3.3 Unity Open Beta Feedback Megathread

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MrFreake_PDX

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Please be sure to read this post in its entirety before responding to this feedback thread. Posts that do not follow the rules will be removed.

Hello Community!

As discussed in DD#237 and DD#238, we are currently running and collecting feedback on the 3.3 Unity Open Beta! Please keep in mind that this is very much a work in progress, and there may be bugs and other issues that result from playing on a version that is not final. You can report bugs found in the open beta on the bug report forums.

We are mainly collecting feedback on the balance and the overall feeling of how the unity and influence rework plays. To this end, please only offer feedback from games played entirely on the 3.3 open beta branch, and without mods.

You can get all the details about the Unity rework in DD#237 and DD#238.

###################
# Features
###################
Major updates have been made to the Unity system in Stellaris. In general, Unity is generally more valuable and useful than before and is used for many internal matters, while Influence is used mostly externally.

A summary of major changes include:
  • All means of increasing Administrative Capacity have been removed. While there are ways to reduce the Empire Sprawl generated by various sources, empires will no longer be able to completely mitigate sprawl penalties. Penalties and sprawl generation values have been significantly modified.
  • The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Sprawl. Each empire has an Edicts Fund which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them.
  • Unity Ambitions and Campaigns now function like Toggled Edicts and last until cancelled with upkeep rather than costs. Known Issue: Sacrifice Edicts do not show their up-front costs. Or charge them, other than the actual sacrifices, so these two cancel each other out.
  • Several other systems that used to cost Influence are now paid in Unity.
    • Reforming government now costs Unity. The cost is based on Empire Size.
    • Resettling pops that previously cost Influence now costs Unity. Abandoning colonies still costs Influence.
    • Suppressing or Promoting factions no longer costs Influence. Known Issue: Unity costs for Faction Manipulation are not yet functioning.
    • Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).
  • Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Sprawl.
  • Leaders now cost Unity to hire rather than Energy, and have Unity upkeep.
  • Planetary Ascension Tiers have been added to the game. After acquiring three Ascension Perks, Unity can be spent to improve the effects generated by a planet’s Designation by 25%. Costs increase with Empire Sprawl and the number of times you have performed this action. As you acquire more Ascension Perks, the maximum Ascension Tier increases, with an extra maximum bonus once all Ascension Perks have been unlocked.
  • More changes can be found in the Balance portion of the Patch Notes.

For additional details and background, see Stellaris Dev Diary #237.

  • Added Plantoid, Lithoid, Necroid, and Aquatic pre-sapient pops to discover if you own the respective Species Packs.
  • Added an event chain about a mysterious labyrinth.
  • Finishing tradition trees now unlocks the ability to select previously locked Federation types.
    • Mercantile unlocks Trade League
    • Discovery unlocks Research Cooperative
    • Unyielding unlocks Martial Alliance
    • Domination unlocks Hegemony
  • New Megacorp Civic: Permanent Employment added.
  • The Hydrocentric AP now allows aquatic empires to flood habitats, making them suitable for Aquatic species.
  • New Events! Some are *quite* refreshing

###################
# Performance
###################
  • Refactored bonus resources that civics grant to jobs.
  • Refactored unemployment benefits from living standards. A side-effect of this was better tooltips.
  • Refactored Living Standards to use pop modifiers on the living standards script, instead of being checked for each pop category. A side-effect of this is better tooltips.
  • Greatly improved the performance of telling a fleet of ships to upgrade. This mainly affects the tooltip of the UI (which was very expensive when hovered over), but also saves some time each time the AI attempts to upgrade its fleets.
  • Reduced framerate impact of species view when there are many species in the galaxy.
  • Reduced framerate impact of colonisation selection UI when there are many species available to colonise with.
  • Reduced frame rate impact of opening planet view.
  • Updated ship shader to support empire color in emissive, decreasing the amount of draw calls for Aquatic ships.

###################
# Balance
###################
  • Fixed unmodifiable traits so that you can now correctly remove special habitability traits, along with various other traits that you were not meant to be able to add but it was fine to remove. Also allowed you to apply existing species templates containing such traits to the rest of the species. (This mainly covers flavour-based traits - there are still some such as Mechanical or Psionic or Necrophage which you will not be able to add or remove via species modification).
  • Capital designations now provide production bonuses.
  • Many updates to authorities, civics, techs, traditions, and ascension perks related to the Unity rework.

Civics:
  • Imperial Authority now gains increased Influence from Power Projection.
  • Imperial Cult Civic now grants 100 Edict Fund instead of 2 Edict Capacity.
  • Inwards Perfection now grants 50 Edict Fund instead of 1 Edict Capacity.
  • Citizen Service no longer provides +2 unity to soldier jobs. Instead it grants -25% war exhaustion and +2 starting level to your Admirals and Generals.
  • Cutthroat Politics now also reduces Edict Upkeep by 20%.
  • Merchant Guilds no longer produce bonus unity.
  • Brand Loyalty civic now grants 25 Edict Fund instead of 1 Encryption.
  • Subsumed Will and OTA Updates now also grant 25 Edict Fund.
  • Feudal Society now also reduces Leader hiring costs by 50%, waives Unity upkeep costs for employed Leaders, causes employed Governors to instead generate Unity equal to their skill level, but removes the ability to dismiss Leaders.
  • Technocracy no longer generates unity. Instead the civic now doubles the chance that your scientists will discover a technology from within their expertise and grants you +1 research slots. The civic only requires you to be partially materialist.
  • Pearl Divers now produce one more trade value (3 by default) and will not steal Angler jobs when food is short anymore.

Traditions and Ascension Perks:
  • Executive Vigor Ascension Perk now grants 100 Edict Fund instead of 2 Edict Capacity.
  • Grand Council and Harmonious Directives Traditions now grant 50 Edict Fund instead of 1 Edict Capacity.
  • Integrated Preservation Tradition no longer increases admin cap, instead it gives your empire a flat 30% increase to Automatic Resettlement Chance.
  • The Void Dweller finisher from the Expansion tradition tree now also discounts upgrading habitats.

Technologies and Buildings:
  • Planetary Unification now grants +5% Unity production and a one time Unity award instead of +2 Unity.
  • All other technologies that increased unity production now instead increase Edict Fund by 20.
  • Autochthon Monument, Corporate Monument, and Simulation Site building lines now generate a small amount of Unity and increase Unity generation from jobs on their planet.
  • Hive empires can now build a variant of the Autochthon Monument line called Sensoriums.
  • Memorialists and Death Cults can now choose whether to build their specialized Unity buildings or regular ones. Memorialist buildings now replace the Autochthon Monument line.
  • Spiritualist empires can now acquire the technologies associated with the Autochthon Memorial and similar buildings, as well as their faith based line.
  • Renamed Administrator jobs to Politicians. Assigned Bureaucrats, Priests and other related jobs to the new Administrator economic category.

Origins:
  • The Here Be Dragons endgame trigger now lets Machine Intelligences with the Synthetic Age ascension perk reach it after 4 ascension perks rather than 6.
  • The Living Metal technology can now be discovered as long as you have some within your borders.

Miscellaneous:
  • Increased political power of ruler and specialist strata under Decadent Lifestyle.
  • Increased the consumer goods upkeep of Decadent Lifestyle.
  • Increased the likelihood of getting endgame crises that are not the Unbidden.
  • It now costs 25/50 influence to upgrade a habitat in addition to the alloy cost.
  • Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations.
  • Scientists currently researching a technology can now gain new traits as they level up.
  • The "Sell to Private Collector" minor artifact decision now grants a flat 500 energy and has a 6 month cooldown.

###################
# AI
###################
  • AI rogue servitor empires will now build a organic sanctuary on each planet that has upgraded their capital building, and build additional ones on planets with high science or industrial output.
  • AI can now balance how many pops it needs that produce amenities better (mostly relevant for Hiveminds, so they don’t put ALL their pops on amenity creating jobs).
  • AI tech picking overhaul (f.e. willingness to choose rare tech has been reduced from 400% to 50% and a total overhaul for scripted AI tech selection. The important techs are now: extra research speed, extra resource production, resource producing buildings, ship types and starbase types).
  • AI when calculating the economic plan, ai will now take into account what is currently under construction.
  • AI empires that require food will no longer build bio reactors.
  • AI empires who are not using food will now delete agricultural districts if they happen to have one, for example when they conquer planets.
  • AI ethics such as militarist, spiritualist and materialist will now have an effect on the AI overall economical strategy where they will have additional focus on alloys, unity or science respectively.
  • AI fleets who are following a player fleet with "take point" will now merge with each other when they reach the player fleet.
  • AI fleets will now follow the player more closely with a follow command when they are in the same system.
  • AI is now much more likely to prioritize surveying a system if they know there is a colonizable planet there resulting in faster expansion.
  • AI will now look at the individual unemployed pop when considering what job to create for it, solving various issues where jobs were created for pops who could not work them.
  • AI will now demolish superfluous districts, commonly obtained during conquest and purging the previous owners (no more useless planets with tons of empty districts that just cost energy upkeep).
  • AI will now favour researching techs unlocking the weapon type they favour (according to their personality).
  • AI will now make sure planets contain at least one free building slot if it has unemployed pops and it is unable to find any possible construction which contributes to the AI's economic plan.
  • AI will now only build defense platforms if they have maxed out their fleet cap.
  • AI will now only upgrade fleets if there would be a substantial benefit (+30% fleet power - this reduces wasting a lot of alloys unnecessarily).
  • AI will now remember if they have fought against a crisis together with the player and continue following their fleets as long as the threat of the crisis remains.
  • AI will now spend more of its alloys on upgrading starbases when they have reached their fleet cap
  • Added support for "is_essential" property on buildings which when added to the AI build queue will remove all non essential build tasks (used to enforce ai to build ancient cloning vats).
  • AI budget for alloys will now heavily favour building colony ships if we have claimed planets we want to colonize.
  • AI now understands how to evaluate energy grids and other buildings that apply modifiers to the planet (so now it can create specialized planets better).
  • Fixed AI construction deadlock in certain cases due to being in deficit of consumer goods and food at the same time.
  • Fixed AI often aborting jump drive orders during windup.
  • Fixed an issue where AI would continuously upgrade buildings and create an excessive amount of jobs.
  • Fixed an issue where AI would incorrectly multiply the trade value generated by a building by the number of jobs provided by the building twice.
  • Fixed an issue where hive minds were unable to build the spawning pool.
  • Fixed an issue where the AI did not colonize low habitability planets when there are no other options causing doomsday origin empires in particular to often experience a very swift end to their species.
  • Fixed an issue where the AI would not construct buildings to solve unemployment for their slaves.
  • Fixed bug that made the AI desire repeatable techs way more than they were expected to (compared to regular ones).
  • Fixed several issues where AI would get stuck and not build any modules or upgrade any starbases when there were open module slots which were unable to be filled according to the AI's starbase template.
  • Reactivated "Take Point" Follow behavior for fleets. If you select “take point” in a fleet, your allies and subjects are following this fleet during a war or a crisis.
  • Increased allowed budget for alloys on planet construction which prevented AI from building energy grids or other buildings costing alloys.
  • Lithoid empires are now more liberal in spending minerals on their colony ships.
  • Removed weighted random from AI construction as it now more correctly prioritizes which buildings to build.
  • The AI will now use minor artifact decisions with extra focus put on Arcane Deciphering.
  • Fixed an issue where AI necroid empires didn't build chamber of elevation on their planets.
  • Fixed an issue where clone army origin species would not always build ancient clone vats on their new colonies when possible.
  • Fixed an issue where the AI were not allowed to build Gaia Seeders
  • Fixed an issue where the AI would incorrectly evaluate the potential resources gained by constructing a building.
  • Fixed an issue where the AI would sometimes revert to obsolete fallback behaviour when deciding what to build.

###################
# UI
###################
  • Tooltips should no longer show any percentage values with decimals.

###################
# Stability
###################
  • Fixed a bug where the closest_system effect could cause an OOS.
  • Fixed a crash if script tried to change the species rights of a country (e.g. pirates) without species rights.
  • Fixed an OOS if you ever use every_system_in_cluster in a tooltip (luckily, we never did that).
  • Fixed crash when using pass_targeted_resolution in events.

###################
# Bugfix
###################
  • Fixed an issue where pops would mass switch from one job to another (for example maintenance drones).
  • Trade value from jobs now get a penalty from low planet habitability.
  • Added Planetary Automation behaviour for districts that grant Bio-Trophy jobs.
  • Added missing custom icon for ship component "Nanite Repair System".
  • Added missing description for deposit "Project Cornucopia".
  • Added missing tooltip when hovering the shipyard tab of a mega shipyard owned by another empire.
  • Blocked building ships in occupied shipyard.
  • Colonizing Consecrated planets no longer enables breaking the Consecrated Worlds limit.
  • Democratic manadates now check for uncapped rural districts, allowing democratic candidates on shattered rings to usher in a new age of digging too deep and too greedily!
  • Ensured that the Arcology Project checks for agricultural districts on Wet Aquatic worlds.
  • Fixed "The Library" dig site occasionally granting unaccessible deposits
  • Fixed Angler job name not displaying in FR.
  • Fixed Megacorp Death Cults not starting with a Sacrificial Temple.
  • Fixed Megastructure view description sometimes not reflecting the selected Megastructure.
  • Fixed Megastructure view not always using the default image when no structure specific image exists.
  • Fixed a bunch of empire names being missing (and therefore displaying in English) in Chinese. Mainly Machine Empires and the Galactic Imperium.
  • Fixed a dev comment being present in an event text when you encounter an empire with Here Be Dragons during First Contact.
  • Fixed an issue where Medical Workers' habitability bonuses would not affect habitability impacts on pop growth correctly.
  • Fixed an issue where only the fleets of the main attacker would go MIA in enemy territory when a new war starts.
  • Fixed an issue where the tooltip breakdown for the habitability of an uninhabited planet was missing country modifiers.
  • Fixed automatic ship design name generation often generating a design of an invalid name (i.e. one your empire was already using somewhere) on certain name lists.
  • Fixed broken localization reference in Doomsday Origin.
  • Fixed cases of unlocalised text when the Galactic Community or Empire tried to build too many Titans for its Defense Force.
  • Fixed fleet upgrade button telling you your ships were already upgrading telling you your ships were already upgrading twice.
  • Fixed gender selection tooltip in empire creation stating that clicking a non selected gender will revert to default gender settings.
  • Fixed grammar of adding a single clue to an arc site or insight to a first contact.
  • Fixed it being possible to build ships in occupied mega shipyards.
  • Fixed missing loc string for Nemma Mining Operation deposit.
  • Fixed potential issue where Sentinels (crisis-fighters) used the same global event target as Sentinels (stone soldiers from an arc site).
  • Fixed several places where tooltips in the contacts or diplomacy views would mistake guaranteeing and being guaranteed, and supporting independence or having one's independence supported.
  • Fixed some inconsistencies with whether Aquatic habitability modifiers were applied and displayed.
  • Fixed some megastructures not animating properly.
  • Fixed some misgenderings of rulers in German espionage and Galactic Imperium events
  • Fixed starbase modifiers not always being properly updated when removing buildings or components.
  • Fixed that an empty broken Federation details tooltip would show up if you tried to look at the federation of a country with no federation in the contacts view.
  • Fixed the Manifesti faction demanding you outfit your ships with the Gestalt equivalent of sapient combat computers.
  • Fixed the species gender selector not having the correct impact on certain Vanilla species' leader portraits.
  • Fixed transport ship jump drive cooldown resetting when landing on a planet.
  • Increased reward of the "Shattered World" anomaly event from 3 to 5.
  • Loading... New Rogue Servitor Planetary Automation Algorithms installed. Bio-Trophy district management for habitats and city worlds updated... Have a nice day.
  • Machine Intelligence empires with the Rogue Servitor civic won't be forced to burn organics during the Primordial Soup event.
  • Pop job weight for enforcers is now adjusted based on if there is crime or not
  • Science ships no longer get a free survey completion when their target system gets taken over by someone else.
  • Shorten string SLAVE_MARKET in French.
  • Streamlined "Unknown Contact" event chain by turning the "Study the Living Sea" planetary decision into a special project.
  • The Nemma World colony event will now actually fire.
  • The Rubricator is no longer lost to the player if a non-default empire kills Shard
  • The orbital station on New Baldarak (which is rendered useless by the events that create New Baldarak) is now correctly removed.
  • The portrait selection view for empire creation now gets a scrollbar if the number of portraits exceed the two visible rows.
  • Transport Fleets should handle Landing armies better, notably when in Aggressive stance.
  • Venus realized that they were larger than Earth and has decided to shrink to a more appropriate size.
  • You can now build a Fleet Academy if you have queued a Shipyard (you don't need to wait for it to complete).

###################
# Modding
###################
  • Added "random" toggle to scripted loc. If you set "random = no", it will pick the loc key with the highest weight, or the first valid one if no weights are specified, rather than acting as a weighted random
  • Added ai_ignore_was_human console command for toggling ai passiveness after taking over a human controller empire on/off
  • Added complex_trigger_modifier to mtth functions
  • Added complex_trigger_modifier to mtth functions: now you can use complex_trigger_modifier = { trigger = num_favors parameters = { who = from } trigger_scope = owner mode = add potential = { <triggers> } } in places where you could use modifier = { factor = 1 <triggers> }
  • Added downgrade_all_buildings and downgrade_buildings_of_type effects
  • Added is_starbase_type trigger
  • Added script_values, which are like ai_weight versions of scripted triggers. You can refer to them by key to get a number via value:my_value
  • Added skip_federation_cooldowns console command
  • Easier mod overwriting of objects that dynamically add modifiers
  • Enabled further mathematical operations in many modifier = { factor = x } fields. The full list is now: set, mult/factor, add, subtract, divide, modulo, round_to, round = yes, floor = yes, ceiling, max, min, abs = yes (all taking a number on the right, except where otherwise specified)
  • Enabled scripted localization for base scopes, meaning that "Root." is no longer needed in some localization strings
  • Exposed the default megastructure portrait key as a define
  • Extensive defines to modify the math around the planetary ascension
  • Fixed a number of potential crashes on startup due to interactions between the load order and a number of effects and triggers
  • Fixed a variety of issues with the use of variables as multipliers in triggered resource tables
  • Fixed ambient objects' scale_to_size making ambient objects appear a different size the first time you looked at a solar system than subsequent times.
  • Fixed crash when closing TweakerGUI
  • Fixed issues where mods overwriting objects (e.g. jobs) that dynamically add modifiers would cause issues where the added modifiers would not work
  • In value-based triggers where you would say e.g. num_pops > 32, you can now no longer say num_pops > from, but you can instead say num_pops > from.trigger:num_pops. This change was doing for technical reasons, to save on memory usage by not saving two event targets in each trigger
  • Often-reused scripted effects and triggers will now no longer show misleading file locations in error logs
  • Replaced the modification boolean flag for traits with the additional triggers species_possible_add, species_possible_merge_add and species_possible_merge_remove
  • Stopped some weight/chance fields inexplicably returning 1 even when script said the base should be 0
  • Variables that accepted "trigger:<trigger>" now also accept "modifier:<modifier>"
  • You can no longer use "count" in any_x triggers. You should use count_x instead (which uses much better code)
  • You can now use count_x script lists in export_trigger_value_to_variable
The following are some of the known issues in the 3.3 Unity Open Beta. This list is not exhaustive and some issues have already been resolved internally but did not make the open beta build. If you encounter any issues however not reported here please report them via the bug forums :)
  • Sacrifice edicts are not showing their up front Unity costs. Conveniently, they're also not charging them at the moment. Heads still roll though.
  • Unity costs for faction manipulation are not implemented yet.
  • The Byzantine Bureaucracy and Parliamentary System civics need tooltip updating.
  • Depreciated triggers, modifiers, buildings and jobs have yet to be totally removed.
  • Influence from Power Projection tooltip is unclear and needs refactoring.
  • Planetary Ascension does not have any form of confirmation.
  • Fleet reinforcements sometimes create a new fleet instead of joining the fleet it is supposed to.
  • Species traits look a bit wonky in the colonisation window.
  • Aquatic pop portraits not randomizing properly or applying gender options reliably.
  • Void Dwellers with Permanent Employment start with a ruined posthumous employment centre.
  • The tooltip informing the player of the cost to reform their government does not explain how the cost is calculated.
  • AI implementation for new features is still using hot code.
  • AI issue where they are building a lot of buildings that are not using jobs such as luxury housing
  • After submitting to the Khan you will quickly just be attacked again, so don't give up!

This open beta version will be available from January 20th to February 3rd, and will likely not be updated. After two weeks, the open beta will be taken down, and we will incorporate any feedback we feel is appropriate into the final release version, which is currently scheduled to be released in February.

Once again, we are looking for directed, constructive feedback on the influence/unity rework as it stands in 3.3 [f622] Unity Open Beta without mods.

There is a thread for open discussion here.

If you encounter a bug in the 3.3 Open Beta, please do not post it in this thread. Bug reports should be made on the bug report forums, and flag for the 3.3 Open Beta. Due to the many changes, 3.3 Unity Open Beta is not save game compatible with existing saves, and may or may not be compatible with the eventual 3.3 "Libra" release.

What we are looking for:
  • Feedback on your playthrough from the 3.3 “Libra” Open Beta, regarding balance and overall feeling

Not Useful replies
  • Do not reply to other users. Reply to other users in the discussion thread here. Encourage them to change their mind and edit their post, in the discussion thread. Be nice with your replies in the discussion thread. Did I mention the discussion thread?
  • Your perception of the changes, without actually playing the open beta
  • Posts attacking the Stellaris team members
  • Off topic/Not applicable posts will be removed.
  • Feedback from playthroughs using mods.
To opt-in to the Steam open beta branch, right-click Stellaris, click Properties, Beta tab, and choose “Stellaris_test” from the drop-down.

Please only reply to this thread once, with your feedback on the 3.3 Unity Open Beta, any other discussion should happen in the discussion thread.

Thank you in advance for your interest and feedback!
 
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I tend to delay taking ascension perks after the first in the first 50 years of the game because I don't yet meet the requirements for the perks that I want to take, even when neglecting unity generation and focusing on research. Many ascension perks have technology requirements which take much longer to meet than getting the unity needed to unlock that ascension perk. With a unity focused playstyle this is even worse. It always felt weird to me to gain an ascension perk point and then having to wait 20 years before actually using it. The Autochthon Monument now gives “extra Unity per Ascension Perk” which makes this more noticable.
 
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Campaigns are way too expensive, 94 energy per mmonth...
 

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Just started the Open Beta, no mods. Made a machine empire that is likely to be low Unity to try out that angle of things.

I still have a long way to go, but my first immediate feedback is that the first new scientist is just crazy expensive. 200 Unity starting from a base of zero with a Unity income of 7 took me until sometime in 2202 (April I think) to afford. That's entirely different from paying 200 energy for a first new scientist and feels like a punishment rather than a choice.

Starting exploration for the initially-low Unity empires is going to feel SLOW.

-----

Edit: A follow-up on my earlier post. I'm now on 2206, got Uniform Data Standards for my first Society research & built a second Uplink node (after my second Research lab). The third & now fourth scientists did feel like a choice. I still feel that the early Unity choke on that first new scientist is a problem, but it alleviated quickly.

If I hadn't built the second Uplink node or hadn't thought of it, I'd probably be in a panic, as the upkeep on the scientists I'm choosing to get would have me at an extremely low Unity income (1-3). So I guess I could say that I felt pushed into the second Uplink node. My build order on the capital world has been:

Mining District -> Research Labs -> Nexus District -> Uplink Node

With a build order like that, I feel like I can afford a normal-ish number of scientists and still get my first Ascension Perks without a huge delay.

-----

Edit again: Game year is 2210 now. I expected some Sprawl penalties with the new system and I'm not too alarmed at the 3% tech / 6% tradition penalty I've acquired. The 76% Edict Cost penalty is super scary though. I only have 76/50 Sprawl and it doesn't feel like I'll be able to expand much further at all without overwhelming my Edict budget & swamping my low-ish Unity generation. I did see the +20 Edict Budget tech go by already but didn't select it because the initial Fortify the Border edict didn't seem useful. I haven't yet seen any technologies or other options for reducing sprawl generation or penalties.

I do really like the Edict budget system overall. Previously, I never did anything with Edicts until mid-game because they cost too much Influence. In this playthrough I was able to afford Map the Stars as soon as the Edict became available and that's just really nice. I don't know if the crazy Sprawl penalty will break me out of liking this yet or not though. I don't think +20 more Edict budget would change that worry the way things are headed.

The second Uplink Node has allowed me to afford four scientists & my first Tradition (base Discovery) already so my initial worry about super-slow starting exploration earlier now seems overblown. I still do think that something needs to be done to smooth over that initial crunch though. Starting the player with 100 Unity (like we previously started with 100 Energy toward the first scientist) seems like an obvious way to do so.
 
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Low Hanging fruit first:

In the UI tooltip on the main screen topbar. Empire sprawl total is shown first, followed by a breakdown, followed by text telling you that your sprawl is 50 points lower than the total. It's a beta - I know :)

You start with your sprawl number at 50 (64 for void dwellers!) on the top bar. Your penalties start to accrue immediately you exceed 50 (I realise this is by design), but it feels punitive.

A better way of implementing the same thing is to rename "Admin Sprawl" to "Administrative Burden" and give a base -50 points to Administrative burden (this is effectively your 50 free points). This means that the topbar display starts at 0 and when it increases to 1 the penalties start which to me would just feel more natural.

How does it feel to play:

It feels that I'm punished for expanding and claiming new areas for my empire due to the ever growing, non-mitigatable modifier which also gets worse every time 10 new pops are spawned over time. This starts virtually from day 1, giving us about 25 points of breathing room before penalties kicked in (or even crazier - tie it to difficulty level) would be nice.

Compared to 3.2 I have lost a locus of control and I have literally and emotionally feel like I have less control over my empire as before I could lean into bureaucracy to alleviate the penalties and give myself breathing room. I'm not saying let's go back to 3.2, but having that lever to control the efficiency of your empire was a good thing, it was just too effective from the moment it was implemented and never balanced. If bureaucrats came back and reduced the admin sprawl for the colony (including pops and districts) by 5%, but the building was planet unique then it would give some of that lost control back while preventing people from eliminating the penalties.

I'm just going to type in here as I play now. Just my opinion.

I'd rather the penalties were sharper to be honest, but had more breathing room before you encountered them. This could also function as a mechanic cutting underdogs a bit of slack.

Some of the unity costs are completely out of balance at the start of the game, but get more reasonable as time goes on.

For 200 unity I can hire a leader, for 100 more my empire can adopt a tradition.

Starting an edict is too cheap as a base price, and it would be better is it didn't scale with raw admin sprawl, but the excess after the 50 had been ignored.

I haven't touched planet ascension yet, my instinct is to avoid it and go wider as the pop growth would make up for not ascending planets I could lose (and therefore lose the bonus).

I think because Traditions is the base-line use of Unity historically and it gets exponentially more expensive as the game goes on, it's impossible to balance anything against it cost-wise.
 
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Initial view.. I an using a stock UNE

Very early observation. Leader cost is too high at 200 unity each. While this cost would be less of an issue later in game I think a solution may be to either provide the player with more leaders to choose from when acquiring a new one or scale the cost to the number of active leaders they have and have society techs which expand the base cost leader pool.

The high leader costs puts a damper on early exploration which is one of the best parts of the game.
 
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So a few things I noticed regarding edicts:
- Most Edicts are way overpriced, in the first 100 years no one will be willing or able to pay 50 Energy or 10-50 Unity per month and in the endgame you are looking at 3k+ Unity per Ambition per month. The benefits just aren't worth it.
- Exotic resource edicts look much better, since you can only toggle them during combat.
- Reform Government cost looks alright at 10x Sprawl

Leaders:
- too expensive early on

Gestalts:
- oh boy, did you straight up forget about Hives and ME's?
- impossible to sustain any edicts at all, since you don't get the faction unity
ME's are nerfed far too much:
- Since you get hit by the 33% increased Sprawl penalty, you only really get 75% of your research compared to a normal empire and half as much as a Hive
- +1 influence is useless, since you can pretty much expand as fast as you survey anyway and there are no uses for influence past the early game

TL.DR: Reduce edict costs across the board and give Gestalts some way of mitigating the 0,75-1 unity per pop other empires get. Also rethink the sprawl multipliers.
 
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Okay, first big feedback: Amenities (at least for void dwellers) have been wrecked. It looks like politicians (previously administrators) took a big hit to amenities provided in exchange for more unity (3 Unity + 8 Amenities -> 6 Unity + 3 Amenities). Every pop takes one amenity, so their net amenity production was cut by 71%! This means that at the start of the game, even with two clerk jobs being worked, I'm short 4 amenities on my non-capital planets. That gives a whopping -14 stability penalty to each of them.

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This puts void dwellers in a really tough spot. -10% resources and trade value is a really bad penalty, and that's only going to get worse as pops grow. However, in the early game I have a very rough time fixing that as a void dweller. You only start with one building slot, and that has to stay filled by my hydroponics farm or my pops starve. Clerk jobs only provide a net bonus of 1 amenity, which means that trade districts won't remotely cut it. It really feels like I'm being forced to build a leisure district on every non-capital habitat, which really hurts on the habitats because of your limited district slots. I usually end up with 2 habitation and 2 mining districts on early mining habitats, which means that entertainment district is either really hurting my pop growth (from lower housing) or cutting my mining output from my mining habitat in half.

Another note: priest jobs have been changed as well (3 Unity + 5 Amenities -> 4 Unity + 2 Amenities). Since every pop takes one amenity, this means their net amenity production was cut by 75%. I can't see what merchant jobs or medical worker jobs look like right now, so we'll see how those are affected, but at the start of the games it feels like having some entertainers on every planet/habitat is now absolutely mandatory, which doesn't feel great.
 
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Current unity job outputs and upkeep:
Bureaucrat: 4 unity, 2 CG upkeep
Priest: 4 unity, 2 amenity, 2 CG upkeep
Death Priest: 3 unity,1 soc. research, 2 amenity, 2 CG upkeep
Mortal initiate: 2 unity, 1 soc. research, 2 amenity, no job upkeep

Priests are no better than Bureaucrat in unity generation and this makes spiritualist less appealing. Spiritualist should have better unity output than other ethics.
And Death Priests got nerfed for some reason, but they should be better than normal Priests since it's a special job from a civic.
 
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6 month cooldown for selling minor artifacts causes too much excess micromanagement. I understand the change from the point of balance (getting 1k EC was really OP), but there must be some QOL improvements, e.g. option to sell 5/10 artifacts at once or notification that cooldown is expired.

Unity leader cost is not so bad than I've expected, leaders are expensive at the start, but later it causes no problems.

Permanent Employment
Megacorp civic feels not so good, zombies are just worse than robots. They have the same assembly speed (robots after robo-modding are built even faster), but you can't raise zombies on new planets, that is huge disadvantage. And zombies can't be specialists at all when robots can be upgraded to droids/synths. So there must be some assembly speed buff for reassigner jobs and/or options to upgrade Posthumous Employment Center to get more reassigners, because now there is no point (except roleplay) to use zombies when you can build robots.

Edict cost is... strange. New edict system is nice, but there must be some balance changes.


Getting unity from factions and influence from having fleet is interesting.
 
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15 years into a fresh game, no mods, playing as a Fanatic Materialist/Militarist Mechanist Technocracy/meritocracy to try and see how imbalanced the research situation can get midgame with an extreme build. Galaxy size is 600, 0.5 habitable planets, GA scaling difficulty, 2x hyperlanes, 0.75x gates and wormholes, 12 AI's, max FE's and maurauders, all other settings default.

So far I really like the impact the unity changes have on leaders and the pace of the early game. It used to be easy to spam out a half dozen or so science ships and rapidly explore your corner of the galaxy, now I have to balance out hiring more leaders with working through tradition trees. There's two distinct early game plays here: try and build as many scientists as possible to explore and expand ASAP, but pay more for traditions later, or try to fill out a tradition tree or two early and then expand. I care more about my leaders now, and am far less trigger happy with cycling through the pool to get ones with perfect traits. So far I filled out the expansion tree and have 4 science ships exploring, which I feel is pretty well balanced.

The economic changes feel good too, now I actually have to care about all resource production instead of just spamming labs/forges. I replaced the commercial zone with an entertainment district to get more amenities/pop, and with academic living standards am actually feeling the consumer good hit. I got a few planets within close range, low habitability ones will be turned into pop growth factories, while the good ones will be built up and specialized.

As others have noted, the base cost of edicts is way too high, 50 energy/month plus the sprawl penalty makes them prohibitively expensive. Aside from that, no other glaring problems.
 
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I'm about a decade into my first run. I really like the unity rework - it feels like a valuable resource that I can't get enough of. Having to balance using it to recruit scientists to explore more versus getting traditions makes it feel much more useful.

I enjoyed how fleet strength gives influence too. This really gives a new reason to start building up a fleet early on. I did notice that as a democracy, the change of faction rewards from influence to unity made influence much harder to come by. Whereas usually I would get 4-5 influence once factions form, I'm only getting about 3.5 at the moment. Not specific to this patch, but I really dislike the use of influence as "expansion mana", because it's the one resource that ultimately determines the pace of the game. A radical suggestion here would be to merge influence into unity (or vice versa). That would really make unity much more important as a resource...
 
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As machine empire, the 1 pop = 1 sprawl is going to make edict funds useless to get because they will only be reliable early game, thus the sprawl per pop should be reduced or the whole edict menu will be ignored by most player since its not profitable
 
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Run with (no mods) :
- Spiritualist + Pacifist + Xenophobe
- Inward Perfection + Meritocracy
- Venerable + Natural Sociologists + Quick Learners + Unruly + Repugnant
- Remnants

So it is a min of +40% unity without counting leaders bonuses etc

My remarks :
-> I'm negative with amenities... On a relic world and with the TWO temples filled with jobs. That's not normal.

Like said above Politicians are crap now compare to Administrators. Even with two temples I can't mitigate Repugnant... IMO something should be done about Politicians and Priests.

-> On the leader side... The price is high. Very high. Too high. Even for an Unity based build. I can understand the idea behind BUT if the price stay that high, Leader lifespan and Leader Experience Gain losses their last value. In the current version of the game it is already an alternative play style with many down sides since it really costs points that could be used like on research (research OP ?).

The goal of the meta Venerable + Quick Learners is to have somewhat good leaders at the beginning and keeping them to the end. If it is not possible to choose leaders at the start... You will choose them later and the two traits will be useless. Because you will reach the repeatable tech to maintaining your leader alive and because what the point of having leader exp gain if you will get rid of it or if you don't have any leader ?

Some possible suggestions :
- Enduring should give +20y and -20% leader cost / Venerable should give +80y and -60% leader cost. (without any price modification for both)
- Talented and Quick Learners should be one trait. Both are niche and not that strong, even combined for one point it is a lot compare to like the three research traits

-> I'm starting with one lab and two temples... What ? Why not but that seems strange to me.

-> So Spiritualists have Temples, Autochthon Monument and Citadel of Faith.

Here... Is it time to put again the problem on the front. Some updates ago CF was the last tier of temples. Now it is an unique building.

For one slot CF produce a bit less than Sacred Nexus but at a far better cost. So CF is a better pick in the end game than Sacred Nexus but you can only do it once. So... I don't know. The building is very cool but useful only on some niche cases too late in the game I suppose. Making it the last tier of Sacred Nexus can change that.

-> district_arcology_religious are COOL ! We need more specials districts like that.
(But there is no small icon on the top right of the picture of the district... Literally unplayable !)

-> Edits... Price too high at the beginning ? ^^

-> Unity is a more valuable resource which is good... But now I have the impression that Unity is everywhere. It's kinda strange. I don't know yet if we naturally can have a sufficient amount of it to do a minimum of things but it is the right path IMO. We will need a lot a tweaks to make it right but it is a yes.
 
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i played a bit with it, and overall i like the changes and i would only suggest a couple of things.

> lower leader cost is quite the issue in the early game but later on it doesn't really matter. i would like a way to reduce the RNG on the leader pull maybe so that in the early game getting a leader you don't want/need would be less punishing, or decreasing the price.

> Empire Sprawl seems way too punishing, since it is inevitable. it hurts the player quite a lot and makes tall play seemingly necessary and not a choice(which i believe it should be). Especially for Machine Empire who will suffer the most due to their increased penalty.
Also edict funds scale way too quickly, paying 200 energy in the mid game for -25% consumer goods upkeep isn't worth it. This also ties into the punishing side of Empire Sprawl. Maybe if there was a job that could decrease the penalty(culture workers maybe), that would be nice.
 
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VD has been a bit left in dust with the changes in this patch (35% stability day 1, lost of merchant guilds unity, marketplace of ideas nerfed...) but some on this points have already been talked, so i proposed the next problem:

Expansion tree feels really underwhelming as VD:

Why:
  1. to have any use from VD you have to finish the entire tree (habitat build cost is the finisher), so you have to wait for the entire tree to be finished, then start building a habitat, which wil still take 5 years to build + 1 year to colonize (this can be bypassed by buildign the colony ship when the habitat is at 75% construction)
  2. having expansion will have your habitats start with 2 pops... but you only have 1 pop work so you have to start building a district asap
  3. Colony development speed, while a good modifier, doesnt actually impact VD that already have 300% colony development speed on habitats
Also, since this patch pushes VD to stay on habitats, and allows to ascend habitats there is more play to actually reward VD who stay on habitats instead of bumrushing machines/slaves/synth ascension.

How to improve expansion tree for VD:

  1. Move 25% build cost from habitats either to:
    1. Adoption effect, replacing colony speed
    2. Reach for the stars (-10% influence cost for starbases) and moving the influence cost to adoption effect
  2. instead of giving 1 free pop, new habitats get a planetary buff to growth speed from imigration ( or not, having 1 pop unemployed is just midly annoying)
  3. Since colony development speed is removed in the point 1, and the finisher is left empty the finisher can have either:
    1. 25% upgrade cost (thats removed from build cost, no effective change)
    2. 10%-33% habitat build speed
    3. decision to increase habitat space / tech reduction to habitat techs
Why the 3 point?

Because as VD in this new patch you feel REALLY trapped in 6 size habitats, with a mid game tech that only gives 2 habitat space
 
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Here's my suggestions so far:
-Reduce leader cost (like 50 unity or 100 energy)
-Undo merchant guilds unity nerf (marketplace of ideas nerf already more than enough)
-Reduce cost of subsidies edicts to 25 base (Sprawl easily puts them to 100+ after getting 1 or 2 planets which is excessive)
-Buff bureaucrat to 6 or 7 unity, 5 base too low
-Reduce edicts upkeep cost from sprawl. 100% sprawl penalty by about year 15 is cost prohibitive.
-Reduce base cost of energy edicts to 8. Original cost is 1000/120months = 8.3 energy/month.
-Reduce time to sell 1 artifact to every three months (once per 6 months + 500 energy limit has nerf shoulders of giants origin to the ground)

Bug reports:
Unemployed rulers won't automatically take new ruler jobs. those jobs will get filled by workers/specialists instead.
Also, a strange bug is preventing my worker from being employed despite there being worker jobs available.
 

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Haven't played long enougth to see designation worlds, but since early game is still the same, tech-rush still will be much superior due to snowballing. While tech empires gets ahead, as a spiritualist you receive nothing till 3 ascension perk, in other words mid game.
As I can see now, only worlds designation upgrades is a major change for unity and nothing else. Yet, science not only gives your resources like this designations through technologies, but it gives you mega structure techs, ships, weaponry, star bases, pop speed production, lifespam increase and many other feathers. Designation is not enough and unity is still useless in providing alternative to science.
 
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This post is mostly copied from what I said in the dev diary.

I really like nearly everything in this patch. The game has needed a rebalancing for a while to deal with all the power creep since 2.2. I particularly like the technocracy change, sprawl rework, and some of the little changes like the regenerative hull tissue and selling minor artifacts being balanced.

That being said, I strongly disagree with leaders costing unity, at least not how it's currently balanced. 200 unity to hire a leader is a much steeper cost than 200 energy, because unity is a tertiary resource produced by specialists with high pop upkeep as well as required consumer goods as input. Furthermore, it cannot be bought or sold on the internal market.

If leaders costing unity is already set in stone and not subject to change, at the very least the cost should be reduced so that it's not prohibitively expensive to hire new leaders at all especially in the early game when you need them most. Just recruiting a second scientist to be able to explore in more than one direction costs half a year or more of unity production at the start of the game, meaning you can't recruit scientists at the very start at all. And even if you do, you completely cripple your early tradition adoption because you would be spending all of your unity on scientists, maybe a new governor if you started with a horrible one, and an admiral for your fleet if you plan to be aggressive in the first few years.

As a general rule, I always buy something like 4-6 scientists at the start of a game. 2+ for surveying, 1 for assisting research on my capital, 1 for researching anomalies, and 1 for excavating dig sites, with the appropriate traits for each if possible. The first tradition costs 225 unity at the start of a game. A scientist costs 200. You are sacrificing roughly an entire completed tradition tree to recruit the MINIMUM neccessary number of scientists to be successful in the early game, which will also take you far longer to recruit because you can't sell resources or minor artifacts to get unity to recruit the scientists that you need.

Even past the early game, the change to leaders costing 200 unity is going to change the game for the worse. There is a massive difference between an empire that has good leader traits and an empire that doesn't. With these changes to leader recruitment it will be completely unaffordable for most empires to reroll leaders, which will lead to the RNG of your starting leaders deciding who wins and who loses games - especially in multiplayer, but it will also cause massive variance in single player's ability to hit benchmarks by certain years. To take probably the most extreme example: An empire with a "Battleship Focus" ruler and a "Retired Fleet Officer" governor can have a 30% cost reduction on building their battleships, which equates to a 42% bigger fleet all other things equal, simply for having optimal leaders in two categories. Likewise, if you can get an admiral with the "cautious" trait, your fleet will be almost guaranteed to have the first alpha strike in large battles, which in the late game can kill large numbers of enemy ships in the first volley and prevent them from even having a chance to fire back. This has major negative implications on naval battles, where rng can provide an even bigger advantage.

I know the intent of a lot of the changes this patch was to nerf gameplay and rein in the power creep, but I feel like specifically this leader change is nerfing the game in ways that didn't need to be nerfed. Going to play longer and see how it feels, but currently it's just way too slow to do much of anything in the early game. Tech isn't much slower, but traditions are massively slower due to the necessity of recruiting a bunch of scientists. Slower exploration means it's slower to colonize your first 2 planets, slower to make contact with other empires, slower to get to choke points, and due to the opportunity cost of getting scientists, many years slower to get key traditions and ascension perks.

Edit: Some nice related QOL that would be great, though not change anything from a gameplay perspective aside from saving clicks, is a button in the leader hiring screen that would immediately reroll the pool instead of having to hire many at once and then dismiss all of the ones you don't want. It wouldn't change the outcome and would cost the same as hiring a leader and dismissing them the old way, it would merely save many clicks.

Edit 2: After playing some more, my feelings on the leader cost have slightly changed. It still feels very punishing in the early game to get your scientists out there exploring, but once you get a decent amount of unity production going, leaders become basically free. Once tradition costs scales so that they cost several thousand, spending 200 to recruit a leader feels like a drop in the bucket, and you can still cycle leaders and it doesn't feel like you're giving up anything, which seems to have been the intended design. Personally I don't mind leader trait cycling and I see it as necessary (or, just let us pick the traits we get instead of it being random), but I know others have differing opinions here.

As a further note, I'm really noticing the performance improvements. The game feels like it's running almost twice as fast on my somewhat of a potato laptop, which I can really appreciate.
 
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In terms of empire sprawl it feels really weird that pops still contribute to it. At least with the amount of options to reduce it being extremely limited. I do like the increased importance of unity. Though I feel like influence being used to recruit scientists would help a bit with the very restricted early-game.
 
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