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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.
 
For currently implemented system you could build ships and create armies (consisting probably of high amount of citizen) without affecting the planet ... is this subject to change with new system or not?
 
They wanted to remove micro managing of planets.
But it seems to me like they've just replaced it with micro managing of populations.

Of course I can't be sure that's how it will turn out before we actually get to play it.
 
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.

I hope this means that revolts will work better in future. The galaxy ends up feeling far too static by the late game (minus the few grinding wars slowly chipping away at once civ or another). It would be great to see revolts that kick off proper splits in society with multiple connected planets declaring independence, rather than the odd 1 which very rarely will break away in the current game.
 
OK, question for everyone since i can't get it:
"Free will POPs" include or exclude slaves?

Write me up on that. Wiz did not made it clear. Technically slaves have "free will" if not nerve sapped. They might be threatened by the whip to work hard, but in their mind they have free tought, and it would be logical, if they would try to decrease stability with movements to gain freedom. Nerve sapped, robots/droids, gestallt pops have no free will for sure. These are just drones executing what they programmed for, or told with no individual tought about doing anything else.
 
Free will means pops that are not hive-minded or nerve stapled.

We're considering a sort of deviant drones mechanic for hives instead of crime, but more on that next week.
 
It's mainly because population numbers can vary a whole lot more than Infrastructure, and if amenities just go on population it'd overlap almost entirely with Housing. I'm considering also having population use a small amount of amenities each, but that depends on how well that would work in testing.
I was confused as well, but I get why you've got it that way at the moment. But I think Pops 'using' some amenities each might be better, with different class/type of pops like noble rulers using more amenities because they lead more lavish lives than a robot worker who uses less because they just need a repair shop to live.
 
Everyone thing weve seen so far
Something like the CK2 rebel system would be good yeah.

Faction is created around some ideas or goal (break up, change ethos, change government type etc.), pops around the empire join the faction. if the faction's total political power is equal or superior to the leading faction political power, then an event happens leading to either a coup (embrace the new faction) or civil war (keep the current faction). Systems joining the civil wars can be determined by the political power split on each planet.

To have truly dramatic civil wars rather than "oh no i have to send troops to this planet again"

If they make some regional generator or colonial identity system they could tie independence and separatists rebels to it. But thats a long way off if they even consider it at all.
 
Free will means pops that are not hive-minded or nerve stapled.

We're considering a sort of deviant drones mechanic for hives instead of crime, but more on that next week.
Thanks for explanation! Can you please tell a bit more about how (and if) other factors like POP strata, living conditions, rights, civics, etc. affect crime rate of each POP.
 
I knocked up a diagram to understand dependencies between the new parameters:

7b4e3439b022ff4e06926c4ec1445922.png


Here I see two positive feedback loops:
1) High happiness draws pops towards governing (usually happy) factions making them happier, while low happiness draws pops towards (usually less happy) opposition factions making them less happy.
2) Low stability causes unrest which further decreases stability.

Guess it will make planet management more challenging which should be interest

EDIT: added crime events and infrastructure effects

That bit about "possible instability spiral" excites me. This can mean that stability dropping below 40 isnt just something that is in your best interest for productivity anymore, its something youd want to try to avoid at ALL COSTS. Because it means that every time it decreases below that threshold you're risking a complete social collapse on that world, much like how riots and revolts happen in the real world.

You can look at it like a graph line slowly falling as time goes on, then once it hits that critical 40% threshold every passing day risks the stability taking a steep nosedive and falling into chaos.
 
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.

@Wiz I'm just going to cheekily put this out there - my Potent Rebellions mod is freeware, I give you full permission to incorporate whatever bits of it you might be interested in in the game if you want to overhaul rebellions (and let's face it, they are in need of one as they are in 2.1!) :D
 
They wanted to remove micro managing of planets.
But it seems to me like they've just replaced it with micro managing of populations.

Of course I can't be sure that's how it will turn out before we actually get to play it.

What exactly do you find micro in the future system? While player decides which buildings/districts to construct, there is no more direct controll over the pops. Lots of things to take into account, for sure, but it's meaningfull choices rather than micro.
 
All of these changes look really good, I'm looking forward to 2.2 so much.

One thing though, I know it's placeholder art and I'm not criticising you, but I really think it would be a good idea to make sure the symbol for "Crime" doesn't look like a stylised black person when the update rolls out.
Thats clearly an ayy lmao hiding in a shady corner
AyyyLmao.jpg

Edit: who ever does the art for the symbol should try adding a hat and trench coat so it looks like a shady guy selling space rollex watches
 
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I posted in one of the community posts but want to ask @Wiz directly if this has been thought of.
With the new immigration mechanics, could there be a new agreement for authotarian, despoilers/raiding and maybe xenophobic empires for slave trade agreements allowing slave pops from other empires you have the agreement with to grow on your planets (maybe add a energy bonus to each empire if it balances to represent buying and selling of said slaves).
Well, you could also buy them on the slave market if they are up for sale.

Edit: I just realised that one can use the slave market for "slave-laundering" and vehemently deny any involvement in slave trade. :cool:
 
What will happen with empire factions, that previously have impact on certain pops happiness?
Also would the revolt on planet cause creating a new empire or pirate faction?