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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.
 
Crime is a value generated by all virtually all Pops with free will
I believe I have located an error.

Really looking forward to the update though, despite this kind of sloppiness.
 
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).

Will it be possible to create a "prison world" where you can banish troublesome POPs, in lieu of investing heavily Precinct districts?
 
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 have a question/suggestion surrounding the expansion: would it be possible to have private corporation that produce resources in your planets and sell them for profit (to empires or pops or whatever), but that also have to pay taxes, pay salaries to their workers and invest in infraestructure/buildings?
 
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.
It seems easier to play for both humans and the AI. All you really do is build districts and buildings (and there are far fewer buildings slots than there are currently.) There are a lot more pops but you don't need to do anything for them individually because job assignments are automatic.
 
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?

If it's not a crime in the empire, I would assume that gambling and prostitution would be among "entertainer" type of job.
 
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.
You’ve obviously never heard of body gloves and masks
 
@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.

Didn't the twitter account show this being part of living standards? "Social welfare" makes unemployed pops consume energy and produce unity.
 
I am about to start grad school and I am absolutely terrified that this update is going to launch during an exam/research intensive period and I am going to flunk out.

:eek::eek::eek:
 
Would it be possible that with high enough crime empirewide, a crime syndicate forms? That would be a political faction, which is basically really unhappy, and draws away influence, but you can bribe them for some bonus?

Based on that high level crime organization on our world generally infiltrates into the politics as well (Triad, Yakuza etc).

This would mean that you can try to work together with the crime syndicate or you can try to opress and shun them as other factions.
 
YES finaly Space Terrorism join Stellaris. Thank you Wiz. This is so awesome. And Crime would be a Factor. Cant wait until Espionage DLC and Interrogation & torture :D Galactic Police State i´m comming. @Wiz get police state an Upgrade with bonus against Terrorism and Crime? :)
 
Please change it back to have multiple pops grow at the same time. that is the major motivation to have multiple pop types and not juts keep your empire as a single species.
 
That's great news. At least we will have a properly fine-tuned sector management that will be dealing with stability itself and responding to any crisis occurring while the player's away. Jobs, stability, production, equipment, migration and crime all managed by the AI. I must admit, I can hardly wait for the Dev Diary that will feature these changes!
 
@Wiz

Will planet distance from the capital homeworld have an affect on crime and piracy risk? Something similar to the system influence price increase the further away an owned system? Like, if a world and/or outer systems being far away from the central power and/or experience an ethics drift due to being closer to neighboring enemy empires, they might commit more acts of terrorism/crime and if suppressed enough via faction suppression/banning, attempt to split off and rebel, similar to Halo's UNSC/Insurrection or Great Britain/early america?
 
Well, following this dev diary, I have begun to strongly suspect... that all Civic-enabled Ruler jobs will produce Amenities. This is based on the assumption that they will not design it so that taking one Civic will immediately put you in Amenities deficit on day one of the game. As Amenities consumption is based on Infrastructure, and starting Infrastructure is 43 and starting Amenities 50 by default with a standard two Administrators, entirely losing the Amenities production of one Administrator would put you in deficit as of game start. Since we see from Aristocratic Elite that Civics that change the composition of the ruling class will most likely work by replacing an Administrator job with a specialised Ruler job, if the new Ruler job did not produce Amenities, it would mean simply choosing that Civic would place you in Amenities deficit.

Now, it's not completely beyond imagination that they'll have one Civic put you in deficit, but I find it most likely they will not do that- which makes me confident all Civics-enabled Ruler jobs will produce Amenities.