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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.
 
Will we be able to purge criminal pops to reduce crime?

I would assume no, at least not directly.

While you MAY be able to purge/enslave/otherwise “deal” with pops that have taken up a “crime” job, since crime level is impacted in large part by happiness, and purging will most likely result in more unhappiness, you’d probably quickly have a brand new pop replacing the one you just “removed”, and potentially more. Sort of a negative feedback loop.

Unless of course you have the right ethics and/or government to purge with impunity. Then you can go nuts.
 
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?
 
All these changes suggest that there are changes coming to how edicts work as well.

I wonder if we will see edicts become something that we enact, and remain on until you either can't pay for it or no longer need it. And would they spawn specialist jobs perhaps?

And I would love to see sector based edicts, for example - Colonisation drive, or War Effort Drive, where the resources of a sector are focused on a larger scheme.

I am *really* liking what I am seeing so far. This is almost making me want to learn to code so I can mod this game!
 
How about having large concentrations of heavy industry producing more crime or amenity use? If you build up balanced planets things will be fine. But if you turn a planet into an industrial hellhole you need more more police or more bread and circuses to have people put up with it
 
Wouldnt this be a good time to add a few new traits ranging from tiny, small, large and gigantic.

Something like this:

Gigantic increases housing needs by 50% but increases mineral production by 20% and military health and damage by 30%.

Could also have indulgent and spartan traits to increase or decrease amenities needs
 
Will there be any sort of Civic to turn high crime into a positive for the empire? I'm thinking of a Hutt-like criminal empire that embraces smuggling and assassination as the way of life. Engaging in under-the-table favors for other empires for trade and blackmail for protection.
 
Will there be any sort of Civic to turn high crime into a positive for the empire? I'm thinking of a Hutt-like criminal empire that embraces smuggling and assassination as the way of life. Engaging in under-the-table favors for other empires for trade and blackmail for protection.

Hutt Clans truly would be a nice corollary to Barbaric Despoilers. Less Viking, more Venice.
 
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.

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.
 
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Love the new updates! Just wondering if in the new system it would be possible to get a civ that allowed different administrations on different planets. Like aristocrats on one planet and bureaucrats on another. Would be fun to play an empire that doesn’t care how a planets run as long as it pays its taxes.
Godd idea! A truly massive, galaxy-spanning empire would incorporate all kinds of worlds and political systems on a regional level. Just like galactic empires we've seen in sci-fi and real empires on Earth.
 
Why do we get two types of Happyness Ressources (Amenities and Luxury goods) instead of one combined? Are there any game play reasons?

I'm guessing luxury goods is a per pop raw maintenance, along with food, that can be altered with species rights. It is what species rights and societal strata that ground what degree of happiness is measured for each pop (ie how important individual pop happiness is overall, per strata)

Amenities are a way to mitigate overall happiness once these are taken into account (ie your poor, unhappy working class can be stabilised by throwing loads of entertainment at them, or a equal society where amenities are valued to distract from the lack of luxury goods that are available to maintain such a society.
 
Tieing amenities to infrastructure seems like a solid choice: Adds more to consider in colony development. As in, if we expand the infrastructure, we must be able to maintain it and just throwing money at it won't be enough.
 
Why is amenities need determined by infrastructure and not pops? I don't get it.
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.
 
The other factor regarding amenities is that, unlike housing, the need is not absolute but relative to what a person sees around them. People living in huts on Tatooine, even if there are lots of them, may not learn to expect much more than mundane pleasures because that is all they know and because there is no sense of wasted potential or relative privation.

Not so much the case when you live in a built-up city planet with manufacturing and transport potential.
 
Hi @Wiz and first of all thanks for all your awesome work. I'd like to ask you a couple questions.

1) Is the pop number still arbitrary? In the screenshot we can see a population of 26. It would be nice if that represented the population number in billions.
2) It seems to me that the new pop growth/decline mechanic holds potential to introduce diseases/biological warfare, or other means to mess with your opponents without necessarily resorting to war. Did you consider anything similar?
 
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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?
having a quick and intuitive overview of blockers and deposits on uncolonized planets is literally the only thing the current planet view does well. once a planet is colonized it rapidly becomes a chaotic mess of icons and numbers that is both unreadable and aesthetically displeasing