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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.
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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.
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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.
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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.
 
So we can officially role-play as that kind of xenophile? This game is abominable. I love it.

So many species, so little time... :p
 
It doesn't seem very fair to have the indoctrination be a paid feature when so much is already in the expansion, though I suppose it fits with the Utopia theme.

Also, ooh, Hiveminds. :D
 
Upper right corner.
Holy jesus.
What the fuck is that?
WHAT IS THAT PRIVATE ANWARD?

[Wild Speculation]: That is a new Ascension Ethic, which defines how much your population havs/wants to ascend [Genetics,Psionics,Cybernetics]. Notice the similarity between Ascension Perks' visual design and the new ethic icon.

Ascension.png
 

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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.
View attachment 241197
View attachment 241198

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.
View attachment 241199
View attachment 241200
View attachment 241201

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.
View attachment 241202
View attachment 241203

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.

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?
 
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?
The way I understood it is that the attractions shown there is what the overall distribution of ethics will tend to. The more it is away from the current distribution the bigger should be the push towards it. But this is just speculation.
 
Before I was hyped and wanted utopia NOW. After seeing more of the content coming and realizing just how amazing its going to be, I feel like its something worth waiting a long time for. Hype is REAL.
 
Before I was hyped and wanted utopia NOW. After seeing more of the content coming and realizing just how amazing its going to be, I feel like its something worth waiting a long time for. Hype is REAL.
Worth waiting for? Yes, definitely. Easy to wait for? Not in the slightest.
 
Factions and ethics rework, living standards, citizenship, slavery improved, hive minds... Stellaris is becoming what it should be, an awesome game. It had potential since day 1. I can't even imagine how will it be in 2 years
 
Sure, it's OK. :D
But Spiritualist is more than praying and Religion.


So you played the 1.5 already? Mind to share your experience?


Tell that to Devs, not me. Psi stuff is already openly called and used as "space magic".


That's the whole problem - it's part of Stellaris universe reality, but still discarded by Materialist as nonsense. So yes, it's basic conflict of "tech vs. magic".

So you are basically admitting that it is the materialists who are deluded in this regard yet still insist that against all evidence spiritualists fit into your "religious fools who hate science" stereotype?
 
As someone on Reddit pointed out, the "honeycomb" symbol is used to represent sectors in the "sector lacks resources" alert. So it could also represent a separatist faction ethos. Be a bit odd, though; one has to ask what government the separatists would establish if liberated if their ethos was simple separatism.

I think those percentages represent factions. Meaning x% of factions support materialism, x% of factions support Xenophobia and now x% of factions support seperatism.
 
Indoctrination. Unrest. Populism. "Human Dominance Movement". I feel like there's a hidden message here.
"We can embrace the Build a Wall and make the Qu-Tarr Pay for it faction, giving us -20 relations with nasty aliens, and a yuge boost to engineering research."