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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.
 
But how it will work with no-happiness pops then? Will planet full of droids and single organic pop require a lot of amenities just to keep one single organic pop happy?

It should be per pop per infrastructure. Basically, a pop living on ultra-urban city planet will demand robot opera for their refined tastes while a rough frontier pioneer will make do with robot karaoke. It also means city planets are going to be oppressive dystopias unless considerable investment into population happiness is made.
 
That seems like it would already be covered under living standards. I'm not really sure why this is necessary.

Cause Unemployment should be something else than just go from Leader/Specialist to Worker. It should be 4th "State" rather than you can have millions of workers. Can workers go any lower? Apparently not, at least this wasn't showed in last dev diary. Also that would give more more flavour and realism - just imagine - you acquire rapid breeders+miner+strong pops that solemnly by the their abilities would quickly take miners of your weak/slow breeders. And what - now we have like magically more places to work in mines? Some ppl just don't work due to lack of places to work. Unless Paradox found a way to remove unemployment and are not willing to share that with the rest of the world than this 4th group should be added and be managed under something different than just living standards as this is a very different thing.
 
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...

Will this loop back in on itself? Servants produce amenities, which increases overall planet happiness. Like the slaves are being kept happy by their own servitude.
 
@Wiz
Have you considered the increased complexities of each world in the sectors mechanic? I mean, with this update each planet will be more complex. For now you just have a few mechanics, tiles, blockers, resource deposit, individual pops, happiness; in the Le Guin future we will have, stability, crime, jobs, strata, infrastructure, and the rest of the mechanics described in this dev diaries. In Stellaris a handful of planets under you direct control, 5-7, can be easily managed, the rest goes to sector, and i don't know how is that people can play without sectors, but with this changes. Is the sectors mechanic going to change?

In any case great job, Wiz you are one of that strange kind of persons that can make good changes in established structures, great job indeed. Looking forward to the next dev diaries to have a look at the changes in my precious machine empire. Have a good week.
 
Cause Unemployment should be something else than just go from Leader/Specialist to Worker. It should be 4th "State" rather than you can have millions of workers. Can workers go any lower? Apparently not, at least this wasn't showed in last dev diary. Also that would give more more flavour and realism - just imagine - you acquire rapid breeders+miner+strong pops that solemnly by the their abilities would quickly take miners of your weak/slow breeders. And what - now we have like magically more places to work in mines? Some ppl just don't work due to lack of places to work. Unless Paradox found a way to remove unemployment and are not willing to share that with the rest of the world than this 4th group should be added and be managed under something different than just living standards as this is a very different thing.
If I remember correctly it was stated in previous dev diaries that there are only a certain number of resource nodes that POPs can work, so unemployed POPs won't be able to fill mining and farming jobs beyond a certain point.
 
@Wiz
Have you considered the increased complexities of each world in the sectors mechanic? I mean, with this update each planet will be more complex. For now you just have a few mechanics, tiles, blockers, resource deposit, individual pops, happiness; in the Le Guin future we will have, stability, crime, jobs, strata, infrastructure, and the rest of the mechanics described in this dev diaries. In Stellaris a handful of planets under you direct control, 5-7, can be easily managed, the rest goes to sector, and i don't know how is that people can play without sectors, but with this changes. Is the sectors mechanic going to change?.

It isn't the number of "mechanics" that determine the complexity of the system, but the complexity of those individual mechanics. The tile system is extremely complex for the computer to process. The new system sumarizes everything the tile system did and more in a collection of far more simplistic values, many of which are simply scalar values.
 
@Wiz

Is there any chance for the warrior/military job or manpower resource? It would be great for some of traits or ethics to increase a manpower resource for all pops. Having things like Military buildings would increase your manpower. I love a system where armies and ships were tied to manpower resource. Something where each ship or armies coshed manpower and had a manpower upkeep. It would be neat too if you lost that manpower if the ship or army was killed.

I would also love to see leaders tied to a ruler resource and not a leadership cap. Where the number of rulers you had increased how many leaders you could have. I have rulers resource having a small upkeep for buildings, treaties, ships, leaders, trade, events, armies and anything that would need leadership. You could tie manpower into that those as well.
 
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?

View attachment 400776

In fact the Pop Approval Rating that the image show is a average. Look at the image, there are only two rulers that give you 68% and like 18 workers that have a medium approval rating of 43%. So the tool tip shows you how much each strata is in good terms with their glorious leader. It would be nice if it also showed how much pops are working in each strata. In this system when you have each strata approval, it makes an average with their happiness, and then you have the planetary pop approval rating, (68+58+43+28)/4=48, close enought :p
 
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?

I wanted to write something very similar.

Wiz stated in the diary that multiple factors can influence which strata’s happiness is weighted most for the calculation of the overall happiness.
I think, the tool tip should show those weights for an easier understanding and better decision making.
 
It isn't the number of "mechanics" that determine the complexity of the system, but the complexity of those individual mechanics. The tile system is extremely complex for the computer to process. The new system sumarizes everything the tile system did and more in a collection of far more simplistic values, many of which are simply scalar values.

Good answer but i was talking about players complexity. If you can play with out sector micromanaging each and every planet, then i congratulate you, for me 10 planets can be a little challenging, even more if they are developing. My question still is about the complexity to the player and the impact it could have in sectors.
 
With dosen of pages each dev diary, my apologies if already mentioned.. with that said: Overcrowding.

With now the possibility of havin more pops then housing, and with overcrowding having a direct negative impact on stability, will there be any way to hold or place a cap on population ? via tech (policy) or an ethic / empire choice or something ? any way for a stable / peacefull empire to not be burdened by all planets becoming overcrowded over time that is solved in a way other then a colonization spree?
 
Will crime be linked to piracy? So hidden pirate bases spawn in areas with a lot of crime and unprotected trade routes (if those will ever be in the game). That way you would always reserve a small part of your fleet for patrol duty to find and destroy pirate or smugglar lairs.
 
This game will be remembered as a masterpiece !

Does war's outcomes can decrease stability ? For instance, when Germany losed WW1 she had to face the Spartacist uprising in january 1919.
 
So hive minds are excluded from such factors entirely. It makes a degree of sense, but could that be changed by modding?

Most universes containing hive minds also have a degree of.... deviancy. You know, broods born with mutations that make them willing to eat their own kind (and not just the ones meant to be eaten!), or machines with faulty programming.

Actually, you didn't mention gestalt conciousnesses specifically - So just hive minds, not machine empires, have no crime?

What part about 'How any of this works with gestalts ia next week' did you not get?
 
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.

If I may make a suggestion @Wiz , the more Pop's, and the further they're from capitol, sectors applying, the more open they're to outside interference and deviancy. The Enforcer-variant of Hive's would be like Zerg Cerebrates, except holding Ruler-class Job's but as Enforcers too, which requires precious Housing, Luxury, and Amenities to sustain their capacity to keep drone's under complete control.

This could very well be where Hive-mind Crime spawns from, since they'll be more individualistic in essence since they require less restraining to work for you and accomplish their tasks. You could even create events where your Ruler-Drone's intentionally create disorder from Worker-Drone's as the lore behind High Crime, High Instability, High Unhappyiness, etc.

Ruler-Drone's could even communicate with other empires if Instability is high, creating Crime events in both your Hive-mind planets, and neighbors, even asking other empires to overthrow your Hive-Mind to take over the Hive-Empire. Could go a long way.