• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 
Oh man, I hope this new crime element lets them institute pirates (piracy) in the correct way. Instead of a rebellion style off shoot with fleets that rival that of the entire empire they spawned from, they should be criminal elements that effect the economy and crime levels of systems. (presence of military fleets in systems should reduce piracy and then fleet actions against piracy home stations / bases area way to stamp it out for a while)

(smaller pirate fleets / ships should also flee military fleets instead of fight to the death , circle back around and start pirating other sectors etc )

*opinions


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.



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).


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.
 
I don't even play Stellaris that much anymore but these dev diaries are by far the most impressive ones of all the Paradox games right now.

Martin may not have been able to fix Victoria 2's economy when he started at Paradox, but he certainly took Stellaris to an entirely new level that I did not think was possible.
 
I was hoping elections would tie into stability in some way. If you had an egalitarian empire you would let elections happen without spending influence and in that way reinforce the stability of your democracy. If you spent influence there would be an empire wide penalty to stability until the next election. Conversely oligarchies being of a more authoritarian bent would want to spend influence every election and would receive an empire wide penalty to stability until the next election when they don't. Dictators and Imperials would gain stability over the course of their rule, and every new leader came to power they would start from scratch, which may throw some planets into instability.
 
Will crime be linked to piracy? So hidden pirate bases spawn in areas with a lot of crime and unprotected trade routes (if those will ever be in the game).....

That sounds lovely.. more spice to things with pirates not being solely random at edge of empire...

hmm.. maybe similar to sectors? with crime syndicates / pirates using a "false flag" and diverting control of a star system and their mines to them and away from your empire - instead of instantly poping up an obvious red icon and event window?
 
Well this looks more like Stellaris 3 ... great work.
Now Sectors become more important in order not to micromanage this.
 
One question. Slave revolts are currently a thing. Assuming you keep this, and now that non-slaves will be separated into different strata themselves, are you giving any consideration to other strata-specific revolt types?

It could be an interesting dimension to manage, and the tools are already there in the form of living standards that privilege strata differently. I could imagine Rulers under Shared Burden thinking their important position justifies more control and esteem, or Specialists staging a "revolt of the middle classes". Of course Workers can have the standard labour unrest . . . or displace their rage onto those xeno slaves the elites keep importing to undercut them.

And don’t forget military coups!

Please change it back to have multiple pops grow at the same time. that is the major motivation to have multiple pop types and not juts keep your empire as a single species.

At the very least let pop-growth and migration be separate processes.
 
My only issue with this update is that it looks so brilliant I cannot bring myself to play Stellaris in its current state.

Yup, same here... I was originally hesitant about the changes, but now I can't wait until they come along and the current version seems so lackluster all of a sudden (coming from a guy who up until recently religiously played the game and accrued 2.5K hours in it!)

I am offering sacrifices to the Gods of Gaming that PDS drop this update around the Autumn, previously releases seem to be a Spring/Autumn thing..I'm not sure I could wait much longer!
 
I'm still very hesitant about the coming update, mostly because I'm afraid we'll be losing the ability to actually look at the surface of the planet and easily see what it looks like, in favour of a more abstract information display. I like being able to click on a planet and see that it's, for example, basically uninhabitable because it's 90% glaciers, just by simply seeing that 90% of the tiles are covered with glacier tile blockers. I feel like in the upcoming system I will find this out by being given a number and representation of blockers instead, rather than actually shown them. It doesn't make much difference in pure mechanics, I think, but a huge difference in aesthetics, with the difference of seeing the state of the planet yourself versus being told about it by a (probably very practical, but still indirect) info screen.

While I'm sure much of it is a result of habit and resistance to change, have you taken into account what the sacrifice of the more direct surface view and switch to the seemingly more information-dense screen of the screenshots will do to the general aesthetics and "feel" of managing, settling and just looking at planets?

I'll miss the tiles as well. Although everything here looks amazing, and I'll get over it.

It would still be nice if it would be possible to mod in a "planetary view" tab, which showed the number of districts, features, and blockers in a tile view; even just for decoration's sake. (And seeing all those clustered city districts forming across the world)
 
I can't tell you how excited this makes me.

This whole expansion is really shaping up to make your population feel like individuals with a voice.
 
Hi Wiz,

Sorry for derailing the discussion towards the previous dev diary, but I'm very concerned about the new pop growth system letting only one species grow at a time, especially combined with preferrence for "underrepresented" species for growth. And it gets even worse if different species have different growth speed. I can't figure out how this new system would handle situations like these:

Example 1:

Imagine a planet populated by rapid breeding species Rabbits - if would fill up quite fast, wouldn't it? Now, if we add just a single pop of slow breeding Snails, this new species would be "underrepresented" and thus picked for growth much more often than Rabbits until they somewhat equalize. As a result, Rabbits will effectively stop growing for long period of time. It's as if a few Snails move in and Rabbits are like "Hey folks, there are 10 billions of us on this planet and just a few hundred of Snails, so let's stop making children until those shelled chaps catch up." It's not even semi-plausible, no matter how you bend your headcanon.

Example 2:

We have 2 planets A and B. Planet A is populated by many Snails, it's overcrowded, and many Snails are unemployed. Therefore it has significant Migration Push and Snails pops are declining via emigration. On Planet B live many Snails and a few Humans, but there is a lot of spare room here. Thus, Planet B has some Migration Pull and immigrants from Planet A increase growth speed of the pops... who turn out to be Humans because they are "underrepresented" species here. And thus we have an absurd situation when migration of Snails form Planet A to Planet B increase Human pops.

Example 3:

If you specialize (sub)species per strata, on your mining worlds you have only a few Master Race pops to do Ruler and Specialist jobs on the planet and many more Proles to do menial labour. As time passes, you build more mining districts to open Mining jobs and a add some housing for the new workers... but instead there grows a bunch of "underrepresented" Master pops who now have to bust there humps in the mines or loiter around with no other job to do.
Of course, if it was the other way round, and more populous species grew faster, you could find yourself in a situation when you add a city district and add some specialist openings, but Proles fill up the housing faster and try to snatch those jobs because their sheer population gives them faster growth. But at least it's plausible and quite logical - 10 billion workers will have way more children than 10 million white collars. And you if you want to turn the tide you at least can figure a logical course of action (e.g. make a Masters-only planet with lots of housing and growth bonuses where they would grow faster and then resettle to target worlds as soon as housing is available).


Even if multispecies growth gets complicated, in 2.1 pop growth being split between three or four pops of different (sub)species doesn't look like a big problem - why should it be in 2.2? If it's UI representation that you worry about, someone suggested a neat idea in the previous DD thread: calculate different species pops growth separately, but "growing" icon will show portrait and tooltip for the species whose pop will complete growing next. When you click on that portrait a new window would open showing all growing pops, their growth progress and modifiers. I could draw a mock up for this window but I guess you get the idea.

Very well thought out post. I didn't think of those situations. I'm glad someone is. I hope Wiz has come across that situation in his playthrough, or at least is willing to look into it.

I do think allowing at least 3 pops to "grow" at the same time is a good idea.. or hell let them all..
 
This better have special dialogue and options for the barbaric despoilers civic. I wanna be a mob boss that hurts anyone nearby. I also want to be able to kidnap pops and cause opinion malus for giggles and grins.
 
Cheers for the DD Wiz, and great work to you and the rest of the team - this sounds like it'll give planets much more personality, and make managing planets more interesting, rather than 'click through the building upgrades'.

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

This is so cool :). I'm mostly a "keep the people happy" player, but that the systems will support this is awesome :cool:.

but instead may result in events such as smuggler rings or organized crime taking root on the planet.

Further proof Stellaris is actually just Vicky III in development :D. More seriously, I think this is a great idea. Random thought (that you've probably already had) but what about events for 'long-term but not permanent' planet modifiers for all stability/crime levels. So, for example, a spiritualist planet with high stability could develop a particular religious sect with beliefs that did X, Y or Z - and this would hang around for a while/until the situation on the planet meant the sect lost its influence. Could perhaps add more flavour? Would probably be important to make them fairly rare and not too 'event-y'. Obviously ignore if silly :).

possibly including ways to integrate the criminal enterprises as a fixture in your society

Also very, very cool - I had memories of reading of Ankh-Morpokh and their thieves guild from this :D.