• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #153 - Empire Sprawl & Administrative Capacity

Hello everyone!
We’re back with yet another dev diary to showcase some more fruits of summer experimentation. As with the previous dev diary, this involved a lot of work carried out during the summer and involves something I’ve wanted to explore for a good while now.

Today we’ll be talking about empire sprawl and administrative capacity. Do note that these changes are still fairly young in their development, so numbers and implementation details may not be representative of what it will look like in the end.

As a background, I can mention that I have a grander idea of where I want to take these mechanics, but it will not all happen at once. These changes aim to mimic state bureaucracy or overhead created by managing a large empire. As a minor aspect I also wanted you to be able to experience the funny absurdity of having a planet entirely dedicated to bureaucracy. The movie Brazil is a great source of inspiration here :)

Empire Sprawl
We wanted to expand on how empire sprawl is used, so that it becomes a more interesting mechanic. The largest change means that pops now increase empire sprawl. Most things in your empire should be increasing empire sprawl to various degrees, to represent the administrative burden they impose.

upload_2019-8-29_10-40-35.png

Empire Sprawl can now be modified from its different sources, and as an example, the Courier Networks expansion tradition will now reduce empire sprawl caused directly by the number of planets and systems. As another example shows, the Harmony traditions finisher now reduces the total empire sprawl caused by all your pops.

We are also able to modify how much empire sprawl each pop contributes, and we’ve added a couple of new species traits that affect it. There are also machine variants of these traits.

upload_2019-8-29_10-41-13.png

We have also increased the penalty for the amount of empire sprawl that exceeds your administrative capacity. The goal is not to make administrative a hard cap, but we want to make it necessary to invest some of your resources into increasing your administrative capacity. More on that later.

upload_2019-8-29_10-41-49.png

The current plan is for machine empires to be more reliant on keeping their administrative capacity in line with their empire sprawl, so machine empires will suffer a much harsher penalty for exceeding their cap. We want machines to feel “centralized” and to perhaps favor a more “tall” playstyle.

upload_2019-8-29_10-42-12.png

Hive Minds, on the other hand, should be more tolerant of a sprawling empire where unmanaged drones are able to fall back on their instincts whenever they cannot maintain a responsive connection to the hive mind. Therefore, hive minds should be more tolerant of a “wide” playstyle.

Administrative Capacity
With all these changes to empire sprawl, what about administrative capacity, I imagine you asking? Well, since empire sprawl is becoming an expanded concept, administrative capacity will naturally be a part of that. Increasing your administrative capacity will now be a part of planning your empire’s economy.

upload_2019-8-29_10-42-48.png

For regular empires, the bureaucrat is a new job that increases your administrative capacity at the cost of consumer goods. This is also a specialist job, and has needs accordingly. Administrators are unchanged, and do not currently affect administrative capacity or bureaucrats.

For machine empires, the coordinators have changed roles from producing unity to now increasing administrative capacity instead, and they are more effective than bureaucrats. A new job called Evaluators now produce unity for machine empires.

Hive Minds currently have the hardest time to produce administrative capacity, but it has been added as a function of the synapse drone job.

upload_2019-8-29_10-43-26.png


Certain sources that previously increased administrative capacity by a static amount now increase is by a percentage amount instead. This doesn’t affect the output of the jobs, but rather increases the total administrative capacity directly.

Summary
Personally I’m very excited for these changes and I’m very much looking forward to taking it to its next step in the future. I hope you enjoyed reading about the changes that will come to Stellaris sometime later this year. As always, we’ll be interested to hear your thoughts.

As mentioned in last week’s dev diary, the schedule for dev diaries will now be bi-weekly, so the next dev diary will be in another 2 weeks.
 
  • 1Like
Reactions:
If they are overpowered that is very well hidden, because I can not seem to get anywhere with them.

Unless you are mismanaging your economy, playing Machines is super easy. You don't even have to unemploy enforcers or maintenance drones if you don't want to micro as much. Just increase alloy output and start expanding to every planet you get. You will soon outgrow everyone aswell as outproduce because of your incredibly efficient alloy foundries (4 alloys for 8 minerals instead of 3 alloys for 6).

If you want to learn all the ins and outs, just join any of the well-known Discord servers like Stellaris WSC multiplayer server with > 1400 players. Or join Stefan's discord server (the guy who has made all the important tutorials since 2.2 aswell as civics and trait tierlists). There you will find many of the best multiplayer players, among them is for example the creator of Starnet AI: Salvor. All of these will be able to explain you in detail what it is that makes Machines so stupidly overpowered and how to abuse it and why they either have to be banned in multiplayer or nerfed heavily to give other empires a chance.
 
Its fine for you to not care. I'm not sure if I should envy you because despite the glaring problems you can still be indifferent. However whether you want to acknowledge it or not, Machines are a problem in every game whether its both single and multiplayer. As soon as Machine empires are in the game, the gameplay gets totally changed because of how overpowered they are. All you need is to put one Driven Asssimilator into the game and you will have a midgame/endgame crisis guaranteed every time because it is guaranteed that the overpowered Machine empire will conquer anything around it.

this is acutally untrue, ai machine empires (ironically) seem to be incredibly... weak
 
this is acutally untrue, ai machine empires (ironically) seem to be incredibly... weak

You must not be playing with Starnet AI. Even glavius AI was/is nothing compared to Starnet AI, because Starnet AI is the only mod that successfully teaches the AI how to manage its economy. The vanilla AI is unable to make use of Machine empire strengths because it can't manage its economy properly. Which is why every AI becomes pathethic to any human player.

That is where most of its power comes from, and the ability to create actually good fleet compositions that players would use.

But I am not the best person to talk about this, you'd best talk to Salvor on Stefan's discord if you want to learn what exactly the AI is doing correctly. I know that it resettles pops and it skips useless buildings like gene clinics in favour of good buildings. Also it doesn't spam enforcer buildings against Criminal Megacorps. And it also abuses Crime Lord deal I think. Either way, Starnet AI makes playing Criminal Megacorp actually work because the AI doesn't spam enforcer buildings.
 
Could you please all stop discussing about 'Machinines are OP'? This thread is about the new admin cap mechanics.

Which brought us to talking about pops and which pops are the most valuable and best, which brought us to Synth pops which are the best specialist -> everything goes back to Machine/ Robot meta. So long as we do not have any further information about how much sprawl a pop produces, maybe Slaves will produce less sprawl for example, it is obvious that this mechanic change will require everyone to invest into the best pop possible and for regular empires these are Synths and Machines are much better Gestalt than Hivemind anyway.

Quick summary of how this discussion went from Admin cap to balance, because its obviously a big balance change. And balance changes should be made to improve the game for everyone.