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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.
This sounds interesting and I'm looking forwards to seeing how it works out, but let me - perhaps a bit prematurely - plead with you to please add AI amenity bonuses to the higher difficulty levels to give the struggling AI players a chance if you haven't already done so; If you make this system good enough that lack of amenities may actually inconvenience players and doing well requires dedication and resources, the AI won't stand a chance otherwise. :)
 
Sorry, haven`t read all post, so I don’t know if this has been said, but I would very much like the pop approval tool tip to show each stratas power, so I’ll know if a planets low stability is caused by lots of unhappy slaves, or a few unhappy rulers. In the picture it’s not that clear how to increase stability the most efficient way. Is the problem the slaves, or workers or specialists or rulers?

upload_2018-8-30_17-36-43.png
 
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?
I'm with @Derp on this one.

I mean, you're right on this specific point - a tile-system planet covered in glaciers is cool (hahaha) and one-glance intuitive, and the Le Guin system will be less one-glance intuitive than that, but on every axis other than "This looks pretty when uncolonized", the new system seems to be shaping up as a massive improvement.

So, on the one hand "Agree", but on the other hand "Some sensible perspective and priorities here, please"
 
This new approach to happiness and unrest sounds far closer to reality. I am impressed. Sounds like "unrest" is no longer its own stat but now more of a concept composed of other things.

However, achieving this new depth has required some new complexity. Is there a set of "easy mode" ethics, authority, and civics where all of this is simple to manage?

Is it safe to speculate that Crime/stability could be new levers to use in a future sabotage/espionage expansion?
 
@Wiz

Planet Crime sounds like a bad B movie. The adjectival form of planet is planetary. Planet Earth doesn't mean the dirt on a planet for example. Boss Gungan was illiterate, do not use his grammar as an exemplar.
 
I'm with @Derp on this one.

I mean, you're right on this specific point - a tile-system planet covered in glaciers is cool (hahaha) and one-glance intuitive, and the Le Guin system will be less one-glance intuitive than that, but on every axis other than "This looks pretty when uncolonized", the new system seems to be shaping up as a massive improvement.

So, on the one hand "Agree", but on the other hand "Some sensible perspective and priorities here, please"

After reading through several of your post Oscot, i question if you actually enjoy anything without a caveat ;)

On point, I hope that some funding goes into some additional art assets for planets.
 
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.

Don't purge them, send them to your empire's Prison World! Designate a worthless rock as a penal colony and get some slave labour into the bargain.

Or make them have televised fights as a form of entertainment...
 
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.

So will the spawning of space pirate fleets now be tied to crime also, so that planets with high crime rates at the edges of your empire are more likely to spawn pirate fleets in near by not occupied systems? And talking about pirates in general could the pirates finally be made so that they cannot have any tech above the empire`s tech that spawns them? Since at least in my current game the pirates might have for example a ship class that even my huge space empire doesn`t have yet which feels rather silly.

Also still waiting to hear how these changes affect research?
 
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If it's not too processing intensive I think hive mind drone deviancy should be linked (in part) to distance from capital: latency due to distance from the central synapse messing with the strength of the connection
 
@Wiz

Shouldn't there be national decisions changing the economical approach to unemployed? Like:

We all deserve the same
(All unemployed are treated like employed workers (cost) but don't produce any goods. Unemployed happiness equals worker happiness. All other groups happiness -5%)
No work, no vote (Unemployed citizens are treated worse than slaves, Unemployed happiness -20%, can't participate in politics/factions, only Unemployed League (like Slave faction))
Bureaucracy is expanding to full fill the needs... (Creates the new position on specialist level called Bureaucrat that produces nothing (or nearly nothing), costs like Specialist but no unemployed on planet. All other groups happiness -10%)
Uncle Sam needs you (All unemployed moved to Militia group, counts like worker, eats up minerals and food, declines crime by very small %, Militarist only)

Just examples but I think there should be something done with Unemployed other than migration.
 
I feel that while adopting criminal activity as part of your societal fabric is a cool idea I'm going to use, I definitely want there to be some risk involved, such as if crime becomes too high, there is a chance it will become a pirate/marauder colony that you'd need to reclaim.
 
@Wiz

Shouldn't there be national decisions changing the economical approach to unemployed? Like:

We all deserve the same
(All unemployed are treated like employed workers (cost) but don't produce any goods. Unemployed happiness equals worker happiness. All other groups happiness -5%)
No work, no vote (Unemployed citizens are treated worse than slaves, Unemployed happiness -20%, can't participate in politics/factions, only Unemployed League (like Slave faction))
Bureaucracy is expanding to full fill the needs... (Creates the new position on specialist level called Bureaucrat that produces nothing (or nearly nothing), costs like Specialist but no unemployed on planet. All other groups happiness -10%)
Uncle Sam needs you (All unemployed moved to Militia group, counts like worker, eats up minerals and food, declines crime by very small %, Militarist only)

Just examples but I think there should be something done with Unemployed other than migration.
That seems like it would already be covered under living standards. I'm not really sure why this is necessary.
 
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.
I still think this should be based on authority and citizenship/residency, not living standard.
 
After reading through several of your post Oscot, i question if you actually enjoy anything without a caveat ;)
I don't enjoy anything full stop. My only emotion is hatred.
And boredom, but that's kinda just slow, low-grade, low-intensity hatred.
Don't purge them, send them to your empire's Prison World! Designate a worthless rock as a penal colony and get some slave labour into the bargain.
I've seen this movie before, Shinzon
 
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.

It looks like a shady alien, not a stylized black person.