• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Admiral

Second Lieutenant
Jan 4, 2017
184
109
I went into Stellaris knowing ethics divergence was a major game mechanic, and I have rapidly understood its importance; I annexed the civilization of another race only to have them hate me due to different ethics. So that's why I'm lucky as a fanatic collectivist that I have the social engineering edict, with -15% ethics divergence for ten years.

This sounds good until you realize the x.1 multiplier to the chance, meaning that it only gives you a 1.5% yearly chance to indoctrinate a pop. However the edict lasts for ten years, which in turn brings us to a 15% chance to convert a given pop. Only 15%? This means that you'd need at least 7 pops to expect a conversion (6 x 15 = 90 7 x 15 =105) and even then it'd only be one. Keep in mind that edicts cost 150 Influence. That's three leaders. That's more than winning a war with the Humiliate wargoal*. That's more than four years of base Influence income. That's a whole 15% of your total influence (assuming you have the full 1,000) just to convert a few pops in an empire that will have dozens of them.

In short, the Social Engineering Edict is very underpowered, but I've noticed this trend with other edicts. It would be one thing if edicts doubled or tripled production but spending 150 influence for a modest increase in one planet's output seems a little weak.

Although on the other hand I guess planetary edicts are more for the early game where planetary management is the core of the game. Once you transition from managing planets to managing sectors I guess the idea of grooming a single planet to perfection is quaint in the big scheme of things.
 

Repeats

First Lieutenant
11 Badges
May 16, 2016
210
247
  • Magicka
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
The only edicts that I have ever bothered using are the ethics divergence, happiness, and migration attraction. Even then, I usually feel ripped off because of how expensive they are. 150 influence to boost 1 planet is insane. I should be more around 30-50 influence max. If they gave us sector edicts, then I could understand 150 influence for the edict to apply to all planets. However, it doesn't seem that this is in the design philosophy for sectors at the moment.
 

ZomgK3tchup

Into the Future
128 Badges
Dec 25, 2009
4.999
4.742
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Rome: Vae Victis
  • Knights of Pen and Paper +1 Edition
  • Lead and Gold
  • Leviathan: Warships
  • The Kings Crusade
  • Majesty 2 Collection
  • March of the Eagles
  • Victoria 2: Heart of Darkness
  • Pirates of Black Cove
  • Gettysburg
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Supreme Ruler: Cold War
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Deus Vult
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Arsenal of Democracy
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
This is why planetary edicts should have maintenance costs instead of upfront costs. Cheap planetary edicts mean that you need to spend time every ten years reapplying them while expensive ones mean that fringe and/or situationally useful cases get ignored.

If planetary edicts had maintenance costs, such as 0.1/mo, then you could either apply them and forget about them, or apply them for as long as they're necessary and then remove them.

Presently, if edicts were worth their price, then I'd use them a lot more, which means I'd be reapplying them a lot more, which... I really don't want to do on larger galaxies.
 

TheDeadlyShoe

Lt. General
44 Badges
Aug 22, 2008
1.304
161
  • Ancient Space
  • Stellaris - Path to Destruction bundle
  • Magicka 2
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Magicka
  • Hearts of Iron III
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Age of Wonders: Planetfall Deluxe edition
  • Prison Architect
  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Warlock 2: The Exiled
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Magicka 2: Ice, Death and Fury
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Steel Division: Normandy 44
  • Age of Wonders: Planetfall - Revelations
  • Europa Universalis IV
  • Crusader Kings II
I think edicts aren't meant to be up constantly. Their price is fine, I think. The results are garbage though. They're kneecapped by having to be balanced for highly focused lategame worlds....
 

Elimdur

More Events Mod Team
95 Badges
Oct 30, 2011
648
386
  • Europa Universalis IV: Res Publica
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - After Dark
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Third Rome
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
  • Rome Gold
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III Collection
  • Hearts of Iron III
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Nemesis
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines - Mass Transit
  • 500k Club
  • Rome: Vae Victis
This is why planetary edicts should have maintenance costs instead of upfront costs. Cheap planetary edicts mean that you need to spend time every ten years reapplying them while expensive ones mean that fringe and/or situationally useful cases get ignored.

If planetary edicts had maintenance costs, such as 0.1/mo, then you could either apply them and forget about them, or apply them for as long as they're necessary and then remove them.

Presently, if edicts were worth their price, then I'd use them a lot more, which means I'd be reapplying them a lot more, which... I really don't want to do on larger galaxies.

The monthly cost could be modified (maybe multiplied) by the number of affected pops. So the price for maintaining an edict on a new founded colony with one pop would be way smaller than one on a fully populated world with 25 pops.

Of course doing it that way an overview showing you what active edicts you have, what they cost you and where they are set, which also has to be easily accessable ( maybe also as mouse over tooltip at the influence ressource ) would be necessary.

Also influence cost for founding new colonies does not feel really elegant. I would much more like to see an influence drain on the colony shelter multiplied with the distance to the next colony with an improved capital building.

Getting a negative influence income should have negative effects once your influence pool reaches zero. (Not sure right now if it already does, but this is just a sidenote anyway)
 
Last edited:

el freako

lurker extraordinaire
55 Badges
Jan 27, 2000
453
162
53
  • Hearts of Iron II: Armageddon
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • For the Motherland
  • Divine Wind
  • Europa Universalis III
  • Arsenal of Democracy
  • Europa Universalis IV: Third Rome
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Imperator: Rome Sign Up
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis 4: Emperor
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Stellaris: Nemesis
Actually it's a 14% chance not 15%
(1.5% a year chance = 98.5% ^ 10 = 85.973% chance on not happening which is a 14% chance of happening)
 

Diezy

Captain
32 Badges
Aug 9, 2016
403
107
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Magicka
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Stellaris - Path to Destruction bundle
Fanatic Edicts like Social Engineering's main strength is that it's from the beggining and it's for free. And they've seen more use than the resource edicts.

The +Mineral/Energy are extremely weak, you'd spend 150 influence for 10 years unbuffed, to at best get something like 5 more of the resource per month out of a powerhouse planet, in the long run, it's 150 influence for 500-1000 minerals/energy credits over 10 years. 50-100 in a whole year, which is a pittance. Earlier in the game it's pointless to use. It's that Influence sink for when you've expanded just about everywhere, and have absolutely nothing to spend influence on. And when you have lots of planets already, spending lots for an extra 10% of a planet's production is meh.

The Farming Subsidies, I'd rather have made it into some sort of immediate relief edict, that just adds a lump amount of extra 5 food in the capital building tile, as I always used it to end starvation early after migrants stack on that freshly colonized world, until we can get some hydroponic stuff built. But food's getting reworked, so I guess it'll work a bit better as the agri-world gimmic it was intended to be! :D It might help with faster growth, or it might just do almost nothing like Minerals/Energy edicts.

Well, of course, then we got Fanatic Xenophile's Legal Aliens. I don't even.
 

FrosT37

Field Marshal
51 Badges
Sep 8, 2001
2.607
201
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
Planetary edicts are influence sinks. You use them mostly to avoid going over the cap.

My favorite is definitely infrastructure projects. When a planet reaches 5 pops and completes the planetary administration, I active this edict. Then I just spam all the buildings I want on the planet and transfer the planet to a sector (if possible, under a 5 stars architecture governor to speed the construction even more).

Capacity overload is my 2nd favorite.

Propaganda broadcasts and reeducation campaigns can be situationally useful on recently conquered worlds, but I would not rely exclusively upon them.

The other ones are not as good...
 

nfmarque

Captain
44 Badges
Mar 1, 2011
463
120
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2: A House Divided
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Art of War
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sons of Abraham
Fanatic Edicts like Social Engineering's main strength is that it's from the beggining and it's for free. And they've seen more use than the resource edicts.
For free? What do you mean by that, doesn't cost 150 influence?

The +Mineral/Energy are extremely weak, you'd spend 150 influence for 10 years unbuffed, to at best get something like 5 more of the resource per month out of a powerhouse planet, in the long run, it's 150 influence for 500-1000 minerals/energy credits over 10 years. 50-100 in a whole year, which is a pittance. Earlier in the game it's pointless to use. It's that Influence sink for when you've expanded just about everywhere, and have absolutely nothing to spend influence on. And when you have lots of planets already, spending lots for an extra 10% of a planet's production is meh.

Well i use a lot the +Mineral/Energy, i have at least on my core planets one 25 planet full of power plants and a 25 planet full of mines (and droids), they can go 200+ energy or minerals with the edict its +20 resource per month.
 

Nuukov

Shahanshah
123 Badges
Apr 11, 2011
407
1.049
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • 500k Club
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 3 Sign Up
  • Crusader Kings II
  • Crusader Kings III
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome Sign Up
  • Rome Gold
  • Rome: Vae Victis
  • Supreme Ruler: Cold War
  • Sword of the Stars
  • Sword of the Stars II
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines
Just on a side note about your original scenario Admiral; I used to play a lot of Fanatic Collectivist (not anymore while I wait for Utopia with the Authoritarian Ethic) and when I did what I did with newly conquered races is use Social Engineering plus whatever things I could to reduce Ethics Divergence, then when one pop got my desired Ethics I would Purge all the rest, then all newly grown pops would have the Ethics I want.
 

AndragonLea

Captain
40 Badges
Oct 5, 2016
338
0
  • Crusader Kings II
  • Dungeonland
  • Europa Universalis IV
  • King Arthur II
  • Majesty 2 Collection
  • A Game of Dwarves
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Age of Wonders
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Age of Wonders III
  • Stellaris: Distant Stars
  • Stellaris - Path to Destruction bundle
I tend to use the infrastructure one together with a housing governor to vastly speed up upgrades/building on planets with a lot of stuff to do, but otherwise I rarely bother. Maybe throw in the ethics ones on newly conquered planets to give them a little head start on divergence together with the governor, orbital mind control lasers and other stuff. ^^
 

Diezy

Captain
32 Badges
Aug 9, 2016
403
107
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Magicka
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Stellaris - Path to Destruction bundle
For free? What do you mean by that, doesn't cost 150 influence?

Oh, no, I just meant you don't have to research any technology to have them.

Looking back to it though, it's only a big deal if you're Fanatic Individualist, as you normally have to research the bonus energy edict, but Grassroots is available right from the start. It's not much, at least it stacks with your Fanatic Individual Pops.

The other Fanatic Edicts that replace existing one, do replace Edicts that are there right from the start. Social Engineering among them ._.

And the rest are unique, not replacing anything.
 

terrycloth

Lt. General
61 Badges
Jun 8, 2016
1.478
416
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Dungeonland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Nemesis
  • BATTLETECH
  • Surviving Mars
  • Imperator: Rome
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • Victoria 2
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
With techs and governments you can get -45% edict cost and +30% +10% per repeatable tech level to edict duration. 80 influence for 15 years is a better deal.

...still not a *good* deal, though, compared to a frontier outpost or something.
 

Foefaller

General
71 Badges
Apr 22, 2016
1.953
499
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Sword of the Stars
  • Crusader Kings II: Reapers Due
  • Majesty 2
  • Magicka
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Conclave
  • Crusader Kings III
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Common Sense
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Lithoids
  • BATTLETECH
  • Surviving Mars
  • BATTLETECH: Heavy Metal
  • Stellaris: Humanoids Species Pack
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Cities: Skylines - Green Cities
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Horse Lords
  • BATTLETECH: Season pass
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Tyranny - Bastards Wound
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
Fanatic Edicts like Social Engineering's main strength is that it's from the beggining and it's for free. And they've seen more use than the resource edicts.

The +Mineral/Energy are extremely weak, you'd spend 150 influence for 10 years unbuffed, to at best get something like 5 more of the resource per month out of a powerhouse planet, in the long run, it's 150 influence for 500-1000 minerals/energy credits over 10 years. 50-100 in a whole year, which is a pittance. Earlier in the game it's pointless to use. It's that Influence sink for when you've expanded just about everywhere, and have absolutely nothing to spend influence on. And when you have lots of planets already, spending lots for an extra 10% of a planet's production is meh.

The Farming Subsidies, I'd rather have made it into some sort of immediate relief edict, that just adds a lump amount of extra 5 food in the capital building tile, as I always used it to end starvation early after migrants stack on that freshly colonized world, until we can get some hydroponic stuff built. But food's getting reworked, so I guess it'll work a bit better as the agri-world gimmic it was intended to be! :D It might help with faster growth, or it might just do almost nothing like Minerals/Energy edicts.

Well, of course, then we got Fanatic Xenophile's Legal Aliens. I don't even.

Legal Aliens at least has a niche for make sure your planets are multicultural for the Xenophile buff, so it's not the worst.

That would be Fanatic Xenophobe's Illegal Aliens. -100% alien migration attraction.

If you know of a scenario where politely asking aliens to go away works better than simply enslaving or purging them (and where would they go away to? Not many chances for a Xenophobe to get a migration treaty with someone) please tell me.
 

Wolfgang I

Lt. General
45 Badges
Oct 22, 2016
1.209
199
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Tyranny - Bastards Wound
  • Stellaris: Nemesis
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Stellaris: Necroids
  • Tyranny: Archon Edition
  • Magicka
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
Legal Aliens at least has a niche for make sure your planets are multicultural for the Xenophile buff, so it's not the worst.

That would be Fanatic Xenophobe's Illegal Aliens. -100% alien migration attraction.

If you know of a scenario where politely asking aliens to go away works better than simply enslaving or purging them (and where would they go away to? Not many chances for a Xenophobe to get a migration treaty with someone) please tell me.

The real fun is that you can't give aliens migration rights as a Fanatic Xenophobe. Even migration to other planets in your empire is out of the question because of that.
Primary species only. ;)
Which makes it completely useless.
 

CocoCincinnati

Lt. General
46 Badges
Aug 11, 2010
1.524
2.154
  • Arsenal of Democracy
  • Stellaris
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Darkest Hour
  • Hearts of Iron Anthology
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Stellaris: Ancient Relics
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Stellaris: Synthetic Dawn
  • Stellaris: Federations
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • 500k Club
  • Victoria 2
  • Cities: Skylines
An extra 15% bonus in ethics divergence sounds pretty good to me. I don't have a problem with the game making it difficult to convert conquered pops to your ethos. I have a problem that the game makes it difficult to keep your own pops from converting to something else.....but an edict that gives 15% in that regard is pretty good I think.
 

tobias.mb

General
75 Badges
Dec 16, 2013
2.326
1.782
Some of the edicts can be pretty good depending on your situation.
Infrastructure edict is great if you plan to build multiple buildings at once. e.g. after reaching 5 pops on a planet. Or whenever you do multiple upgrades at once. e.g. after getting new tech or 10 pops.
Spiritual Unity is also pretty useful, if you have influence to burn as a fan. spiritualist.
Happiness edict and land of opportunity are very nice, if you have lots of migration treaties, since you can use them to instantly fill up size 25 worlds.

As for the ethic divergence edict... honestly I have never considered using it to convert pops. The Chance is so low, that is doesn't seem worth it.
However I find that edict useful on new colonies, that are just below 0% ethic divergence. If you are unlucky and one of your early pops converts away from your empire ethos, the entire planet will fill up with that ethos.