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Stellaris Dev Diary #83: Čapek Feature Roundup (part 1)

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is a round-up of some minor changes and reworks coming in the 1.8 'Čapek' update. Though most of what's in these round-ups will already have been discussed on stream or twitter, we still want to make sure that people whose primary source of Stellaris information is dev diaries are aware of what's changing. Everything mentioned in this dev diary is part of the free update.

Democratic Election Changes
We've taken some time to make a variety of changes and fixes to democratic elections in 1.8. Rather than being a confusing mess of candidates from the entire leader pool, elections in 1.8 will be centered around factions and faction leaders. Instead of a candidate's vote share being based on their mandate, candidates from faction now get election support directly based on the strength of their faction, so a candidate from a powerful faction has a much better chance of securing an electoratal victory than one from a fringe party. Election candidates will be generated from all faction leaders, with independent candidates added into the mix if there are less than 4 factions that are able to provide candidates. We've also made some changes to the way faction support is calculated when there are species that lack Full Citizenship (and thus the ability to vote and be leaders): Though free Pops without Full Citizenship can still join factions, their support count for only 1/5th the amount that a Full Citizenship pop does when calculating the overall political strength (and thus also vote share) of a faction. We had hoped to also spend some time adding more Mandates for 1.8, but unfortunately didn't end up being able to fit it into our scheudle. However, it's something we're going to revisit as soon as we can spare the time for it.
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Leader Max Level
Another change to leaders in general in 1.8 is the rework of the Leader Skills modifier. Where previously Leader Skills modifiers (such as the Talented trait) would increase the base skills of leaders, this has now been reworked into a Leader Max Level modifier that increases the potential skill level cap of your leader. The default skill level cap is still 5, but this can now be increased all the way up to 10 with the right combination of traits, civics, traditions and policies. This will allow empires that focus on raising leader level cap to have extremely powerful leaders, and since all leaders now start at level 1, will also make the Leader Experience Gain modifier far more valuable, especially in synergy with level cap increases.

Core Sector Governors
We've made some changes to governors in 1.8. First of all, the core sector has been changed so that only a single Governor is needed to govern it, rather than one Governor per planet. Also, the effect of Governor skill level has been changed to provide a direct bonus to all resource production in their sector, meaning that highly skilled Governors are now a valuable asset that will significantly strengthen the economy of their sector.
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Vassal Creation
Lastly for today, we've reworked the Create Vassal button. Where previously it was hidden away in the Demographics screen and would only let you release entire species whose homeworld you had conquered, the Create Vassal button is now prominently displayed in the planet interface and will allow you to release any (non-capital) planet you own as a vassal, under the governance of any species of your choice that is present on that planet at the time of release. Released vassals will get your empire ethics and authority, but will pick their own civics. In combination with other changes and additions in 1.8 (such as reworking the Domination tree to be all about having subjects rather than annexing them, and the new Feudal Realm civic that lets you control far more vassals without having them rebel), this should make a subject-oriented playstyle far more viable.
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That's all for today! Next week we'll continue the feature roundup by talking about new and changed policies in 1.8.
 
Since other people are asking about bugs too: Has the bug been fixed where the "room = event_target:contact_empire" doesn't work and actually just gives the same generic room? (I.e. the personality-based rooms do not show up in First Contact events.)
 
Are there any new mandates for the democratic rulers? The current ones are so bad it makes the government form feel unfinished.
 
In 1.8 machine and synth (including ascended) leaders will be able to die to random accidents and malfunctions so they won't be completely immortal.
Hmm, I'd want to know the MTTH for that before I accepted it as a counterbalance. I doubt it would compare to the guarantee of death between 30-150 odd years of gametime for each leader.
 
@Wiz In the Dev Diary about Hive Mind improvements and Tradition Swapping, someone said that Hive Minds now cannot form federations or dont have bonuses to diplomacy in General. You said that you are currently thinking about adding a civic for peaceful Hive Minds that try to understand other lifeforms. Will this be added or did you decide against it?
 
What if your vassal decides to be a fanatical purifier?
fanatic purifiers work normally as vassals, it's just that they still have -1000 opinion. In my experience they wont send their fleet to follow you (probably as a consequence of the opinion problem).
 
Does the election change affect elections for oligarchies and dictatorships ie will the choice be between faction leaders there too?

Will the entry age of leaders be the same? Any chance older characters could get a second skill point?
 
Queeeestion?

How does the new system interact with governments that restrict election candidates to a certain class? For example, under Rational Consensus only scientists are eligible. Does the new election system respect those restrictions or do faction leaders take priority even if they are not scientists?

Also, are the changes only limited to the democratic authority or have oligarchic and dictatorial elections changed too?
 
Paradox, please make it happen to change a vasall's name (akin to the satellite states in EU4). :)
 
Queeeestion?

How does the new system interact with governments that restrict election candidates to a certain class? For example, under Rational Consensus only scientists are eligible. Does the new election system respect those restrictions or do faction leaders take priority even if they are not scientists?

Also, are the changes only limited to the democratic authority or have oligarchic and dictatorial elections changed too?

EDIT: Correction. Democratic governments that are restricted on who can hold office will now restrict which leaders can lead factions, and independent candidates are picked based on these weights.
 
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Democracies no longer care about the election_candidates limiter, that's for oligarchies and dictatorships. Might tweak who can be faction leaders in the future though.
Aaah, that makes sense. Thank you for the answer!

EDIT: Correction. Democratic governments that are restricted on who can hold office will now restrict which leaders can lead factions.
Oh! Thank for the updated answer too! n_n
 
Yah, I really wish each sector would have an inhabited system limit. The fact that you CAN put everything in one sector and it works alright means that, for expediency's sake, I do, and that's a little immersion breaking.

You know what's funny?

There's actually a limit on how many sectors you can have.
 
Looks like Talented will be a bit more potent, if everyone starts at the bottom. And Slow Learner and especially Fleeting will basically be crippling and not worth taking for most builds.

Oh, wait. Meritocracy and Talented just
raise caps now? Well, a few of my builds are cooked and exploration sounds like it will be a grindfest unless that's been balanced.
 
Hey Paradox please change how Leader Ruler Mandates works IS boring that our ruler always have same Mandate goals like Orbital Research Mandate. Make changes that mandate changes after every elections!!!
 
Hey Paradox please change how Leader Ruler Mandates works IS boring that our ruler always have same Mandate goals like Orbital Research Mandate. Make changes that mandate changes after every elections!!!
If you actually read the diary, it's on the cards:
had hoped to also spend some time adding more Mandates for 1.8, but unfortunately didn't end up being able to fit it into our scheudle. However, it's something we're going to revisit as soon as we can spare the time for it.
 
Is there something I don't understand about adding mandates? Adding mandates like:declare war, build 5 buildings, colonise a planet, sign diplomatic treaty, acquire strategic resource etc, can't take that much man hours of work to design, implement and test, can it?