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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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i mean, technically a permanent research boost is also useless once you reach repeatables and just set the research to automatic and never look at it again

and the colossus perk has way too many drawbacks, total war is double edged blade, honestly the only thing it's good for is purging scourge and contingency worlds, but even then it kinda sucks because using a colossus on a contingency world destroys the special resources you could be getting otherwise - not to mention that everyone gets a casus belli against you for owning a colossus and on top of that they hate you when you use it

stealing pop is also kinda whatever, because when you are considering to take shared destiny you are most likely doing a diplomacy build and not some raider slavery one
 
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.


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.

I've generally come to think the way to handle micro vassal spam needs an extended vassal system with disloyalty impairing tax collection and leading to widespread rebellion and eventually revolt, so no points to me for something quick and easy to sort it out. Like I said elsewhere, I think 'all you can eat, but you'll get sick if you eat too much' systems are fine because they can create self regulation, but only if you actually get sick from overeating.

I mean, we could wind up with a hilarious unexpected outcome where even with loyalty penalties in full effect for a Shared Destiny/Franchising empire, the knock on effect is...you simply have a lot of discontented vassals who aren't gonna do crap about it. And even though I go out of my way to keep Vassals happy out of consideration that I pick other Overlords clean for mistreating their Vassals (totally a reciprocity thing), if Loyalty turns out to be a dump stat, then Micro-vassal spam hasn't been sorted out, it's simply burdened with less latitude in Diplomatic relations - less research agreements/commercial pacts/immigration pacts with vassals, and that might really suck for some empire specs but might be an annoying cost at worst.

IDK, I don't exactly hate that something was attempted to reign it in as I have absolutely wrung out the washcloth on it, but it seems a little hamfisted without getting into the guts of why micro vassals and vassals in general are kind of an inarguable game grease that reduces frictions - and in potentially making it so marginal, folks will just eat the cost and skip the AP entirely and find 2 envoys in some other fashion.
 
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Then take Diplomatic Corps and remove the civic once you get extra envoys from somewhere else.
Unless your build has two higher priority civics, that's an excellent idea. It might.

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.
Which it does. The bonus to Divided Attention Patronage. Is that extra bit enough? Almost certainly not in general - but that's okay with me; I have nothing against a perk going from nearly universal in vassal builds to being only used in some dedicated vassal builds.

And if it turns out that nobody uses it, it'll be buffed again some time.

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.
I don't really disagree with this in general, though strictly speaking it is once again 2 Envoys and the 1 Divided Attention Patronage bonus you need to compare against other perks, not just 2 Envoys.

For my own builds, the strongest strike against it is that all else being equal, I would not want Shared Destiny any earlier than the 3rd perk, due to my preferring for any build not specifically doubling down on one particular aspect of the game and taking perks to support that, starting out with Imperial Prerogative (leaders and ES bonus) and Transcendent Learning (leaders), and the third perk slot will be reserved for an ascension path unless playing Teachers of the Shroud, so in practice we are talking 4th perk in the 2240s or thereabouts, by which time my need for Envoys has been significantly lessened.

So in its new form I'll only be using it in specialized builds tailored to its peculiarities, if ever.

As for your comparison with techspeed, I must note that Shared Destiny as shown is probably a stronger perk for high techspeed vassal builds than Technological Ascendancy, but that's only because TA is a weak perk long past its prime.
 
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A +1 limit doesn't impact what you are discussing @mrt1212? Yes the first vassal is the most powerful as it builds the snowball. However you only get the penalty once you have 2 vassals (3 with shared destiny). Unless I am misunderstanding what you meant. If you are talking about the +2 envoys enabling you to vassalize easier, there are a lot more sources for envoys and war is also an option...

Also an important note you can easily have 3-4 vassals before they start going negative in loyalty. So shared destiny just makes it easier to maintain positive loyalty to get upgraded specialized subjects. I do like your idea of loyalty being tied to their tax in some way. Maybe a scaling % penalty to what you get from them would be the simplest.

@Ajacoba until you can pick what is allowed to be automatically researched I will never use it since you only want a handful of repeatables. However tangent aside you do have a point for normal runs. However if you are going for crisis runs, which I know isn't everyone, it is very high value to stack scholariums. My favorite use for the colossus perk is getting the total war cb but I can see where not everyone would like that.
 
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Does anyone actually enjoy negative traits as a mechanic though?

yes, I do. Why? Perfect Superheroes that make up 30% of your empire's theoretical power through modifier bonus is the antithesis of what my playthroughs are about. I like that leaders can be flawed goofballs where letting it slide or ride is an extremely petite cost benefit analysis, same as anything in the PDX portfolio of games


we joked about this with 5th edition WHFB calling it 'Hero Hammer' and 6th ed was much more focused on rank n file. 5th edition wasnt that fun compared to 6th to me at least although my Vampire Counts buddy disagreed
 
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It strikes me that, unless we've been informed otherwise and I overlooked it, it is possible that I am misunderstanding what "1 Subject Exempt from Divided Patronage" means.

I've been thinking of it as "effects of Divided Patronage is effectively that of 1 fewer vassals than you have", i.e. equivalent to +1 loyalty to all vassals when you have more than 1", but it could theoretically instead mean being able to assign one vassal to not being affected by Divided Patronage at all, with all others affected normally by the total number of vassals, since that is what being exempt actually means.
 
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It strikes me that, unless we've been informed otherwise and I overlooked it, it is possible that I am misunderstanding what "1 Subject Exempt from Divided Patronage" means.

I've been thinking of it as "effects of Divided Patronage is effectively that of 1 fewer vassals than you have, i.e. equivalent to +1 loyalty to all vassals when you have more than 1", but it could theoretically instead mean being able to assign one vassal to not being affected by Divided Patronage at all, with all others affected normally by the total number of vassals.
I assume it means that if you have either civic or perk you can have two vassals with neither suffering a penalty, if you have both you can have three vassals with no penalty

And then it would start counting up from there so when you have four all four of them get the lowest penalty

So instead of easily handling two or three vassals right now without needing the removal of the penalty you would then be able to handle 5 or 6 vassals with ease and maybe 7 or 8 if you offer them good deals
 
A +1 limit doesn't impact what you are discussing @mrt1212? Yes the first vassal is the most powerful as it builds the snowball. However you only get the penalty once you have 2 vassals (3 with shared destiny). Unless I am misunderstanding what you meant. If you are talking about the +2 envoys enabling you to vassalize easier, there are a lot more sources for envoys and war is also an option...

Also an important note you can easily have 3-4 vassals before they start going negative in loyalty. So shared destiny just makes it easier to maintain positive loyalty to get upgraded specialized subjects. I do like your idea of loyalty being tied to their tax in some way. Maybe a scaling % penalty to what you get from them would be the simplest.

@Ajacoba until you can pick what is allowed to be automatically researched I will never use it since you only want a handful of repeatables. However tangent aside you do have a point for normal runs. However if you are going for crisis runs, which I know isn't everyone, it is very high value to stack scholariums. My favorite use for the colossus perk is getting the total war cb but I can see where not everyone would like that.

Restated, the way I've been doing it with Shared Destiny is creating micro vassals first from a joint Humiliation War against a mutual rival, laden with a couple of claims, then going for a larger empire with a great offer or a loaded weapon shortly thereafter. So I might have 4-5 vassals already before landing the big one that puts me over the top to start swinging major weight around. I'll have to adjust that MO no doubt and it is what it is, but it's like...do I even bother with Shared Destiny now if I can summon 2 Envoys some other way? And if I don't bother with Shared Destiny, how bad is it gonna be and where will I find a limit or boundary? I'm working out theoretical response here, and 'still take it and walk to the limit' and 'don't take it and walk to the limit' doesn't seem to really pencil out taking Shared Destiny as a standard. Like I'm going to the limit regardless and seeing what's up, but do I even really need Shared Destiny if the limit is around 8-9? Do I just need to reconfigure how I parcel vassals out or who I try to rescue from a bad overlord?

LMAO, am I just going to release micro vassals into being federation partner stooges which is notionally better for balance in one way, but is still renders up an unimpeachable military alliance after a certain point? Am I going to gift vassals spoils of war instead but be functionally limited because their territory has to be touching the gift to actually gift? There's possibilities abound but very few of them have me thinking 'well I still need Shared Destiny'.
 
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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?
Winning the game is considered an exploit.
 
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Winning the game is considered an exploit.

"Winning the game using anything but one's own strategy is cheesy exploits and not hardman adeptness testing" is absolutely an unsaid theme of a lot of posts.
 
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"Winning the game using anything but one's own strategy is cheesy exploits and not hardman adeptness testing" is absolutely an unsaid theme of a lot of posts.
Ooooh brother, don't get me started on the 'hardman aptness testing' element of the Stellaris community.

"You can't be the strongest power taking on the 25x all crisis with a single planet and only ten pops by 2229? Skill issue, get good you ^*&%ing noob casual".
 
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yes, I do. Why? Perfect Superheroes that make up 30% of your empire's theoretical power through modifier bonus is the antithesis of what my playthroughs are about.
As opposed to making up 30% of your empire's power through modifier bonuses while also imposing a 5% army upkeep penalty?
I like that leaders can be flawed goofballs where letting it slide or ride is an extremely petite cost benefit analysis, same as anything in the PDX portfolio of games
That sounds like a pretty fun mechanic but we're talking about the Stellaris negative traits system that actually exists.
 
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As opposed to making up 30% of your empire's power through modifier bonuses while also imposing a 5% army upkeep penalty?

That sounds like a pretty fun mechanic but we're talking about the Stellaris negative traits system that actually exists.

Well that's the thing about it - despite the lures to care about leaders, I'm still basically still indifferent to them, little bonus fellas that come as they do and leave as they do. So a negatrait like Paranoid II stinks on the oligarch (and this just happened in my most recent), but what am I gonna do about it but wait it out and adjust accordingly to the -10% research hit by maybe breaking off some backfill techs I've neglected or stealing a couple techs or something to bide the time in an impaired state?

Sure it's flimsy reckoning in one way where I'm not consciously focused on them yet still enjoy their benefits, but every time someone births a calf about negatraits, I'm simply more affirmed in my half stoic half ascetic engagement with leaders as a sub system of the game. Hard to be put out about bad things if you had barely any feels about them in the first place. The show goes on and half my council being addicted to pills is pretty on theme for pirates.
 
@Ajacoba, certain repeatables are always useful and stacking them can have some very powerful effects meaning research is always useful at any stage in the game. This is also highly dependent on galaxy settings since stacking certain repeatables can often be instrumental in victory. However in standard galaxy settings there is no need for repeatables I agree. That doesn't invalidate the value of repeatable research in other game settings though.

@mrt1212, that playstyle is more heavily impacted by the changes, that makes sense now. In that case it will be interesting finding the happy medium. Since you aren't relying on shared destiny now, you could go for other boosts to augment your playstyle. Maybe stacking claim cost or even lord of war that you mentioned earlier could be viable alternatives to stacking early micro vassals. However as you mentioned you might still be able to pull off a vassal swarm with the right combination.

Maybe instead condensing into fewer stronger vassals would be a good approach. Create ~2 larger vassals from the first joint humiliation war which might give you similar power to go after the meatier target.
 
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I assume it means that if you have either civic or perk you can have two vassals with neither suffering a penalty, if you have both you can have three vassals with no penalty

And then it would start counting up from there so when you have four all four of them get the lowest penalty

So instead of easily handling two or three vassals right now without needing the removal of the penalty you would then be able to handle 5 or 6 vassals with ease and maybe 7 or 8 if you offer them good deals
Yes, that's what I've been assuming too, but it just struck me that that's not actually what being exempt means, since once they start getting penalties no vassal would be exempt from the penalty under that interpretation.

So I am looking forwards to seeing how it is actually implemented:
  1. The way those of us discussing it has been assuming so far, i.e. moving the threshold for when you start getting Divided Patronage penalties, but all vassals affected equally by the penalty
  2. The way the tooltip explicitly says, i.e. one subject does not suffer the Divided Patronage penalty at all, but all other subjects are unaffected

The more I think about it, the more likely the second option appears to me, because if the implementation is the first one, there are so many words that are better to use than "exempt", which has a clearly defined meaning: Somebody who is free from an obligation imposed on others.
 
Ooooh brother, don't get me started on the 'hardman aptness testing' element of the Stellaris community.

"You can't be the strongest power taking on the 25x all crisis with a single planet and only ten pops by 2229? Skill issue, get good you ^*&%ing noob casual".

There's a place for that engagement and I appreciate every little tip I've picked up from those folks on how to never outright lose, but...not everyone wants to drag race their suped up empire tuned to the hilt to share with other tuners, like there's not a lot of there...there. Personally, I love rescuing bad ideas or being given a box of odd materials and told to figure out how to make something from it, or spitefully showing something is possible by the objective stated but folks are gonna hate how I figured it out doing things that are otherwise incredibly stupid or bad risks, stuff like that.

In my main multiplayer hobby, Blood Bowl, I'm kinda known for being good enough to hang with the best (and even get kudos from the best for unconventional approaches or seeing a baroque high risk high reward play, when they aren't reading my the riot act for blowing sure wins that less goofing around with team builds and on field decisions would stop entirely), I've won a couple major tourneys with over 64 entries, a league championship, multiple bouts for the league championship...and despite it all, I'm never going to treat it as seriously as the best or insist there's a right way to play the game and get super steeped in proving I'm the best at it. They usually burn out when an 80% winrate isn't good enough because dice pretty much make that an upper bound over time...I'm meandering about an entire social ecosystem now, but I would never want to experience the game like they do. Seems like a way to burn out on the game that gives so much fun.

@Ajacoba, certain repeatables are always useful and stacking them can have some very powerful effects meaning research is always useful at any stage in the game. This is also highly dependent on galaxy settings since stacking certain repeatables can often be instrumental in victory. However in standard galaxy settings there is no need for repeatables I agree. That doesn't invalidate the value of repeatable research in other game settings though.

@mrt1212, that playstyle is more heavily impacted by the changes, that makes sense now. In that case it will be interesting finding the happy medium. Since you aren't relying on shared destiny now, you could go for other boosts to augment your playstyle. Maybe stacking claim cost or even lord of war that you mentioned earlier could be viable alternatives to stacking early micro vassals. However as you mentioned you might still be able to pull off a vassal swarm with the right combination.

Maybe instead condensing into fewer stronger vassals would be a good approach. Create ~2 larger vassals from the first joint humiliation war which might give you similar power to go after the meatier target.
Yeah, I simply dont know for sure how I will adjust, but A/B testing around Shared Destiny is gonna definitely happen in pretty open ended way where I'll try a big fat empire, a small lithe empire around my bread and butter Pirate Haven Void Dweller Lithoid empire spec (It's nice if your spec has the latitude to play it by ear, but I've been pushing myself to play smaller, since I never really did) . Like, I do things to extremes as it's fun to dance on the edge of damnation, but I have this gut feeling that Shared Destiny's benefit for Vassals is just going to be too insignificant to warrant a pick. I might be shown to be wrong about it, or find the use case where you wouldn't want to go very far into the game without it.

Certainly have done the trick in eliminating it as a no brainer to take, but afraid it might be a no brainer to ignore. Something needed to happen with vassals for sure, just kinda wish it was done will a scalpel or lasers and not a dulled hatchet.
 
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