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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.
 
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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So if we will see any of these amenities buildings in the game hopefully you have instructed your graphics artists to make them worthy of a galactic empire. Just think about all the greatest museums, concert halls, sports arenas etc. that have been build here on Earth and which people come to see from all over the world. And those are usually built by only one nation or just a part of that nations population.
 
So far (if I understand it correctly and it doesn't change later) I have more and more good reasons to just to play as a robot...
 
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Hmmm... I wonder what options will be available for "incorporating" crime into your society and to whom these options will be available?

As others have pointed out, Barbarian Despoiler/Bandit Kingdom-type will probably have some of their ruler class pops on crime jobs and will likely get considerable resources from them.

I wonder if a stratified society will be capable of having a criminal caste? Have certain jobs regarded as inevitable but not suitable for "decent" citizens (ie. gambling, prostitution). Have a class of people that administer those jobs and are tolerated provided they respect the social order. You know, basically having space Yakuza?

I've noticed people bringing up that Barbaric Despoilers should have some kind of acceptance of crime, or usefulness to it. Aside from the government type saying "Bandit" Barbaric despoilers don't thematically have anything to do with allowing crime perse. I'm all for a "Crime Syndicate" civic that works this way and assigning current barbaric despoiler government titles to that and changing despoiler government to something like "Barbarian Tribe" "Barbarian Council" "Barbarian Kingdom". But it doesn't fit for Barbarian Despoilers in my opinion. I know this'll get a ton of dislikes, but that's just my feeling on it that I'll like to throw out there. Hell, I'd play as a Barbarian Despoiler/Crime Syndicate.

Also, I'd like to see more types of revolts as well. Great ideas in this thread. Stability linked to change to leadership/elections. So if you have a perfect storm I'd like to see empires fracture into multiple countries. A crime syndicate out of high crime worlds, an egalitarian democracy from high slave unrest worlds, and an empire from a strong non-governing ethic.
 
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In my opinion all government forms that rely mostly on conquering new territory should get as more problem with crime as a counter balance to how easy it is to generally integrate new territory and profit from it.

In general crime left unchecked in highly authoritarian societies should be very bad and lead to rival factions and eventually to sort of civil wars. There can be some short term benefit from crime but long term it must be bad with highly organized and strong crime and dissent (basically factional anarchy).
 
I've noticed people bringing up that Barbaric Despoilers should have some kind of acceptance of crime, or usefulness to it. Aside from the government type saying "Bandit" Barbaric despoilers don't thematically have anything to do with allowing crime perse. I'm all for a "Crime Syndicate" civic that works this way and assigning current barbaric despoiler government titles to that and changing despoiler government to something like "Barbarian Tribe" "Barbarian Council" "Barbarian Kingdom". But it doesn't fit for Barbarian Despoilers in my opinion. I know this'll get a ton of dislikes, but that's just my feeling on it that I'll like to throw out there. Hell, I'd play as a Barbarian Despoiler/Crime Syndicate.

Also, I'd like to see more types of revolts as well. Great ideas in this thread. Stability linked to change to leadership/elections. So if you have a perfect storm I'd like to see empires fracture into multiple countries. A crime syndicate out of high crime worlds, an egalitarian democracy from high slave unrest worlds, and an empire from a strong non-governing ethic.

I see Barbaric Despoilers as the Dark Eldar of Warhammer 40k.
Sure, their "government" might be of the kind "might makes it right" but you don't see crimes necessarily happening.
Then again, what constitutes crime in a such a society might defer a lot to ours.
Taking one example from Frank Herbert's Dune, the nobles expect assassination as part of their life and there is a code of conduct of what is acceptable assassination/kidnappings/whatever and what's not.

So, to make a long story short. Barbaric Despoilers might actually have a rigid set of laws of what is considered crime AMONG THEMSELVES. Foreigners are fair game and not protected by the rules of what they consider "acceptable society".
 
@Wiz

How about instead of 'deviant drones' you instead have deviant genetics?

Biology is probabilistic, after all, not as rigid as machinery. Instead of having drones that rebel or are dysfunctional, you could have them developing odd diseases or cancerous cells or other genetic defects. Your "police" system could take the route of being a sort of... biological scanner, tracking the genetics of your organisms to see which ones are consuming way more food than they should be, or who are falling apart from defects. Like synapse-nodes that keep track of smaller groups of organisms to make micromanaging easier.

Might be a more thematic way to apply the "crime" statistic, at any rate, given how Hive Minds probably don't care so much for amenities.
 
You seem to describe D&D's Lawful Evil.

A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

So, to make a long story short. Barbaric Despoilers might actually have a rigid set of laws of what is considered crime AMONG THEMSELVES. Foreigners are fair game and not protected by the rules of what they consider "acceptable society".
 
@Wiz

How about instead of 'deviant drones' you instead have deviant genetics?

Biology is probabilistic, after all, not as rigid as machinery. Instead of having drones that rebel or are dysfunctional, you could have them developing odd diseases or cancerous cells or other genetic defects. Your "police" system could take the route of being a sort of... biological scanner, tracking the genetics of your organisms to see which ones are consuming way more food than they should be, or who are falling apart from defects. Like synapse-nodes that keep track of smaller groups of organisms to make micromanaging easier.

Might be a more thematic way to apply the "crime" statistic, at any rate, given how Hive Minds probably don't care so much for amenities.
Deviant drones could be groups forming new hiveminds within the empire. Might start accidentally and develop into a cancerous threat on it's own. A mind trying to keep hidden and divert resources for it's own use.

They already have semi-autonomous drones (leaders) and any planet could form it's own hive theoretically, presumably that could happen on a much smaller scale as well.
A drone which gets too independent might start to see itself as actually having a self and be unwilling to just die. It could presumably cut itself off from the mind or perhaps quietly disobey, or even form it's own mind by manipulating naive autonomous drones.

Anyway for them "amenities" or whatever they need could represent the resources diverted to tracking and destroying deviants.
 
I see Barbaric Despoilers as the Dark Eldar of Warhammer 40k.
Sure, their "government" might be of the kind "might makes it right" but you don't see crimes necessarily happening.
Then again, what constitutes crime in a such a society might defer a lot to ours.
Taking one example from Frank Herbert's Dune, the nobles expect assassination as part of their life and there is a code of conduct of what is acceptable assassination/kidnappings/whatever and what's not.

So, to make a long story short. Barbaric Despoilers might actually have a rigid set of laws of what is considered crime AMONG THEMSELVES. Foreigners are fair game and not protected by the rules of what they consider "acceptable society".
Yeah I see them as the Beastmen from Warhammer Fantasy but it's the same thing.
 
Deviant drones could be groups forming new hiveminds within the empire. Might start accidentally and develop into a cancerous threat on it's own. A mind trying to keep hidden and divert resources for it's own use.

They already have semi-autonomous drones (leaders) and any planet could form it's own hive theoretically, presumably that could happen on a much smaller scale as well.
A drone which gets too independent might start to see itself as actually having a self and be unwilling to just die. It could presumably cut itself off from the mind or perhaps quietly disobey, or even form it's own mind by manipulating naive autonomous drones.

Anyway for them "amenities" or whatever they need could represent the resources diverted to tracking and destroying deviants.
Thematically, tracking "deviants" would be simple task for a HM - all the drones are constantly 'online' through Shroud, so once they see a drone which doesn't see them back - the deviant is found. Though I guess they can introduce "connection quality", requiring you to spawn more overlords, as people say.
 
Could you have an instability modifier or event something like nationstates developing on the planet and problems between them if a planet has low stability for long enough?
It'd be cool to lose pops in a war breaking out inside one of your colonies or something
 
Thematically, tracking "deviants" would be simple task for a HM - all the drones are constantly 'online' through Shroud, so once they see a drone which doesn't see them back - the deviant is found. Though I guess they can introduce "connection quality", requiring you to spawn more overlords, as people say.
I'm not quite sure it works that way. Firstly I don't think they see the shroud, it's just the place their thoughts jumble together to form sapience. Secondly most drones are not sentient so either a semi-independent drone or a cluster of normal ones would have to be looking them over the shoulder.
 
Firstly I don't think they see the shroud, it's just the place their thoughts jumble together to form sapience.
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.
Secondly most drones are not sentient so either a semi-independent drone or a cluster of normal ones would have to be looking them over the shoulder.
Most drones are sentient because they all are part of HM, so in a way they are more sentient than an autonomous drone, since they have strongest mind inside them.
 
to see all this life on the planets, I will begin to feel a bit sick while I destroy them.

out of curiosity, and i'm sorry if someone alredy asked, why the name (le guin)?
 
to see all this life on the planets, I will begin to feel a bit sick while I destroy them.

..Then choose a path of non-destruction... add their lives to you by assimilating into your hive... . . . or their life force as you consume each last of them..

out of curiosity, and i'm sorry if someone alredy asked, why the name (le guin)?

Not a name I trully knew before.. so many authors tolearn about.. so many books to read.. yet - https://en.wikipedia.org/wiki/Ursula_K._Le_Guin