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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.
 
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?

Otherwise if this event happened, you can just passively wait for the problem to go away because once that modifier is gone the pops affected should naturally drift away from authoritarian anyway. But if, as a result, of this event you end up with a small, self-sustaining population of authoritarian pops that would be a persistent problem unless you do something to deal with them.

As far as I understand it that's already the case and the larger/more influential a faction is the more attraction it creates towards its ethic.
 
@Wiz

Are they taking bets at the office over how many people mention this ...
View attachment 241209
before you give in and give us an explanation?

I'll wager £15 on it being more than 6 pages deep before you comment on it. :D
It's simply hive mind ethics. Special ethics. But where's my anarchist?
 
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.
 
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.

Damnit.
So all the time I invested into my government rework thread is probably gone to waste, I wasn't aware you were already developing that mechanic :/
 
Hey @Wiz, sorry to disturb you but let me ask you a question.

Now we have special pop ups after contacting first xeno empire, or after finding first signs of precursors. But there are none if the first aliens we contact is Enclave. It's a really minor annoyance, but at the same time it's a little anticlimatic. Could you consider changing it somehow, please? :)
 
If the ninth ethos has something to do with hive minds, I could imagine it being a special permanent placeholder ethos for all hivemind species, to signify them following the hivemind, rather than having their own ethos.
 
@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.
 
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.
Interesting idea. But I would also limit each empire to a max. of one fanatic ethic. Otherwise it would belie the concept of 'fanatic'.
 
A few thoughts/questions.

Is indoctrination a MTTH event or a progress bar or something else entirely...and what happens if you switch off of it for a few months to get the science points and then back to it? Does it pick up right where it left off or does it start over? Also, is it a lengthy enough process that you know not to even try it with more advanced species, or is it a viable option to pick with a an atomic or even space age primitive?

Unrest could be good or bad depending on how it is implemented. The picture here shows that unhappy slaves give 10 unrest each, 9 pop = 90 unrest, and total unrest of just 30 gives a 15% penalty (so penalty is half the unrest total?). So if free pops give more and you have a full world, I could see unrest being fairly crippling on unhappy worlds. Hopefully there ae plenty of options to counter that.

(edit: and when you say the unrest value is 0 to 100, does that mean the modifiers or just the final number. In other words can you have more than 100 in negative modifies and then have to have that much in positive modifiers before the final number drops below 100?)

The faction system seems outstanding, absolutely love it. This seems like a perfect fit with the already existing ethos system and I think it will be a tremendous improvement for the game. My one thought is about modding. Some mods added a lot of different ethos, will modders be able to add addition factions to match if they have more than the vanilla number of ethos?

Edit2: I just noticed that this was my 1000th post on these forums. Hooray.
 
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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.

When there was a glimpse of it in a tweet, Wiz said it wasn't an ethos. So instead of being an ethos based faction it would be open to anyone who wanted out of the empire? That doesn't solve the issue of government/governing ethics though. Maybe whoever had the majority of the faction if this is the case.