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Police state giving unity makes sense, because there are people that view police as a tool of order, not oppression

I do have an issue with that being kind of weak, maybe they give it a x% bonus per job

Ie you have xy unity production and enforcers boost it by 5% per job, stackable
 
Police state giving unity makes sense, because there are people that view police as a tool of order, not oppression

I do have an issue with that being kind of weak, maybe they give it a x% bonus per job

Ie you have xy unity production and enforcers boost it by 5% per job, stackable

The +5 stability seems to be the main draw IMO, not the extra unity. Assuming that the baseline 50 stability yields no bonuses, the example shows about +6% yields for specialist output and trade value for 61 stability. If it is linear, then police state is around a 2.5% bonus before even getting to the extra unity.
 
Police state giving unity makes sense, because there are people that view police as a tool of order, not oppression

I do have an issue with that being kind of weak, maybe they give it a x% bonus per job

Ie you have xy unity production and enforcers boost it by 5% per job, stackable

No offense, but how is this weak in any way, shape or form? I mean, sure, enforcers don't seem to get much from any one trait but stacked up you get 6 unity or more per job while also suppressing crime. That looks pretty damn good to me. Sure, you have to invest, but if you think about the fact that one of the traditions only gives you a point or two of unity for a planetary unique energy nexus, I really think a stackable profession can't get much more benefit than that or it'll just be mandatory for unity builds.

It even seems like reducing crime increases stability which increases unity production. I'm just itching to get my hands on this and make some sort of weird police cult. :D
 
No offense, but how is this weak in any way, shape or form? I mean, sure, enforcers don't seem to get much from any one trait but stacked up you get 6 unity or more per job while also suppressing crime. That looks pretty damn good to me. Sure, you have to invest, but if you think about the fact that one of the traditions only gives you a point or two of unity for a planetary unique energy nexus, I really think a stackable profession can't get much more benefit than that or it'll just be mandatory for unity builds.

It even seems like reducing crime increases stability which increases unity production. I'm just itching to get my hands on this and make some sort of weird police cult. :D

Umm apples and oranges mate, you are comparing parts of two different patches with different economic systems and traditions.

In 2.2 there is no energy nexus tradition anymore, in fact, there are no direct unity buffs in traditions at all (but there are bonuses to production that will come into play).

I’m also not sure where you are getting +6 unity per enforcer? From +200% resource gain on 2 unity per enforcer? As before, it’s not clear that +200% unity production on that job will be doable ... at least until very late game as many unity buffs are gone.

It’s unclear how many enforcers will be needed on planets, but I do agree the perk seems fine as it gives +5 stability which is on par with one level of pacifist + extra unity from enforcers you are using anyways.
 
No offense, but how is this weak in any way, shape or form? I mean, sure, enforcers don't seem to get much from any one trait but stacked up you get 6 unity or more per job while also suppressing crime. That looks pretty damn good to me. Sure, you have to invest, but if you think about the fact that one of the traditions only gives you a point or two of unity for a planetary unique energy nexus, I really think a stackable profession can't get much more benefit than that or it'll just be mandatory for unity builds.
Umm apples and oranges mate, you are comparing parts of two different patches with different economic systems and traditions.

In 2.2 there is no energy nexus tradition anymore, in fact, there are no direct unity buffs in traditions at all (but there are bonuses to production that will come into play).

I’m also not sure where you are getting +6 unity per enforcer? From +200% resource gain on 2 unity per enforcer? As before, it’s not clear that +200% unity production on that job will be doable ... at least until very late game as many unity buffs are gone.

It’s unclear how many enforcers will be needed on planets, but I do agree the perk seems fine as it gives +5 stability which is on par with one level of pacifist + extra unity from enforcers you are using anyways.

The unity produced comes from the screenshot. It has the value produced per job as 6.something at the top, then a breakdown for how it came to be. I'm not saying it's going to be amazeballs come the update either, but at least pre-update having a pop produce 6+ unity, increase stability (which further increases resource production including the unity of the job itself) and reduce crime (which protects you from criminal megacorps and reduces or even prevents negative events that are supposed to periodically pop if you neglect managing it), it seems, at least on the surface, like a very good choice all around. ^^

Plus you gotta keep in mind that you're no longer necessarily limited to a maximum of 25 pops per planet, so there's a good to fair chance you can have quite a few enforcers on your planets and still produce a good amount of other resources.
 
The unity produced comes from the screenshot. It has the value produced per job as 6.something at the top, then a breakdown for how it came to be. I'm not saying it's going to be amazeballs come the update either, but at least pre-update having a pop produce 6+ unity, increase stability (which further increases resource production including the unity of the job itself) and reduce crime (which protects you from criminal megacorps and reduces or even prevents negative events that are supposed to periodically pop if you neglect managing it), it seems, at least on the surface, like a very good choice all around. ^^

Plus you gotta keep in mind that you're no longer necessarily limited to a maximum of 25 pops per planet, so there's a good to fair chance you can have quite a few enforcers on your planets and still produce a good amount of other resources.

Yea so you are not reading it correctly, that is the *total* produced from 3 enforcers, not for each individual job. It was even mentioned on stream that they are base 1 unity with an extra unity added by the police state civic. It also appears that they each provide 2 defense armies.

You can even check the total unity produced from jobs, it's 12 (including other jobs like administrator that also produce unity) and it would have to be at *least* 18 with 3 enforcers if it was 6 per job.
 
I don't like how the tooltip says "Enforcers also produce 1 Unity" when it seems they already produce 1, as they're currently producing 2 in the planet.
Likely mid balance iteration. I suspect the initial iteration Enforcers didn't produce unity but the gameplay testing showed they didn't provide enough value for the cost when only countering crime.
 
Can anyone remind me if there is any special Jobs planned for Spiritualist ethic and\or it special civic similar to Aristocratic Elites and Nobles. Something like priest-related Job?
 
Can anyone remind me if there is any special Jobs planned for Spiritualist ethic and\or it special civic similar to Aristocratic Elites and Nobles. Something like priest-related Job?

Exalted Priesthood is reworked like Aristocratic Elite, you get high priests to replace some administrators (we don't know what they do) and priests (spiritualist culture workers?) get +1 unity per job. We know it can be picked for dictatorships now, could also possibly be open to imperial and/or democracies now.
 
Likely mid balance iteration. I suspect the initial iteration Enforcers didn't produce unity but the gameplay testing showed they didn't provide enough value for the cost when only countering crime.
Hey... are you an unstable gas that shouldn't exist?
 
I know there is a building that gives prosperity priest jobs for the megachurch church branches
Yeah, i remember something like this about Spiritualist Megacorp but wasn't sure.
Exalted Priesthood is reworked like Aristocratic Elite, you get high priests to replace some administrators (we don't know what they do) and priests (spiritualist culture workers?) get +1 unity per job. We know it can be picked for dictatorships now, could also possibly be open to imperial and/or democracies now.
Great, this is exactly that i was looking for. A bit than a week before my favorite and improved Empire will rise again.
 
not sure why police state give 5 stability instead of make enforcer better at their main job crime suppression
maybe change it to 2 stability per enforcer and 5% more crime suppression?

They are.better , they are so good that they maintain stability wih theyr work .

By description , they have more control over civilian and presence in the state , this.gave them nothing that suggest a better capacity against criminality , if tou dont think any other govern tipe is not corrupted , they have the smae founding amd cooperation .
 
More MegaCorp civics
https://twitter.com/StellarisGame/status/1067348839055671296
How about a look at a few more civics in the MegaCorp expansion? :)
Ds_7-t4WsAA2pq9.jpg
 
not sure why police state give 5 stability instead of make enforcer better at their main job crime suppression
maybe change it to 2 stability per enforcer and 5% more crime suppression?
It would be weird to have a police state that uses less enforcers than a normal empire.
 
Speaking of corp civics. It's great that they are back to using ethics axis again for new government types and I realize you can't have it all, but it still feels like some ethics are underutilized.

We have special civic and building for Spiritualists, Militarists get Military Companies (nobody needs army damage civics, but whatever), Authoritarians have definately-not-slaves civic. While everyone else got kind of lost. No off-site labs for materialists, no travel-agencies for xenophiles and so on.
 
Speaking of corp civics. It's great that they are back to using ethics axis again for new government types and I realize you can't have it all, but it still feels like some ethics are underutilized.

We have special civic and building for Spiritualists, Militarists get Military Companies (nobody needs army damage civics, but whatever), Authoritarians have definately-not-slaves civic. While everyone else got kind of lost. No off-site labs for materialists, no travel-agencies for xenophiles and so on.


Not yet . ;)
 
not sure why police state give 5 stability instead of make enforcer better at their main job crime suppression
maybe change it to 2 stability per enforcer and 5% more crime suppression?

Gameplay-wise, I think that'd be weak. Those three enforcers are absolutely obliterating the crime on that planet as it is. They don't need the help.

In lore/RP terms, a Police State isn't a state with a notably effective civilian police force. A Police State refers to a state with a large internal secret police force, with a lot of power to detain, question, torture, and kill their own citizens with the vague aim of "internal security", generally manifested as a policy of terrorising and suppressing political opposition. This is not an ordinary police force's role of investigating crime. This being represented as a boost of stability makes sense, but there being no side-effect to the political oppression is a little odd. Hopefully at the very least an Egal faction takes a big happiness penalty from this civic being active.