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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.
 
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.

This really makes no sense. Why isn't it possible for example to be authoritarian, collectivist, militarist and xenophobe at the same time? Why are people only able to have exactly 3 ethics? This is one thing I have never liked about this system, it forces you to leave out some traits in favor of others even though logically speaking there is no actual reason for why you would have to.
 
This really makes no sense. Why isn't it possible for example to be authoritarian, collectivist, militarist and xenophobe at the same time? Why are people only able to have exactly 3 ethics? This is one thing I have never liked about this system, it forces you to leave out some traits in favor of others even though logically speaking there is no actual reason for why you would have to.

Because collectivist and authoritarian are the same thing.
 
This image got me thinking - shouldn't a faction generate a (small) amount of attraction towards it's chosen ethic, just by existing, to represent the faction actively going out campaigning, proselytising and generally trying to push it's agenda?

See the last two screenshots. Various things cause attraction to the different ethics. At the top of that window you have numbers for how attractive each ethic is to your population, they reflect how much of population is expect to follow a given ethic and have more info in tooltip.
 
This really makes no sense. Why isn't it possible for example to be authoritarian, collectivist, militarist and xenophobe at the same time? Why are people only able to have exactly 3 ethics? This is one thing I have never liked about this system, it forces you to leave out some traits in favor of others even though logically speaking there is no actual reason for why you would have to.

What's exactly what's good about this update: your population can have full amount of ethics.

But there is a limit of ethics your goverment can endorse and support. They can't just go full spectrum. This means you can have only 3 ruling ethics, but if there is a strong factor causing more factions to exist, you can try to have a good realtions with them and make them happy. Which will be tough to achieve. But possible in theory.
 
Well it still doesn't work if one trait is fanatic. Honestly I think fanatic traits should just cost one point like the other ones but instead they can only be gained in-game as a form of evolution from the normal traits.

It's not about realism, it's about putting the player in a position to make meaningful choices. That's kind of the basis of game design.
 
Lol I'm going to end up playing another 100 hours in a week once Utopia/Banks comes out, this all looks excellent.

Also, the honeycomb is obviously a new space bee conservation ethic. If it is for representing hive minds, then I bet they'll have some pretty interesting faction demands in non hive mind governments.
 
Really love all these changes slated for Utopia and will be buying it but currently the thing that drastically reduces my enthusiasm for playing Stellaris is the boring fleet combat and frankly painful planetary occupation mechanics currently in game. Are there any changes to these coming in Utopia? Fix that and keep deepening the role play mechanics and Stellaris will become one of my favourite paradox games.
 
I'm going to guess that Hive Mind is an ethos (or trait) that caters to players like me who would rather make a race that's simply too single minded (or evil) to have things such as factions.

I'd love to make an insect hive-mind race that seeks to consume all life in the galaxy.
 
There is literally no way I can play 1.4 knowing what's coming. I think after Banks I'll avoid reading the Dev Diaries for a few months to prevent this happening again. Or you could make fewer interesting updates (please don't do this).
 
There is literally no way I can play 1.4 knowing what's coming. I think after Banks I'll avoid reading the Dev Diaries for a few months to prevent this happening again. Or you could make fewer interesting updates (please don't do this).

I've had this problem as well. Sucks that utopia is still likely a ways off, as I'm on a bit of a gaming drought lately.