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Stellaris Dev Diary #12 - Policies & Edicts

Hi all!

Time to fire up the rockets and head into space again, for another sojourn in the world of Stellaris. This week, I thought I’d talk about Policies and Edicts; directly corresponding to Laws and Decisions in our historical games. The general idea is to give you some additional control over the rules that define your Empire, usually with some trade-offs. Your initial choice of guiding Ethics will play a huge part in which of these Policies and Edicts are available, of course.

Policies are, as I mentioned, essentially laws. They are Empire-wide and remain in effect until directly changed by the player, or as the result of a Faction demand. For example, there are Policies regulating slavery, migration, voting rights and orbital bombardment. As the bureaucratic machinery of a galactic Empire grinds ever so slowly, there is a minimum time the player has to wait before changing their stance on a Policy again. Naturally, various Pops in your Empire will like or dislike these Policies depending on their own Ethics, etc. Should a Faction manage to enforce a change in Policy, that change will stay in effect for quite a while... In all, the system is fairly straightforward.

Say that you are playing as a Xenophobic empire. This will prevent you from passively studying any pre-FTL civilizations you might find, or sharing your technology with them; you can only study them aggressively (abducting and experimenting on them) or invade them outright! In a similar vein, Pacifist empires are not allowed to orbitally bombard planets in support of their ground forces, for fear of killing civilians.

stellaris_dev_diary_12_01_20151207_policies.jpg


This brings us to Edicts, of which there are two kinds; Planetary or Empire-wide. Edicts usually have a cost (Energy Credits or Influence) and an instant or temporary effect that expires after a certain amount of time. For example, there are Edicts for propaganda campaigns and production targets (something akin to communist five-year plans.)

Policies and Edicts are, like many other features in the game, to a large degree dependent on the tech system, so at the start of the game you should not have to worry about a great wealth of choices; they are made available through research. As with most features in Stellaris (and, indeed, all of our games), Policies and Edicts are very mod-friendly, and we look forward to see all the interesting and innovative uses mod-creators will make of this system.

Next week’s Dev Diary will go into more detail on pre-FTL civilizations, and the various ways of interacting with them!
 
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hm.. in other games i always had problems in playing a militaristic xenophobic race who wants to bomb everyone else
compared to my peaceloving flowerpower games i usually get crushed in the beginning or the galaxy becomes an empty space althogether ...either way not a future i would look forward to...
while playing as the big brother for every one and picking only fights with the bad guys (and lots of allied AI fleets as canonf.. eh support) usually ends up in a galaxy under my control with billions of inhabitants (some more happy.. some not so)
 
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Space4X games have needed internal politics for some time.It adds greatly to the roleplaying.

Does every thread need to be ruined by silly Warhammer stuff.It's sci fi for juveniles.


so you are saying paradox devs are juveniles ?
because allot of paradox devs are fans of warhammer
remember one of videos where arumba and quil talked with them and they just went nuts into warhammer stuff started saying so many things about it only hardcore warhammer fans would know
 
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Orbital bombardments are from space. Unless I've missed a major news story, we have not had any of those.
Read what he wrote, one more time. ;)
 
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Space4X games have needed internal politics for some time.It adds greatly to the roleplaying.

Does every thread need to be ruined by silly Warhammer stuff.It's sci fi for juveniles.
Please report to your nearest commissariat office for immediate treatment of heresy.
 
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Orbital bombardments are from space. Unless I've missed a major news story, we have not had any of those.

There was a minor kerfuffle that nearly killed everything on the planet, but as I recall it only stopped the dino-men from utilizing transwarp drive for conquest. They survive in the Delta Quadrant.
 
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silly Warhammer stuff.It's sci fi for juveniles.
I assume you are referring to the action-packed hyper masculine & heroic Space-Marine stuff? I guess that caters to our inner teenager, yes. Much like Superheroes do.
But if you think that's all WH40k is about, you've barely scratched the surface.

The lore behind it is every bit as intriguing and detailed as that of other great works of Sci-Fi. And it explores human nature in a rather unique way.
Most Sci-Fi barely looks beyond the year 3000. And will usually paint Humanity as explorers, scientists and pioneers. But WH40k asks what will remain of those qualities if the entire species would be pitted in a war of survival for thousands of years.

Even "minor" crisises here on earth have shown that we are quick to fall back into martial law, panic and xenophobia. Or even loose grasp of our own technologies (e.g. fall of the Roman Empire) within a few years to decades. Imagine the same for millenia. Where all that keeps you alive is a military government of a scope you cannot comprehend. And technology so advanced that no one has the time to fully understand it. And a machinery of war so vast that the lives of individuals are like grains of sand.
Where even a planet of billions is nothing in the grand scheme of things and where the stuff of nightmares can become very real, through the energies of the warp, that to a human mind must seem like magic.

I don't find it implausible that humans would seek comfort in faith again. It's what we do when feeling helpless in the face of events beyond our control.
 
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I assume you are referring to the action-packed hyper masculine & heroic Space-Marine stuff? I guess that caters to our inner teenager, yes. Much like Superheroes do.
But if you think that's all WH40k is about, you've barely scratched the surface.

To be honest, I have more fun reading the Lexicanum than I do playing any of the games. I really oughta pick up some of the novelizations.
 
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I assume you are referring to the action-packed hyper masculine & heroic Space-Marine stuff? I guess that caters to our inner teenager, yes. Much like Superheroes do.
But if you think that's all WH40k is about, you've barely scratched the surface.

The lore behind it is every bit as intriguing and detailed as that of other great works of Sci-Fi. And it explores human nature in a rather unique way.
Most Sci-Fi barely looks beyond the year 3000. And will usually paint Humanity as explorers, scientists and pioneers. But WH40k asks what will remain of those qualities if the entire species would be pitted in a war of survival for thousands of years.

Even "minor" crisises here on earth have shown that we are quick to fall back into martial law, panic and xenophobia. Or even loose grasp of our own technologies (e.g. fall of the Roman Empire) within a few years to decades. Imagine the same for millenia. Where all that keeps you alive is a military government of a scope you cannot comprehend. And technology so advanced that no one has the time to fully understand it. And a machinery of war so vast that the lives of individuals are like grains of sand.
Where even a planet of billions is nothing in the grand scheme of things and where the stuff of nightmares can become very real, through the energies of the warp, that to a human mind must seem like magic.

I don't find it implausible that humans would seek comfort in faith again. It's what we do when feeling helpless in the face of events beyond our control.


like Gaibriel Angelos former Captain of blood raven 3th company and current chapter master of blood raven chapter said
its a sign of strength to cry out against ones fate
rather then bow its head and succumb
 
Ah, 40K. Reminds me of Red Dwarf or Futurama more than anything. The science is ridiculous, the premises grandiosely deranged, the universe run through with poor decision after poor decision by every faction, here exponentially magnified by a hand of fortune that is sentient and cacklingly malevolent. It's all a bleak, brutal farce... but it's not stupid. I feel like it was designed with absurdity consciously in mind, it takes its own internal logic very seriously, and it thus has an uncanny sense of verisimilitude despite its utter lack of "realism", per se.
 
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I assume you are referring to the action-packed hyper masculine & heroic Space-Marine stuff? I guess that caters to our inner teenager, yes. Much like Superheroes do.
But if you think that's all WH40k is about, you've barely scratched the surface.

The lore behind it is every bit as intriguing and detailed as that of other great works of Sci-Fi. And it explores human nature in a rather unique way.
Most Sci-Fi barely looks beyond the year 3000. And will usually paint Humanity as explorers, scientists and pioneers. But WH40k asks what will remain of those qualities if the entire species would be pitted in a war of survival for thousands of years.

Even "minor" crisises here on earth have shown that we are quick to fall back into martial law, panic and xenophobia. Or even loose grasp of our own technologies (e.g. fall of the Roman Empire) within a few years to decades. Imagine the same for millenia. Where all that keeps you alive is a military government of a scope you cannot comprehend. And technology so advanced that no one has the time to fully understand it. And a machinery of war so vast that the lives of individuals are like grains of sand.
Where even a planet of billions is nothing in the grand scheme of things and where the stuff of nightmares can become very real, through the energies of the warp, that to a human mind must seem like magic.

I don't find it implausible that humans would seek comfort in faith again. It's what we do when feeling helpless in the face of events beyond our control.

While all you say this true this was more true of 40k a little while ago it's become less and less of that setting as GW finds new and inventive ways to ruin the good thing that they have, it's become less and less interesting. Plus a big thing when comparing 40k to other science fiction franchises is that it is not a "science fiction" universe at it's core. 40k is undeniably what it is called science fantasy (nothing wrong with being science fantasy, Star Wars for example is also science fantasy). This results in fundamentally different themes from other science fiction and as a result makes it different. 40k is a valid sci-fi as any other setting but personally I think they over do the grim dark(I'm aware that that's the point). Everything is so grim and there is no hope of things getting better there is no point in get invested in the "good guys" struggle as you know they'll lose (for reference the "good guys" in 40k are the Immperium of Man, Craftworld Eldar, and the Tau). Plus as I said GW is running the setting into the ground.

All that said 40k fans might want to tame their enthusiasm a bit the vibe I'm getting from the game is clearly more Star Trek/Mass Effect type of thing then its 40k. Honestly I'm surprised that 40k has had the presence it has on this sub forum. Then again 40k is a wargameing franchise so maybe I shouldn't be surprised.
 
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