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Stellaris Dev Diary #245 - We have a Situation

Welcome to this week’s dev diary! Eladrin is busy with something exciting this week, so I’ve been roped into writing about the almost as exciting new Situations system we will be adding in the next patch.

The idea for implementing this system comes from the realisation that Stellaris provides excellent systems to tell stories about things that have happened - e.g. anomalies and archaeology sites - but lacks a good structure through which to tell stories about things which are happening right now. While we have a number of such stories, they are often either not as complex as we’d like them to be (e.g. we’d prefer to have more factors taken into account), or they are disproportionately complicated for us to implement (i.e. time-consuming and bug-prone). Either way, the player experience is often not as we’d like it, since such stories and event chains are likely to be hard to follow, and it may not always be clear that events are connected to each other or why certain things happen.

This was a state of affairs we wanted to improve upon, so we decided to implement a system which aimed to:
  • Give players an interactive and informative interface by which to experience current affairs event chains.
  • Provide a structure that is (relatively) easy to add new content to.

Initially, we took some inspiration from Disasters in EU4, but we soon diverged from it, since we realised not all the stories we wanted to tell were disasters, and we wanted a more UX-intensive solution. The result can be shown off in this mockup:

1646842176465.png

Note that this is a mockup - so not necessarily how the final UI will look.

To unpack this a bit, the flow progresses something like this:
  1. The Situation starts. This could happen e.g. through an event. The Situation can either be empire-wide, or it can be focused e.g. on a single planet
    1646842816635.png

    Event text is final.
  2. Each month, the Situation’s “progress” will tick upwards or downwards, depending on your response to the Situation.
    1646842610214.png

    A WIP tooltip showing the monthly change. It'll list all contributing factors.
  3. As the Situation progresses, you may reach the next “stage”. Often, an event will be fired as soon as this happens, to develop the story. Effects can also be applied to the empire or planet based on the current stage, e.g. an instability-based Situation may reduce stability by 10 for each stage.
  4. There may also be random events along the way that can happen on any monthly tick. To distinguish Situation-based events from regular ones, some tweaks have been made to the event interface:
    1646842979882.png
  5. The player can choose how to respond to a Situation via a selection of “Approaches”. On occasion, one might be prompted to change these via events, but otherwise, one can freely pick them in the Situations interface. (We have not yet decided whether there should generally be a cooldown to picking an option). Approaches usually have effects over time, such as “spend X Unity per month to gain faster progress”.
  6. When either end of the Situation’s progress bar is reached, the Situation is resolved, usually through an event in which something happens.

Some Situations will progress in a linear manner from left to right, others will start you in the middle and progress either to the left or to the right based on your choices. And we also want them to be differently coloured depending on how threatening the Situation is:

1646842264908.png

This is also a mockup.

This is all a bit theoretical, so, what changes can players expect in practice? Now I will take you through a few of the things we have done and are doing with the Situations system.

Narrative Situations

Content Design often implements narrative-based event chains set on a certain planet. Now, if we feel like the story has a bit more to give, a planet-based Situation can be crafted instead. The ability to have different outcomes at either end of the progress bar is particularly useful, since it can show which sort of conclusion the player is advancing towards (or at least indicate that there are multiple). To avoid giving spoilers, I won’t say exactly what stories we’ve added in this way, but there will be a few new planet-based narratives to encounter.

The “targeting” function of Situations is not limited to planets (though most of our effort has been towards making it work well there), so we have also managed to try adding a Situation based around a system or starbase.

Owners of the Leviathans DLC - or other DLCs that add Leviathan NPCs to the game - can also expect a few surprises next time they go monster-hunting ;)

Deficit Situations

Situations are not all fun and games. As their origin as EU4 Disasters would suggest, they are a great system through which to portray negative events. They give the player all the information they need to know what is happening, what the results of it will be, how severe the current Situation is, and what they can do about it.

One of our main priorities when it comes to using this aspect of Situations was reworking Deficits. At the moment, Deficits are like a light switch: as soon as you are in deficit (stockpile of 0 and negative income) for a given resource, you get all the defined penalties for being in that deficit (which can be quite harsh). But as soon as you spend a month no longer in deficit, all penalties are removed. This feels a bit off. Also, the penalties are the same for all empires, which has frequently led to headaches where they either disproportionately impacted a certain type of empire or left others (say, one with less need of a certain resource) relatively untouched. Finally, they can also be a cause for “death spirals” (in particular for the AI), as a shortage of one resource leads to penalties, which leads to a shortage of another resource.

With our rework, being in a deficit will start a Situation. You will start at 25% progress in this Situation, and it will increase in severity as long as you are at 0 balance and have a negative income. The rate of increase will depend on how much you are losing compared to your income. Having a stockpile will gradually make the Situation tick downwards; having a positive income will make it do so more rapidly.

1646843561944.png

This is the actual UI as it looks like right now. We are hard at work finishing it up and making it look presentable!

The penalties you receive for being in a deficit will start off light compared to their present settings, but will increase in severity as the Situation escalates. We are also able to configure them depending on your empire’s attributes, so for instance a Catalytic empire will now correctly get alloy output problems for being in a food deficit.

We aim to give each deficit Situation a choice of approaches, so that you can try to mitigate it from within the interface. So, for instance, a consumer goods shortage might be mitigated by electing to defund scientists, with the result that researchers cost less upkeep but also produce less research.

If however the deficit continues to grow, at 75% progress an event will fire which will warn that your empire is in truly dire financial straits and will need to make cutbacks soon. It will suggest a few, and you can pay a price (e.g. devastating a planet, or removing a special resource deposit) in return for some immediate resources that might help you alleviate the deficit.

1646843965654.png

Numbers not final

Finally, if the deficit becomes so severe that the progress bar is filled up, the empire is declared bankrupt. This is an unambiguously bad thing to happen to you - current effects (numbers to be finalised) are downgrading all non-capital buildings to their lowest level, disbanding half the fleet and all the armies, and giving 25% higher costs, 25% less ship damage, and 50% less unity and influence for 10 years. But it’s also designed to avoid death spirals: in return for liquidating these assets, you are given enough of the resource you defaulted on to survive for a while. Additionally, all other deficit Situations you are currently experiencing are terminated immediately, without penalty, and you are granted some resources to avoid them returning too soon.

1646844063692.png

Numbers are subject to change.

Changes are likely to come to this design as we continue to play with the new system and iron out its kinks, but we are hopeful that this new version of deficits will resolve many of the issues with the current deficits system, and make deficits, if not exactly fun to experience, at least a more interesting and less frustrating game mechanic.

Further “Strategic” Situations

We have further plans to overhaul systems or features using Situations. For these (unlike the Situations listed above), we can’t guarantee that they will definitely be in the next patch, but we are looking to adapt the likes of slave revolts, planetary separatism revolts, and the Synthetic Dawn AI Uprising to this new system.

With regards to the AI Uprising: we are broadly happy with the way the chain works now, but there are a few improvements to be made, and we feel that it would be beneficial to the player to be able to experience it through a UI. For instance, it has a bunch of events that an experienced player would recognise as warning signs that they should do something about it, but the inexperienced player would not know what is up and would not stop it from happening. With the Situations system, experienced and inexperienced players alike would know that something is up. However, this also makes it easier to know that you should do something about it, so we are also looking at making it a bit more challenging than just changing species right to end the Situation - after all, the robots are still extremely annoyed at you having deprived them of sentience for all these years! We are also looking at making purging the robots a viable if high-risk approach, at least so long as you don’t have too many robots.

With planetary revolts and slave uprisings, we have a feature that hasn’t seen much love for many a patch even as the game has changed around it, so we hope to improve it in a variety of aspects. At the moment, it would be fair to say that the unrest events are more a nuisance than a threat: revolts feel like they come out of the blue, but don’t have much teeth, as you can usually just conquer back the planet (since one planet alone cannot hope to stand against your empire). Our changes to this system are at a fairly early stage, but our goals include:
  • Make revolts feel less random - they will no longer happen suddenly, and whether unrest turns into a successful revolt will depend more reliably on factors such as how many pops are on the planet, and just how annoyed they are.
  • Smooth out issues such as one habitat in a system revolting leading to the loss of all planets in the system. The opinions of other planets in the system should have an impact on the success of the revolt.
  • Improve the system where planets can sometimes join other empires after the revolt. (At the moment, this can happen in separatist revolts if the original owner still exists and is nearby, and in slave revolts if there is an egalitarian empire nearby). Basically, they should be asked in advance if they wish to support the revolt, at which point it should progress faster, but on the other hand, the other side will know this is happening. Also, we may want to review the conditions for revolts joining other empires, since in some cases a completely annexed empire might have each planet revolt to form its own micronation.
  • We are toying with the idea of removing the stage where planets have ground combat during rebellions. Troops stationed there can be factored in during the buildup stage instead.
  • Ideally, a successful rebellion would start a war with the previous owner, but would also be a bit more of a potential threat. We’ll see what we manage to come up with, here.

That’s all for now! Except to add that, since an old version of the cheat sheet for what all Situations can do is actually available to you in 3.3, I’m attaching the new and updated version of this, so that those inclined can make plans for what to do with the system.

And keep an eye out for Eladrin’s dev diary next week. You won’t want to miss it.
 

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I hope there will be further balance passes for unity. A low-unity situation seems like a great fit for the new update. Particularly if it leads to greater instability, and the potential for a nation to fragment.
 
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We're still working on the UX here. The list itself, and time remaining for each situation, are two things I'm planning to look closer at next. Just to mention two.

There's usually several iterations of UI mockups along the way when we develop features, and this dev diary shows off early versions. Can be good to know.
Thanks for the constructive feedbacks, it's more useful than "I hate it" type comments.
Thank you for the reply. I hope with a few more versions the final UI does everything that it needs to do clearly and consistently.

I'm sorry if I was a bit harsh and the "I hate it" part of the comment wasn't very helpful to you, I tried to explain why in as much detail as possible.

We have seen WIP screens before:
Federations screen 5 months before release.
1647157414074.png

Note the progress bar(s) with Arbitrary unit/Arbitrary Target instead of "Months until next level"

I still couldn't tell you if I'll reach Level 5 federations before the crisis hits, and that's because of the UI choices to hide the time remaining (while showing the three completely arbitrary numbers needed to calculate it exactly.)

I just want to see the time remaining. If it's a dauntingly large number (100+ Years away) then perhaps give players more ways of optimising things to make that number smaller.

Intel Tooltip, 3 months before release
1610463984843.png

Again, almost exactly what we have now. Doesn't show that it will be say 15 years before getting Medium Diplomatic Intel, despite it being easy to calculate.

Operation UI 3 months before release.
1611143051274.png

Again, hides the times (I couldn't tell you if I'm 5-10 months away or 5-10 years away from completion. But that's completely intentional in this window.
And those have all ended up being functionally identical in the final game to the WIP screen unless a major shift in mechanics happens, like the loss of Counter Espionage and multiple simultaneous operations between the idealised mock-up and the compromised final version. Basically, the WIP version is usually better than the version we get in the game, so if this is the WIP version I really don't want the final version to be worse.
 
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Are the situations always locked to only two possible outcomes? Because it seems very suited to have a bunch of approaches that are for example conditional on your ethics on how you can tackle a situation, and it would be equally fitting to have unique responses to that.
Even if they're locked to two events, an event can have an arbitrary number of results, depending on all sorts of conditions (including ethics, but also traditions, neighbors you're in contact with, factions and their approval, the size of your population, and in theory even the many currently-totally-disconnected events like what you chose to do with the Bunker-Bot). It's not even necessarily limited to a single event, though, since an event can cause other events to fire, either immediately (this is how scripted conversations work), some time later (this is how a great many events work, such as the Odd Factory eating pops or not), or when a specific future condition occurs (this is how e.g. the floating shrines appear when you enter the relevant systems).
 
I'm not sure how they could keep it without the risk that those armies completely invalidate the system. Armies are extremely cheap past the early game and there's nothing stopping you from stacking a hundred on a slave planet to stop any rebellions.
Easy to have rebellions (or any other event script) cause a ton of effects even without successfully fighting for even temporary independence. A few examples off the top of my head:
  • General strike, -100% resource production for some period
  • A bunch of people killed in the fighting (this needs to happen more, honestly; it's stupid as hell that you can subjugate a 200 pop planet without killing a single pop)
  • A bunch of buildings damaged, districts ruined, and blockers created during the fighting (ditto above parenthetical, with a side note that this used to happen with the tile-based system's for devastation)
  • A bunch of empire resources flowing through the planet are seized / redirected / destroyed, causing the empire to lose a lot of resources even if the rebellion goes nowhere
  • Technological exchange with a foreign empire that the rebels like, sending them partial progress on your techs
  • Assassination of the local authorities, killing the sector governor or maybe any admiral/general/scientist in the system

You can also have events that fire even if a rebellion is put down. Some are simply periodic or limited-time versions of the above, but you could also get things like a new faction devoted to rebellion and thus reducing your Unity generation, foreign powers taking you less seriously given your internal fractures causing a loss of influence, a ton of the population becoming refugees rather that returning to the fold, etc.
 
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Welcome to this week’s dev diary! Eladrin is busy with something exciting this week, so I’ve been roped into writing about the almost as exciting new Situations system we will be adding in the next patch.

The idea for implementing this system comes from the realisation that Stellaris provides excellent systems to tell stories about things that have happened - e.g. anomalies and archaeology sites - but lacks a good structure through which to tell stories about things which are happening right now. While we have a number of such stories, they are often either not as complex as we’d like them to be (e.g. we’d prefer to have more factors taken into account), or they are disproportionately complicated for us to implement (i.e. time-consuming and bug-prone). Either way, the player experience is often not as we’d like it, since such stories and event chains are likely to be hard to follow, and it may not always be clear that events are connected to each other or why certain things happen.

This was a state of affairs we wanted to improve upon, so we decided to implement a system which aimed to:
  • Give players an interactive and informative interface by which to experience current affairs event chains.
  • Provide a structure that is (relatively) easy to add new content to.

Initially, we took some inspiration from Disasters in EU4, but we soon diverged from it, since we realised not all the stories we wanted to tell were disasters, and we wanted a more UX-intensive solution. The result can be shown off in this mockup:

View attachment 816215
Note that this is a mockup - so not necessarily how the final UI will look.

To unpack this a bit, the flow progresses something like this:
  1. The Situation starts. This could happen e.g. through an event. The Situation can either be empire-wide, or it can be focused e.g. on a single planet
    View attachment 816220
    Event text is final.
  2. Each month, the Situation’s “progress” will tick upwards or downwards, depending on your response to the Situation.
    View attachment 816218
    A WIP tooltip showing the monthly change. It'll list all contributing factors.
  3. As the Situation progresses, you may reach the next “stage”. Often, an event will be fired as soon as this happens, to develop the story. Effects can also be applied to the empire or planet based on the current stage, e.g. an instability-based Situation may reduce stability by 10 for each stage.
  4. There may also be random events along the way that can happen on any monthly tick. To distinguish Situation-based events from regular ones, some tweaks have been made to the event interface:
    View attachment 816221
  5. The player can choose how to respond to a Situation via a selection of “Approaches”. On occasion, one might be prompted to change these via events, but otherwise, one can freely pick them in the Situations interface. (We have not yet decided whether there should generally be a cooldown to picking an option). Approaches usually have effects over time, such as “spend X Unity per month to gain faster progress”.
  6. When either end of the Situation’s progress bar is reached, the Situation is resolved, usually through an event in which something happens.

Some Situations will progress in a linear manner from left to right, others will start you in the middle and progress either to the left or to the right based on your choices. And we also want them to be differently coloured depending on how threatening the Situation is:

View attachment 816216
This is also a mockup.

This is all a bit theoretical, so, what changes can players expect in practice? Now I will take you through a few of the things we have done and are doing with the Situations system.

Narrative Situations

Content Design often implements narrative-based event chains set on a certain planet. Now, if we feel like the story has a bit more to give, a planet-based Situation can be crafted instead. The ability to have different outcomes at either end of the progress bar is particularly useful, since it can show which sort of conclusion the player is advancing towards (or at least indicate that there are multiple). To avoid giving spoilers, I won’t say exactly what stories we’ve added in this way, but there will be a few new planet-based narratives to encounter.

The “targeting” function of Situations is not limited to planets (though most of our effort has been towards making it work well there), so we have also managed to try adding a Situation based around a system or starbase.

Owners of the Leviathans DLC - or other DLCs that add Leviathan NPCs to the game - can also expect a few surprises next time they go monster-hunting ;)

Deficit Situations

Situations are not all fun and games. As their origin as EU4 Disasters would suggest, they are a great system through which to portray negative events. They give the player all the information they need to know what is happening, what the results of it will be, how severe the current Situation is, and what they can do about it.

One of our main priorities when it comes to using this aspect of Situations was reworking Deficits. At the moment, Deficits are like a light switch: as soon as you are in deficit (stockpile of 0 and negative income) for a given resource, you get all the defined penalties for being in that deficit (which can be quite harsh). But as soon as you spend a month no longer in deficit, all penalties are removed. This feels a bit off. Also, the penalties are the same for all empires, which has frequently led to headaches where they either disproportionately impacted a certain type of empire or left others (say, one with less need of a certain resource) relatively untouched. Finally, they can also be a cause for “death spirals” (in particular for the AI), as a shortage of one resource leads to penalties, which leads to a shortage of another resource.

With our rework, being in a deficit will start a Situation. You will start at 25% progress in this Situation, and it will increase in severity as long as you are at 0 balance and have a negative income. The rate of increase will depend on how much you are losing compared to your income. Having a stockpile will gradually make the Situation tick downwards; having a positive income will make it do so more rapidly.

View attachment 816228
This is the actual UI as it looks like right now. We are hard at work finishing it up and making it look presentable!

The penalties you receive for being in a deficit will start off light compared to their present settings, but will increase in severity as the Situation escalates. We are also able to configure them depending on your empire’s attributes, so for instance a Catalytic empire will now correctly get alloy output problems for being in a food deficit.

We aim to give each deficit Situation a choice of approaches, so that you can try to mitigate it from within the interface. So, for instance, a consumer goods shortage might be mitigated by electing to defund scientists, with the result that researchers cost less upkeep but also produce less research.

If however the deficit continues to grow, at 75% progress an event will fire which will warn that your empire is in truly dire financial straits and will need to make cutbacks soon. It will suggest a few, and you can pay a price (e.g. devastating a planet, or removing a special resource deposit) in return for some immediate resources that might help you alleviate the deficit.

View attachment 816235
Numbers not final

Finally, if the deficit becomes so severe that the progress bar is filled up, the empire is declared bankrupt. This is an unambiguously bad thing to happen to you - current effects (numbers to be finalised) are downgrading all non-capital buildings to their lowest level, disbanding half the fleet and all the armies, and giving 25% higher costs, 25% less ship damage, and 50% less unity and influence for 10 years. But it’s also designed to avoid death spirals: in return for liquidating these assets, you are given enough of the resource you defaulted on to survive for a while. Additionally, all other deficit Situations you are currently experiencing are terminated immediately, without penalty, and you are granted some resources to avoid them returning too soon.

View attachment 816236
Numbers are subject to change.

Changes are likely to come to this design as we continue to play with the new system and iron out its kinks, but we are hopeful that this new version of deficits will resolve many of the issues with the current deficits system, and make deficits, if not exactly fun to experience, at least a more interesting and less frustrating game mechanic.

Further “Strategic” Situations

We have further plans to overhaul systems or features using Situations. For these (unlike the Situations listed above), we can’t guarantee that they will definitely be in the next patch, but we are looking to adapt the likes of slave revolts, planetary separatism revolts, and the Synthetic Dawn AI Uprising to this new system.

With regards to the AI Uprising: we are broadly happy with the way the chain works now, but there are a few improvements to be made, and we feel that it would be beneficial to the player to be able to experience it through a UI. For instance, it has a bunch of events that an experienced player would recognise as warning signs that they should do something about it, but the inexperienced player would not know what is up and would not stop it from happening. With the Situations system, experienced and inexperienced players alike would know that something is up. However, this also makes it easier to know that you should do something about it, so we are also looking at making it a bit more challenging than just changing species right to end the Situation - after all, the robots are still extremely annoyed at you having deprived them of sentience for all these years! We are also looking at making purging the robots a viable if high-risk approach, at least so long as you don’t have too many robots.

With planetary revolts and slave uprisings, we have a feature that hasn’t seen much love for many a patch even as the game has changed around it, so we hope to improve it in a variety of aspects. At the moment, it would be fair to say that the unrest events are more a nuisance than a threat: revolts feel like they come out of the blue, but don’t have much teeth, as you can usually just conquer back the planet (since one planet alone cannot hope to stand against your empire). Our changes to this system are at a fairly early stage, but our goals include:
  • Make revolts feel less random - they will no longer happen suddenly, and whether unrest turns into a successful revolt will depend more reliably on factors such as how many pops are on the planet, and just how annoyed they are.
  • Smooth out issues such as one habitat in a system revolting leading to the loss of all planets in the system. The opinions of other planets in the system should have an impact on the success of the revolt.
  • Improve the system where planets can sometimes join other empires after the revolt. (At the moment, this can happen in separatist revolts if the original owner still exists and is nearby, and in slave revolts if there is an egalitarian empire nearby). Basically, they should be asked in advance if they wish to support the revolt, at which point it should progress faster, but on the other hand, the other side will know this is happening. Also, we may want to review the conditions for revolts joining other empires, since in some cases a completely annexed empire might have each planet revolt to form its own micronation.
  • We are toying with the idea of removing the stage where planets have ground combat during rebellions. Troops stationed there can be factored in during the buildup stage instead.
  • Ideally, a successful rebellion would start a war with the previous owner, but would also be a bit more of a potential threat. We’ll see what we manage to come up with, here.

That’s all for now! Except to add that, since an old version of the cheat sheet for what all Situations can do is actually available to you in 3.3, I’m attaching the new and updated version of this, so that those inclined can make plans for what to do with the system.

And keep an eye out for Eladrin’s dev diary next week. You won’t want to miss it.

Before anything, I love the ideas behind the Situation rework. I would love to see
Welcome to this week’s dev diary! Eladrin is busy with something exciting this week, so I’ve been roped into writing about the almost as exciting new Situations system we will be adding in the next patch.

The idea for implementing this system comes from the realisation that Stellaris provides excellent systems to tell stories about things that have happened - e.g. anomalies and archaeology sites - but lacks a good structure through which to tell stories about things which are happening right now. While we have a number of such stories, they are often either not as complex as we’d like them to be (e.g. we’d prefer to have more factors taken into account), or they are disproportionately complicated for us to implement (i.e. time-consuming and bug-prone). Either way, the player experience is often not as we’d like it, since such stories and event chains are likely to be hard to follow, and it may not always be clear that events are connected to each other or why certain things happen.

This was a state of affairs we wanted to improve upon, so we decided to implement a system which aimed to:
  • Give players an interactive and informative interface by which to experience current affairs event chains.
  • Provide a structure that is (relatively) easy to add new content to.

Initially, we took some inspiration from Disasters in EU4, but we soon diverged from it, since we realised not all the stories we wanted to tell were disasters, and we wanted a more UX-intensive solution. The result can be shown off in this mockup:

View attachment 816215
Note that this is a mockup - so not necessarily how the final UI will look.

To unpack this a bit, the flow progresses something like this:
  1. The Situation starts. This could happen e.g. through an event. The Situation can either be empire-wide, or it can be focused e.g. on a single planet
    View attachment 816220
    Event text is final.
  2. Each month, the Situation’s “progress” will tick upwards or downwards, depending on your response to the Situation.
    View attachment 816218
    A WIP tooltip showing the monthly change. It'll list all contributing factors.
  3. As the Situation progresses, you may reach the next “stage”. Often, an event will be fired as soon as this happens, to develop the story. Effects can also be applied to the empire or planet based on the current stage, e.g. an instability-based Situation may reduce stability by 10 for each stage.
  4. There may also be random events along the way that can happen on any monthly tick. To distinguish Situation-based events from regular ones, some tweaks have been made to the event interface:
    View attachment 816221
  5. The player can choose how to respond to a Situation via a selection of “Approaches”. On occasion, one might be prompted to change these via events, but otherwise, one can freely pick them in the Situations interface. (We have not yet decided whether there should generally be a cooldown to picking an option). Approaches usually have effects over time, such as “spend X Unity per month to gain faster progress”.
  6. When either end of the Situation’s progress bar is reached, the Situation is resolved, usually through an event in which something happens.

Some Situations will progress in a linear manner from left to right, others will start you in the middle and progress either to the left or to the right based on your choices. And we also want them to be differently coloured depending on how threatening the Situation is:

View attachment 816216
This is also a mockup.

This is all a bit theoretical, so, what changes can players expect in practice? Now I will take you through a few of the things we have done and are doing with the Situations system.

Narrative Situations

Content Design often implements narrative-based event chains set on a certain planet. Now, if we feel like the story has a bit more to give, a planet-based Situation can be crafted instead. The ability to have different outcomes at either end of the progress bar is particularly useful, since it can show which sort of conclusion the player is advancing towards (or at least indicate that there are multiple). To avoid giving spoilers, I won’t say exactly what stories we’ve added in this way, but there will be a few new planet-based narratives to encounter.

The “targeting” function of Situations is not limited to planets (though most of our effort has been towards making it work well there), so we have also managed to try adding a Situation based around a system or starbase.

Owners of the Leviathans DLC - or other DLCs that add Leviathan NPCs to the game - can also expect a few surprises next time they go monster-hunting ;)

Deficit Situations

Situations are not all fun and games. As their origin as EU4 Disasters would suggest, they are a great system through which to portray negative events. They give the player all the information they need to know what is happening, what the results of it will be, how severe the current Situation is, and what they can do about it.

One of our main priorities when it comes to using this aspect of Situations was reworking Deficits. At the moment, Deficits are like a light switch: as soon as you are in deficit (stockpile of 0 and negative income) for a given resource, you get all the defined penalties for being in that deficit (which can be quite harsh). But as soon as you spend a month no longer in deficit, all penalties are removed. This feels a bit off. Also, the penalties are the same for all empires, which has frequently led to headaches where they either disproportionately impacted a certain type of empire or left others (say, one with less need of a certain resource) relatively untouched. Finally, they can also be a cause for “death spirals” (in particular for the AI), as a shortage of one resource leads to penalties, which leads to a shortage of another resource.

With our rework, being in a deficit will start a Situation. You will start at 25% progress in this Situation, and it will increase in severity as long as you are at 0 balance and have a negative income. The rate of increase will depend on how much you are losing compared to your income. Having a stockpile will gradually make the Situation tick downwards; having a positive income will make it do so more rapidly.

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This is the actual UI as it looks like right now. We are hard at work finishing it up and making it look presentable!

The penalties you receive for being in a deficit will start off light compared to their present settings, but will increase in severity as the Situation escalates. We are also able to configure them depending on your empire’s attributes, so for instance a Catalytic empire will now correctly get alloy output problems for being in a food deficit.

We aim to give each deficit Situation a choice of approaches, so that you can try to mitigate it from within the interface. So, for instance, a consumer goods shortage might be mitigated by electing to defund scientists, with the result that researchers cost less upkeep but also produce less research.

If however the deficit continues to grow, at 75% progress an event will fire which will warn that your empire is in truly dire financial straits and will need to make cutbacks soon. It will suggest a few, and you can pay a price (e.g. devastating a planet, or removing a special resource deposit) in return for some immediate resources that might help you alleviate the deficit.

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Numbers not final

Finally, if the deficit becomes so severe that the progress bar is filled up, the empire is declared bankrupt. This is an unambiguously bad thing to happen to you - current effects (numbers to be finalised) are downgrading all non-capital buildings to their lowest level, disbanding half the fleet and all the armies, and giving 25% higher costs, 25% less ship damage, and 50% less unity and influence for 10 years. But it’s also designed to avoid death spirals: in return for liquidating these assets, you are given enough of the resource you defaulted on to survive for a while. Additionally, all other deficit Situations you are currently experiencing are terminated immediately, without penalty, and you are granted some resources to avoid them returning too soon.

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Numbers are subject to change.

Changes are likely to come to this design as we continue to play with the new system and iron out its kinks, but we are hopeful that this new version of deficits will resolve many of the issues with the current deficits system, and make deficits, if not exactly fun to experience, at least a more interesting and less frustrating game mechanic.

Further “Strategic” Situations

We have further plans to overhaul systems or features using Situations. For these (unlike the Situations listed above), we can’t guarantee that they will definitely be in the next patch, but we are looking to adapt the likes of slave revolts, planetary separatism revolts, and the Synthetic Dawn AI Uprising to this new system.

With regards to the AI Uprising: we are broadly happy with the way the chain works now, but there are a few improvements to be made, and we feel that it would be beneficial to the player to be able to experience it through a UI. For instance, it has a bunch of events that an experienced player would recognise as warning signs that they should do something about it, but the inexperienced player would not know what is up and would not stop it from happening. With the Situations system, experienced and inexperienced players alike would know that something is up. However, this also makes it easier to know that you should do something about it, so we are also looking at making it a bit more challenging than just changing species right to end the Situation - after all, the robots are still extremely annoyed at you having deprived them of sentience for all these years! We are also looking at making purging the robots a viable if high-risk approach, at least so long as you don’t have too many robots.

With planetary revolts and slave uprisings, we have a feature that hasn’t seen much love for many a patch even as the game has changed around it, so we hope to improve it in a variety of aspects. At the moment, it would be fair to say that the unrest events are more a nuisance than a threat: revolts feel like they come out of the blue, but don’t have much teeth, as you can usually just conquer back the planet (since one planet alone cannot hope to stand against your empire). Our changes to this system are at a fairly early stage, but our goals include:
  • Make revolts feel less random - they will no longer happen suddenly, and whether unrest turns into a successful revolt will depend more reliably on factors such as how many pops are on the planet, and just how annoyed they are.
  • Smooth out issues such as one habitat in a system revolting leading to the loss of all planets in the system. The opinions of other planets in the system should have an impact on the success of the revolt.
  • Improve the system where planets can sometimes join other empires after the revolt. (At the moment, this can happen in separatist revolts if the original owner still exists and is nearby, and in slave revolts if there is an egalitarian empire nearby). Basically, they should be asked in advance if they wish to support the revolt, at which point it should progress faster, but on the other hand, the other side will know this is happening. Also, we may want to review the conditions for revolts joining other empires, since in some cases a completely annexed empire might have each planet revolt to form its own micronation.
  • We are toying with the idea of removing the stage where planets have ground combat during rebellions. Troops stationed there can be factored in during the buildup stage instead.
  • Ideally, a successful rebellion would start a war with the previous owner, but would also be a bit more of a potential threat. We’ll see what we manage to come up with, here.

That’s all for now! Except to add that, since an old version of the cheat sheet for what all Situations can do is actually available to you in 3.3, I’m attaching the new and updated version of this, so that those inclined can make plans for what to do with the system.

And keep an eye out for Eladrin’s dev diary next week. You won’t want to miss it.

I love the ideas behind the Situation rework, I can't wait to see how it develops!

Regarding the future plans for revolts (I understand it's probably not planned for 3.4), I think this is a great place to consider Influence and Factions.

Since the 3.3 rework, Influence has been seperated from factions and have been left at an awkward spot as a suddenly abundant resource without much to spend it on.

Factions haven't really ever been all that interesting to me apart from a means to get a resource. I don't know how it is for everyone else, that's just how I've always felt about factions.


The main difference between Empires are their Ethic choices and, to that extent, Civic choices. Spiritual vs. Materialist, or Xenophobe vs. Xenophile and etc. Empires with polar opposite Ethics usually have conflicting interests and dislike each other, and every non-gestalt Empire's population can be influenced by each ethic.

I'm thinking that it would be cool if I can cause revolts in another Empires by promoting certain Ethics on another Empire's planet. This could happen as Espionage Operations against an empire.

When the Nemesis DLC released, intrigue between Empires have been expanded on, but it is still limited in my opinion. I think factions should be more important to maintain stability and unity of an empire. If one faction is neglected or supressed, it's followers will naturally not be happy. If one of your planets have majority support for that faction, they could revolt until reconquered or until you submit to their demands, whatever that may be.

For this reason, I think this could tie in to the current Esponiage System, where you could promote your own Ethics to individual planets of another Empire to spark revolts for independence/Government reform/Ethic support shifts and whatever you could imagine yourself.

This is just my two cents for future revolt plans. Everything else sounds awesome and I'm excited to see what happens.

Thanks for all the love you guys put into the game.
 
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This will mark an end to all 0 economy exploits and catalytic processing will begin its redemption arc. Yet I can still imagine some way to exploit the situation modifier mechanic. If someone for example is already running low on energy/minerals(/alloys?), he might intentionally push himself into a negative income (with help of the market?) in order to start a negative economy situation. Then he gets 3000 minerals/energy(/alloys?) in an instant in exchange for 50 devastation on a random planet (preferably a low pop colony). As soon he received that, he pushes his ressource income back into the positives, and ends the situation with its mild negative modifiers. After that the ressources he gained this way are exchanged for different ressources/(spent on ships?) and he starts the situation anew, never exceeding the first stage of it and gathering the free ressources in an infinite loop. The devs really have to be aware of that possibility, so the free ressources option is not given for picking too early in the situation, where the negative modifiers are still very low/neglectable.
 
This will mark an end to all 0 economy exploits and catalytic processing will begin its redemption arc. Yet I can still imagine some way to exploit the situation modifier mechanic. If someone for example is already running low on energy/minerals(/alloys?), he might intentionally push himself into a negative income (with help of the market?) in order to start a negative economy situation. Then he gets 3000 minerals/energy(/alloys?) in an instant in exchange for 50 devastation on a random planet (preferably a low pop colony). As soon he received that, he pushes his ressource income back into the positives, and ends the situation with its mild negative modifiers. After that the ressources he gained this way are exchanged for different ressources/(spent on ships?) and he starts the situation anew, never exceeding the first stage of it and gathering the free ressources in an infinite loop. The devs really have to be aware of that possibility, so the free ressources option is not given for picking too early in the situation, where the negative modifiers are still very low/neglectable.
I think there will also be the permanent modifier of -alloy production and everything else being out of minerals gives, even in the lowest stage. It probably won't be as high numbers as in the current version, but I can't see them not giving any penalties for running out of a resource. Furthermore, you can no longer just buy a bunch of minerals on the market (either as bulk or monthly) and turn off your deficit penalties, it will take a bit for the situation to tick down.

50 devastation is also not a small penalty. Every point of devastation gives -1% housing, amenities, pop growth, job production, and trade value. So for the ~2.8 years it takes for the devastation to tick down, you'll have an average of -25% pop growth, job production, etc. I'm not sure about the pop growth, but the job production I do know is a multiplicative modifier, so it's significantly more punishing then it looks at first glance. If you manage to get this on a low pop colony it won't be that bad, like you said, but there isn't an option to choose which colony, it's just grabbed at random. We'd still need to see the final numbers, but based on what we've seen so far I really don't think this will be an issue.
 
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My definition is any Empire that is restricted to it's guaranteed worlds plus a little extra. But has civics , ethics etc that should maximise use of that space and be able to defend itself against a empire specialised for taking territory. Eldarins definition is likely different.

That makes sense to me... It seems like Stellaris is built around population as its sort of core idea and pops as its core resource. (Which iirc was the original game dev's vision.) So that makes sense that "wide" would mean lots of pops spread more thin, while "tall" would mean fewer pops but getting more out of them.
 
But wouldn’t you be able to abuse early game bankruptcies for a massive early-game advantage?
 
I’d love for planetary invasions to be more like these Situations. Choices about resources and strategy that affect gain/loss of progress in the invasion - that sort of thing.

Something more interactive than the current build troops>check your number is bigger that theirs>move troops>win system. Lots of room for flavour and events depending on the generals traits, empire’s set-up etc.
I kinda hope they will change it with this system.
You could still have a "fire and forget" type situation where you just use the default strategy of occupation or you pick specific strategies with their own speed and long term benefits/downsides. If you massacre your way through the planet the people will be even less happy for longer amounts of time (+ additonal devastation), but if you take a slow, methodical approach of targeting military only while being diplomatic (or running a more memetic type of warfare) with the population you might need a lot more time and resources, but the population will not be your enemies afterwards.
 
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One thing that I am wondering is if internal politics will have their own mechanics, or if they will rely on this new situation system.

Perhaps they will merge both things? I mean, I can quite imagine having an "internal affairs" tab where I can see how close my empire is to a civil war or an AI uprising, development bars and all, along with the different policies that I can enact in order to avoid those, and the factors that can bring them to life (say, for example,
"Progress towards Civil war: +1 one of your major factions have happiness below 50%, +3 You have low unity yields or unity deficit", etc ).
 
I like the rework of Situations but a question from me.

I often find myself clicking past anomalies and not reading so maybe this change affects me.


It says in the WIP, that you left click to go to the Situation and click the dialogue to simply "react" and 'click on past' - but does the actual Spoiler Alert placeholder stay? E.g. You know something has happened or developed in a Situation but that text is now going to reside only in the Situations window? Or is that spoiler image meant to be a new bit of UI we're not revealing yet? :)

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Just to confirm, that was a joke. The game will actually display the event's texts, I just figured it'd be nice for players to encounter the cool stories we added ingame for the first time.
Thank you for the reply. I hope with a few more versions the final UI does everything that it needs to do clearly and consistently.

I'm sorry if I was a bit harsh and the "I hate it" part of the comment wasn't very helpful to you, I tried to explain why in as much detail as possible.

We have seen WIP screens before:
Federations screen 5 months before release.
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Note the progress bar(s) with Arbitrary unit/Arbitrary Target instead of "Months until next level"

I still couldn't tell you if I'll reach Level 5 federations before the crisis hits, and that's because of the UI choices to hide the time remaining (while showing the three completely arbitrary numbers needed to calculate it exactly.)

I just want to see the time remaining. If it's a dauntingly large number (100+ Years away) then perhaps give players more ways of optimising things to make that number smaller.

Intel Tooltip, 3 months before release
1610463984843.png

Again, almost exactly what we have now. Doesn't show that it will be say 15 years before getting Medium Diplomatic Intel, despite it being easy to calculate.

Operation UI 3 months before release.
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Again, hides the times (I couldn't tell you if I'm 5-10 months away or 5-10 years away from completion. But that's completely intentional in this window.
And those have all ended up being functionally identical in the final game to the WIP screen unless a major shift in mechanics happens, like the loss of Counter Espionage and multiple simultaneous operations between the idealised mock-up and the compromised final version. Basically, the WIP version is usually better than the version we get in the game, so if this is the WIP version I really don't want the final version to be worse.
I would like to point out that in addition to the mockups, the OP has what the interface actually looked like in our internal build last Wednesday. But I assure you, it won't be staying that way :D


Re others, a few thoughts:
- I like the idea of starting a Situation with an espionage operation. Definitely worth considering.
- We have hopes of reworking some of the old flavour event chains to make use of the new system. Some such as the genetic self-modification chain feel like they'd definitely benefit from it. But I make no promises as to when we will get around to it.
 
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Re others, a few thoughts:
- I like the idea of starting a Situation with an espionage operation. Definitely worth considering.
- We have hopes of reworking some of the old flavour event chains to make use of the new system. Some such as the genetic self-modification chain feel like they'd definitely benefit from it. But I make no promises as to when we will get around to it.
- Espionage desperately needs more teeth, and more operations in general. The big problem with espionage in many games is that there is no interaction on the side of the defender, and it feels random and unfun when you just lose a leader or building or whatever out of the blue. Situations fix that, because it hands the defender the ability to react and choose the path: Slow down research, or risk your top scientist getting assassinated? Spend influence/envoys to keep relations good with another empire, or just let it deteriorate. Not to mention that espionage 100% should be able to start a rebellion/unrest situation, or amplify one already ongoing with supplies of weapons, amplified extremism, hacking police databases, etc.
- I am very glad that the custodian teams exists. Even if you don't get around to it now, you can get around to it later!
 
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Maybe somebody else has brought this up already and maybe this isn't even the right thread, but probably my biggest issue with Stellaris at its current state has to do with event chains. They are told through pop-up windows and menus, and feel very disconnected from the galaxy map. As a consequence, and especially when multiple event chains are going on synchronously (e.g. multiple archaeological sites, multiple anomalies), I have a hard time keeping them apart, and I forget on which planet, in which system, or even in which part of the galaxy they are happening. Imho, it would really help to tie events more to the galaxy map.
Three ideas to do so are: First, pop-ups when you hover over systems/planets with events that will show the current progress, second, lines which can be toggled on/off from the event windows to the planet/system of the event site, and third, for the situation log, you could show a minimap of the galaxy or star system when selecting a specific event chain.
 
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I think situations look really promising. I am wondering if there are any plans to turn something like the big ascension decisions into situations. It has often seemed to me that e.g. turning your entire population into robots could involve just a bit more than dumping a lot of engineering research in a bucket.
 
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Hey @Caligula Caesar , the slave revolts and planetary uprisings mentioned here.... back then when this DD came out it was presented as a "maybe" feature for the next patch. How are things in that department? Can we expect to see revolts/uprisings overhauled in "overlord"?
 
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