Stellaris

Stellaris

Advanced Policies
 This topic has been pinned, so it's probably important
Brick  [developer] 30 Dec, 2022 @ 5:33am
Suggestions/Idea's
Please feel free to give me more idea's/inspiration. I am open to all suggestions but will not make any promise it will happen.
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Showing 1-8 of 8 comments
Artinius 8 Mar, 2023 @ 2:30pm 
Some more edicts/policies unlocked after completing the ascension paths would be nice, keep in mind that I play this game with friends and with 2 other mods (Expanded traditions and Guiles)

My friends are kinda overwhelmed when playing such mods but only at the start, if the policy are more progressive, also I super like the new decisions and are inclined to see more of then
Brick  [developer] 9 Mar, 2023 @ 12:12am 
Originally posted by Requiem:
Some more edicts/policies unlocked after completing the ascension paths would be nice, keep in mind that I play this game with friends and with 2 other mods (Expanded traditions and Guiles)

My friends are kinda overwhelmed when playing such mods but only at the start, if the policy are more progressive, also I super like the new decisions and are inclined to see more of then


I like that way of thinking, making it more progressive. I will have a look what i can make from my end. thank you a lot for the idea's and decisions are something i always keep my eyes open for.
TrueWolves 29 May, 2024 @ 2:09pm 
Policies for gestalts to influence the ethics of vassals or pre-ftl empires as if they had their own ethics? A Rogue Servitor might want xenophile vassals while another machine empire might want more friendly materalists, etc.
Brick  [developer] 31 May, 2024 @ 2:25am 
Originally posted by TrueWolves:
Policies for gestalts to influence the ethics of vassals or pre-ftl empires as if they had their own ethics? A Rogue Servitor might want xenophile vassals while another machine empire might want more friendly materalists, etc.

Oh i like that. That could be enhanced with the custom tradition i got for vassels.
Patriote 28 May @ 7:17am 
Had this idea for a new policy, might send more.

1. State-Owned (unavailable to Megacorps)
The state maintains full control over all media outlets.
Effects: -5% Unity, +10% Governing Ethics Attraction,

2. State Subsidies
Independent media exists but receives substantial funding and guidance from the state.
Effects: None


3. Privately Owned
Media is completely privatized, with content shaped by market demand and public interest.
Effects: -5% Governing Ethics Attraction, +3% Trade Value
Last edited by Patriote; 28 May @ 7:17am
Brick  [developer] 28 May @ 11:02pm 
Originally posted by Patriote:
Had this idea for a new policy, might send more.

1. State-Owned (unavailable to Megacorps)
The state maintains full control over all media outlets.
Effects: -5% Unity, +10% Governing Ethics Attraction,

2. State Subsidies
Independent media exists but receives substantial funding and guidance from the state.
Effects: None


3. Privately Owned
Media is completely privatized, with content shaped by market demand and public interest.
Effects: -5% Governing Ethics Attraction, +3% Trade Value

I had to read it twice to realize you ment it was for media. I do have something a kin to this in the idea's list for property ownership. I will add this to my suggestions list and see how it fits. If it gets too crowded i might just turn this into a new civic. Depends how cluttered it all end becoming.
Nikal 11 Jun @ 4:04am 
Got a few points; mostly it's about balance issues.

Firstly, I'd like to say that I love the concept behind the Empire Readiness situation. Only wish it did more, or interacted better with what's happening galaxy-wise. At the very least, wish it had some events, or interacted with other policies more.

Okay, so I'd like to address the planetary decisions: Some of these are extremely powerful, especially when combined. I haven't seen everything available but, for example, running "Competition of the Minds" and "Grand Sports Games" on the capital alone is basically an enormous boost. I'd suggest either weakening their gain, or making such decisions exclusive, i.e. only one can be run at a time. Wouldn't mind notifications when they run out either.

Speaking of which, I'm not a fan of the Off-world Immigration Modifier being 100000%; it makes populating a planet way too easy, basically making all other methods (e.g. Transit Hubs and Automatic Resettlement Chance Modifiers) obsolete. On the other hand, the Off-world Migration should probably have some negative effect as counter-balance. Frankly, the whole Migration Law policy seems a bit redundant, since Default Species Rights and Migration Pacts already address migration from other empires. Perhaps it could be revamped into being more about your own empire's planets instead?

Last thing I'd like to address is the Conscription decision. Now, I can't be certain atm because I'm running some other mods, but are the Conscripts supposed to be both cheaper and stronger than the Assault armies? Because that doesn't seem right. However, I admit not being a fan of the idea of having another army type, especially considering how dull ground combat is (I use
Long Realistic Wars 4.0 just to keep it tactically relevant). The decision that spawns the armies, if kept at all, should definitely cost more.

In general, I feel having less decisions/policies with more impactful consequences would make for a better focused experience. Many of these give many absurdly strong modifiers at the same time, with next to no negatives, be it ethics-wise or other.

Also, unrelated to the policies themselves, but Education Compound giving more research than Basic Lab shouldn't really be a thing. Parliament Assembly gives a bit too much, too. Immigration Centre has only a planet limit, but the 15% Growth it gives is an empire-wide modifier… These are probably just an afterthought, but building which are available from the start shouldn't give so much they are ireplaceable later down the line. And building which give general bonuses should be limited to either one per empire, or be capital only. Think how "Homeworld Ethics" mod buildings used to work.
Brick  [developer] 18 Jun @ 10:27am 
This is a pretty big list which i do like but means i have to go through it in bits so if i miss anything sorry.

Originally posted by Nikal:
Got a few points; mostly it's about balance issues.

Firstly, I'd like to say that I love the concept behind the Empire Readiness situation. Only wish it did more, or interacted better with what's happening galaxy-wise. At the very least, wish it had some events, or interacted with other policies more.

Funnily enough i do have more stuff surrounding that kind of content planned. Problem being that having a minimum of 40 hour work week and a social life makes this a pretty big task.
Especially once you realize that content events attachted like story events take up a significant amount of time.
Regarding balance for this entire mod, like i try, but it is an after thought.

Originally posted by Nikal:
Okay, so I'd like to address the planetary decisions: Some of these are extremely powerful, especially when combined. I haven't seen everything available but, for example, running "Competition of the Minds" and "Grand Sports Games" on the capital alone is basically an enormous boost. I'd suggest either weakening their gain, or making such decisions exclusive, i.e. only one can be run at a time. Wouldn't mind notifications when they run out either.

The buffs are correct and by design powerfull. What i am kind of suprised by is the fact it does not limit the amount throughout an empire. I thought i limited that, which is a bug. Marked it on the to do list and the suggestion in the same ticket.


Originally posted by Nikal:
Speaking of which, I'm not a fan of the Off-world Immigration Modifier being 100000%; it makes populating a planet way too easy, basically making all other methods (e.g. Transit Hubs and Automatic Resettlement Chance Modifiers) obsolete. On the other hand, the Off-world Migration should probably have some negative effect as counter-balance. Frankly, the whole Migration Law policy seems a bit redundant, since Default Species Rights and Migration Pacts already address migration from other empires. Perhaps it could be revamped into being more about your own empire's planets instead?

The entire migration thing is a bandage fix due to the latest update, it was this or me sitting on a completely broken origin for a month or 2. Its scheduled for a rework in what shape i do not know yet.

Originally posted by Nikal:
Last thing I'd like to address is the Conscription decision. Now, I can't be certain atm because I'm running some other mods, but are the Conscripts supposed to be both cheaper and stronger than the Assault armies? Because that doesn't seem right. However, I admit not being a fan of the idea of having another army type, especially considering how dull ground combat is (I use
Long Realistic Wars 4.0 just to keep it tactically relevant). The decision that spawns the armies, if kept at all, should definitely cost more.

Conscription is a relic of the first days of this mod, it has been reworked like, 4-5 times now i think? In short they are dirt cheap because they are your civilians, they fight harder to make them not entirely tank your war exhaustion for no reason, but they are a pain to said war exhaustion. To the point that if you exclusively use them and do full throw away invasions you will get 50% more war exhaustion compared to the second worst option. Its by design and a semi-panic/fodder related option not perse the standard. That is why it is locked behind a decision AND a policy requirement. Its not perfect, but balance is secondary to me, fun is first.

Originally posted by Nikal:
In general, I feel having less decisions/policies with more impactful consequences would make for a better focused experience. Many of these give many absurdly strong modifiers at the same time, with next to no negatives, be it ethics-wise or other.

Agreed, depth is the goal. The eduction policy is the prime example of what i desire, 2 policies looking at each other to enhance your empire. That is the long term goal for ALL policies, originally i did have some concept events and the like. This proved in play-testing to be clutter for most people so i cut work on that part and shelved it. Once stellaris has less event clutter i might revisit that idea.

Regarding the modifiers, i ran more then 30 play-tests with people and discovered fast that adding negatives caused players to not engage with new content out of fear of reprisal. The average player wants fun and growth not penalty. So i avoid negative and when i add a boost, i ensure the AI has the same or similair buffs to keep the playing field fair. Not a normal solution but functional and holds up very well till the late game in previous versions. (Will deep test again for my next patch cause i am not rushed due to an major stellaris update)

Originally posted by Nikal:
Also, unrelated to the policies themselves, but Education Compound giving more research than Basic Lab shouldn't really be a thing. Parliament Assembly gives a bit too much, too. Immigration Centre has only a planet limit, but the 15% Growth it gives is an empire-wide modifier… These are probably just an afterthought, but building which are available from the start shouldn't give so much they are ireplaceable later down the line. And building which give general bonuses should be limited to either one per empire, or be capital only. Think how "Homeworld Ethics" mod buildings used to work.

I disagree with some aspects, because what is the point of making a unique building if its worse then a standard one you can just get everywhere? Most wouldn't even bother. Granted i am unsure myself how good some buffs are atm due to the new update. The Parliament Assembly and all non-gestalt government buildings are (job-wise) placeholders due to the new behind the scene job system. What i had before is completely broken, meaning i had to salvage a ♥♥♥♥♥♥♥♥. The migrations one will very likely get changed as a lot of the modifiers are replacements due to the 4.0 update.

Lastly i got no clue what or how other mods do things, i choose to completely stop looking at what other do years ago. I just read feedback, make something that i suspect most people enjoy, tinker with this and thats about it. I talk to other mod makers but that is usually more about casual or helping each other. Not much else.
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