Stellaris Dev Diary #177 - Edict Rework

Stellaris Dev Diary #177 - Edict Rework

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Peter Ebbesen

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This has probably come up earlier in the thread, but wouldn't it be preferable to have a monthly influence cost per edict, for however long it's active, rather than a one-time influence cost whenever you change it, if the goal is to be something you want players to change instead of mashing the button every 10 years? If I am paying influence every time I want to change an edict, I probably will be super-reluctant to change them situationally, whereas I might switch as needed if the monthly cost is the same (as long as I run the same number of edicts).
The entire idea of issuing an edict is that you commit the empire to focusing on a certain approach for quite some time. It isn't fixed policy, and it isn't "what is the empire going to do next week" - it is something in between.

The problem with your approach is that if edicts only have an ongoing cost, then issuing an edict becomes something to toggle on and off at need with no long term consequences. "These 19 days we are REALLY focusing hard on mapping the stars so we get a bonus to that, but now the ships have to travel to next system, so let me disable that edict and get a bonus to energy production on month-end instead because we are REALLY focusing hard on energy production, and then I'll just toggle mapping the stars on and energy production off once ships arrive at next system" to take just one obvious example.

Even worse, it becomes something to micromanage obsessively if you want to optimize your gameplay by only having edicts active on month end if they are needed to be active at that point for you to benefit; in all other cases you'd be better turning them off immediately before month end to save you the upkeep cost, then turning them on once the month has ticked.

Or to put it another way, to work well enabling or disabling an edict needs to be a meaningful choice that has a substantial opportunity cost.

This is achieved most easily be a) Have an up front cost or b) Lock you into that edict for a period of time that is substantial. Either of these approaches can be combined with paying a monthly upkeep cost.
 
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kwheeler

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@grekulf when you look at pop growth, would you please consider implementing automatic assembly halts for robotics when the housing cap is reached?
It feels truly awful to manage dozens of planets with assemblers pumpling out robots late game as they will continue to assemble ad infinatum, unless you explicitly shut them off. Unlike bio pops that will automatically scale down and stop breeding at 1.5x housing cap/due to overcrowding.
https://forum.paradoxplaza.com/foru...add-auto-suspension-of-robo-assembly.1345848/
I'd like an Empire-wide policy choice between "Continuous Robot Assembly" and "Capped Robot Assembly." Often, I mass produce more robots than a planet can hold and then sell them on the Slave market for continuous profit--and that option won't work as well if robots stop being automatically pumped out.
 
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Trokkin

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Remember back when on release you had edicts that would toggle and have an influence upkeep, like "support engineering research"? I guess that could be the third type of edicts, which would not count towards edict cap, but could be toggled once and forever for some kind of upkeep. I guess at least campaigns could be implemented same way, with upkeep scaling with empire size (possibly with initial cost). Because, we still never want to turn them off and this way we could also see it's cost distributed across time.
 
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