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Then don't sign a trade pact with them. Unless they are piracy and drugs preachers, then sign a new military budget.
It's more a case of "I want to have my cake and eat it" than of "I don't want that". Free specialist slots that give +3 amenities, +3 TV and +1 unity looks damn tasty and I want in, but on the other side I don't want to deal with the increased spiritualist attraction >.<.
 
Empire Cohesion
"Snaking empires beware." - Wiz twitter
Dqb1gsSX0AAk2Jh.jpg:large


Empire cohesion is now a thing to counteract snaking and and disjointed empires. (Since the 2.0 pirates are gone)


He also posted a picture from Kaiserjohans empire of the dev clash as a concrete example:
Dqb2bODXQAAtfTB.jpg

"Also, just in case you're wondering who did the most snaking in the Stellaris Dev Clash the answer is, of course, KaiserJohan, with a hefty dose of empire size penalties about to hit him next session."

Essentially a snaky or patchy empire counts as larger than a more cohesive, round empire.
 
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Cohesion looks awesome! Something I’ve been hoping for in P’dox’s other games for a long time, I might add.
 
Remembering my CK2 time:
STGI1EZ.png

(This is normally a colony event, I fired it on Earth by console)

Now I want the ability to hurl debris into Unbidden portals :D
Edit: And a special project to use the shroud as my pesonal garbage heap, as an environmentalist I care for my environment, only my environment
 
Remembering my CK2 time:
STGI1EZ.png

(This is normally a colony event, I fired it on Earth by console)
"Where we're going, we won't need eyes to see."

I can't wait to study this aggressively, For Science! :D
 
So after this expansion the only things left to do are:

- Diplomacy rework
- Inner politics rework (authority types and the likes)
- Leader rework (related to the previous point)
- Spyionage and other forms of "soft power"
- Victory conditions rework / dynamic empire objectives (mentioned by wiz in some design corner)
- Moar traditions, perks, civics, you know, the works
- Space unicorns for great justice

Am I forgetting something?
Silicoids phenotype and Nomads, obviously. ;)
 
For even more accuracy, a planet full of arcologies is actually more likely to have less land developed than a planet that is full of vast sprawling cities.

Arcologies are potentially so efficiently designed, so tall (potentially reaching up into space), so deep (potentially reaching down into the mantle), that you could fit billions in one building.

For reference, if you built a tower like the one I just described, its inhabitable area is going to be comparable to a small continent.

Since the whole point of the Arcology concept was to preserve as much of the natural environment as possible by building up instead of outward, there is something profoundly ironic about Stellaris using the word to describe a project that completely eliminates the entire biosphere to create the ultimate form of urban sprawl.
 
The land combat rework, and maybe an FE rework. Speculatively maybe a navy rework and a bottom-up science rework.

Then maybe a few more mid- and end-game crises (maybe related to soft power and economics) and we'll be good. Until more reworks come about on the basis of "we were never really happy with how [feature from three DLCs ago] was implemented..."

Boy, I would love to see a land combat rework. And a leader rework. And more mid-game crisis. And some sytem of soft power where we can expand our religion / culture in the vein of megacorps, but I doubt that any of these would end up happening. A man can dream, thought!

PS: Sillicoids, gas-based lifeforms and Nomads would be incredible to have! But they are prime candidates for being DLC material. Next expansion, perhaps?
 
Boy, I would love to see a land combat rework. And a leader rework. And more mid-game crisis. And some sytem of soft power where we can expand our religion / culture in the vein of megacorps, but I doubt that any of these would end up happening. A man can dream, thought!

PS: Sillicoids, gas-based lifeforms and Nomads would be incredible to have! But they are prime candidates for being DLC material. Next expansion, perhaps?
Oh, and Origin/Background Civics slots too! :D

Something that's on my personal wishlist is a star system/star cluster designer, kind of like CK2's character designer and EUIV's nation designer. It would allow the player to design and save custom star system and even group them together in star cluster. These can be used as homeworld systems, special system and what not, with spawn chance set just like for custom empires.
 
Since the whole point of the Arcology concept was to preserve as much of the natural environment as possible by building up instead of outward, there is something profoundly ironic about Stellaris using the word to describe a project that completely eliminates the entire biosphere to create the ultimate form of urban sprawl.

Agreed. That said, a real ecumenopolis would almost certainly be composed of arcologies, since the transfer of waste heat is a huge concern, and typical urban sprawl would be bad at that.
 
Wiz Said It's Purely Negative.

Oh joy, punish the player for playing smart. Wonderful.

I thought Wiz knows that a mechanic that only punishes the player for not playing how the designers want him to is a bad idea. The punishment for not doing what Wiz wants should be balanced with a reward for doing and playing how he wants us to. Otherwise, this mechanic is as good as useless. Smart players will ignore it early on to sneak wherever they want, then start filling up systems until it's gone leaving the most useless 2 resource systems unclaimed. If there is no bonus for having large positive value, then nobody will bother.
 
Meh. I don't think this empire cohesion thing is necessary. "Snaking" already has the natural negative of being harder to defend your territory. I did like the previous pirate mechanic for this more as it increased piracy chance the more hyperlane connections you had on your borders. But whatever.
 
A government used by non-corporate empires in which a small power elite control things without it being a Dictatorship.

I'm not sure what's so confusing about this- sure, the Corporate government is more detailed than the others. Okay... well, we know the next major overhaul will be about diplomacy, so that's a great opportunity for them to rework and expand the others. Most oligarchic empires aren't corporate empires, and there's no reason to force all oligarchies to be corporations.

Are you deliberately misunderstanding me or something?

I'm well aware that not all oligarchies are corporation's. But all corporations are oligarchies. This isnt complicated. Are we going to have a unique authority type for every kind of oligarchy? I doubt and it seems redundant.

Why not just make all oligarchies have these megacorp kind of mechanics? Business, crime, religious, are all oligarchies that are represented by "megacorp."

Do you really find it that hard to imagine other unique and general civics making all other types of oligarchies possible under these mechanics?

I can easily imagine mercinary, military and science type oligarchies with the "megacorp" mechanics.
 
Empire cohesion sounds really cool. I'm curious to see what it does when you have a really low cohesion, does it lead to parts of your empire breaking away, civil war? Also can you counter act it? So it is there to off set snaking, does this mean we have to round out the edges of our empire? Claim whole clusters? I'm sure this will be part of the next DD, but this seems like a really interesting mechanic.
 
Empire cohesion sounds really cool. I'm curious to see what it does when you have a really low cohesion, does it lead to parts of your empire breaking away, civil war? Also can you counter act it? So it is there to off set snaking, does this mean we have to round out the edges of our empire? Claim whole clusters? I'm sure this will be part of the next DD, but this seems like a really interesting mechanic.

From its appearance, it doesn't do anything beyond boosting your administrative penalty. It can be easily countered by upgrading stations and getting more systems. Lowering also is easy, just fill up your clusters until you have fewer connections with empty systems.

Overall, its only purpose is to stop snaking and punish the player for not claiming all that useless baggage in form of 2 resource systems.