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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 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.

Not disagreeing, just pointing out that the mecanic in game is not very clear, at least from the screenshot we got. If I want to increase stability in game the most efficient way, how would I do it? Spending money on buildings (etc) increasing happiness for rulers or for slaves? Say that slaves happiness counts for 1/10th of a ruler when calculating approval. Then I would have to increase the slaves happiness by 100% to get the same result as increasing rulers happiness by 10%. (Or? Is this assumption wrong?) Right now, as I read it, there is no way to know the exact number how much more important a ruler is to a slave. I mean, it will depend so much on your ethics and government, it would be nice to have the weight of the different stratas in the tooltip (which was my point to begin with).
 
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.

Hopefully we can also get major events and crises that also aren’t focused on war. Currently the crises in the game all involve fighting something; AI rebellion, awakened empire, Khan, three end games etc. Things like plagues, economic collapse, natural disasters (hyperlane’s degrading/shifting) etc would really add dimension beyond warfare.
 
Can't really say something about this, but it looks OK so far...

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
If I read this correctly then this functions more like voting-rights, which are based on classes (or stratas in the case of Stellaris), so what's with the more "democratic" or "egalitarian" approach, that each POP counts equally in regards to this overall POP-Approval-Rating ?
 
How does it intereact with orbital bombardment? What happens if a tile blocker reduced the maximum number of districts on a district-full planet? What happens if the destruction of a district reduced the maximum number of buildings on a building-full planet?
 
But can't crime and planet stability simply be countered by choosing a hive mind? There are no issues with having happiness, and therefore stability won't be affected? (Haven't played Stellaris for a month, so I don't know)
 
Wow, this is getting better and better with each DD.

The systems look really well thought off and integrated with each other, can't wait to play them.

I had high hopes about this update, but I have to admit that it's starting to surpass even my wildest dreams. Please continue like this, it really looks great !
 
But can't crime and planet stability simply be countered by choosing a hive mind? There are no issues with having happiness, and therefore stability won't be affected? (Haven't played Stellaris for a month, so I don't know)

Apparently we'll find out about hive minds next week but stability could come in the form of synchronicity and crime discordance.
 
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.

Some of us want to play a sci-fi space empire simulation and find war the boring aspect.

But in any case, if the speed of your conquest is limited by how fast you can make conquered planets profitable and your grip secure, then it's a function of your empire management skills rather than just a waiting game.
 
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?

Yes it is an average, so it can be tricky. If you have rulers, specialist and workers with very high happiness and a bunch of malcontent slaves, the slaves will drag the average but it will be compensated by the rest of the pops. In any case remember, the patch is still a long time in the future so don't worry things can change and only when you can play it you can be really sure of how the system works.
 
Yes it is an average, so it can be tricky. If you have rulers, specialist and workers with very high happiness and a bunch of malcontent slaves, the slaves will drag the average but it will be compensated by the rest of the pops. In any case remember, the patch is still a long time in the future so don't worry things can change and only when you can play it you can be really sure of how the system works.

I’m not worried. All I really wanted to say was to request that each stratas Political Power is shown in the tooltip.
 
Considering that there are no slaves on this world - it seems to weigh the workers higher than the rulers... Giving every pop the same weight would give ((2*68)+(6*58)+(18*43))/(2+6+18)=48,4

Could of course be that the floppy-ears are the only ones with full citizenships... Or this is a society that does not care about rulers (since this works out if they have 0 weight)
(or it could be a bug)
 
Please can we be able to change trade deals after someone requests it, I’ve been playing a game with tons of vassels and they keep asking me for stuff and I just want to be able to say ‘take it for free’ rather than having to decline, bring up communications again then give them the stuff
 
Question : I have a game with a life seeded xenophobic spiecies who enslave all the Xenos they can found. Due to RP reasons i Don't want to genemod them or use robots. So, when i conquer a planet, i Ensalve all people on it, move battle thrall on forteresses for maintaining order, I move some new slaves out to fill some jobs on ther planets and i start to terraform in a Gaia world. When it,'s done, I can move my primary species on its new planet.

How will it work with the new system? If I have understood it correctly, slaves will unrest because there will be nobody from my primary spicies to fullfil the enforcer work until terraformation is complete.
 
Question : I have a game with a life seeded xenophobic spiecies who enslave all the Xenos they can found. Due to RP reasons i Don't want to genemod them or use robots. So, when i conquer a planet, i Ensalve all people on it, move battle thrall on forteresses for maintaining order, I move some new slaves out to fill some jobs on ther planets and i start to terraform in a Gaia world. When it,'s done, I can move my primary species on its new planet.

How will it work with the new system? If I have understood it correctly, slaves will unrest because there will be nobody from my primary spicies to fullfil the enforcer work until terraformation is complete.

I think it would be mostly the same? Forced relocation is still in, and Wiz said Battle Thralls will be able to work any job, so they could be your enforcers and also temporary administrators.
 
I have read all dev diaries about the new planetary system. It sounds like a very fascinating and detailed way of personalising your empire, but the planet UI looks so complicated. It's kind of scary. Am I alone in this?
@Wiz, how hard is it to get used to the interface when playing?
 
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.
By the way, does this include the solar rings aka ring-worlds, too ?
 
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'd argue that if you compare the way Victoria II's economy started to how it is after AHD and HOD and patches, that should count as "fixing the economic model". Not that Wiz can take all the credit, a lot of people were involved in that long strange journey, but it ended in success.
 
I'd argue that if you compare the way Victoria II's economy started to how it is after AHD and HOD and patches, that should count as "fixing the economic model". Not that Wiz can take all the credit, a lot of people were involved in that long strange journey, but it ended in success.

Thanks for the clarification. I have not played the game, but was referring to a story I heard from PDXcon about Wiz trying to fix VII's economy and realizing that it was a lot harder than he imagined.