• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #61 - Indoctrination, Unrest and Faction Interactions

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be about a few different features coming in the Utopia expansion and associated Banks update: Native Indoctrination, Unrest and Faction Interactions.

Native Indoctrination (Paid Feature)
Anyone who's ever accidentally enlightened Fanatic Purifiers should be well familiar with the perils of not checking the ethics of a primitive civilization before deciding to enlighten or infiltrate them. In Utopia, we've added a new tool for players to interfere with primitive civilizations: Indoctrination. Indoctrination is a new observation station mission that allows you to 'educate' primitives in your clearly superior way of thinking. While active, it will greatly increase the attraction of your Governing Ethics for the Pops on the primitive planet, and cause them to drift towards those ethics over time. As the Pops start changing ethics, the Governing Ethics of the primitive ciivlization will change along with them, and you will be notified that your mission is making progress. Given enough time to do its job, this mission will eventually cause the primitive civilization's ethics to precisely mirror your own. The Indoctrination mission requires the Active Native Interference policy and so will be available to all ethics.
2017_02_16_0.png

2017_02_16_1.png


Unrest (Free Feature)
Back in Dev Diary #54 we talked about the ethics and faction rework, and mentioned that details on how rebel factions work would come later. After some testing and iteration, we ended up deciding that the new faction system didn't really fit the old rebel style of faction, and consequently separated it into its own system called Unrest. Each planet has an Unrest value from 0 to 100 determined by local conditions and, sometimes, empire-wide effects. Unrest is primarily increased by unhappy Pops and decreased by happy Pops and the presence of garrisoned armies. Free Pops, happy or not, will have a higher effect on Unrest than enslaved ones, representing their ability to better organize against their 'oppressors'.

Unrest has directly detrimental effects on the planet's ability to produce resources, and can also result in a number of different events depending on the severity on the situation. The effects of such events are primarily political, with your population turning towards a particular ethic or against a government that is unable to protect it from violence and terrorism. However, Unrest can also turn more serious when it is coupled with the presence of a particularly discontent or oppressed group, such as an enslaved underclass or a nationalist movement. When such a group begins to organize, you will get an event warning you of the situation that gives you some time to try and get the Unrest under control. If you fail to do so, the situation will escalate, resulting in events of increasing severity such as hunger strikes, riots, and possibly even a full-blown armed revolt.
2017_02_16_3.png

2017_02_16_3_2.png

2017_02_16_4.png


Faction Interactions (Free Feature)
Also mentioned in Dev Diary #54 was the ability to use Factions to shift your Governing Ethics. The new Faction Interaction system allows you to both influence which Ethics will take root in your empire, as well as change your Governing Ethics when a particular Ethic grows strong enough. Each Ethic has at least one associated faction, such as the Supremacist Faction for Xenophobes, and by promoting or suppressing that faction you can spend a monthly influence cost to increase or decrease the attraction of its associated Ethic across your empire. If a faction grows strong enough, you can also Embrace that faction, shifting your Governing Ethics to more closely align with theirs.

In most cases, shifting your Governing Ethics will involve moving a single step towards that ethic, for example moving from Xenophobe to Fanatic Xenophobe or from Fanatic Xenophile to Xenophile if shifting towards Xenophobe. As this will typically result in having too many or too few Governing Ethics, it will also automatically adjust your other ethics to follow the 3 ethics points rule, downgrading, upgrading, removing or adding ethics as necessary. Which ethic is lost or added is determined by attraction, so if you are Spiritualist, Xenophobe and Authoritarian and make a shift towards Militarist, whichever of Spiritualist, Xenophobe and Authoritarian has the lowest attraction in your empire will be lost as a Governing Ethic.
2017_02_16_7.png

2017_02_16_7_2.png


That's all for today! Next week we'll be talking about the last of the major feature reworks coming in Banks: Government and Civics.

We'll also be talking about Hive Minds.
 
Apparently, Enlightenment uplifts them to the tech level you were at when you last selected the option in the Observation Post. But if you switch off of Enlightenment and then back on it retains your progress.

So if you switch to "Passive" when there's a month left on the Enlightenment meter, and then switch back, you'll have a vassal in a month.

Not sure if that still works though, they may have changed it.

I doubt that it has worked like this for several updates because Enlightening a species at Atomic Age or Early Space Age take almost no time at all and if they started at YOUR tech level, even if it was the one where you pressed the button, your empire has no time to advance nearly enough to create a meaningful difference in that small amount of time.
 
So if I set up a custom empire to play a certain style, I could be forced to change my ethics and have to play a style I have no interest in playing? Or end up with endless revolts?

I hope not. We don't need a 'Dutch revolt' where you have to have a very specific set of conditions to avoid getting your country (empire) wrecked.

But that's like the entirety of what makes the game interesting, having to deal with challenges both internal and external, political, economic and military.

Having your empire fall in line like drones and have no internal mechanics doesn't just deprive you from the feeling of ruling a living empire full of pops, but also makes the game super bland.

I want to have to deal with rebellions. Heck, i wanna have moments like in EUIV where i lost a civil war to a pretender to the throne who then actually ended up being a benefit by hauling my nation into a golden age. I want to see a seccessionist movement succeed and then have the two halves go through the following centuries swinging between bitter enemies and close allies. I want to see the leader of a pacifist federation topple to authoritarian despotism.

Give the politics and factions some real life y'know? It ain't about winning or losing, it's about experiencing the story if your empire, your galaxy.
 
In most cases, shifting your Governing Ethics will involve moving a single step towards that ethic, for example moving from Xenophobe to Fanatic Xenophobe or from Fanatic Xenophile to Xenophile if shifting towards Xenophobe. As this will typically result in having too many or too few Governing Ethics, it will also automatically adjust your other ethics to follow the 3 ethics points rule, downgrading, upgrading, removing or adding ethics as necessary. Which ethic is lost or added is determined by attraction, so if you are Spiritualist, Xenophobe and Authoritarian and make a shift towards Militarist, whichever of Spiritualist, Xenophobe and Authoritarian has the lowest attraction in your empire will be lost as a Governing Ethic.

This really needs to be very well and clearly presented beforehand. Before clicking on "shift ethic" button, I want to know what are at the moment all the changes that it will trigger. It is rather simple to know what happens to the main ethic in question, but not the collateral damage due to 3 ethic points rule. And no, the information being available somewhere else does not count, it really needs to be there on the screen when I make the choice.
 
I really hope that once a planet revolts, it might cause a cascade of similar uprisings empire-wide by other discontent POPs, so as to make rebellions actually dangerous and violent revolutions possible.

I'd love to see the ability to have your government overthrown by an uprising, and the option to continue playing as the newly formed empire.
 
One of the things I struggle with now is quantifying ethics divergence. X% divergence doesn't really correlate to any probability the player can guess. So to me I don't even bother with the number; its just either green or red.

So will attraction now correlate to some probability whose results the player can apply? Eg 50% attraction = pop has 50% chance to adopt faction in x months?
Those percentages aren't the attraction. Attraction to the various ethics are +/- modifiers like other modifiers. The percentages is the amount of your total population expected to eventually follow a given ethic if no modifiers change. More info such as current percentages in tooltips.

That's how I remember it anyway. I think they talked about this and showed the UI in the first of new livestreams.
 
Will revolting planets be able to cooperate with each other or to bring some of the empire's forces with them as defectors? Without at least one of those things it seems like revolts would be an annoyance at worst.

it'd be cool if leaders in your empire are also able to defect to a rebel faction. That 5 star Admiral sure would like to do some authoritarian restructuring around these parts.
 
@Wiz, you mention that revolters will try to seek the aid of your rivals. Can we make it possible that rivals will also actively try to aid revolters? For example successfully revolting will cause rivals to declare protection or defensive pacts with the revolted and then the original owner will get greatly displeased at the rivals, possibly being spurred to go to war.

Also, we would definitely be OK if you stole HoI4's mechanic of being able to send military to aid rebels/ other empires in foreign conflicts.
 
Hivemind isn't an ethical point of view. It's something biological, so it can't be it.

Precisely, this Hivemind ethics could be a placeholder of sorts the represent the lack of ethics of a pop, since it follows the Hivemind blindly and thus has no ideology.

The pops developping actual ethics and eventually losing this Hivemind ethics could represent the possible weakening and breaking of the bond between the pops and the Hive Queen / Brood Lord / whatever ruler leads the Hive, when they develop their own free-will.
 
This all looks awesome but... will hive minds be a paid feature?
Does it matter at this point? The utopia DLC is already awesome enough to buy, I personally wouldn't notice the difference if they made it paid content, since I'm buying the DLC regardless.
 
So... do all armies have the same effect on unrest?

If so, garrison armies will have a use at last!
All armies do have an effect, yes. @Wiz answered this in stream. Defensive armies are merely the cheapest (and therefore the most efficient) option. It was also mentioned that using slave armies to reduce slave unrest was probably a bad idea. Can't think of why that might be though... :p
 
Factions seems to me like a really cool feature, and a great foundation for future systems such as spyionage and more complex leaders. Perhaps they will interact with the yet to be revealed advanced goverments and new policy system?
 
That's all for today! Next week we'll be talking about the last of the major feature reworks coming in Banks: Government and Civics.

We'll also be talking about Hive Minds.

Good, I was wondering what it was I saw at 1:33:06 in the last stream.
 
right now, every non-strategic resource is somehow available via space stations/space mines, except food. wild hunting on primitive planets would be the only obvious method i can come up with (that is not "food overriding minerals" on habitable plantes)

I was gonna reference a space station and the orbital farms, but make an equivalent for 'Orbital hunters lodge' and the food joins the global pot *chuckle*

But then I realized that wouldn't make sense cause you'd have to conquer or colonize the planet... Unless you built one of those non colony/space station things above it~
 
All armies do have an effect, yes. @Wiz answered this in stream. Defensive armies are merely the cheapest (and therefore the most efficient) option. It was also mentioned that using slave armies to reduce slave unrest was probably a bad idea. Can't think of why that might be though... :p
Psychic armies should be 2nd or 3rd strongest army that you can train. But be the best at lowering unrest.