Hi Everyone!
In the last dev diary, we talked about support and actions and the options that you have to use your actions each turn.
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[h2]Common Edicts[/h2]
Every Action that you take outside of fleet actions is done through an Edict, so in this diary we're going to go into a lot more detail about what Edicts are and how they differ between factions.
The Common Edicts are:
- Construction, which allows you to build new buildings and projects on the planets within your empire to improve your economy.
- Research, that unlock new and exciting technology such as new ship types, weapons and social advancements.
- Explore, which enables you to send a science vessel to investigate and expose anomalies within the galaxy.
- Command, allows you to issue special fleet roles to your fleets allowing you to customise how they are used in combat scenarios or to give you an economy boost by being deployed in mining for valuable materials resource.

These Edicts provide the foundation and the core of the 4X experience, allowing you to build you economy, voyage outward from your homeworld, to explore new star systems and to develop new cutting edge technologies.
But where Stellaris Nexus gets really interesting is when players clash with one another using Edicts such as Diplomacy and Espionage. Expanding your borders out from your homeworld towards Nexus inevitably means that at some point you will come into contact with your neighbours and will have to decide whether to engage with them diplomatically, commercially or militarily.
The core of the design has always been about getting players interacting with one another - talking, shouting, trading, forming alliances and engaging in backstabbery!
The Diplomacy Edict is the way in which players form temporary alliances. You can form pacts with other players such as Military Pacts, Research Agreements, Trade Agreements and Non-Aggression Pacts. But there can only be one winner at the end of the game, so you enter these diplomatic agreements with the knowledge that one of you is very likely to betray the other at some point in the game.
Entering into these pacts rewards both factions with Succession Points, as well providing both with a boost to science, credits or munitions resources, depending on the type of pact so its pretty hard to say no when a rival faction makes you an offer of a diplomatic deal. On top of that, these offers can also come with sweeteners to twist your arm, such as new technology, extra credits or even entire fleets or planets! A non-aggression pact means that you will allow the fleets of your neighbour to enter and pass through your territorial borders without triggering an attack.
Sending a Trade Edict to another player benefits both factions equally. Each faction has an 'Empire Trade Value' which represents the commercial strength of the faction. When a trade envoy is exchanged between factions, BOTH receive a credits boost equal to their joint Empire Trade Value.
The Culture Edict comes with many benefits. Most importantly it awards you with Succession Points each time the Galactic Council meets and it also extends your eyes and your reach throughout the galaxy and makes other factions a softer target for espionage or peaceful annexation.
The Espionage Edict provides players with a whole range of secretive plots that allow them to attack other factions without a formal declaration of war. This can range from just stealing a few credits or a technology all the way up to blowing up a rival factions starbase or even an entire planet.

Finally, every faction has access to the Politics Edict. Politics functions as a wild edict and allows you to pick any of your basic edicts to play immediately but comes at the cost of additional support.
[h2]Unique Edicts[/h2]
To make every player feel unique and powerful in the game, each faction and leader have access to their own suite of unique edicts.

Faction edicts player into the role and fantasy of playing as the various different factions. For example, the Kel-Azaan, and honourable warrior race, have access to the 'Pre-emptive Strike' Edict, which allows them to soften up a planet before invasion.
The Voor is a faction committed to science and research and have unique access to the Cybernetic Mandate edict. Playing this edict provides a modest boost to science and materials, but come at the cost of the support of the populace.
[h2]Ultimate Edicts[/h2]
Eventually through following your leaders unique agenda and levelling up you'll get access to a powerful Ultimate Edict.
These Ultimate Edicts give you immense game-changing powers that you can use in your final push for victory.
These Ultimates are unique to each faction.

For example, the mercantile Chinorr get access to the 'Buy Out' Edict which allows them to use their immense wealth to forcibly purchase a planet from another player.
The secretive and insular Turtuon faction gain access to the 'Extreme Measures' Ultimate,. When played, this edict delivers extensive damage to any rival fleets that are stationed on the borders of the Turtuon Empire.
[h2]Discovered Edicts[/h2]
Through exploration, players can gain access to additional resources which add powerful new edicts into your deck.

The Zro Monopoly edict allows you to send a trade convoy to a rival with a significant credits boost.
FTL Refining lets you move every fleet under your command for free and Volatile Weaponry allows you to reinforce your fleets on the fly wherever they are in the galaxy.
The use of edicts is the way that players express their will as they expand their empire across the stars and they mean that every decision that you make is impactful, meaningful and fast.
So that’s a brief overview of how Edicts work in Stellaris Nexus.
We'll see you again soon for another Dev Diary!
- the Whatboy Team.