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Stellaris Dev Diary #123 - Planetary Rework (part 3 of 4)

Hello everyone and welcome to another Stellaris development diary. Today we're going to continue on the topic that we started on in Dev Diary #121: The Planetary Rework coming in the 2.2 'Le Guin' update. As this is a massive topic that affects many areas of the game, we've split it into four parts. Today's part is going to be talking about Happiness, Stability and Crime.

Planet Stability
In the Le Guin update, Planetary Stability is the most important factor for determining the productivity and prosperity of your planets. Planetary Stability represents the overall political stability on a planet, and is influenced by a large number of factors such as Pop Happiness, Housing, Amenities, Crime and so on. Planetary Stability ranges from 0 to 100% and has a base level of 50%. A Planet that has at least 50% stability will gain bonuses to resource production and immigration pull, while a planet that drops below 50% stability will experience penalties to resource production and increased emigration push. Below 40% stability, unrest events such as hunger strikes, terrorist bombings and so on may start to occur, which can further lower stability down below the threshold for an armed revolt to start. We're still looking into which parts of the previous Unrest events we want to keep, replace, or convert to the new Crime system, so the exact way in which unrest events and armed revolts will work is not fully decided at this point, and we'll likely cover it more in detail in a future dev diary.
2018_08_30_1.png


Pop Happiness and Approval Rating
Pop Happiness is a major factor in determining planet stability. Each Planet that contains at least one Pop with free will has a Pop Approval Rating value that is the average happiness of the Pops, modified by their Political Power. Each Pop has a Political Power value that depends on their stratum and living conditions - for example, a Ruler Pop living in a Stratified Economy will have an immense degree of Political Power, and their happiness may be more important than that of even a dozen Worker Pops. However, even Pops with no political power at all can still drag down your Approval Rating, so a planet with a vast mass of angry slaves will need some Rulers to keep them in line. On the individual Pop level, Happiness no longer affects productivity, so to ensure your planets are productive you now only need make sure your Stability level is high, and whether you achieve that stability with a happy populace or ruling with an iron fist is up to your ethics, policies and general playstyle preferences. Individual Pop Happiness is not entirely without effect though, as the happiness of a Pop determines how likely it is to adopt your governing ethics, and also affects how much Crime it generates (see below for further details).
2018_08_30_3.png


Amenities
As part of trying to consolidate systems relating to happiness we've added a new value called Planet Amenities. Amenities represents infrastructure, facilities and jobs dedicated to fulfilling the day-to-day needs of the population. In order to not suffer penalties, a planet needs at least as many Amenities as it has Infrastructure, and any Amenities above or below that number cause increased/decreased Pop Happiness, respectively. Capital Buildings and many Ruler jobs produce a base amount of Amenities and may be sufficient for a sparsely populated mining world, but urbanized planets will likely need to dedicate part of their infrastructure to Amenities-producing jobs such as Entertainers to keep the population happy. Many of the things that used to directly increase Happiness in the old Tile system (such as Domestic Servants or certain special buildings) now produce Amenities instead, and direct Happiness-buffing modifiers have been made rare, so keeping your entire population perfectly happy is now something that requires dedication and resources, rather than just a matter of throwing down a couple of buildings and calling it a day.
2018_08_30_4.png


Crime
Something else that we wanted to achieve with the new system was to create the potential for social and political unrest without necessarily having it take the form of a direct penalty or revolt, especially on heavily populated worlds. Crime is a value generated by all virtually all Pops with free will, and can vary between 0 and 100% on a planet. Happy Pops produce less crime, while unhappy Pops produce more crime, but only Pops at a perfect 100% happiness produce no crime at all. Crime has no actual direct penalty, but instead may result in events such as smuggler rings or organized crime taking root on the planet. These events and conditions are generally detrimental, but may also open up certain benficial opportunities and decisions that would not be available on a planet with perfect law and order. Nonetheless, a very high level of Crime is generally something to be avoided, as crime can lower stability and also result in Pops leaving their ordinary jobs and moving into special Crime jobs that appear on the planet and which take resources away from your empire rather than producing them. To combat Crime, you can build buildings such as Precinct Districts that create crime-suppressing Enforcer jobs. In general, empires that rely on repression and inequality to keep their Pops in line will need to employ more Enforcers, but there will also be other ways to manage Crime, possibly including ways to integrate the criminal enterprises as a fixture in your society (the exact details on this is still very much something that's a work in progress).
2018_08_30_5.png


That's all for today! Next week we'll continue with the final part of the Planetary Rework dev diaries, on the topic of Machine Empires, Hive Minds, Habitats and other mechanics that are changing alongside the Planetary Rework.
 
@Wiz
Does this update have any affect on the mod building? If so, does it also have any impact on other mod such as species or loading screen?
I would like to know if there is any tag is safe from this update so I can start working without being messed up by the update
 
@Wiz
Does this update have any affect on the mod building? If so, does it also have any impact on other mod such as species or loading screen?
I would like to know if there is any tag is safe from this update so I can start working without being messed up by the update
Species portraits. Everything else relies on the current economy of minerals.
 
I wasn't talking about seeing the shroud, I was talking about physical world. Like you have three eyes looking at each other, but you only have two perspectives, so it's not hard to figure out which one is fake.
OK, your analogy works for three, but when you have three hundred billion eyes looking at each other (to take an order-of-magnitude stab at drone population number abstraction, plz don't kill me pops-represent-queens / pops-represent-a-logarithmic-progression OCD-ers), the task becomes a little harder. Is the Overmind even going to notice a million missing (or even worse, doctored) perceptions?
 
OK, your analogy works for three, but when you have three hundred billion eyes looking at each other (to take an order-of-magnitude stab at drone population number abstraction, plz don't kill me pops-represent-queens / pops-represent-a-logarithmic-progression OCD-ers), the task becomes a little harder. Is the Overmind even going to notice a million missing (or even worse, doctored) perceptions?

I imagine hive minds would have lots of overminds, subminds and drones. Having just one queen and drones means the former has to process information to an ever growing swath of entities and relay orders. Seems more likely that once a hive grows to the point the current queen is too mentally taxed one or more drones will be elevated to an overmind. They’re still subminds to the queen (which could be thought of as overmind prime) but they each have a group of drones that they process information from and give orders to. They also process information together and send it upwards to the queen.

Now the queen is only indirectly aware of drone activity (unless she concentrates on some specifically) but is directly aware of her immediate subminds. As the hive grows the number of over minds and the number of tiers in the system grows.

There’s plenty of scope for information to get lost in that, and for some overminds to diverge from others due to this.
 
Call it cerebrates, overlords and queens.. hive-ship, hive tyrant, zoanthropes.. governors, planetary leader, local leader ( 1 / X pops?)..

Hive minds - so they can command so many and so far spread - are usually fragmented or subdivided enough to prevent divergence via link ( psi / subspace / shroud ). Often they diverge biologicaly, creating new broods or subfleets, by adding genetic meterial from foreign sources or by holding fast evolution drives, all to strenghten themselves similar to tech research.

It would be nice if a sector slowly grew the chance to splinter into a vassal, with loyalty being based on genetic dissonance, or how far they feel / stand from the hive's main purpose.
..of course, that If sector got a limit similar to (if greater) to core worlds.. so there is reason to have more then a single sector and 2 or 3 core worlds...


..It would be nice if there was a bio-ship set ( or if you could reach it by meeting / researching space critters..)..

..and sweet if there was a special bombardment stance where instead of occupying the planet you just harvest biomass and materials - could first repair the orbiting fleet, then use materials / food to reinforce the orbiting fleet before sending surpluss to the empire.. you know, having a more dinamic option to devouring, other then going planet side, cuting them to size and bbq-ing each pop individually - delicious, but quite a hassle...
 
I imagine hive minds would have lots of overminds, subminds and drones. Having just one queen and drones means the former has to process information to an ever growing swath of entities and relay orders. Seems more likely that once a hive grows to the point the current queen is too mentally taxed one or more drones will be elevated to an overmind. They’re still subminds to the queen (which could be thought of as overmind prime) but they each have a group of drones that they process information from and give orders to. They also process information together and send it upwards to the queen.

Now the queen is only indirectly aware of drone activity (unless she concentrates on some specifically) but is directly aware of her immediate subminds. As the hive grows the number of over minds and the number of tiers in the system grows.

There’s plenty of scope for information to get lost in that, and for some overminds to diverge from others due to this.

Yeah... this is the more realistic approach to how a hive work and also the more interesting one.

Making it into ONE single mind connected with each other all sharing information across a vast universe seem less likely in my opinion and less interesting from a gameplay perspective.

There should be ways for hives to splinter into new hives for example.. makes the game much more interesting overall.
 
I imagine hive minds would have lots of overminds, subminds and drones. Having just one queen and drones means the former has to process information to an ever growing swath of entities and relay orders. Seems more likely that once a hive grows to the point the current queen is too mentally taxed one or more drones will be elevated to an overmind. They’re still subminds to the queen (which could be thought of as overmind prime) but they each have a group of drones that they process information from and give orders to. They also process information together and send it upwards to the queen.
I'll take "What do you think Gestalt Leaders already are?" for $100
 
I actually hadn't even considered how the changes to planets would affect things like Habitats. Hopefully it will make them a lot more useful, since these changes seem to make smaller planets significantly more useful than they used to be.

I'm also hoping that there is more than the mere "Bug Hive" type hive-mind. I'm interested in something more akin to the actual Borg before Star Trek: First Contact ruined them...and the Caeliar Gestalt from the Star Trek: Destiny novels.

Bug hives are boring.
 
Is this Victoria 3?

...

I'm serious... This looks like a pop system.. Not that I am complaining :D
 
No tile system = true grand stradegy.
Good jobs guys u always do the right thing. Also government should have big effext how important are all these factors. Great job.
 
Hello everyone and welcome to another Stellaris development diary. Today we're going to continue on the topic that we started on in Dev Diary #121: The Planetary Rework coming in the 2.2 'Le Guin' update. As this is a massive topic that affects many areas of the game, we've split it into four parts. Today's part is going to be talking about Happiness, Stability and Crime.

Planet Stability
In the Le Guin update, Planetary Stability is the most important factor for determining the productivity and prosperity of your planets. Planetary Stability represents the overall political stability on a planet, and is influenced by a large number of factors such as Pop Happiness, Housing, Amenities, Crime and so on. Planetary Stability ranges from 0 to 100% and has a base level of 50%. A Planet that has at least 50% stability will gain bonuses to resource production and immigration pull, while a planet that drops below 50% stability will experience penalties to resource production and increased emigration push. Below 40% stability, unrest events such as hunger strikes, terrorist bombings and so on may start to occur, which can further lower stability down below the threshold for an armed revolt to start. We're still looking into which parts of the previous Unrest events we want to keep, replace, or convert to the new Crime system, so the exact way in which unrest events and armed revolts will work is not fully decided at this point, and we'll likely cover it more in detail in a future dev diary.
View attachment 400708

Pop Happiness and Approval Rating
Pop Happiness is a major factor in determining planet stability. Each Planet that contains at least one Pop with free will has a Pop Approval Rating value that is the average happiness of the Pops, modified by their Political Power. Each Pop has a Political Power value that depends on their stratum and living conditions - for example, a Ruler Pop living in a Stratified Economy will have an immense degree of Political Power, and their happiness may be more important than that of even a dozen Worker Pops. However, even Pops with no political power at all can still drag down your Approval Rating, so a planet with a vast mass of angry slaves will need some Rulers to keep them in line. On the individual Pop level, Happiness no longer affects productivity, so to ensure your planets are productive you now only need make sure your Stability level is high, and whether you achieve that stability with a happy populace or ruling with an iron fist is up to your ethics, policies and general playstyle preferences. Individual Pop Happiness is not entirely without effect though, as the happiness of a Pop determines how likely it is to adopt your governing ethics, and also affects how much Crime it generates (see below for further details).
View attachment 400709

Amenities
As part of trying to consolidate systems relating to happiness we've added a new value called Planet Amenities. Amenities represents infrastructure, facilities and jobs dedicated to fulfilling the day-to-day needs of the population. In order to not suffer penalties, a planet needs at least as many Amenities as it has Infrastructure, and any Amenities above or below that number cause increased/decreased Pop Happiness, respectively. Capital Buildings and many Ruler jobs produce a base amount of Amenities and may be sufficient for a sparsely populated mining world, but urbanized planets will likely need to dedicate part of their infrastructure to Amenities-producing jobs such as Entertainers to keep the population happy. Many of the things that used to directly increase Happiness in the old Tile system (such as Domestic Servants or certain special buildings) now produce Amenities instead, and direct Happiness-buffing modifiers have been made rare, so keeping your entire population perfectly happy is now something that requires dedication and resources, rather than just a matter of throwing down a couple of buildings and calling it a day.
View attachment 400710

Crime
Something else that we wanted to achieve with the new system was to create the potential for social and political unrest without necessarily having it take the form of a direct penalty or revolt, especially on heavily populated worlds. Crime is a value generated by all virtually all Pops with free will, and can vary between 0 and 100% on a planet. Happy Pops produce less crime, while unhappy Pops produce more crime, but only Pops at a perfect 100% happiness produce no crime at all. Crime has no actual direct penalty, but instead may result in events such as smuggler rings or organized crime taking root on the planet. These events and conditions are generally detrimental, but may also open up certain benficial opportunities and decisions that would not be available on a planet with perfect law and order. Nonetheless, a very high level of Crime is generally something to be avoided, as crime can lower stability and also result in Pops leaving their ordinary jobs and moving into special Crime jobs that appear on the planet and which take resources away from your empire rather than producing them. To combat Crime, you can build buildings such as Precinct Districts that create crime-suppressing Enforcer jobs. In general, empires that rely on repression and inequality to keep their Pops in line will need to employ more Enforcers, but there will also be other ways to manage Crime, possibly including ways to integrate the criminal enterprises as a fixture in your society (the exact details on this is still very much something that's a work in progress).
View attachment 400711

That's all for today! Next week we'll continue with the final part of the Planetary Rework dev diaries, on the topic of Machine Empires, Hive Minds, Habitats and other mechanics that are changing alongside the Planetary Rework.

As always... very cool.
For specialist pops... It may be interesting to include a target feature such as doctors per 1000 pops... creating a demand for this specialist and the supporting features to develop them... education, technology, hospitals, etc. Similar, Enforcers per 1000, Bureaucrats per 1000, etc. Market dynamics and issues could be applied to those sub-populations including resentment to elite classes (or suppression of elite classes to make the general population happier!!!)
A factor which includes the general population education would also be interesting. Lots of poorly educated slaves means fewer pops to draw educated specialists from. Plus that bombing of the elite quarter killing all the technologists may mean that the empire cannot pay its technology support costs, and a technology may be lost!!!
 
As always... very cool.
For specialist pops... It may be interesting to include a target feature such as doctors per 1000 pops... creating a demand for this specialist and the supporting features to develop them... education, technology, hospitals, etc. Similar, Enforcers per 1000, Bureaucrats per 1000, etc. Market dynamics and issues could be applied to those sub-populations including resentment to elite classes (or suppression of elite classes to make the general population happier!!!)
A factor which includes the general population education would also be interesting. Lots of poorly educated slaves means fewer pops to draw educated specialists from. Plus that bombing of the elite quarter killing all the technologists may mean that the empire cannot pay its technology support costs, and a technology may be lost!!!
All the Specialists per 9000 pops.

Jokes aside, were this a perfect simulation, I agree that technological declination would have to be a thing, as well as maintaining the education of each new generation. Fluctuating tech levels would set up the stage for a continuous game, where interstellar empires rise and fall with each new epoch. But as I've said on this forum regarding espionage and information handling, Stellaris never was and never will be about simulating individuals, since as players of this game we can only handle the broad strokes.
 
All the Specialists per 9000 pops.

Jokes aside, were this a perfect simulation, I agree that technological declination would have to be a thing, as well as maintaining the education of each new generation. Fluctuating tech levels would set up the stage for a continuous game, where interstellar empires rise and fall with each new epoch. But as I've said on this forum regarding espionage and information handling, Stellaris never was and never will be about simulating individuals, since as players of this game we can only handle the broad strokes.


Ah... but one can hypthosize about the perfect game which scales to each Players desires... and see if we can push the design art of game making closer to this ideal.
Sera :)