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Stellaris Dev Diary #369 - 4.0 Changes: Part 3

Hello everyone!

Today we’re going to take a glance at the Trade and Logistics changes coming in the Stellaris 4.0 ‘Phoenix’ update, then check out some new portraits.

Trade and Logistics​

Trade as a Standard Resource

The Trade system introduced in the Stellaris 2.2 ‘Le Guin’ update was raised as an especially frequent point of confusion for many players. UX issues around disconnected trade stations combined with some quirks of being a modifier based system (like ignoring habitability) made some of it unintuitive. The system had a major impact on performance as well, so while examining Stellaris for optimizations, we decided that we wanted to revamp the system.

In 4.0, Trade will become a standard advanced resource, generally produced in the same way as before, but will follow all of the standard rules around resource-producing jobs. The Trade Routes system has been removed - any produced Trade will be immediately collected like any other normal resource.

Resource Bar showing Trade

We’ve done some cleanup to the top bar while we were in there.

Logistical Upkeep

Hello, @Gruntsatwork here, with Eladrin’s UI wizardry done, I shall step in to reveal some of our trade secrets to you.

The majority of your trade upkeep will come from 2 sources in the new system.

First, local planetary deficits will carry a small trade upkeep, a fraction of the missing resources value on the galactic market. This represents the logistical effort required to commandeer freighters to supply a world that is not self-sufficient and therefore requires resources to be transported in from off-world. Mind you, this will occur in addition to normal deficits, if your entire empire is not capable of supplying those needs either.

In short, your planets will either satisfy their own local needs, or require trade to offset the logistics cost.

The second major trade upkeep will come from Fleets. Any fleets currently docked at one of your starbases have no trade upkeep.

Once your fleets start to move they will gain a small Trade Upkeep, representing the logistical efforts required to support them. This small upkeep will increase if your fleets are in hostile territory – that is territory owned by another empire you are at war with, as supplying them becomes so much more dangerous and space insurance coverage is no joke.

In the future, logistical upkeep could potentially be used to counter-act Doomstacking, for example by scaling upkeep with the number of ships in a fleet, dividing by the number of fleets, fleets per system etc, we have no concrete solution yet, but welcome your thoughts.

With these new sources of trade upkeep, it is of course important to mention that we will also introduce a new trade deficit. Like Unity, this will not create a Deficit Situation but a country modifier that persists until the deficit is dealt with. Running a trade deficit will reduce advanced resource production (alloys, consumer goods, unity, and research) and all ship weapons damage.

Stockpiling Trade and Using Trade in the Market

Our intent is for Trade Policies to continue to exist going forward. Currently, we expect to have half of your net Trade income (after paying Logistical Upkeep) converted to other resources using your Trade Policy, plus any that might otherwise overflow your storage. Some of the current Trade Policies may be tweaked a bit. The rest will go into your resource stockpile as an advanced resource.

In addition, the galactic market has been adjusted so that its primary trading resource is Trade. As such, energy is now available on the market as a standard resource. The energy storage cap has been brought to the same level as minerals and food, while Trade’s storage cap has been set to 50.000 at the base level.

As we are in the middle of implementation, we are adjusting this as we receive internal feedback and will continue to do so when it is time for our open beta.

We will be keeping a close eye on the value of trade as a resource. If necessary, we’ll keep turning the dials to ensure it is an actually interesting resource to focus on.

For modders, the main market resource is set as a define and can be switched to something else.

Gestalt Empires and Trade

Rejoice, friends of bugs and bolts, for you too will be able to enjoy the benefits of trade starting with 4.0.

As part of the Phoenix update, Gestalt empires will be able to collect trade like normal empires do, from both jobs and deposits.

In contrast to normal empires, Gestalt empires will rarely do so with Traders and Clerks, instead their most basic drones, maintenance drones for example, will create trade in addition to their normal resources and modifiers. In addition, they will also have access to Trade Policies, to enrich their common wallet.

Of course, with benefits come drawbacks, and so Gestalt Empires will also deal with the logistical upkeep for local planetary deficits and Fleets that are not docked and/or within hostile territory. The Galactic Market will of course also accept gestalt trade as its main resource.

In the future, we are also considering Megacorp Gestalt Empires, for your corporate drone needs, but whether we will have time to do that for 4.0 or later remains to be seen.

Corporate Branch Office Updates

For Branch Offices, we have a plethora of improvements ready for your enjoyment, courtesy of our ever industrious Mr.Cosmogone.

Branch office buildings are now all limited to 1 per planet and now give more appropriate jobs to the host planet. They also increase local trade production based on those jobs and their corporate resource output is in turn increased by local trade.

Most Corporate Civics now also give bonuses to a specific branch office building, increasing its trade value bonus and receiving Merchant jobs on their Capital from it.

Numerous changes have been made to Criminal Syndicates:

  • Criminal Empires can now establish commercial pacts. Having a commercial pact with a Criminal Empire will replace all criminal buildings with their "lawful" counterpart. As long as the commercial pact remains, criminal branch offices will not be removed from the planet.
  • All Criminal branch office buildings have had their crime value set to 25 and give one Criminal Job alongside a regular Job.
  • We have also added a crime floor to non-criminal branch office buildings on empires they have a trade agreement with, which means there will always be a minimum amount of crime on the branch office planet. Criminal branch offices are also up to 25% more profitable on high crime planets.

Balance-wise, these buildings are more impactful, so branch office buildings now cost influence, and branch offices now take up 5 empire size instead of 2.

Oh, and we have also allowed Megacorps to open branch offices on other Megacorps... The influence cost is doubled when built on a planet owned by another Megacorp.

Mammalian Portraits​

Thanks, Gruntsatwork. Now a message from Content Design Lead @CGInglis :

And now my deer friends, one mooo-re surprise for you! The Stellaris 4.0 ‘Phoenix’ update brings ten paws-itively stunning new Mammalian portraits to the base game!

Mammalian Species Portraits

Glass of milk, standing in between extinction in the cold, and explosive radiating growth…



The Gremlin

A regal Hippopotaxeno

My, what big teeth you have.

The secrets of enlightenment are waiting.


Next Week​

Next week we’ll start talking about how Pops will change and might pull up the new Planet UI. Since the branch itself is still very full of placeholders, we’ll be using the design mockups while explaining the changes.

See you then!
 
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How does Piracy and anti-piracy patrolling work in the new system?

Really love the trade logistical upkeep for fleets&planets. :D

A few suggestions or thoughts:
Please keep the 'material' upkeep, as in energy and alloys needed for ship upkeep, trade/logistical upkeep should represent the effort required to supply materials to the fleets.
While the fleet is in battle and/or in repair it should have increased Trade Logistical Upkeep costs
-base Ship Trade Logistic Upkeep: (fleet size*20%Σstategic&rare material upkeep)*(hull size + Σweapon type&size) [obviously things like H, X and G slot weapons costing much more upkeep]
-Fleet trade logistical upkeep costs should be modified by things like Empire Size, Naval Size, enemy presence

-3 new ship 'weapon' slot components: each would act as an aura
  • Logistical Center (X weapon slot - Battleship tech) - give fleet aura: increase fleet size by 20 & system aura: Defense Platforms & Land Armumes gains +20% Damage & Health.
  • Supply Depot (L weapon slot - Cruiser tech) - fleet aura: how long a fleet can operate (in hostile territory) before it suffers from any insufficient trade logistical upkeep penalty .... by how fast, much, the Trade Logistical Upeek of a fleet increases each week, when not docked.
  • Baggage Train (H weapon slot - Cruiser tech) - fleet aura: how devesting the insufficient Trade Logitical Upkeep penalty a fleet can suffer..... lowers the base ship Trade Logistical Upkeep Costs.
Trade rework, especially Criminality, Planetary and even more the Fleet Trade Logistical Upkeep is a golden opportunity to give Subterfuge tradition some love: Have traditions & espionage missions give better logistics while in hostile territory and vice versa to the enemy. Increase the effectiveness of criminal jobs, spy missions to destroy & steal Planetary Trade, unlocking new Federation type: Pan-Galactic Criminal Conglomeration....
as well as Expansion tradition tree some love: Planets have 20% lower Trade upkeep generation; Colonist jobs produce more trade; Corporate Branch Offices have -50% Empire size
 
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If energy is no longer used for the market, what uses will it have in 4.0. Just a resource for fleet upkeep and robots ? I feel energy has lost a lot of importance then.
 
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Reading this I had a thought to expand/rework some parts of this proposed logistics system.

Goal: To bring costs to far flung empires with industrial bases far from their homelands. Promoting centralization and releasing subjects. And allow for technology and infrastructure to change the economic landscape.

Economic Capital: Each empire, by default their home planet has an economic capital. The place where logistics costs are 0 or near 0.

Distance from EC (Economic Capital): This is a value expressed in how many jumps ships need to take. This is relatively static so shouldn't cost much performance. Opening Wormholes and building gateways reduces the distance directly. Whilst hyperlane highways make each jump only increase the distance by something like 0.1 a normal jump.

Better research in ship engines/hyperdrives can apply a reduction on total distance empire wise.

How trade interacts with this: Each planet, fleet, station and other structure has a trade cost modified by the distance from the EC. Stations that produce raw goods are cheaper. For recource imballances on planets it would calculate the trade cost based on number of goods x type of good x distance from EC. Raw materials being cheaper to ship back to the Economic capital. Consumer goods flowing back out to the outlying systems are lower in volume so are more efficient that way.

Interaction with fleets: Fleets stationed at stations still have a trade cost based on distance from EC. Some station buildings reducing that like a forward operating base building.

The cost can rise exponantioally with distance, making it so that at some point, especially in the early game planets, systems will cost more than they can provide. Forcing you to either create subjects of them or stop expanding till you can build better infrastructure or research better engines/drives.

Additional bits:
Blockading planets with a fleet large enough disconnects it making it stop importing/exporting everything. Perhaps a policy can allow food imports/exports for the nice empires.

Having systems occupied increases distance from EC cost, would need to recheck the network for that empire every time an empire flips but could make raiding actions more worth it.

Pirates: Instead of spawning pirates along routes that no longer exist. Perhaps the size of your trade income dictates the amount of force you need to have dedicated to police action. A special mode ships can take which make it cost more upkeep but keep your empire safe from pirates. Corvettes and carriers being better at trade protection. During war you could pull them off that duty but not having enough trade protection going on will reduce trade income. And critical shortages could lead to pirate attacks in more distant systems.
 
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Criminals can still open Branch Offices without a trade deal, getting the same kind of buildings they have right now and adding 25 crime per building to the planet.
However, they can now get a commercial pact too (if both parties agree), which replaces the buildings with their non criminal variant but every building will add +5 to the crime floor (to a max of +20 crime floor for a fully developed branch office, which is not enough to trigger negative crime effects on its own).
If the commercial pact is broken, the branch office reverts to traditional criminal behavior.

Does that make sense?
Are there going to be any other effects that increase the crime floor? Or do you plan on changing crime to no longer be irrelevant below 30?

Because unless I'm missing something, there's no functional difference between adding +20 crime and adding +20 crime floor.
As soon as your planet has 10 crime from other sources, you're going to need an enforcer.
Whether you end up at 5 crime without the floor or 20 crime with the floor doesn't matter.
 
Yeah this is my one beef, it'd be great if this worked at a system level rather than a planetary level. That's a bigger rework though and I'll take what I'm getting for now!

Here's an idea: Make the Offworld Trading Company starbase building consolidate the deficits to the system level. Now it's got a use!
 
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This is by far the most exciting change in 4.0 so far, for me.

Out of curiosity, will there be any interesting new flavor for the theme of the "Subversive Cult"/"Machine Cult" government types for Megacorps?
 
I think that if you penalise doomstacking you should make it only apply to having multiple fleets in a system, as opposed to having only one fleet. It would feel bad to be punished for using the game mechanic of fleet command limit.
 
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It would be better to remove the trade value completely for now and think carefully about a good logistics feature for the future. The fact that trade value should now be logistics and currency is not logical and very disappointing. We have energy credits as currency. Please leave it at that, otherwise energy will lose importance.
And then you can think carefully about a good trade and logistics system for the future. Please, dear developers, think about that again.
 
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If energy is no longer used for the market, what uses will it have in 4.0. Just a resource for fleet upkeep and robots ? I feel energy has lost a lot of importance then.
I would assume the same uses as previously: providing electricity to your star bases, ships, buildings, robots, districts, etc.
 
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This is still the exact problem I'm talking about. What you're describing is the annoying micro version that I want to avoid. By making the tax only apply in combat you're still encouraged to use your fleets in separate battles, which implies they'd be split up, but if you do want to do a big climactic all out fight it still costs exactly the same as it would in the annoying micro version except you can just send your ships all up at once instead of getting charged more money because two of your fleets happened to funnel through the same system on the way to the fight.

There's no benefit to forcing people to keep their ships apart outside of combat since a doomstack that's not in combat is just a pile of ships. It's only in combat that the doomstack matters so sidestep the whole issue and only charge extra during combat. Same effect but with no perverse incentives.

That's a bit radical to call it "perverse incentives," but I get your point that you basically do not want this system to become too complex or annoying to manage. I agree that, in general, any system that discourages or prevents doomstacking must come with a control overhaul and automation of some sort.
 
Do you happen to know where was that said? Can't find it.
It was back in November:
Trade is almost certainly going to change. Very few of you seemed terribly fond of the current system, and it’s both terribly bad for performance and mechanically difficult to understand for new players. While I like the general idea behind the trade routes, I don’t think they add enough benefit for their costs. We’re likely to revamp it into a proper resource, though I’m also considering ways of also using it to simulate supply lines and local planetary deficits. If we end up pursuing the latter, gestalt empires would need access to trade or at least, something similar. That could potentially open up more opportunities for MegaCorps and diplomatic pacts, and we’ll have to find new ways of using pirates.
That wasn't what I was suggesting there. Your local food or mineral deficit might cost a small amount of Trade upkeep though to simulate the convoys supplying the world. You should not need to micromanage that sort of thing.

Though if the planet were being bombarded, I'd probably want to experiment with blockade effects.



More or less that, but using trade rather than energy. Maybe storage depots prevent any negative blockade effects for a while, or cloaking techs.

Not guaranteeing we'll do this, but it's my line of thinking. I don't want to go to the detail level of tracking the locations of all resources - while that has cool potential, Stellaris isn't set up for that sort of thing. Abstraction is good enough.
 
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Great changes overall. I have a question/comment about the following:
With these new sources of trade upkeep, it is of course important to mention that we will also introduce a new trade deficit. Like Unity, this will not create a Deficit Situation but a country modifier that persists until the deficit is dealt with. Running a trade deficit will reduce advanced resource production (alloys, consumer goods, unity, and research) and all ship weapons damage.
Wouldn't it make more sense that running a trade deficit reduce fleet speed rather than ship damage? I'm thinking about the general effect of logistics problems on deployed military, they usually get bogged down, rather than reduce combat effectiveness (although I guess you could make an argument that logistical problems would mean reduced ammo, which in turn would mean less damage ).
 
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@Eladrin
If gestalts can be megacorps and megacorps can open branches on each other then I think being able to set up branch offices and trade deals on gestalt empires gains importance to level the playing field .

Else the gestalt megacorp can open a branch on your regular megacorp but you can't open branches on them
 
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That's a bit radical to call it "perverse incentives," but I get your point that you basically do not want this system to become too complex or annoying to manage. I agree that, in general, any system that discourages or prevents doomstacking must come with a control overhaul and automation of some sort.
Ha, sorry, "perverse incentives" is a specific term to describe when you add an incentive or penalty to something but it ends up rewarding behavior that's not what you intended. Like if a city with a rat problem offered a reward for turning in dead rats but then a bunch of people set up rat breeding farms. It's a very useful phrase and not nearly as extreme as it sounds!
 
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