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Stellaris Dev Diary #12 - Policies & Edicts

Hi all!

Time to fire up the rockets and head into space again, for another sojourn in the world of Stellaris. This week, I thought I’d talk about Policies and Edicts; directly corresponding to Laws and Decisions in our historical games. The general idea is to give you some additional control over the rules that define your Empire, usually with some trade-offs. Your initial choice of guiding Ethics will play a huge part in which of these Policies and Edicts are available, of course.

Policies are, as I mentioned, essentially laws. They are Empire-wide and remain in effect until directly changed by the player, or as the result of a Faction demand. For example, there are Policies regulating slavery, migration, voting rights and orbital bombardment. As the bureaucratic machinery of a galactic Empire grinds ever so slowly, there is a minimum time the player has to wait before changing their stance on a Policy again. Naturally, various Pops in your Empire will like or dislike these Policies depending on their own Ethics, etc. Should a Faction manage to enforce a change in Policy, that change will stay in effect for quite a while... In all, the system is fairly straightforward.

Say that you are playing as a Xenophobic empire. This will prevent you from passively studying any pre-FTL civilizations you might find, or sharing your technology with them; you can only study them aggressively (abducting and experimenting on them) or invade them outright! In a similar vein, Pacifist empires are not allowed to orbitally bombard planets in support of their ground forces, for fear of killing civilians.

stellaris_dev_diary_12_01_20151207_policies.jpg


This brings us to Edicts, of which there are two kinds; Planetary or Empire-wide. Edicts usually have a cost (Energy Credits or Influence) and an instant or temporary effect that expires after a certain amount of time. For example, there are Edicts for propaganda campaigns and production targets (something akin to communist five-year plans.)

Policies and Edicts are, like many other features in the game, to a large degree dependent on the tech system, so at the start of the game you should not have to worry about a great wealth of choices; they are made available through research. As with most features in Stellaris (and, indeed, all of our games), Policies and Edicts are very mod-friendly, and we look forward to see all the interesting and innovative uses mod-creators will make of this system.

Next week’s Dev Diary will go into more detail on pre-FTL civilizations, and the various ways of interacting with them!
 
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Amazing dev diary! I assume that Pacifism has some sort of compensating advantage?
 
There will be some kind of United Nations (ONU) mechanics?

If yes, policies adopted in the Galactic ONU, will override national policies?

Let them complain the Centaurie Empire will not listen,...
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Weapon of Mass Destruction
The use of mass drivers in warfare - accelerating asteroids to bombard a planet from space - has been outlawed by every civilized planet. In 2259 at the conclusion of the Narn-Centauri War the Centauri Republic used mass drivers mounted on Primus class battlecruisers to decimate the surface of Narn for four days, in defiance of protests from the Minbari Federation, the Earth Alliance and the Vorlon Empire.
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I really hope for a Babylon 5 Mod, can`t wait to bombard Narn.
 
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Amazing dev diary! I assume that Pacifism has some sort of compensating advantage?

Increased food production last I heard, that may have been a placeholder while they figure out what makes sense.
 
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There is NOTHING WRONG with orbital bombardment! :D:D:D:D:D

Ouch, I had completely managed to suppress that horrible yet intriguingly... no bad series ever existed.
It's all coming back to me now. Exterminatus indeed.
 
Cheers for the DD Doomdark, sounds excellent :D. I like the idea of both the different requirements for different policies (potentially adding a lot of depth to the various cost-benefits of different ethics and policy choices) and the moddability of it all.
 
Space4X games have needed internal politics for some time.It adds greatly to the roleplaying.

Does every thread need to be ruined by silly Warhammer stuff.It's sci fi for juveniles.

Warhammer? More like cancerhammer.
 
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There will be some kind of United Nations (ONU) mechanics?

If yes, policies adopted in the Galactic ONU, will override national policies?

I cant see a UN set up working. Why would a xenophobic militarist culture give two fucks about what a bunch of aliens thought or told them to do?

I think it is far more likely that we will see Federation policy on some subjects overriding national policy though, if you choose to join with a federation.
 
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I cant see a UN set up working. Why would a xenophobic militarist culture give two fucks about what a bunch of aliens thought or told them to do?

I think it is far more likely that we will see Federation policy on some subjects overriding national policy though, if you choose to join with a federation.
Well perhaps all the non-xenophobic empires and perhaps some that want to appear less threatening can go together to form a council, the rest can remain "neutrals" and choose to adhere to the rules or say "screw those guys!" and deal with the consequences.

I wonder if Federations can vote on forming common policies on such matters.
 
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EXTERMINATE! PURGE! CLEANSE!
 
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