Stellaris Dev Diary #177 - Edict Rework

Stellaris Dev Diary #177 - Edict Rework

  • Pre order now!

    Paradox Development Studio brings you the sequel to one of the most popular strategy games ever made! Crusader Kings III is soon upon us and you can pre order it today!


    Releasing September 1st 2020

Admiral Howe

Paleoforumgoer
Dec 4, 2000
1.151
3.232
  • Rome: Vae Victis
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Cities: Skylines - After Dark
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler: Cold War
  • Cities: Skylines - Snowfall
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis III Complete
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Stellaris
  • Knights of Pen and Paper 2
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Cossacks
  • Stellaris: Galaxy Edition
  • Pillars of Eternity
  • Stellaris: Galaxy Edition
  • Divine Wind
  • 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
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Europa Universalis IV
  • 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
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2 Collection
Over all this is the poorest DevDiary for Stellaris I've seen in a while as nothing is inspired or really solving a broken mechanic.

The Good:
  1. Revisiting pop growth. The current/legacy version is functional but also nonsensical. Especially the "only species may breed at a time" rule.
  2. The resource/ambition edicts are untouched by this system.
The Bad:
  1. The Edict cap is just a bad idea and comes across as a hold over of Monarch Power or other pet ideas for hindering players in the name of "depth." Does the former without adding the latter.
    1. As presented, a cap of two is absurd too against the number of edicts available. But if you want to build a game where vast interstellar empires can't chew bubblegum while tying their shoe then more power to you. It's tuned way too low.
  2. 25% penalty to Admin cap for going over is petty and arbitrary. It comes across as a meeting-room hat pull and nothing around fun or balance. Something more like +5%*number of edicts past 2 works better and gives players more agency.
  3. Cost to cancel the policy? Really? Just stop right now, that's a concept without merit. If you think the costs are too low double them. Charging to exit an edict though punishes mistakes, discourages players from experimenting with swapping out policies, and doesn't ultimately add to game play or fun.
The Ugly:
  1. Fix game performance in the later game - even on a medium galaxy the engine starts falling apart. Last thing needed is adding more features when the existing job handling algorithm chokes the life out of the game.
 

Mauer

Swarmherald
Oct 7, 2012
3.334
914
  • Stellaris: Digital Anniversary Edition
Too little change, too predictable, too meaningless. Anyone knows you have to run Nutritional Plenitude at all times.
Being over the cap on edicts is free if all it does is increase the now irrelevant empire sprawl.
 

Methone

Field Marshal
Oct 27, 2018
6.325
275
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
Anyone knows you have to run Nutritional Plenitude at all times.
To be fair, they are saying they're trying to look at pop growth. Right now, it's required at all times because working pops are the direct measure of strength for an empire, but if that changes, so too does Nutritional Plentitude's power.
 

Mauer

Swarmherald
Oct 7, 2012
3.334
914
  • Stellaris: Digital Anniversary Edition
To be fair, they are saying they're trying to look at pop growth. Right now, it's required at all times because working pops are the direct measure of strength for an empire, but if that changes, so too does Nutritional Plentitude's power.
I think it should affect something else, population growth is not a function of the availability of food in modern societies, much less in a space-faring one.

Pops being the measure of strength is not going to change given the economic system that we have, unless they add deep downsides to keeping unhappy conquered/abducted populations or something else. It's funny how it used to be that in the previous system getting more pops was inconsequential after a few years once most planets were full and now it's the most important thing.
 

Incompetent

Euroweenie in Exile
Sep 22, 2003
7.721
4.343
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Common Sense
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • 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
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • For The Glory
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
Concurring with the others saying they won't want to change edicts. You say you want edicts to feel more like a temporary focus, but this is incentivizing us to think of them as more permanent decisions than we do now.
More precisely, influence edicts will be a somewhat more flexible version of regular civics (not counting locked ones like Barbaric Despoilers and so on):

- At any one time you have a strictly limited number of civics (initially 2, goes up to 3 with a certain tech). You can change the regular ones at any time, but it costs influence to do so.
- At any one time you have a soft-limited number of edicts enabled (initially 2, goes up with various things; you can exceed the cap but probably don't want to unless you are running Byzantine Bureaucracy). You can change them, but it costs influence to do so.

I don't think this is a bad change, but the experience of government reforms is relevant here. How often do players reform their government opportunistically, as opposed to a one-off change in direction (or 'levelling up' when they go from 2 to 3 civics)? To a first approximation, that is how often players will flip the switches on edicts.

I hope that when this change comes through, the bonuses on some of the existing influence edicts will be made more impactful over the longer term, especially now they are quasi-civics and also have drawbacks. For instance, the proposed new Farming Subsidies gives +1.2 food and -0.5 energy for each Farmer. That's OK early on, but will become negligible over time due to the way empires naturally employ proportionally fewer and fewer Farmers as the game goes on; it could even become totally useless once the Galactic Market in food crashes, which is something that can happen quite often. What about giving Farmers +1 base food instead? That way, the bonus scales up in a more meaningful way over the course of the game.
 

Methone

Field Marshal
Oct 27, 2018
6.325
275
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
unless they add deep downsides to keeping unhappy conquered/abducted populations or something else
Ha, you mean re-add. 2.2, for some reason, completely neutered the effects of Recently Conquered, Faction Happiness, and such things.
 

Mythox

Sergeant
Aug 1, 2008
79
22
  • Stellaris Sign-up
  • Crusader Kings II: Horse Lords
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
oh a nice rework await edict option make the game greater ad will more amazing if new edicts can be added
 

Chilango2

Mexico City Boy
Mar 2, 2002
628
1
  • Pillars of Eternity
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Pride of Nations
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Sword of the Stars
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • A Game of Dwarves
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
The words "democratic" and "nerf" shouldn't exist in the same sentence. Or even the same paragraph.
Well, I mean, we could say "The last thing Democracies need in Stellaris is a nerf. In fact, they need the opposite." But outside of that...
 

Inucroft

Corporal
Mar 3, 2013
35
31
  • Sword of the Stars
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Stellaris: Apocalypse
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Pre-order
  • Stellaris: Synthetic Dawn
  • Knights of Honor
  • Crusader Kings II: The Republic
  • 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
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Cities: Skylines
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Stellaris: Ancient Relics
  • Victoria 2
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
This shows promise and is an interesting change of mechanics. But, it needs a lot of polishing.
 

NFZed

Grey Emminence of Italy
Oct 24, 2015
553
121
  • Cities in Motion 2
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: El Dorado
  • Stellaris: Apocalypse
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Surviving Mars
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Conclave
  • Shadowrun Returns
  • Stellaris
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • BATTLETECH
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Monks and Mystics
  • PDXCon 2019 "Emperor"
  • Imperator: Rome - Magna Graecia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Hong Kong
  • Europa Universalis IV: Dharma
  • Stellaris: Humanoids Species Pack
  • Age of Wonders: Planetfall
  • Prison Architect
  • BATTLETECH - Digital Deluxe Edition
  • PDXCON 2018 "The Emperor"
  • Europa Universalis IV: Dharma Pre-order
  • Europa Universalis IV: Golden Century
  • Shadowrun: Dragonfall
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Lithoids
  • Victoria 2
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Legacy of Rome
I'd also argue for a continous payment of influence for a running edict instead of a lump sum. With this system under my current playstyle I pay the 80 influence for capacity overload and live happily ever after, because I won't change that ever.
I might change the second edict, Map the stars after 100 years but otherwise, no need for change...
 

Verx90

Colonel
Mar 22, 2014
946
3
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars II
  • Magicka
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • 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: Sword of Islam
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Lithoids
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Warlock: Master of the Arcane
  • Victoria 2
  • Stellaris: Synthetic Dawn
i think you could have changed some other edicts too , in particular some of the one that use special resources , just by giving increase upkeep ( in special resources) to your ships .

even if they end up actualy costing more of the pick 1 evry 10 years , it is less heavy on the " this buff is over, now your ships have 10% less armor , and if you pick it again, this armor will need to be repaired" .
 

Olterin

Major
Jul 15, 2015
559
176
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Parklife Pre-Order
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Stellaris: Distant Stars
  • Surviving Mars
  • Cities: Skylines - Parklife
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Golden Century
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Conclave
  • Stellaris: Lithoids
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Stellaris: Megacorp
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Dharma
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Surviving Mars: First Colony Edition
  • Victoria 2
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Third Rome
Another thought for the upkeep edicts - it'd be neat to have several tiers of each. So, for example, minor subsidies, regular subsidies, extensive subsidies. Each step requiring further investment and perhaps invoking a cooldown (not terribly long), as well as possibly taking up more edict capacity for the high-tier ones if their power warrants it. Allow the player to decide not only on whether they want to toggle the subsidies, but how much subsidizing something actually needs, too.

... Yes I like the Galactic Community way too much and wish that internal politics worked with actual voting by internal factions represented in governing body - it would create a more interesting game narrative that way, imo. :p (It's what gave me the idea of tiers, really)
 

Dargaron

Major
Oct 6, 2011
510
7
  • 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 III Complete
  • Crusader Kings II
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Distant Stars
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Stellaris
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
Sooo, what do genocidal empires spend their influence on now? They can't spend influence on claims, expansion only exists in the early part of the game, and they can't spend it on diplomatic interactions either.
 

Ridixo

Colonel
May 25, 2018
835
50
  • Crusader Kings II: Horse Lords
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Humanoids Species Pack
  • Stellaris: Lithoids
  • Stellaris: Digital Anniversary Edition
  • Age of Wonders III
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Tyranny: Archon Edition
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Age of Wonders: Planetfall Sign Up
I get what you are saying, and agree with your frustration, but there is a definite reason Pop Growth is so impactful.

Think of this analogy: Position, Speed, and Acceleration.
Position = resources in the bank
Speed = Jobs (and the Pops working them)
Acceleration = Pop Growth

Your position changes over time depending on your speed. You change position faster when you are at a faster speed, and slower at a slower speed.
Speed also changes. The change in speed is called acceleration, just as the change in position is called speed. These measurements form a sort of logical ladder, where in the short time span, position matters the most and acceleration the least, but in the long time span, acceleration matters the most and position the least.
It gets complicated when we have initial conditions to consider, but in Stellaris's case we all start out the same: 100-200 of each resource, ~30 Pops, and ~0.03 Pops per month.
I too get what you are saying, high school is great to learn thing, and as you say pop growth is impactful. What i am against is that for someones it has become the only impactful thing. In many games with Barbaric Despiolers i have got by 2275 what other players got in pops by 2350, yet since it doesn't affect pop growth and raiding is slow and boring BD is thrash. Your example show why pop growth is important and i agree, what i disagree, not with you but with other players is that pg is not the only important thing :)
 

Red Earth

Major
Jun 22, 2015
786
461
  • Crusader Kings II: Charlemagne
  • Stellaris: Galaxy Edition
  • Knights of Pen and Paper 2
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Legacy of Rome
  • BATTLETECH
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Prison Architect: Psych Ward
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Shadowrun: Hong Kong
  • Stellaris
  • Stellaris: Synthetic Dawn
I didn't play the game at release, so I wouldn't know. I started when Utopia was new. Upgrading a Research Lab used to specialize it into one field. Now all Researchers are exactly the same. Now, the only things that change the balance of research outputs are Culture Workers and space deposits. My Engineering usually ends up my lowest output, which is discouraging knowing how many key techs it has for letting me do stuff in the game.
I thought it might have been the case where in the past there were type specific labs. There are several planet modifiers for specific research fields so it seemed like specializing would have been a thing.
The natural scientist traits aren't all that interesting for specializing pops since there are few specialized jobs so I've mostly used them to give character to custom races.
 

SteelCrow

First Lieutenant
Jan 11, 2018
217
7
  • Cities: Skylines - After Dark
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars Pre-Order
  • Stellaris
  • Stellaris: Ancient Relics
  1. 25% penalty to Admin cap for going over is petty and arbitrary. It comes across as a meeting-room hat pull and nothing around fun or balance. Something more like +5%*number of edicts past 2 works better and gives players more agency.
Reread this.
For every toggled and active Edict above the Edict Capacity, your Empire Sprawl will be increased by +25%.