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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 a situation generated for when you run out of food.
My impression is that each resource will have its own bespoke Situation for when you run out of it:
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.

And, shortages can also take into account what your empire is doing with each resource:
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.

So each shortage can have many variations depending on who you are. For instance maybe a stratified empire with a consumer goods crisis could decide to squeeze the middle classes more, or a Rogue Servitor might have the option to dedicate more drones to organic pampering to make up for a lack of luxuries.
 
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This new Situations system seems tailor-made for some event chains already in the base game, such as the hilarious but slightly absurd gas giant migration / French Revolution event chain. I like it!
 
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they dont listen though people was saying to the team since the launch of the beta that the changes did not achieve what they was set out to do and just made playing wide more viable then tall. if they listened as u claimed they did they would have not pushed the beta till it was in a gd state and would have listened to the people in the beta that told them hey this is not working tall is weaker now u need to make adjustments. but what did they do instead? they made no changes pushed the beta to release they wondered why people complained about the update.

in the beta i praised the unity changes because they are changes that are gd and i enjoy i also criticised the empire sprawls and how it puts wide in a situation where they ignore the mechanic meaning only tall players suffer. many other people that actually played the beta, many streamers and youtubers said the same thing about how wide was immensely stronger in the patch to make tall stronger. however instead of seeing this what did the devs do they patted thems selfs of the back for the unity changes ignored the negative feedback and moved on to the next thing u call that listening ? because i dont i call that ignoring the fans ignoring the customers and ignoring the players
No.
 
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Plz, dont remove ground combat, the idea of armies of billions of soldiers fighting is too cool to discard!!! Maybe make it simple, with more expesive and powerfull armies like was said before, or change the system, but allow players to invest in powerfull ground troops and use them both to attack or defend worlds....

Remove ground combat will just turn in a pure fleet game, with a time bar to conquer worlds... will be even more blant and tasteless than it is right now. Its complete plausible that a empire may have a fleet powerfull than its enemy, but be unable to conquer their worlds because of a inferior ground forces.
Nobody suggested removing ground combat as a mechanic.
 
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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.
Can we finally track dimensional anchors on the map
 
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I hope there will be a situation generated for when you run out of food. Right now, the penalty for running out of food (assuming your species needs to eat) is just a flat happiness penalty. Granted, this impacts stability and with revolts being more potent, this could cause an issue, but the simple fact of the matter is when people run out of food, they starve to death. I would love for a food deficit lead to a situation where you actually get pops dying if you don't make the right decisions to alleviate it.

I would also say there should be a similar situation for machine empires when they run out of energy. Rather than treating it as a financial crisis, treat it similar to running out of food, since for them, energy IS food (maybe not having machines die off in this case but be "turned off" because there is not enough energy to go around).
Not really. The penalty for running out of food is -25% to happiness (which isn’t good, but is not too bad) and -75% to growth and assembly, which is significant, and is supposed to represent pops starving and being malnourished throughout the empire.
 
It's possible. Situations directly involving two countries is something we've avoided, since the framework is set up in such a way that only one empire can be the owner of a single Situation, but starting one and sending the occasional notification back to the initiator is definitely doable.
Would it be possible to make paired situations where each empire involved owns its own separate situation, which contains a pointer to the other one? Or allowing a situation to be the parent of multiple situations that can have different owners? That would let you do stuff like:
  • Each empire gets to choose their own approach, and the effects of both approaches apply to both situations
  • It's a race, and whichever empire fills the progress first gets the reward and the other empire's situation is ended early.
  • Federation president / war leader / galactic custodian / overlord / etc. owns the 'true' version of the situation, but all other members of the group own their own 'dummy' version that lets them choose an approach that effects the progress of the 'true' version.
  • A hidden situation owned by the global event country which doesn't use approaches but just ticks toward completion over time, and is linked to several child situations that don't complete on their own but trigger a result based on their progress when the parent situation completes.

Can we finally track dimensional anchors on the map
From the patch notes for 3.3.1:
* You can now see Unbidden anchor systems on the galactic map.
 
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This might have already been asked, but will existing long term event chains like the Precursers, The Horizon Signal, Hunt for the Hyacinth, the Manifesti, Mharin Kharin, Subterranean Civilization, etc. as well as Origins events like On the Shoulders of Giants or Here There be Dragons be reworked to fit with the situations log? I recognize that doing so might mean reworking how those events work to include monthly progress things, but even just giving them a UI record in the situation log, like with Archeology Sites, would make keeping track of what's happening in these events easier.

Also, have you considered making buildings that generate an FTL inhibitor exempt from downgrade due to bankruptcy? In addition, planets in systems that are occupied, whether the planets themselves are fully occupied, blockaded, or just in an system with an enemy controlled starbase should also be immune to the downgrade because the war should prevent them from feeling the shock of their home state going into economic collapse.
 
Uh I hope you aren't nerfing rebellion to the ground cuz right now they already aren't threatening.

Also will there be mingplosion type disaster? wink wink lol
 
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Uuuuh. Very much appreciated. This makes running my empire feel more involved than before. I really love the deficit mechanic.

Keep up with this. It is much appreciated.
But I would love it if you could adress peacedeals and internal politics a bit more down the line
 
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.
If we are at RP stuff, then i have two requests:
1. Archives. Because there is lot of stuff to read, anomalies, dog sites, precursors etc. that i cant read im realtime. I would love to be able to get back to it later, just to read what has happened in the past, from some designed tab on situation log.
2. Ingame mails. I would love to write RP messages to other players do that it would looks like empire communication. This can be easy done through customizable insult, just allow us to write there what we want, and change name from "insult" to "inform" or something in terms of player empires.
 
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I do think revolts should be more deadly and dangerous to players.
Then they will succeed against the AI 100% of the time, making SP easier.
 
I feel like the UI should help you to sort big lists of numbers. If the game just presents them to me as a jumbled list going in lots of different directions it's not being very helpful and I spend far longer trying to work things out than I want to.
When what I want to know is:
Your meal is 5 minutes away

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.
 
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Bankruptcy should give a large bonus to pop demotion time and resettlement chance. This way the many unemployed specialists from downgrading your buildings can actually help in rebuilding your economy instead of being unemployed for a decade and be nothing but a burden.

It's also quite logical that in such a situation people no longer insist in working their prestigious job if the alternative is most likel starvation.
 
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Will these events use your scientists that are doing research on technologies? Or science vessel ships? And will this get rid of anomalies? Or is this something added on top of anomalies found? Also will this just increase the time it takes to complete precursors that have anomalies? (I.e Cybrex, First League, Concordact, Yuht, and Vultaumar)
 
Can`t wait for a situation where a planet with a bunch of spiritualists, annyoed at their materialistic government, allow themselves to be possessed by the shroud demons and start a planet-wide war that results in the planet becoming shrouded...

The spiritualists need more love.
 
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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.
What, you are saying that the current version listed ISN'T the final UI????
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Look at those dogs. Look at that sleek grey background. The vague, random symbols scattered around at various locations. The big WIP, which of course stands for Work Is Perfect. How could this ever be improved???
 
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