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Jabby

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Sep 5, 2016
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Is there a full list of new and changed civics that will be coming in the update?
 
Possibly incomplete summary of civic changes (I threw this together to get something quick rather than going carefully through all of the changes):

Natural Neural Network: Added Unemployed Drones produce Research.
One Mind: Added Leaders no longer gain negative traits on level up.
Ascetic: Added +5% Habitability.
Strength of Legions: Added Armies start with 100 XP.
Pooled Knowledge: Added Leader XP gain bonus.
Divided Attention: Now percentage based.
Subsumed Will: Changed. Now -20% Empire Sprawl from Pops.
Empath: +2 Envoys, +10% Diplomatic Weight, Cancels out most of the "Hiveminds are icky" penalty.

OTA Updates: Changed. Now -20% Empire Sprawl from Pops.
Maintenance Protocols: Maintenance Drones give +1 Unity.

Byzantine Bureaucracy: Changed. Now Bureaucrats give +1 Unity and +1 Stability.
Efficient Bureaucracy: Now percentage based.
Philosopher King: Added Governors and Rulers no longer gain negative traits on level up.
Barbaric Despoilers: Reduced diplomatic restrictions. Some tradition swap changes.
Inward Perfection: Added -1 Envoy. Unable to take certain diplomatic stances.
Shadow Council: Added +10% Ruler Pop output
Merchant Guilds: Permits Trade League
Corporate Dominion: Permits Trade League
Diplomatic Corps: +2 Envoys, +10% Diplomatic Weight

Criminal Heritage: Significantly reduced diplomatic restrictions. Some tradition swap changes.
Private Prospectors: Admin Cap bonus replaced with Reduced Empire Sprawl from Systems.
Private Military Companies: Added Armies start with 100 XP.
Public Relations Specialists: +2 Envoys, +10% Diplomatic Weight
 
No, but Admin Cap can now also be raised through buildings.
You mean the Bureaucrat buildings mentioned for other empires before, or Branch Office Buildings?

If my impression is correct, with the changes in the upcoming patch, Corporations can expand as much as other empires as long as they keep up with Bureaucrats, since they can avoid the +50% Empire Sprawl Penalty?
 
Empath: +2 Envoys, +10% Diplomatic Weight, Cancels out most of the "Hiveminds are icky" penalty.
By any chance, do Empath AIs have a new personality or do they run with the default Hive Mind personality type? It seems like the civic should encourage a more cooperative gameplay style but the default personality really ramps up the violence if it can’t expand.
 
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No, but Admin Cap can now also be raised through buildings.
Do you mean that Corporate Authority keep a Admin cap penalty (like in 2.5) or are they now like normal empires (with special civics, federations and branch offices)
 
By any chance, do Empath AIs have a new personality or so they run with the default Hive Mind personality type? It seems like the civic should encourage a more cooperative gameplay style but the default personality really ramps up the violence if it can’t expand.

THIS!

Hive Minds really need some more personality/government types. Machines have 6, with two of those being from civics unique to them (Driven Assimilator / Rogue Servitor). Hive Minds can either be genocidal or non-genocidal.

You could add a type based on Empath, which is fairly different from regular Hive Minds. There could also be something based on the ultra expansive Subsumed Will / Divided Attention civics or the more "tall" civics such as Natural Neural Network, One Mind and Pooled Knowledge.
 
Strength of Legions: Added Armies start with 100 XP.
But... isn't this just the same as increasing the +Army Damage bonus?
Inward Perfection: Added -1 Envoy. Unable to take certain diplomatic stances.
What's your stance on certain 'lengthy description' civics like Inward Perfection having a laundry list of restrictions, rather than a single encompassing "Diplomatic options restricted".

Or the Genocidal civics. In 2.2 they had "Unable to use the Galactic Market" tacked on. Will they also get "Unable to join the Galactic Community" added in 2.6? Wouldn't it make more sense to just not add this small stuff, just like how the civics don't mention you get to murder the Admiral you get from the Marauders Giving You An Admiral event, rather than make it longer and longer with each new feature they're locked out of?
 
Shadow Council: Added +10% Ruler Pop output
This is an interesting and thematic bonus, but it seems like it would have very little impact. To most Ruler jobs, including the most common one (Administrators), this either does nothing or increases their Unity output by up to 0.3 Unity. Only High Priests and Science Directors get more out of it than that.
 
This is an interesting and thematic bonus, but it seems like it would have very little impact. To most Ruler jobs, including the most common one (Administrators), this either does nothing or increases their Unity output by up to 0.3 Unity. Only High Priests and Science Directors get more out of it than that.
I don't know, I feel like this kind of thing adds up, especially once you have a ton of ruler pops. Ringworlds with lots of merchants, for example. I also wonder if this increases the stability given by nobles?
 
Merchant Guilds: Permits Trade League
Corporate Dominion: Permits Trade League

I was under the impression that all empires (except gestalts) can form all federations, even if it doesn't suit them. I may have missed that Trade Leagues aren't available for everyone.

Shadow Council: Added +10% Ruler Pop output

Does this also include the trade value from Merchants and Executives? Produced trade value is usually excempt from increased output modifiers (why is it like that, anyway? To apply such a bonus to produced trade value from jobs you have to add triggers into the job itself instead of just adding an effect to a modifier. Was that a technical or design decision?), but maybe, maybe...
 
Ringworlds with lots of merchants, for example.
Which, mind you, don't produce any resource affected by Production bonuses unless you have Merchant Guilds to make them produce Unity. Even then, at a base of 1 unity each, let's say 5 ringworld segments giving +25 merchants, and loaded to the GILLS with the Commercial buildings for another +15, AND the prosperity tradition for 1 merchant per 50 pops, and let's say 265 pops so it gives you +5 merchants, Merchant Guilds giving another +3 merchants with the capitol...

That still only comes out to Shadow Council giving you 4.8 unity. By the time you have ringworlds.
 
I was under the impression that all empires (except gestalts) can form all federations, even if it doesn't suit them. I may have missed that Trade Leagues aren't available for everyone.



Does this also include the trade value from Merchants and Executives? Produced trade value is usually excempt from increased output modifiers (why is it like that, anyway? To apply such a bonus to produced trade value from jobs you have to add triggers into the job itself instead of just adding an effect to a modifier. Was that a technical or design decision?), but maybe, maybe...
The different federation types require a specific kind of empire to be one of the founding members. Authoritarians get hegemony, merchant guilds and megacorps get trade league, materialists get research cooperative, militarists get martial alliance, and everyone gets galactic union. So if you wanted access to every type from the get go, play a megacorp (or merchant guilds normal) with militarist, authoritarian, materialist ethics. Then you can decide what kind of fed you found, instead of having to plan ahead or hope the right type of empire wanted to start a fed with you.

Also, executives are megacorp exclusive, so they wouldn't be affected by the bonus from shadow council. Fair question about the merchants though.
 
I was under the impression that all empires (except gestalts) can form all federations, even if it doesn't suit them. I may have missed that Trade Leagues aren't available for everyone.
Most of them have requirements, actually.
  • Galactic Union is for everyone
  • Trade League requires Corporate Authority or one of those two civics
  • Martial Alliance requires Militarist Ethics
  • Reaearch Cooperative requires Materialist Ethics or Machine Intelligence Authority
  • Hegemony requires Authoritarian Ethics or the rogue Servitors civic (I believe)
 
I don't know, I feel like this kind of thing adds up, especially once you have a ton of ruler pops. Ringworlds with lots of merchants, for example. I also wonder if this increases the stability given by nobles?
Neither amenities, planet stability nor trade value is subject to job output modifiers. This is a very basic game rule.
What it means that you're only looking at a +10% unity output from ruler jobs (synonymous with "fuckall"), with the rare exception of research directors and high priests, which will also receive +10% research output. Nobles are completely unaffected by this bonus, as are merchants unless you also happen to have merchant guilds.

I'd classify this new bonus as "deceptively garbage".
 
I don't know, I feel like this kind of thing adds up, especially once you have a ton of ruler pops. Ringworlds with lots of merchants, for example. I also wonder if this increases the stability given by nobles?
Amenities (all Rulers), Trade Value (Merchants), and stability (Nobles) are not affected by generic output modifiers in the current version of the game. Unity (High Priests, as well as a secondary output of Administrators and Merchant Guilds Merchants) and Research (Science Directors) are.

Given these rules, as Methone pointed out, even a Merchant Guilds commerce Ringworld wouldn't get much out of it (except that Merchant Guilds Merchants give 2 Unity, but 9.6 is still negligible). Technocracies would probably be the ones who gain the most from it, but even then a bonus to Researchers (like Meritocracy) would probably give you more bang for the Civic slot.

This could change with 2.6, or there might be a scripted 10% bonus to these from the Civic.