cost and overhead leading to larger productive outputs relatively and absolutely.

I much prefer 12x1 for Influence via Ministry of Truth and since most of them are self created after conquering, slightly less chance to lose out on Branch Offices if the newly created vassal spawns as Megacorp.

Personally, I think something needed to be done about it.

1. Shared Destiny and Franchising work very well for this and eventually if you overdo it, you do encounter a penalty via 'Relative Power of Subjects' but that's way later 20 Vassals Deep. Which is fine and kind of the point but it allowed an Influence racket to grow and grow and grow via Ministry of Truths as first holding until specialization.

2. Subject Taxes get bonkers at scale and are on their own kinda bonkers and should have directly been changed in rate because at the absolute most general, 12x1 and 4x3 don't matter if it's 1200 EC or 1500 EC as that's a lot of absolute ECs. Just on the face of it - tax rates over 50% are absurdities that feel completely off in verisimilitude where there's already several leaps in the game around that...but that's an egregious amount of tax/subsidy one way or another.

3. Skimming free loyalty off vassals via War relations in the Overlord/Vassal agreement if the vassal is in the same Federation as Overlord, exacerbated vassal income yields at scale via more holdings from the start of the agreement - where 12 Ministry of Truths, 12 Aid Centers, and 12 Offworld Foundaries, when operating at full capacity, are nice bumps for Unity and Alloys, and absolutely bonkers for Influence. Much more so than 4 Ministries, 4 Aid Centers and 4 Offworld Foundaries.

So like summing it up, I woulda slashed taxes/subsidy rates, changed the free loyalty from Federated vassals, and made Shared Destiny/Franchising a 'First Half Dozen Are Free' to keep them intact as THEE Vassal AP and Civic respectively. Like, I can probably get by with 4x3 just fine, or 8x3 or whatever, but Shared Destiny made it so I didn't have to get by.

The thing I'm most concerned about is a knock on effect in two places -

Does this make it so only bigger empires are really capable of carrying the cost of more vassals, which means you might pass up voluntary submits to yourself because it'll ding every relation, and then the voluntary submits will go to these larger empires? Or the vassal-to-be will just get outright conquered by adjacent while waiting for someone to save them, and nobody doing so?

What do you do with Secret Fealties and Allegiance War Victories in the case of multiple vassals turning on their overlord and backing you? Release to independence? So they're generally going to be multiple vassal independence wars, and tossed back into the dangerous lake that vassalized them once already? Okay...I guess...but Secret Fealties were a cool new thing I've finally gotten the hang of for effect...
 
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Balance goes both ways. What is the gameplay gain, if all options become so low impact, that they stop being good?
isn't that kinda the end goal? that's why they refuse to add more slots for tradition trees and ascension perks despite regularly adding more of them
the meta is supposed to do die and nothing is supposed to be a must-have pick

also shared destiny gives +2 envoys on top of the vassal stuff, no? that's fairly useful for diplomacy build (or a spy build if you wanna swing that way)
Detox is super good when you want to use the child of the toxic god
and executive vigor can still help you early on, doesn't have to be viable all the way into the late game

there's also the opposite problem sometimes, the ascension perk for dyson sphere, "black hole drill" and ring worlds is complete overkill and trivialises a lot of stuff
i mean, if you actually NEED several thousand energy or minerals you messed up somewhere along the way, lol
and ring worlds are at best a resource sink you get just so you never have to take care of unemployment on any of your worlds again because hopefully the game is over before all four segments are filled
 
May I ask what the thought process was behind the change? It seems like a very harsh nerf, one you probably wouldn't introduce just like that without a good reason.
At a guess, because it was a no-brainer choice to include them in vassal oriented gameplay due to their trivializing the intended drawbacks of vassals. This change:

  1. Eliminates the possibility of ignoring the vassal loyalty mechanic with one simple civic or perk, which allowed the player to make very one-sided vassal contracts with an arbitrary number of vassals and yet never facing any downsides
  2. As an added bonus, kills off micro-vassal strategies for printing influence and stacking specialist bonuses; The spamming of micro-vassals was just silly as an exploit

The second is just a stupid exploit, the first is one of the major reasons that vassal gameplay has been grotesquely powerful since Overlord's release.

The new vassal mechanics of Overlord released with three well thought out balancing mechanisms:
  1. The more vassals serve you, the harder they will be to control
  2. The more the terms of a vassal contract is in your favour, the harder the vassal will be to control
  3. Specialist vassals gain experience through loyalty

The intention was clearly to make the player have to make meaningful strategic choices if he wanted to avoid disloyalty issues, in terms of harshness of contracts and number of vassals. With the option of choosing instead to embrace disloyalty issues and not advancing specialist subjects on the grounds of the Overlord being powerful enough to ignore disloyalty.

The problem being that in practice these balancing factors didn't come into play, or more precisely, were trivial to overcome, because the opportunity cost of picking Feudal Society, Franchising, or Shared Destiny was low compared to the huge benefits of being able to almost completely ignore the balancing factor and just going with as many vassals with harsh vassal contracts you could make while still having maxed loyalty. There's a before and after in every vassal-oriented playthrough: While you don't have FS or SD yet you have to take care (or be strong enough that nobody disloyal acts against you), and once you do, you don't.

So as far as I am concerned, this is a welcome change. It'll make vassalizing the galaxy less of a no-brainer in SP or, at least, something that incurs tradeoffs larger than spending an Ascension perk on trivializing the issue.

EDIT: Time to start focusing on passing the "free holdings" GalCom resolutions and building Overlord Garrison holdings!
 
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isn't that kinda the end goal? that's why they refuse to add more slots for tradition trees and ascension perks despite regularly adding more of them
the meta is supposed to do die and nothing is supposed to be a must-have pick

also shared destiny gives +2 envoys on top of the vassal stuff, no? that's fairly useful for diplomacy build (or a spy build if you wanna swing that way)
Detox is super good when you want to use the child of the toxic god
and executive vigor can still help you early on, doesn't have to be viable all the way into the late game

there's also the opposite problem sometimes, the ascension perk for dyson sphere, "black hole drill" and ring worlds is complete overkill and trivialises a lot of stuff
i mean, if you actually NEED several thousand energy or minerals you messed up somewhere along the way, lol
and ring worlds are at best a resource sink you get just so you never have to take care of unemployment on any of your worlds again because hopefully the game is over before all four segments are filled

Shared Destiny is basically just for the +2 Envoys now with the 'eventual' benefit for Vassals being so marginal, it seems skippable. Being 1 over the point where it starts to hurt is going to be the difference of what...6 vassals instead of 5? 7 instead of 6?

I took Shared Destiny religiously with 3.9 because the +2 Envoys in the early game are pretty nifty for loading up the Federation Train and getting it out of the station and pays off entirely when Vassals start being created and taken. It was a must take only because Franchising which does similar took away from Piratey Civics -Criminal Syndicate, Letters of Marque, and Refurbishment Division (the eventual spec that I settled on by the end of 3.9.3). The devs created an excellent 'one hand washes the other' dynamic with vassals for Megacorps and it got entirely overwrought but...yeah...1 free is so damn dinky and marginal that I'm probably going to try anything else out as first AP selection (Lord of War probably because generally traversing Supremacy as the 2nd Tradition opens up 50 Fleet Cap by itself and even quicker if you get the card for the first +20 Fleet Cap tech)
 
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Shared Destiny is basically just for the +2 Envoys now with the 'eventual' benefit for Vassals being so marginal, it seems skippable. Being 1 over the point where it starts to hurt is going to be the difference of what...6 vassals instead of 5? 7 instead of 6?
Think of it another way: In addition to +2 Envoys, once you have two or more vassals, it allows every vassal contract to be 1 loyalty point harsher without increasing the downsides you face. It does this regardless of the number of vassals you have.

EDIT: It is still a strong early game perk due to the +2 Envoys speeding up first contact influence gain by allowing you to engage in more simultaneously, and though much reduced it does help keep vassals loyal, but at least in 3.10 it won't be a no-brainer choice for non-Feudal Society/Franchising overlords.

EDIT2: Rethinking the issue, I realize that I may have made an error in assuming the function of Shared Destiny. I have been thinking of "1 Subject Exempt from Divided Patronage" the same way @mrt1212 does here, but that is not what being exempt actually means. Being exempt from Divided Patronage would mean that a vassal did not suffer Divided Patronage penalties at all, while all the non-exempt vassals suffered the normal penalties.
 
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Think of it another way: In addition to +2 Envoys, once you have two or more vassals, it allows every vassal contract to be 1 loyalty point harsher without increasing the downsides you face. It does this regardless of the number of vassals you have.

I mean, that's kind of a graceful sell job but I'm still gonna need to take it around the block on a test drive...
 
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Some of the points you bring up is why I mentioned several perks were not balanced @Silens. However looking at Shared Destiny by itself, I believe it warrants such an extreme cut. It was simply a nonchoice for the reasons I mentioned previously. At most you could argue for 2 vassals before the penalty is applied to make it better than the civic.

The loyalty is more impactful than you realize because the strength of shared destiny was being able to have an entire galaxy of specialized subjects. (outside of your pop growth areas) You could tax specialized subjects and they could still be further ahead in the chosen category allowing them to build themselves up thereby giving you more taxes further down the road. Taxing normal vassals will just slow them down. With ~70% of the galaxy as scholariums giving you research that doesn't add to your empire size... its pretty broken. (holding cheese is a separate problem)

So loyalty was the main problem area for shared destiny specifically, which is why they nerfed it. Holding cheese will also be more costly (in influence) to pull off with disloyal vassals. You can still vassalize the galaxy and tax them, you just won't get as much. Or you could have a handful of specialized subjects. Which is a good way to balance it.

To be clear when I say tax, the majority of what you should be taxing is research. Basic resources are very low value especially late game. Ascend your alloy/cg worlds and pair with ship cost/upkeep reductions. You can have a 10,000 naval cap fleet cost ~325 total energy in upkeep... However with the upcoming balance changes maybe basic resources will matter more as it will be harder to reach -90% ship build cost/upkeep. We will have to see.

Maybe this is also a critique on how much prospectoriums give you since getting an early one means you are pretty much set for the game.
 
Some of the points you bring up is why I mentioned several perks were not balanced @Silens. However looking at Shared Destiny by itself, I believe it warrants such an extreme cut. It was simply a nonchoice for the reasons I mentioned previously. At most you could argue for 2 vassals before the penalty is applied to make it better than the civic.

The loyalty is more impactful than you realize because the strength of shared destiny was being able to have an entire galaxy of specialized subjects. (outside of your pop growth areas) You could tax specialized subjects and they could still be further ahead in the chosen category allowing them to build themselves up thereby giving you more taxes further down the road. Taxing normal vassals will just slow them down. With ~70% of the galaxy as scholariums giving you research that doesn't add to your empire size... its pretty broken. (holding cheese is a separate problem)

So loyalty was the main problem area for shared destiny specifically, which is why they nerfed it. Holding cheese will also be more costly (in influence) to pull off with disloyal vassals. You can still vassalize the galaxy and tax them, you just won't get as much. Or you could have a handful of specialized subjects. Which is a good way to balance it.

To be clear when I say tax, the majority of what you should be taxing is research. Basic resources are very low value especially late game. Ascend your alloy/cg worlds and pair with ship cost/upkeep reductions. You can have a 10,000 naval cap fleet cost ~325 total energy in upkeep... However with the upcoming balance changes maybe basic resources will matter more as it will be harder to reach -90% ship build cost/upkeep. We will have to see.

Maybe this is also a critique on how much prospectoriums give you since getting an early one means you are pretty much set for the game.

This is why a strict +1 limit is so off to me though - it's not the crappy little 1 planet self created vassals that ripped a game asunder with benefit so obviously after a certain point (they start off small and useless bar the Ministry of Truth and a no slot Branch Office and eventually grow into supplementary scale benefits) - its almost always been the first big voluntary submit or the first big subjugation war that adds nitro to what you already had in place to allow the attempt, and that's directly through tax effects as a Subsidiary or Prospectorium.
 
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I much prefer 12x1 for Influence via Ministry of Truth and since most of them are self created after conquering, slightly less chance to lose out on Branch Offices if the newly created vassal spawns as Megacorp.

Personally, I think something needed to be done about it.
I understand and yes, exploit-y tactics with countless mini-vassals need some overhaul. I merely think that a solution to a problem should tackle the problem itself, not take a detour and negatively impact legitimate approaches along the way.

Why not introduce diminishing returns, if you get certain buffs/gains from the same source? For example, having the first 3 Ministries of Truth give full benefits, the 4th starts to drop off etc. Or have the building output scale with subject size, realizing full gains if the subject has at least 300 empire size or so. Just to throw out the idea how balancing could look like.

Now? Legitimate players having several normal subjects won't be able to use loyalty anymore, while 20 Ministries of Truth from 20 micro-vassals still do their job like before. In the end nothing was done about the problem, nobody gained anything, the decision didn't make vassal management more fun, nor did it cut back on micro-vassal spam.

It is still a strong early game perk due to the +2 Envoys speeding up first contact influence gain by allowing you to engage in more simultaneously
Then take Diplomatic Corps and remove the civic once you get extra envoys from somewhere else.

You can never take APs back, that is the fundamental problem here. The slots are limited, so they ought to give you something for the rest of the game.

I know, some are stronger early on and some are stronger later on. Be it as that may, +2 envoys just doesn't cut it at any point in the game. Not when you compare it to the things you don't take instead, like a permanent research speed bonus for the rest of the game, extra unity (which translates to faster traditions and later directly into edicts, making it better than Executive Vigor). It doesn't compare to the ability to build powerful megastructures, having access to the Total War CB, to ascending your entire race, unlocking stealing pops.
 
Seems like you can fail individual choices within a rift, so far it doesn't seem like we can fail a rift over all. At least not in the sense of exploring one to unlock the next astral action
Ah, if it only rolls in the journey rather than the destination that's grand. I was worried that you could go all the way through a rift and then the last hurdle is down to the RNG liking you.