3.3 Unity Open Beta Discussion Thread

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-Marauder-

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It isn't what is included in the model that's an issue, but what isn't, and can't be by virtue of it's interactiosn and dynamism- rate of expansion/conquest, and the builds that facilitate conquest.

Any model of Stellaris without conquests is ignoring a core pillar of its 4X design, and conquest is tied to the rate tradition expansion since wider is better at everything, including traditions. Further, Traditions accelerate the development of more traditions, whether through economic improvement or conquest facilitation. Inversely, conquest is the biggest factor in the Edict Fund cost spiral.

Ethics, in turn, are core parts of builds that affect how they will expand, and at what rate. An ethic doesn't exist in a vacuume, but in how it facilitates the expansion, or consolidates the gains of expansion. Spiritualist, for example, is a consolidation ethic- it doesn't have the highest peak faction approval, but can provide the highest average faction approval through the unique benefits it has to ethic shift seperate from weighting factors (assimilating conquests faster), and how it's faction pressures someone to push the resources that would go into robots (alloys and energy) towards other means (such as conquest).
As someone else pointed out, Spiritualist do not have a particularly high faction approval. Theirs is actually rather anemic. Other ethics have a higher base one and much easier time.

As for conquest and expansion. Spiritualist have no bonus to this. In fact unless they use robots they will actually fall behind. Because pops directly translate into economy, and economy translates into being able to expand and conquer. Which then results in more pops and more economy.
 
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Ryika

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As in, penalties applied for size need to be assessed by how many jobs it requires to pay for it. Right now the number of jobs is silly. When you require more than one planet filled with like jobs to offset the penalty something is wrong with the system.
I don't see why. If you conquer 10 planets, why would you not have to use 2-3 of them to offset the penalties?

This seems to be the theme in all of your posts on the topic: You say "I should not require X", but then leave out the reason why you require X.
You only require "a planet" worth of jobs to offset the penalty if you've just acquired "a whole bunch of planets".
The simple problem is that as you conquer other empires; you know that one method of 4x games a lot of people like; you end up cratering your research and tradition gains and it only gets worse in larger galaxy sizes with more empires.
But that's not true at all, unless you don't increase your research and unity output appropriately. Empire Sprawl applies a linear penalty, which means aside from the 100 free capacity you get, if your empire is size 1, you have to produce "1 unit" of research for "1 unit" of tech progress. At size 2, you need to produce "2 units" of research for "1 unit" of tech progress, but you can do that because you have twice the amount of stuff.

The bigger you are and the more pops you have, the slower your pops will grow, so there is a bit of an issue there at first glance for peaceful expansion, but then remember that you probably don't need to scale your alloy production 1:1 based on your size. You should have more than enough capacity to boost your research progress more and more the bigger you get, by increasing the percentage of researchers in your empire on top of accumulating all of the efficiency effects.

That's certainly my experience - yes, the penalties get bigger, but so does your economic base. Being huge still means having a lot of everything.
 
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-Marauder-

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I don't see why. If you conquer 10 planets, why would you not have to use 2-3 of them to offset the penalties?

This seems to be the theme in all of your posts on the topic: You say "I should not require X", but then leave out the reason why you require X.
You only require "a planet" worth of jobs to offset the penalty if you've just acquired "a whole bunch of planets".


But that's not true at all, unless you don't increase your research and unity output appropriately. Empire Sprawl applies a linear penalty, which means aside from the 100 free capacity you get, if your empire is size 1, you have to produce "1 unit" of research for "1 unit" of tech progress. At size 2, you need to produce "2 units" of research for "1 unit" of tech progress, but you can do that because you have twice the amount of stuff.

The bigger you are and the more pops you have, the slower your pops will grow, so there is a bit of an issue there at first glance for peaceful expansion, but then remember that you probably don't need to scale your alloy production 1:1 based on your size. You should have more than enough capacity to boost your research progress more and more the bigger you get, by increasing the percentage of researchers in your empire on top of accumulating all of the efficiency effects.

That's certainly my experience - yes, the penalties get bigger, but so does your economic base. Being huge still means having a lot of everything.
You're right about Research, you're wrong about Unity. The way research works, you still profit from having more pops. As you can compensate for the increased sprawl, and even get ahead. That doesn't hold true for Unity.

The way Unity scales for Ambitions, Edicts, and Planet Ascension Tier's you'll at best be compensating for the increased cost. This is further compounded by things such as Planet Ascension Tier's also increasing in cost each time you pick one, forever, across all planets. If anything the current scaling, cost increase for Planet Ascension Tier, absurd cost for Ambitions, and so on. Has made Unity worth LESS than ever before, once you finish your Traditions.
 

Lidhuin

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It occurs to me that a very simple way to greatly boost spiritualists is to make increase their base faction approval, and that the most balanced way to do it is to probably add +5 approval for every 10% of the pops that are spiritualists (or so) after the first 10% bonus at 25% (for a total additional +35 base possible). Might even make the bonus incremental 5% - 6%, etc... Which would give a total of +56 if 95%+ of your pops were spiritualists)

This would mean that you have an incentive to go full spiritualists rather than half-heartedly, and that full spiritualists would potentially counter the negatives of even full citizen robot pops (at the same time, make sure robots aren't so diehard materialists maybe?).

Not only would that synergize with the bonus unity from the ethic, but it would also give you a guaranteed massive happiness bonus if you put in the effort to actually make your population spiritualists.

The only downside is that priests as a source of unity would be unremarkable compared to just having pops producing a base 1 unity each, so priests would need to do something more useful I'd think.

The unfortunate reality right now is that their ethic benefits are lackluster and the maximum faction approval even without robots requires picking arguably undesirable ascension perks, making the faction undesirable even compared to Xenophiles with slaves (what does -25 approval matter when I go way over 100? - isn't that absurd? Spiritualists are technically penalized more for having automatons, than Xenophiles are for having alien slaves... Yeah, it's -25, but it's irrelevant when you can stack up approval to counter it, which spiritualists can't do in the first place).

But 100% spiritualist empire with 100% faction approval? Now we're competing with materialists and other factions, without merely just buffing the ethic either.
 
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DeanTheDull

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As someone else pointed out, Spiritualist do not have a particularly high faction approval. Theirs is actually rather anemic. Other ethics have a higher base one and much easier time.

This misunderstand the argument. The value of Spiritualist in an ethics build is their 'good enough' approval to get the relevant bonuses of faction approval combined with a high ethics attraction modifiers, which are seperate from ethic weighting biases (that are also good). This is speed of conversion argument, combined with what the bonuses of faction approval actually are.

Speed of conversion is a relevant consideration due to how non-slave living standards give unequal but considerable political weight to conquests. Egalitarians have an ok-faction approval of 80%, but egalitarian living standards put all pops on roughly the same weighting. This means if you conquer pops of anti-ethics, you will significantly fall in faction-outputs because your Egalitarians have much less of a share of your empire %. In time they will convert (and speeding this up is the point of the Egalitiaran-specific edict), but in that time you take a much steeper penalty. Lid and I disagree on the speed argument based on our readings/experience with % modifiers; I find them stronger than basic weighting mechanics, but he has assumed they were weak weighting basis.


The benefits from faction bonuses is a separate item. There's three benefits of having pops in happy factions: a unity-per-pop benefit, a happiness-per-pop modifier that affects stability, and avoiding the penalty of not being in an unhappy faction.


The unity-per-pop faction influence is basically a wash that goes to Spiritual favor due to Spiritualist's 10/20% unity for all sources, including but not limited to faction unity, in a meta where unity is, while not a critical requirement, a major wide-scaling one if you want major powerspikes of later traditions. On its own in terms of factions, Spiritualist 10% means an effectively 10% higher approval level than listed, because even if their approval is 'only' 50 for some notional 50% of .5 unity for .25 per pop, they're still getting 10% from that. This still peaks lower than Xenophile- everything does- but that's not the point.

The point is this faction unity argument is itself a red herring, because unlike in 3.2- when factions produced Influence which was an irreplacable resource- in 3.3 they produce unity, which is also now the main output of Ruler Pops, and unity is a valuable efficiency resource in the early game (for moving your pops to get colonies to size 10, which improves their growth efficiency and also gives more Rulers faster), and a resource you have to dedicate production to in order to get your late-game power spikes. The more resources you have to dedicate (pops and planets), the more unity beyond the factions you need. The more production you dedicate, the smaller a share of your faction unity is. All of this unity- from wide ruler pops, from trade builds, from unity worlds- is getting boosted by Spiritualist.

The faction unity argument is akin to arguing planes are slow because a car can outrace them on the taxiway. This is true. This is also irrelevant. Spiritualists are not worse at the unity game than other empires on the basis of factions, because factions are not the basis of the unity game. The tradition value of Spiritualist isn't the first two or three traditions, but the next five or six, when faction unity was never going to be enough to reach it reasonably.



The second benefit of faction bonuses is the happiness modifier. Happy factions offer two buffs to pops: +5% when faction approval is 60-79%, and +10% happiness when 80+%. There is no scaling bonus to this- 100% faction approval is as happy as 80%. This is what I'm referring to when I talk happiness (as opposed to approval), though I do slip from time to time.

This is where 'good enough' matters, due to what the benefits of happiness actually are.
-Every point of happiness above 50 is +1% chance to adopt state ethics. This is useless for a pop that is already a member of state ethics. Happy xenophiles don't become more likely to become xenophiles.
-Every point of happiness above 50 is -.02% crime, to a max of 0. This is nice, but far from major.

The biggest asset is popular approval, which is the planetary average of happiness modified by .6% stability per point of approval. A 5% difference in faction happiness- which is the difference between a 60-approval Spiritual and 100 approval xenophile- amounts to... a 3% stability boost. 3% stability is a 1.8% boost to all jobs.
(In a very generous assumption scenario where we just handwave the time it takes to get there.)

That's not nothing, but it's tiny in the sea of modifiers. Planetary habitability differences- which you can mitigate by moving pops around with unity and energy- dwarfs that.

And this is where the 'spiritualists can't have robots' argument becomes a meme. Factions start at 50 approval. Having robots is a -5 modifier. Being a spritiualist empire with 10% of the population as spiritualist is +15 in modifiers. You're already at the 60% plateau where the biggest difference is 2% pop output.




The third benefit of having cohesive, happy factions is avoiding the penalty of unhappy factions, and this is where points 1 and 2 work in tandem- it's far more important economically to avoid penalties than to maximize faction happiness. This is because unhappy factions have a -10% happiness modifier at 20-39 approval, and a -40 modifier at 0-19, and the penalties for unhappiness are much steeper.

Every point of pop unhappiness is-
-1% ethics attraction
-.02 crime per point, up to +2 crime per pop at 0 happiness (starts at base 40)

And in terms of popular approval
-1 Stability, where every -5 stability is 3.1% economic decrease

Together these faction penalties mean that conquered pops are slower to integrate if they're antithetical to a faction- say autoritarian-slave conquests brought into a xenophile-no-slave build- and while they will eventually convert, in this time non-stratified living standards give these pops plenty of political influence in your faction economy (decreasing unity gained) and in your planetary stability economy (mitigating faction happiness buffs). This, in turn, is disrupting your early snowball potential, where early-game faction unity matters most for early traditions, and maintaining decent stability is key for re-utilizing your conquests to fuel more conquests.


This is where Spiritualist flexibility and ethics attraction % modifiers comes in. As a faction, Spiritualist is policy-wise not at odds with anyone but materialists. Unlike no-slaver xenophiles, it can more easily adjust it's policies to its captured pops (or even enslave them to mitigate their political power), appeasing factions to avoid the greater penalties which- in turn- reduces the time it takes for the pops to convert to spiritualist. This ties to other spiritualist ethics % modifiers in less time.





As for conquest and expansion. Spiritualist have no bonus to this. In fact unless they use robots they will actually fall behind. Because pops directly translate into economy, and economy translates into being able to expand and conquer. Which then results in more pops and more economy.
This misunderstands the war synergy of Spiritualist and economics of robots. Robots are an anti-early war pop bloom strategy, and pop blooms are inferior to military builds for pop accumulation.

Robots are a very expensive investment more akin to habitats than fleets when it comes to expanding your economy. They take 2 alloys, 5 energy, and a pop, and don't even stop being net-losses until about the fourth pop built. This is because it takes the first robot pop to 'match' the pop invested as the assembler, the second to cover the energy upkeep, and the third to cover the alloy requirement. Only at the fourth pop do you start to make back the investment with net productivity, but with pop assembly being about 5 years (or more) a pop, this is a nearly 20 year delay of accumulating costs, and nearly 480 alloys for those two decades.

Per planet, mind you. So for a modest 8 planet early empire, you're looking at over 3800 alloys not-used on fleets that could conquer an empire doing so in these first 20-30 years.


Spiritualists- in so much as they 'can't' or 'shouldn't' have robots- are free to use these alloys precisely to conquer the sort of empires that would and adding those pops to their own, a significant early-game war economy base that far outpaces what robot empires can accrue in the early game.

(Which, again, they can totally be themselves. They just bypass Synthetics/AI, which is not a requirement for success.)



Moreover, Spiritualist builds can absolutely build themselves to draw Psionic Ascension reliably in the early game once the tier 3 techs start opening, due to how the Psionic weights work. Psionic isn't just the fastest ascension to unlocks, but the best for early-game warmongering to get your snowball speeding up. Psionic Rulers gives influence (for claims) and ethics attraction (for incorporating unhappy faction conquests), governors give stability (best for war-boosting specialists like scientists and alloys), Psionic scientists innately get research buffs that put Intelligent psionics on par with Erudites, and Pyschic Admirals get direct damage and evasion buffs, most useful for early-game corvette and destroyer swarms.

Psionic is absolutely an ascension for early-game snowballing to simply outmass peaceful pop-assemblers who go synth, Psionic itself ties handily to Spiritualist, and we return to Spiritualist (if no robot) not only having many more alloys to dedicate to early conquest fleets, but also being completely compatible with other war-mongering ethic combos like Authoritarian or Militarist (or both).
 
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Lidhuin

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Speed of conversion is a relevant consideration due to how non-slave living standards give unequal but considerable political weight to conquests. Egalitarians have an ok-faction approval of 80%, but egalitarian living standards put all pops on roughly the same weighting. This means if you conquer pops of anti-ethics, you will significantly fall in faction-outputs because your Egalitarians have much less of a share of your empire %. In time they will convert (and speeding this up is the point of the Egalitiaran-specific edict), but in that time you take a much steeper penalty. Lid and I disagree on the speed argument based on our readings/experience with % modifiers; I find them stronger than basic weighting mechanics, but he has assumed they were weak weighting basis.
That's not my argument.

Spiritualists have a low approval rating. It's lower than materialists and Xenophiles. I don't want spiritualist pops, because spiritualist pops are always unhappy and their approval is bad. You have yet to disprove that assertion - you keep saying I can include robots and avoid psionics, but now the spiritualists have 60 approval. Why do I want my empire to be made up of pops with 60 approval when I can *easily* get them to 85 or 100? For 1000 pops, you're giving up hundreds in unity per month and a lot of happiness.

Authoritarian Xenophiles with slaves will convert pops as rapidly as Spiritualists does, and the pops will be happier than Spiritualists are.

Synth ascension will convert all pops into materialists, which have a higher base approval. Materialists can also run slaves, and if your argument is that slavery prevents the pops from exercising political power, then materialists can just run slavery indefinitely until synth ascension is a thing - problem solved and 100% of pops will be converted to materialists.

Egalitarian Xenophiles won't have unhappy pops for all that long, if they even ever do.
The unity-per-pop faction influence is basically a wash that goes to Spiritual favor due to Spiritualist's 10/20% unity for all sources, including but not limited to faction unity, in a meta where unity is, while not a critical requirement, a major wide-scaling one if you want major powerspikes of later traditions. On its own in terms of factions, Spiritualist 10% means an effectively 10% higher approval level than listed, because even if their approval is 'only' 50 for some notional 50% of .5 unity for .25 per pop, they're still getting 10% from that. This still peaks lower than Xenophile- everything does- but that's not the point.
Egalitarian outdoes Spiritualists with +25% to faction unity.

Materialists outdoes Spiritualists with significantly higher approval.

Xenophiles outdoes Spiritualists - and it is the point, because: Why do I want spiritualists who are unhappy? Why!? I don't want pops with just 60 approval! Alternatively, I don't want to be forced to pick 4 bad ascension perks to make 1 faction happy.

The point is this faction unity argument is itself a red herring, because unlike in 3.2- when factions produced Influence which was an irreplacable resource- in 3.3 they produce unity, which is also now the main output of Ruler Pops, and unity is a valuable efficiency resource in the early game (for moving your pops to get colonies to size 10, which improves their growth efficiency and also gives more Rulers faster), and a resource you have to dedicate production to in order to get your late-game power spikes. The more resources you have to dedicate (pops and planets), the more unity beyond the factions you need. The more production you dedicate, the smaller a share of your faction unity is. All of this unity- from wide ruler pops, from trade builds, from unity worlds- is getting boosted by Spiritualist.
I just ran a game where I did zero unity production, and I guarantee the power spike was much higher than if I had wasted effort on producing unity, given factions and rulers gave me all the unity I could ever need and then some.

Trade builds are not boosted by spiritualists.

Edit: And just to add, paying 10 unity per pop is a completely irrelevant cost (and my egalitarians who are forced to be able to resettle because the Awoken can only have migration controls enabled are still happier than spiritualists with no ascension perks and with robots - which also doesn't matter, because all my pops are materialists even though I didn't want them to be)
The faction unity argument is akin to arguing planes are slow because a car can outrace them on the taxiway. This is true. This is also irrelevant. Spiritualists are not worse at the unity game than other empires on the basis of factions, because factions are not the basis of the unity game. The tradition value of Spiritualist isn't the first two or three traditions, but the next five or six, when faction unity was never going to be enough to reach it reasonably.
Reached them all around 2300 without a single bureaucrat.
 
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fourteenfour

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I don't see why. If you conquer 10 planets, why would you not have to use 2-3 of them to offset the penalties?

This seems to be the theme in all of your posts on the topic: You say "I should not require X", but then leave out the reason why you require X.
You only require "a planet" worth of jobs to offset the penalty if you've just acquired "a whole bunch of planets".

But that's not true at all, unless you don't increase your research and unity output appropriately. Empire Sprawl applies a linear penalty, which means aside from the 100 free capacity you get, if your empire is size 1, you have to produce "1 unit" of research for "1 unit" of tech progress. At size 2, you need to produce "2 units" of research for "1 unit" of tech progress, but you can do that because you have twice the amount of stuff.

The bigger you are and the more pops you have, the slower your pops will grow, so there is a bit of an issue there at first glance for peaceful expansion, but then remember that you probably don't need to scale your alloy production 1:1 based on your size. You should have more than enough capacity to boost your research progress more and more the bigger you get, by increasing the percentage of researchers in your empire on top of accumulating all of the efficiency effects.

That's certainly my experience - yes, the penalties get bigger, but so does your economic base. Being huge still means having a lot of everything.

it certainly is true, why should conquering more empires make my costs to research a widget increase let alone ridiculously unless I spend time micromanaging all my new assets and configuring them to offset penalties?

Why isn't all of production penalized? The logic is the same.

The new system has increased micromanagement because each time you take over another empire your suddenly confronted with having to configure their planets to offset the penalties incurred by the sudden increase in the size of your empire and some of those increases can be substantial and game breaking
Let alone when they surrender suddenly I have to go make sure my edicts aren't cratering my resources which does happen when you take over a large empire. I have seen jumps of over 300 on an edict cost! Which means, stop playing, go fix everything, oh, that is fun. Not.

Traditions are special case and I can see empire size penalties against the advancement of your empire by those means. After all they lead to ascension perks and those should be really impactful; sadly many are junk.
 
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Ryika

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Why isn't all of production penalized? The logic is the same.
Empires can work together and pool their industrial base to create fleets, but they cannot share their technological progress aside from the small multiplier through research agreements, and cannot share their unity progress at all. Hence, for smaller empires to stay technologically relevant, either larger empires need to be slowed down, or smaller empires need to be sped up.

Since tech progress of expansive empires was absurd, and since larger empires cannot really be balanced against smaller empires due to their ability to grow as quickly as they can conquer, a tech and unity penalty that scales directly to their size is a pretty logical conclusion.

The new system has increased micromanagement because each time you take over another empire your suddenly confronted with having to configure their planets to offset the penalties incurred by the sudden increase in the size of your empire and some of those increases can be substantial and game breaking
That was always the case. If you didn't do some work on planets that you conquered, you'd seriously reduce your overall progress.
It's annoying, sure, just doesn't have much to do with the sprawl overhaul.

But if you really, really, really can't stand it, why are you even playing conquest oriented strategies to begin with?

Let alone when they surrender suddenly I have to go make sure my edicts aren't cratering my resources which does happen when you take over a large empire. I have seen jumps of over 300 on an edict cost! Which means, stop playing, go fix everything, oh, that is fun. Not.
This one is interesting, because I agree with you on edicts, and thought they were going to be changed, but apparently only Campaigns and Ambitions are, not Edicts. So that's annoying... but it still does not validate any of your other points.

It's not really all that much micromanagement though. Edicts simply become uneconomical if you grow big and start significantly exceeding your free capacity. Essentially, we're back where we were a long time ago, when edicts were timed bonuses that cost Influence - they're only really relevant to small empires.

So you disable them, and that's it. Personally I don't find that a lot of fun, so... again, agreement on the idea that edicts don't work well, but there's not much management to do there.

Traditions are special case and I can see empire size penalties against the advancement of your empire by those means. After all they lead to ascension perks and those should be really impactful; sadly many are junk.
Technologies are far more impactful than any Ascension Perk will probably ever be. I don't really see how you can see a "special case" there, but not also see how the same "special case" applies for technologies.
 
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SirBlackAxe

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How big is the Unity upkeep per edict?
Veneration of Saints: Base upkeep 10 unity, gives +20% priest output (note that the planned fix/buff to the spiritualist edict discount will reduce this to base 9 or 8)
Fear Campaign: Base upkeep 20 energy (not unity), gives +10% monthly unity
Both also give +25% attraction to their respective ethic, if that's relevant.
 
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SirBlackAxe

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Has anything been mentioned about changing fear campaigns to Unity rather than Energy for upkeep?

What are the upkeep costs of Peace Festivals, Encourage Political Thought, Land of Opportunity, and Fear Campaign?

Are upkeep costs scaled at the same rate as the activation costs?
  • I haven't seen anything about converting Fear Campaign to unity, although there was a fairly ambiguous statement about "significantly reducing campaign and ambition costs"
  • Edict activation cost (will be) the same as the monthly upkeep, so base+sprawl% for both. "Activating an edict now requires one months upkeep cost worth of stockpiled resources."
Edicts:
  • Peace Festivals (Pacifist): Base activation/upkeep = 10 unity, gives +10 happiness and +25% pacifist attraction
  • Encourage Political Thought (Egalitarian): Base activation/upkeep = 10 unity, gives +100% ethics shift chance
  • Land of Opportunity (Xenophile): Base activation/upkeep = 20 unity, gives +100% immigration pull and +25% pop growth from immigration
  • Fear Campaign (Xenophobe): Base activation/upkeep = 20 energy (not unity), gives +10% monthly unity and +25% xenophobe attraction
  • Information Quarantine (Authoritarian): Base activation/upkeep = 10 unity, gives +5 stability and +50% governing ethics attraction
EDIT: I do notice that Veneration of Saints is only worth it if you're paying for it with edict fund - in my current 619 sprawl empire, I would need 351 of my 369 pops to be priests in order to earn back more than the 70 unity I'd be paying for it. If you aren't using other unity edicts it's free unity though. Noticeably better for Exalted Priesthood (free priest rulers from the capital) and significantly worse for spiritualist megacorps (half your priests are managers and miss out on the bonus).
 
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Leylos

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I finally finished a whole game under the new beta.

I generally like the unity changes and new costs (although I think the Empire Sprawl Penalty should be even harsher)

Planetary ascension on the other hand seems utterly worthless.
The first time I noticed I could actually afford it I read the effects of it, laughed out loud and than forgot about the entire mechanic for the rest of the game.
Why would I ever want to spend a significant chunk of my unity on something with that little of an effect when I could rather spend it on the next tradition or ascension perk?
 
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blahmaster6k

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Having added governors (level 3 assumed), Isolationist/Mercantile policies, and the correct sprawl/size effect calculations, these are the new results from the spreadsheet simulation for hypothetical fanatic regimes with no third ethic pick. The more points, the better an ethic is at getting something.

TRADITIONS
148Fanatic Egalitarian
139Fanatic Pacifist (mercantile)
138Fanatic Xenophobe (isolationist)
135Fanatic Xenophile
134Fanatic Spiritualist (with robots)
131Fanatic Pacifist
130Fanatic Xenophobe (supremacist)
125Fanatic Authoritarian
125Fanatic Materialist
123Fanatic Militarist
121Fanatic Spiritualist (no robots)

EDICTS
66Fanatic Spiritualist (with robots)
63Fanatic Spiritualist (no robots)
59Fanatic Pacifist (mercantile)
58Fanatic Egalitarian
55Fanatic Pacifist
54Fanatic Xenophobe (isolationist)
53Fanatic Xenophile
51Fanatic Xenophobe (supremacist)
50Fanatic Authoritarian
50Fanatic Materialist
49Fanatic Militarist
What's the methodology/formula for your spreadsheet? Without knowing what those numbers come from the data is meaningless to me.
 

Lidhuin

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Added some support for edicts in the spreadsheet simulation (including support for Edict Funds, but there is currently nothing that affects them).
  • Xenophobe Isolationist + Isolationist stance + Fear Campaign edict seems to be better at Unity production than even Egalitarian, thereby grabbing the first place if Fear Campaigns are included in the calculation.
  • Xenophobe Supremacist + Fear Campaign edict similarly would take the third place, dropping Spiritualist with robots to 6th place (out of 11 ethics and significant ethic variations). Xenophobe would join the list of ethics superior to Spiritualist in Unity, except for edicts.
  • "Veneration of Saints" is a bad choice for Unity production (if no Edict Funds are available, Exalted Priesthood is not used, and the target pop share of Priests is 4%). As SirBlackAxe noted, it would take a lot of Priest jobs to make it break even. This leaves Spiritualist ethic attraction as the main impact of Veneration of Saints, and until such a time that Spiritualist empires are better of maximizing Spiritualist pops rather than Xenophile pops, this can be considered an undesirable effect.
The latest intel on 3.3.1 is that edict cost reductions are applied after edict costs have been modified by sprawl/size, correct?
I am next considering adding support for government types. Is this an accurate summary of the government type modifiers?
  • Democratic: +50% Automatic resettlement chance
  • Oligarchic: +15% Faction Unity gain
  • Megacorp: +25% sprawl penalty
  • Dictatorial: -10% sprawl penalty
  • Imperial: increased influence from power projection (but no edict funds)
Yes.

Democratic is still capped at 1000 unity per election (tech gains are uncapped of course - unity rework, but the cap of gaining unity isn't removed despite there being no reason for the cap in the first place)

The rest could get the agenda bonuses.
 
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trollman9

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Some considerations:

-Plentary ascension feels useless outside of ecumenopolis, I would either remove cost modifier for other planets so you can ascend all planets or make it wayy more impactful.
- Empire sprawl seems fine, though tradition penalty seems overly harsh, requiring hundreds of unity workers even with fanatic spiritualist and consecrated worlds to acquire the later traditions in mid game at a reasonable pace.
- Game performance is actually deceptive, yes it's hyper fast early game with years flying by, but by 2300 the same slow down and lag as in 3.2 is present.
- Zombies suck, and megacorps in general seem shafted by +25% empire size
- Tech still superior to unity in every way, meaning the meta is unchanged and stale.
 
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HFY

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-Plentary ascension feels useless outside of ecumenopolis, I would either remove cost modifier for other planets so you can ascend all planets or make it wayy more impactful.

It's also good on your empire capital (especially a capital Ecu), and it can be worthwhile on a research Ringworld, but yeah Ecu is probably the best usage right now.
 
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DeanTheDull

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  • Is Mandate Unity affected by edict expenditures? (i.e. will fulfilling a mandate give you less Unity if you activate an edict?)
It should, if it's consistent with stored science rewards and the Necrophage unity-per-necrophage tradition, but I'm not familiar with the code.

For most events, however, the rewards that scale with monthly income just look at the net income of the month the award triggers. Since these were ll developed after the Mandate unity expenditure, unless they changed Mandate's coding, it should follow the same principle (which is computationally simpler.)


  • Does Corporate government replace all Bureaucrats with Managers, or half of them?
Default to all for buildings, sans spiritualists, which get 1 Manager and 1 Priest instead of 2 Managers. (This matters mostly in that the Priest provides amenities for the Manager, and the Manager provides TV to cover the district/building cost.)

There might be a difference for Habitats/Ringworlds, who IIRC break some other job-substititoion patterns but I don't know any that do.
 
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priamossz

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do we know roughly when the open beta becomes the default setting? I am interested in playing with the new beta but i rather not lose my save half way because corrupted files.
 

HFY

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do we know roughly when the open beta becomes the default setting? I am interested in playing with the new beta but i rather not lose my save half way because corrupted files.

We don't know, but we did get scripting / mod changes in a recent Dev Diary so it's probably close.
 
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