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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.
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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).
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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.
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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).
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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 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.

How would you handle empire whose govt is dictator/imperial and the leader is immortal because they ascended to synth? It would pretty much sit on high stability all game post-synth.
 
Have you yet put any thought into how these changes impact conquered worlds?

At the moment you have a situation where a war ends, you suddenly gain 8 planets, 6 of which are at high unreset with possible uprisings and you literally have to pause the game in order to repair structures, fix layouts, deploy Marshal Law and do lots of other things to 'fix' the planets before you can put them into a sector and leave the AI to manage them.

This is especially difficult when you find out that half the inhabitants of the world have a habitability penalty and gets even more difficult if you are a slaver, or if you're against slavery and the species have slave debuffs for not having any.

Idealy, things like happiness, crime, unreset etc should not be able to shift from 0% > 100% instantly, it would be great if these things could increase or decrease over time, so if you take over some world, crush their pops, enslave them, the unrest should build up over months, not instantly be 100%, and happiness could slowly drop from 80% > 10% as the the pops slowly realise how much their lives suck now. In the same way, freed slaves, or pops simply offered a better life with their new empire should have their happiness slowly rise, and their "Was conquered" debuff should fade faster.
 
I would like to make a hellbuild with massive unhappiness and crime everywhere. I am fairly sure there are ways to manage the unhappiness, but how can we integrate crime into our society?
 
This is an interesting bit, and the Crime section actually gives me the idealistic hope that some potential revolt possibilities could be actual Crime Syndicates operating within your Empire deciding to, if crime gets big enough, to break free and become their own independent entity (perhaps with their own special civics too). It'd also be cool if this could become something useful down the line for intrique/espionage/intelligence stuff, as say a Crime focused Civilization expanding, not through outright conquest of other empires, but by subverting them via setting up shop and increasing crime in their worlds (So say you could play a game as a small, independent Cartel that has a small slice of the galaxy under it's direct control, but then indirectly controls a criminal empire spanning across dozens of your neighbors worlds.

This rework isn't just creating new possibilities for the economy, it's in my mind potentially opening up many, MANY more possibilities further down the line.
 
When it comes to crime generation, you should also consider adding "Distance from Capitol" as a potential factor for the stat. This would allow large empires to have potential problems with their far flung borders of the empire. The arm of the law in those regions is weak due to being far from the center of power. As an example, think about the planet Tatooine from Star Wars. The planet was a backwater far from the core of the Galactic Empire. So it had a large criminal enterprise that operated through this area. However, from a balance standpoint about this idea, you may wish to introduce the idea of "Sector Capitols" that could also play a factor in reducing crime for planets that are very far from the empire's core. This would allow a method for crime to be a bit more controllable for wide empires.

Throughout history, there are great examples of The Frontier being this near lawless region as the legal arm of the government tries to catch up with settlers. Good examples of this could be the American Wild West and the early era of European fur trade in the Hudson Bay area (Canada). Adding a distance factor in crime may help make an Empire's frontier feel more like a real frontier, especially when that empire is trying to perform a rapid and large expansion effort to seize territory. Colonies are founded and flags are planted, but nobody bothered to hire a local sheriff yet.
 
How would you handle empire whose govt is dictator/imperial and the leader is immortal because they ascended to synth? It would pretty much sit on high stability all game post-synth.

They already do. In 2.1.2 a level 10 immortal synth ruler provides -50 unrest. So you would basically be playing the same game from synth on.
 
This is an interesting bit, and the Crime section actually gives me the idealistic hope that some potential revolt possibilities could be actual Crime Syndicates operating within your Empire deciding to, if crime gets big enough, to break free and become their own independent entity (perhaps with their own special civics too).
Well as long as you have a law against unilateral secession on the books (and for everyone except gestalts I presume this is a given), then rebellion is a giant crime syndicate by definition.
 
Page gazillion and nobody is going to read this far into the thread, but...

...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.

...best change ever! The planetary rework has sounded really brilliant so far, but this is pure gold. Ties in with the changes described earlier and opens up so many new cool ways to manage your empire!
 
Have you yet put any thought into how these changes impact conquered worlds?

At the moment you have a situation where a war ends, you suddenly gain 8 planets, 6 of which are at high unreset with possible uprisings and you literally have to pause the game in order to repair structures, fix layouts, deploy Marshal Law and do lots of other things to 'fix' the planets before you can put them into a sector and leave the AI to manage them.

This is especially difficult when you find out that half the inhabitants of the world have a habitability penalty and gets even more difficult if you are a slaver, or if you're against slavery and the species have slave debuffs for not having any.

Idealy, things like happiness, crime, unreset etc should not be able to shift from 0% > 100% instantly, it would be great if these things could increase or decrease over time, so if you take over some world, crush their pops, enslave them, the unrest should build up over months, not instantly be 100%, and happiness could slowly drop from 80% > 10% as the the pops slowly realise how much their lives suck now. In the same way, freed slaves, or pops simply offered a better life with their new empire should have their happiness slowly rise, and their "Was conquered" debuff should fade faster.

Why should conquering and subjugating people be easy? If anything at the moment the game is much too easy on conquerors. Taking several planets from a different race and integrating them into you empire should be an acchievement, not something you relegate to a sector governor and move on to your next conquest. Sure you could do that, but then it should be quite difficult to hold on to the new systems.
 
Why should conquering and subjugating people be easy?
Because otherwise the game will be even more boring than it already is?
If it is really really hard to aggressively expand, such that you fully expect your map to look the same in 50 years as it does now, then I'll go play something else. Nobody wants to play a Sisyphys simulator.
 
Because otherwise the game will be even more boring than it already is?
If it is really really hard to aggressively expand, such that you fully expect your map to look the same in 50 years as it does now, then I'll go play something else. Nobody wants to play a Sisyphys simulator.

So we have completely different expectations. I am quite happy if the very basic planetary management/governance part of the game is expanded. As it stands that part of the game is bland and uninteresting. It's still far off from the complexity other Paradox games had to offer. But it's a start.
 
In fact the Pop Approval Rating that the image show is a average. Look at the image, there are only two rulers that give you 68% and like 18 workers that have a medium approval rating of 43%. So the tool tip shows you how much each strata is in good terms with their glorious leader. It would be nice if it also showed how much pops are working in each strata. In this system when you have each strata approval, it makes an average with their happiness, and then you have the planetary pop approval rating, (68+58+43+28)/4=48, close enought :p

Late to the discussion again...

I’m not sure thats how it works. The slaves happines is stated by Wiz to be less important than that of rulers. How much? I.e. If I wanted to increase stability, would it be most efficient to increase slave happiness to 40% or ruler happiness to 80%? I your calculation is true, that its only an avarage (68+58+43+28)/4 then there doesn’t appear to have been any more weight to rulers than slaves. So it must be just a coincident?
 
Late to the discussion again...

I’m not sure thats how it works. The slaves happines is stated by Wiz to be less important than that of rulers. How much? I.e. If I wanted to increase stability, would it be most efficient to increase slave happiness to 40% or ruler happiness to 80%? I your calculation is true, that its only an avarage (68+58+43+28)/4 then there doesn’t appear to have been any more weight to rulers than slaves. So it must be just a coincident?

I think that makes sense. Slaves have much less resources to organize and acquire the means to pose a threat to their overlords. While dissent within the elite, has a much larger impact on a society. Without a sponsor that has resources at his disposal movements tend to have a much harder time to make anything happen.

Think of ancient Rome. The number of slave revolts and their impact was rather small with very few exceptions. While on the other hand the bickering and vying for power between the Senatorial Elite and later the Imperial and military Elite lead to a number of far reaching Civil wars and on occasion decades of instability.
 
Why should conquering and subjugating people be easy? If anything at the moment the game is much too easy on conquerors. Taking several planets from a different race and integrating them into you empire should be an acchievement, not something you relegate to a sector governor and move on to your next conquest. Sure you could do that, but then it should be quite difficult to hold on to the new systems.

I'm not saying it should be easy, I'm happy for them to even increase the actual difficulty, but difficulty is not directly related to the points I'm making.

At the moment, if you conquer say 8 planets from a defensive war you weren't planning on engaging, you literally need to pause the game and spend 30 minutes:

  • Potentially enabling Martial Law on every single planet
  • Potentially at say 14/8 of your planet cap, with massive energy/mineral losses
  • have 8 planets with between 60-100% unreset, because it turns out your opponent colonised a world that was only 60% habitable to them in the first place
  • Repair all the damaged building, replacing all the farms and labs on mineral slots with actual mining stations
  • Re-design all 14 of the Space Stations you took over, downgrading several, replacing modules, removing unwanted star ports etc.
  • Remove war-blockers from planetary bombardments and replace buildings
  • Swap out all those slave processing plants for paradise domes
  • Then, you have to unpause, manage all the issues for 40 months until the "war conquered" modifier leaves, then you can sector them.
By spreading these changes out over time, it makes it less pause-micro-manage'y and more about actually playing, I'm more than happy for them to increase the actual difficulty, if it required more decisions etc, but it really could do with more modifiers, which some of the upcoming changes already appear to do.

Playing with my partner last week, we easily won a war, but she was just a tad-slow on martial law on one planet, before we could physically react, they revolted, broke off to a unique empire and immediately re-merged with their source empire, with nothing we could do for 10 years, this isn't fun or difficulty or challenging related.
 
By spreading these changes out over time, it makes it less pause-micro-manage'y.
I think this is a good point.
You do actually have to physically do a lot of clicking in Stellaris, but the problem is that the distribution is highly non-uniform.

I'll sit there waiting for my minerals to increment for 20 years, with maybe an APM of 1, like I'm playing a screensaver.
Then it's war time, and I'll be commanding fleets, and even though travel is slooooow it does at this point feel like I'm actually playing a video game.
And then it's peace-out time, and APM goes up to like 100 as I frantically retool all these tedious planets on pause.

Spreading it out would make me hate less.
 
Up until this point Stellaris have mainly been interesting in the war department, this is why I think that this and the next update (if it entails politics and diplomacy) will drastically change the game and make peaceful and more trade and diplomacy playthroughs more interesting and fun.

This means that I spend my time with meaningful and interesting choices in dealing with my economy, internal politcs and diplomacy with fellow empires rather tha just conquer anything in sight and where alliances are just a temporary until I turn on them and integrate them as well.