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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.
 
Maybe Borg-style (they have a kind of hivemind and integrate many different species into one collective form)

It sounded like Hive Mind and Syncretic Evolution were too different things.

I'm actually looking forward to the Utopia and Banks updates.

However, I'm concerned about a few things:

1) With the changes in the two ethics (we're no longer going to have Collectivist and Individualist now), what will happen to the AI personalities? I've found Democratic Crusaders and Honorbound Warriors to be easy to get along with, in addition to Evangelizing Zealots, Ruthless Capitalists, Peaceful Traders, Federation Builders, and Spiritualist Seekers, so I was wondering what will happen.
It looks like Authoritarian and Egalitarian will be exactly the same as Collectivist and Individualist save for their names.

Actually, Authoritarian does sound like a more accurate term for how "Collectivist" empires behave now.
 
For the first part, I wouldn't be surprised if someone figured out a way to use events to make factions be able to do assassinations. The second part would require some sort of espionage system.

You mean as a mod? I bet they would. But I'm wondering about the devs. And an espionage system is a want of mine. I'm betting it would be put into a separate DLC and I will have to wait if they do though. Espionage can really mess with gameplay.
 
You mean as a mod? I bet they would. But I'm wondering about the devs. And an espionage system is a want of mine. I'm betting it would be put into a separate DLC and I will have to wait if they do though. Espionage can really mess with gameplay.

Actually, they have this in the remake of Master of Orion: you can stir up unrest in another empire as well as assassinate a leader (well, not the ruler of that empire but one of the governors you can hire), or you can poison that planet's food supply or blow up a building. Best part of all, you can stab that empire in the back by damaging their relations with other empires and still be their only friend.

Ugh...I hope the Blorg don't do that.
 
How is what I'm saying separatism? It's basically a loyalist ethos that is biologically impossible to go against. They just perfectly follow whatever the government wants to do without issues or divergence (at least, assuming the hive mind is perfect).

You're saying that the ethics translates into a "who is loyal and who isn't", which is pretty much a "Separatist/Regionalist" ethics.
 
You mean as a mod? I bet they would. But I'm wondering about the devs. And an espionage system is a want of mine. I'm betting it would be put into a separate DLC and I will have to wait if they do though. Espionage can really mess with gameplay.

with the new faction system they got a great setup for espionage

via espionage you could (in theory) influence the ascendancy of a faction, and perhaps make the faction powerful enough to start a civil war
also, with the development of the faction, you could in theory supply weapons (armies) and ships and make the civil war break the empire apart
similar to the way that supporting rebellions works in HOI4
this would be a very long and (economically) painful task, with a chance that your weapons and ships end up captured by the enemy if their counterespionage is strong

or perhaps if they make leaders participate in factions, you might be able to take a certain leader, for arguments sake we'll say an admiral, with his entire fleet and make him defect, or just have him in your space and (to build upon my previous statement) start supplying him with ships so that he may go and start a civil war

perhaps even do this with smaller empires and enable a coup project where a leader defects, you give him a fleet (to enhance the difficulty of this we should only be able to give him newly produced ships and armies which we will lose to him) and send him back to take power and make that nation a vassal of yours

right now there cant be serious civil wars cause there is no logical way for rebellions to build ships (other than random spawning), as there cant be any sort of cloaked and hidden shipyards - so this way you can bypass this aspect and make civil wars with fleets possible
and when the fleets win enough planets they can start building rebel shipyards and continue the good fight

ofc there would be severe penalties for xeno interactions for xenophobes, but nevertheless they would have some sort access to them
 
Since this update is obviously going to touch on the subject of technological enlightenment, if only because it came up in this post, are you going to fix it/protectorates? The fact that Technologically enlightened protectorates are supposed to change into vassals, which you can then integrate, but this never happens even over the timespan of hundreds of years, is clearly not intentional and not acceptable.

I realize some people want to keep their protectorates around for the influence bonus, but they can still do that because they can just choose to never click the button to vassalize them. And it really sucks because I find the prospect of going around the galaxy and enlightening promising species into my empire really fun, but it currently can't be done without cheating or without awkward gamist, immersion-breaking workarounds like enlightening a species and then dropping them and going to war with them as soon as you can.
 
Do all faction revolts start off with war declared or is it possible for some to do something more specific to their ethics? One would think that a faction with Fanatical Pacifists would straight up stop producing any minerals/energy and sapping the military power through sympathy. Reaching the point where the empire can't do anything about it.
 
Since this update is obviously going to touch on the subject of technological enlightenment, if only because it came up in this post, are you going to fix it/protectorates? The fact that Technologically enlightened protectorates are supposed to change into vassals, which you can then integrate, but this never happens even over the timespan of hundreds of years, is clearly not intentional and not acceptable.

I realize some people want to keep their protectorates around for the influence bonus, but they can still do that because they can just choose to never click the button to vassalize them. And it really sucks because I find the prospect of going around the galaxy and enlightening promising species into my empire really fun, but it currently can't be done without cheating or without awkward gamist, immersion-breaking workarounds like enlightening a species and then dropping them and going to war with them as soon as you can.

The hell are you talking about?

My protectorates always become vassals in less than a decade. You ever tried the "interrupt/resume" trick?
 
What's that trick? Never heard of it. And interrupt/resume what exactly?
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.
 
Hmm... next week eh? So at least 1 more week until we get the DLC, probably 2.
 
I have no idea how you took that out of the dev diary. You can suppress ethics you don't like, and keep unrest down with armies, buildings, etc.

I think I'll be promoting ethics I want to keep more often, instead of doing a lot of overt suppression. If you look at the picture in the OP that faction gives me influence so I'll spend -1 influence, make them angry and lose out on 0.6 influence as well? No thanks, suppression would be used in a pinch if there's serious attraction.

Judging how Stellaris treat Spiritualists as religious fools, just building science labs will be enough.

I saw a teaser where you could build a temple as a spiritualist that generates unity. If tied to buildings that would be a stunning level of detail. I'd have to waste a tile on a temple on my research planets to help fight off materialist attraction. If PDX doesn't do it, AlphaAsh will.

How will changing your governing ethos affect unique buildings? Will they disappear like when you change capitals?
What about unique modifiers, like the one for more physics research for pacifists?

I was concerned about this too. My assumption was that you'll get that red band on the lower right when you run a deficit on a strategic resource that it uses. Instead hovering over it will say wrong ethic. So you'll have to replace it.

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.

I play with the 4 ethics points mod and I have played games where I brought less than full ethics. I look forward to starting as a fanatic something and letting my population decide the remaining 2 points.
 
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https://www.paradoxplaza.com/stella...ellaris_forum_20170202_ann&utm_content=banner

"Advanced Governments: Adopt unique civics and authorities for your government. Play as a Fanatic Purifier and shun all diplomacy, become a Hive Mind to avoid political strife or create a multi-species empire born of Syncretic Evolution."

Fanatic Purifier, here I come.
Someone liked the word Syncretic so much they used it instead of Synthetic in the bit about ascension perks XD

Feelsbadsynth
 
Wiz, you must be some kind of wizard! Stellaris wasn't my favourite game from PDS and I just noticed it only through this Stellaris DDs. But you somehow managed to convince me to BUY this game with Leviathan DLC in this "Love sale" and even my 2 attempts ends after 30 years in first war against me, I am not regretting that money.

Wiz, can you give some PR lessons to the HoI team? That game was my favourite one, but their DDs are now really hypeless...

Btw. I will buy Utopia, too... ;-)