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Stellaris Dev Diary #237 - Reworking Unity, Part One

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Welcome back! We hope you’ve all had a wonderful few weeks.

Today we’ll start with some more information about the goals of the Unity Rework mentioned in Dev Diary 215 (and briefly in 234), some updates on how things have been going so far, and our plans going forward.

Please note: All values and screen captures shown here are still very much in development and subject to change.

Identified Problems and Design Goals

Currently in Stellaris, Unity is an extremely weak resource that can generally be ignored, and due to the current implementation of Admin Capacity, the Empire Sprawl mechanic is largely toothless - leading to wide tech rushing being an oppressively powerful strategy. Since Unity is currently very easily generated through incidental means and provides minimal benefits, Empires have little need to develop a Unity generation base, and Spiritualist ethics are unattractive.

Influence is currently used for many internal and external interactions, making it a valuable resource, but it sometimes feels too limiting.

Our basic design goals for the Unity Rework can be summarized as:
  • Unity should be a meaningful resource that represents the willingness of your empire to band together for the betterment of society and their resilience towards negative change.
    • Unity should be more valuable than it is now, and empires focused on Unity generation should be interesting to play.
      • Spiritualist empires should have a satisfying niche to exploit and be able to feel that they are good at something.
      • The number of sources of incidental Unity from non-dedicated jobs should be reduced.
      • Empires that do not focus on Unity (but do not completely ignore it) should still be able to acquire their Ascension Perks by the late game.
    • Reward immersive decisions with Unity grants whenever possible.
    • Internal empire matters should generally utilize Unity.
      • Provide more ways to spend Unity.
      • Rebalance the way edicts work (again).
  • Reduce the oppressive impact of tech rushing by reintroducing some rubber-banding mechanics.
  • Make tall play more viable, preferring to balance tall vs. wide play in favor of distinctiveness, and emphasizing differences between hives, machines, megacorps, and normal empires. (This does not necessarily mean that tall Unity focused empires will be the equal of wide Research focused ones, but they should have some things that they are good at and be more competitive in general than they are now.)
  • In the late game, Unity focused empires should have a benefit to look forward to similar to the repeatable technologies a Research focused empire would have.
In this iteration we have focused on some of these bullets more than others, but will continue to refine the systems over future Custodian releases.

So What Are We Doing?

All means of increasing Administrative Capacity have been removed. While there are ways to reduce the Empire Sprawl generated by various sources, and this will be used to help differentiate gameplay between different empire types, empires will no longer be able to completely mitigate sprawl penalties. Penalties and sprawl generation values have been significantly modified.
  • The Capital designation, for instance, now also reduces Empire Sprawl generated by Pops on the planet.
1641998332819.png


Bureaucrats, Priests, Managers, Synapse Drones, and Coordinators will be the primary sources of Unity for various empire types. Culture Workers have been removed.

Autochthon Memorials (and similar buildings) now increase planetary Unity production and themselves produce Unity based on the number of Ascension Perks the Empire has taken. Being monuments, they no longer require workers.

1641998343919.png

These monuments are now planet-unique, and can be built by Spiritualist empires.

The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Sprawl. Each empire has an Edicts Fund which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them. Things that previously increased Edict Capacity now generally increase the Edicts Fund, but some civics, techs, and ascension perks have received other thematic modifications.

1641998361029.png

As an example, some Bureaucratic technologies now modify the Edicts Fund.

1641998374401.png

The Imperial Cult will squander any excess Edicts Fund on icons of the God Emperor at the end of the month. No refunds!

Several systems that used to cost Influence are now paid in Unity.
  • Planetary Decisions that were formerly paid in Influence. Prices have been adjusted.
  • Resettlement of pops. Abandoning colonies still costs Influence.
  • Manipulation of internal Factions. Factions themselves will now produce Unity instead of Influence.
Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Sprawl.

Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes, or when “cycling” leader traits, as you are now choosing between Traditions and Leaders..

1641998387012.png

And then some empires go and break all the rules.

Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).

Authority bonuses have (unsurprisingly) undergone some changes again, as several of them related to systems that no longer exist or operate differently now.

When Will This Happen?

Since these are pretty big changes that touch many game systems in so many ways, we’ve decided to put these changes up in a limited duration Open Beta on Steam for playtest and feedback. This will give us a chance to adjust values and modify some game interactions before the changes get pushed to live later on in the 3.3.x patch cycle, and we will continue improving on them in future Custodian releases.

We’ll provide more details on the specifics of how the Open Beta will be run in next week's dev diary.

What Else is Planned?

As noted earlier, we’d like Unity to also reflect the resilience of your empire to negative effects. A high Unity empire may be more resistant to negative effects deficits or possibly even have their pops rise up to help repel invaders, but these ideas are still in early development and will not be part of this Open Beta or release. They’ll likely be tied to the evolving Situations that we mentioned in Dev Diary 234 - we’ll talk about those more in the future once their designs are finalized.

Next week I’ll go into details regarding the Open Beta, go over a new system that is meant to provide “tall” and Unity focused empires some significant mid to late game benefits called Planetary Ascension Tiers, and share details on another little something from one of our Content Designers.
 
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Yea honestly that seems like a totally illogical change to the civic. It should 100% buff a Vassalization playstyle instead.
I feel like Feudal Society would be better served by providing access to either a unique Federation similar to a Hegemony that allows a special casus belli to expand the Federation, or at least a special type of vassal that provides alloys and fleet capacity
 
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good changes

ASIDE FROM MEGASTRUTS NOW COSTING UNITY

this is a HARDCORE nerf to tall empires, excessively so

big unity upfront costs (instead of influence tall empires usually have in abundance) means less perks, less ambitions, less planetary desicions now, less edicts....

this is not a good idea

not to mention, why bother having influence in there too? seriously... you basically make 1 ressource matter more, while completly just phasing out another

influence already has the issue of becoming meaningless mid-late game.... why make it worse?
 
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Доступно на русском в ВК/Read in Russian on VK

Welcome back! We hope you’ve all had a wonderful few weeks.

Today we’ll start with some more information about the goals of the Unity Rework mentioned in Dev Diary 215 (and briefly in 234), some updates on how things have been going so far, and our plans going forward.

Please note: All values and screen captures shown here are still very much in development and subject to change.

Identified Problems and Design Goals

Currently in Stellaris, Unity is an extremely weak resource that can generally be ignored, and due to the current implementation of Admin Capacity, the Empire Sprawl mechanic is largely toothless - leading to wide tech rushing being an oppressively powerful strategy. Since Unity is currently very easily generated through incidental means and provides minimal benefits, Empires have little need to develop a Unity generation base, and Spiritualist ethics are unattractive.

Influence is currently used for many internal and external interactions, making it a valuable resource, but it sometimes feels too limiting.

Our basic design goals for the Unity Rework can be summarized as:
  • Unity should be a meaningful resource that represents the willingness of your empire to band together for the betterment of society and their resilience towards negative change.
    • Unity should be more valuable than it is now, and empires focused on Unity generation should be interesting to play.
      • Spiritualist empires should have a satisfying niche to exploit and be able to feel that they are good at something.
      • The number of sources of incidental Unity from non-dedicated jobs should be reduced.
      • Empires that do not focus on Unity (but do not completely ignore it) should still be able to acquire their Ascension Perks by the late game.
    • Reward immersive decisions with Unity grants whenever possible.
    • Internal empire matters should generally utilize Unity.
      • Provide more ways to spend Unity.
      • Rebalance the way edicts work (again).
  • Reduce the oppressive impact of tech rushing by reintroducing some rubber-banding mechanics.
  • Make tall play more viable, preferring to balance tall vs. wide play in favor of distinctiveness, and emphasizing differences between hives, machines, megacorps, and normal empires. (This does not necessarily mean that tall Unity focused empires will be the equal of wide Research focused ones, but they should have some things that they are good at and be more competitive in general than they are now.)
  • In the late game, Unity focused empires should have a benefit to look forward to similar to the repeatable technologies a Research focused empire would have.
In this iteration we have focused on some of these bullets more than others, but will continue to refine the systems over future Custodian releases.

So What Are We Doing?

All means of increasing Administrative Capacity have been removed. While there are ways to reduce the Empire Sprawl generated by various sources, and this will be used to help differentiate gameplay between different empire types, empires will no longer be able to completely mitigate sprawl penalties. Penalties and sprawl generation values have been significantly modified.
  • The Capital designation, for instance, now also reduces Empire Sprawl generated by Pops on the planet.
View attachment 793471

Bureaucrats, Priests, Managers, Synapse Drones, and Coordinators will be the primary sources of Unity for various empire types. Culture Workers have been removed.

Autochthon Memorials (and similar buildings) now increase planetary Unity production and themselves produce Unity based on the number of Ascension Perks the Empire has taken. Being monuments, they no longer require workers.

View attachment 793472
These monuments are now planet-unique, and can be built by Spiritualist empires.

The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Sprawl. Each empire has an Edicts Fund which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them. Things that previously increased Edict Capacity now generally increase the Edicts Fund, but some civics, techs, and ascension perks have received other thematic modifications.

View attachment 793473
As an example, some Bureaucratic technologies now modify the Edicts Fund.

View attachment 793474
The Imperial Cult will squander any excess Edicts Fund on icons of the God Emperor at the end of the month. No refunds!

Several systems that used to cost Influence are now paid in Unity.
  • Planetary Decisions that were formerly paid in Influence. Prices have been adjusted.
  • Resettlement of pops. Abandoning colonies still costs Influence.
  • Manipulation of internal Factions. Factions themselves will now produce Unity instead of Influence.
Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Sprawl.

Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes, or when “cycling” leader traits, as you are now choosing between Traditions and Leaders..

View attachment 793475
And then some empires go and break all the rules.

Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).

Authority bonuses have (unsurprisingly) undergone some changes again, as several of them related to systems that no longer exist or operate differently now.

When Will This Happen?

Since these are pretty big changes that touch many game systems in so many ways, we’ve decided to put these changes up in a limited duration Open Beta on Steam for playtest and feedback. This will give us a chance to adjust values and modify some game interactions before the changes get pushed to live later on in the 3.3.x patch cycle, and we will continue improving on them in future Custodian releases.

We’ll provide more details on the specifics of how the Open Beta will be run in next week's dev diary.

What Else is Planned?

As noted earlier, we’d like Unity to also reflect the resilience of your empire to negative effects. A high Unity empire may be more resistant to negative effects deficits or possibly even have their pops rise up to help repel invaders, but these ideas are still in early development and will not be part of this Open Beta or release. They’ll likely be tied to the evolving Situations that we mentioned in Dev Diary 234 - we’ll talk about those more in the future once their designs are finalized.

Next week I’ll go into details regarding the Open Beta, go over a new system that is meant to provide “tall” and Unity focused empires some significant mid to late game benefits called Planetary Ascension Tiers, and share details on another little something from one of our Content Designers.
This looks amazing. Will Utopian Abundance societies have an interesting interaction with unity? Perhaps being able to produce it with something other than bureaucrats?
 
I dont really know about this. I agree with alot of it, but I play primarily as Machine empires and they're already weaker than most others. They dont eco boom, tech boom or unity boom so they're stuck in this middle Limbo where they're only good buff is they usually live forever and thus can have the best late game leaders... but fleet cap, naval cap, eco limits, ENERGY!.. Alloys even, and now research and Unity... Robots need some love soon I think.
 
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Feudal Society looks nice. Finally something unique instead of tiny bonuses you never think of. I just wish the government forms would also have mechanics like this.
 
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These are definitely changes.

I really can't tell from this write up if they're gonna feel good to play though.

I love feudal society being mildly more meaningful and I like the use of Unity for megastructures (though late game influence is also under utilized.

I'm gonna miss cultural workers. I don't really care what they actually do but I love the idea that my empire hires pops to be artists. I kind of wish they had a civic or a new role.

I don't know if this change so far will really offer more price sinks for Unity and influence in the late game. It seems more like shifting the influence sinks to unity sinks. But influence still becomes much more worthless once you no longer have to claim systems.

I'm weary of influence being related to fleet strength. I know a lot of new players that just straight up struggle to have a proper fleet and this will likely cause them to significantly suffer in early game expansion. This also means if your fleet gets destroyed in the early game or you suffer a big defensive war you can be at an influence deficit to all the other empires that never had to go to war. Sounds like a noob trap.
 
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I'm weary of influence being related to fleet strength. I know a lot of new players that just straight up struggle to have a proper fleet and this will likely cause them to significantly suffer in early game expansion. This also means if your fleet gets destroyed in the early game or you suffer a big defensive war you can be at an influence deficit to all the other empires that never had to go to war. Sounds like a noob trap.
PDX probably added that as a downside to the current "no fleet" meta.
 
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I feel like Feudal Society would be better served by providing access to either a unique Federation similar to a Hegemony that allows a special casus belli to expand the Federation, or at least a special type of vassal that provides alloys and fleet capacity
Feudal vassals should be able to make war on each other
 
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With regards to influence, since Power Projection only provides part of it, maybe there could be a few methods and certain ethics give you bonus influence for certain methods?

So a Militarist or Xenophobe empire for example would get bonus influence for having a strong military because it's proof they can back up their desire to make war or be alone. Pacifist and Xenophobes meanwhile get bonus influence for establishing relationships with other empires. After that I would look at maybe Egalitarian/Materialist getting Influence based on their economic strength/specialist output relative to their size and the Authoritarian/Spiritualist... maybe derive their portion from Unity production relative to size?

All empires can get influence through any of these means, it's just that sticking with your ethic's preferred method is most effective.

---

In a similar vein, I was thinking earlier with regards to how other empires might get some bonus Unity. For example, Militarists having an Admiral commanding a fleet or General commanding ground defense would provide some unity. To avoid cheese strategies, the unity produced is based on the size/strength of their force. A General protecting your homeworld provides a hefty chunk; putting him on a colony world with one pop and three sheep gets you effectively none. Similarly, the rank of the leader would influence the unity generated, as a legendary war hero will earn more respect than some fresh meat.

Each ethic could have its own version except for Materialists - as the foils to Spiritualists, they don't have a bonus method for Unity.
 
I really hope we don't see tech costs directly tied to sprawl penalty.
I don't see why you have a problem with this - it's a fairly accurate reflection of how technological progress works in the real world. Small, low-population countries like Liechtenstein or Nauru are at the forefront of technological innovation, while large, populous nations like China or the US are known for being backwards and struggling to develop new technologies.
 
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While I don't disagree with you (culture workers being preserved seems important for roleplayers and I wouldn't like to see it taken away), the niche you mentioned is already ocuppied by >entertainers< (a planet of entertainers makes no sense, you want a few in every planet, they generate unity, increase stability, have some impact on ethics attraction and even reduce crime (by increasing happiness).
That is a fair point! Though at the moment Entertainers are amenity producers that also produce unity, rather than unity producers that also produce X. Also it sounds like Entertainers are going to lose their unity production which I'm not 100% behind (media is a powerful source of propaganda shared cultural touchstones)
Any change to preserve culture workers would have to be to allow them to be massed in a place, so you would have an entire planet dedicated to culture and arts, or that at least didn't stop scaling so quickly (as it happens when you reach max amenities, +20% happiness)
I really disagree with this. It seems like culture workers are curators, educators, social workers etc. Cohesion through shared cultural values rather than cohesion through rigorous paperwork. These types of amenities (heh) work best as something everyone has frequent access to. "School world" and "Social worker world" are more comedic than they are classic, and "museum world" is a bit grecian marbles controversy for my tastes.

Ironically a planet full of entertainers feels like it should work. Space Hollywood.
 
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I don't see why you have a problem with this - it's a fairly accurate reflection of how technological progress works in the real world. Small, low-population countries like Liechtenstein or Nauru are at the forefront of technological innovation, while large, populous nations like China or the US are known for being backwards and struggling to develop new technologies.
If the US and Liechtenstein were investing the same total dollar amounts into research then yeah Liechtenstein would probably come out the winner.

e: this is purely about the size of the two countries, not a weird slam on the US.
 
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Planets full of bureaucrats maintaining the order of the empire are a common sci-fi trope, but admittedly a little dystopian. Maybe there's still a spot for Culture Workers out there.
If I might make a humble suggestion, change Entertainers to be the unity production job and switch bureaucrats to be ab amenity creating job.

Putting on the rock show of the Galaxy won't help you have goods and services at home, but it might make you happier about the empire you're in. Conversely, no amount of paper pushing is gonna make you a good little loyal drone, but it can help make certain the toaster requisition form you put in last week finally gets processed.
 
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So Unity is now the wonder currency? It slices it dices and it extracts with gusto? So now I have to decide between using x unity to hire a needed official such as an admiral or a scientist or getting that last perk point? Honestly, tying leaders to unity is a rather stupid idea and it is going to cost a lot of problems than it solves. Unity yes should be tied to internal matters. Factions should generate unity instead of influence. Or maybe make certain leadership types tied to unity (Governors and use unity to "influence elections) admirals scientist generals should remain as is.

As for empire sprawl...that shit kills me. We could be able to have administration planets that focus on maintaining the sprawl? Or how we get rid of sprawl in favor of a corruption system. Maybe instead of a general increase to technology cost how about, we have a leakage problem or we can randomly have an event where a corrupt official sells x amount of grain? Something similar. How about tying corruption and sprawl to government type...

A hivemind or a machine intelligence wouldn't have this problem...they speak with a unified voice
Democracy would have less sprawl but more corruption because more people able to enter the political realm but that also means people only looking out for themselves.
Monarchy would have more sprawl but less corruption because the monarch is more willing to execute a corrupt official but he will only employ those of noble birth
 
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Honestly, my biggest concern with removing ways to generate admin cap will be the return of Swiss-cheesing (ignoring low value systems as to not increase empire sprawl). There needs to be some mechanic to make that not be the optimal strategy. Sprawl by sector instead of by system, maybe?
 
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The penalties for Sprawl are unavoidable in this system, but numbers have been reduced. One of the things I plan on watching during the Open Beta is whether we'll want some base Admin Capacity to exist. (For example, "Sprawl under 50 is ignored.")

Will it be returning to the scaling penalty from 2.2 rather than the flat penalty per point over when 'crats were introduced?
 
Why do you think that?
If you built six top of the range research campuses spread around the US and that was the sum total of research spending then you're going to run into some problems. Each lab will need their own set of everything, otherwise you'll have researchers wasting time and money flying across the US to borrow another lab's equipment or you're going to have to divert funding to telepresence and so on. You're going to have duplicated effort because nobody knows what anyone else is doing, it's difficult to collaborate between campuses outside of organised conferences, and moving from one lab to another would be a major upheaval.

If you built the same six research campuses in Liechtenstein they'd practically be within walking distance of each other. If there was an exceedingly expensive but rarely used piece of equipment you could buy just one or two and spend the money saved on duplicates something else. Different labs probably meet for lunch once a week and going to work in another lab just means a longer commute.

You could get the same efficiency effect in a country the size of the US by building all your colleges and research campuses in one section of one state, but now you have 95% of voters believing covid is caused by witches because they've never even seen a microscope.

The reason this isn't the current state of the US is because the US has a big economy and can throw big money and big populations around to get past the inefficiencies and existence taxes of being big. Liechtenstein has a population of 40,000 while there are over 180,000 full college professors alone across the US. You literally could not spend the US research budget in Liechtenstein. You'd run out of people.

That's the point of sprawl. Same as bigger empires have more total energy upkeep so part of their extra energy production just goes toward keeping pace, bigger empires also have higher tech costs so part of their increased research capacity goes toward making up inefficiencies. If I'm 10 times as big as you and spend the same percentage of my budget on research as you I will still research faster than you. Just not 10 times faster.
 
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