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Stellaris Dev Diary #54 - Ethics Rework

Hello everyone and welcome to another Stellaris development diary. Now that 1.4 is out, we can finally start properly talking about the 1.5 'Banks' update, which will be a major update with an accompanying (unannounced) expansion. As of right now we cannot provide any details on when 1.5 will come out, or anything about the unannounced expansion, so please don't ask. :)

Today's topic is a number of changes coming to ethics in the 1.5 update. Everything in this diary is part of the free update. Please note that values shown in screenshots are always non-final.

Authoritarian vs Egalitarian
One of the things in Stellaris I was never personally happy with was the Collectivism vs Individualism ethic. While interesting conceptually, the mechanics that the game presented for the ethics simply did not match either their meanings or flavor text, meaning you ended up with a Collectivist ethos that was somehow simultaneously egalitarian and 100% in on slavery, while Individualism was a confused jumble between liberal democratic values and randian free-market capitalism. For this reason we've decided to rebrand these ethics into something that should both be much more clear in its meaning, and match the mechanics as they are.

Authoritarian replaces Collectivist and represents belief in hierarchial rule and orderly, stratified societies. Authoritarian pops tolerate slavery and prefer to live in autocracies.
Egalitarian replaces Individualist and represents belief in individual rights and a level playing field. Egalitarian pops dislike slavery and elitism and prefer to live in democracies.

While I understand this may cause some controversy and will no doubt spark debate over people's interpretation of words like Authoritarian and Individualist, I believe that we need to work with the mechanics we have, and as it stand we simply do not have good mechanics for a Collectivism vs Individualism axis while the mechanics we have fit the rebranded ethics if not perfectly then at least a whole lot better.
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Pop Ethics Rework
Another mechanic that never quite felt satisfying is the ethics divergence mechanic. Not only is it overly simplified with just a single value determining if pops go towards or from empire ethics, the shift rarely makes sense: Why would xenophobe alien pops diverge away from xenophobe just because they're far away from the capital of a xenophobic empire? Furthermore, the fact that pops could have anything from one to three different ethics made it extremely difficult to actually quantify what any individual pop's ethics actually mean for how they relate to the empire. For this reason we've decided to revamp the way pop ethics work in the following way:
  • Each pop in your empire will now only embrace a single, non-fanatic ethic. At the start of the game, your population will be made of up of only the ethics that you picked in species setup, but as your empire grows, its population will become more diverse in their views and wants.
  • Each ethic now has an attraction value for each pop in your empire depending on both the empire's situation and their own situation. For example, enslaved pops tend to become more egalitarian, while pops living around non-enslaved aliens become more xenophilic (and pops living around enslaved aliens more xenophobic). Conversely, fighting a lot of wars will increase the attraction for militarism across your entire empire, while an alien empire purging pops of a particular species will massively increase the attraction for xenophobic for the species being purged.
  • Over time, the ethics of your pops will drift in such a way that it roughly matches the overall attraction of that value. For example, if your materialist attraction sits at 10% for decades, it's likely that after that time, around 10% of your pops will be materialist. There is some random factor so it's likely never going to match up perfectly, but the system is built to try and go towards the mean, so the more overrepresented an ethic is compared to its attraction, the more likely pops are to drift away from it and vice versa.
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So what does the single ethic per pop mean in terms of how it affects pop happiness? Well, this brings us to the new faction system, which we will cover briefly in this dev diary, and get back to more in depth later.

Faction Rework
One thing we feel is currently missing from Stellaris is agency for your pops. Sure, they have their ethics and will get upset if you have policies that don't suit them, but that's about the only way they have of expressing their desires, and there is no tie-in between pop ethics and the politics systems in the game. To address this and also to create a system that will better fit the new pop ethics, we've decided to revamp the faction system in the following manner:
  • Factions are no longer purely rebel groupings, but instead represent political parties, popular movements and other such interest groups, and mostly only consist of pops of certain ethics. For example, the Supremacist faction desires complete political dominance for their own species, and is made up exclusively of Xenophobic pops, while the Isolationist faction wants diplomatic isolation and a strong defense, and can be joined by both Pacifist and Xenophobe pops. You do not start the game with any factions, but rather they will form over the course of the game as their interests become relevant
  • Factions have issues related to their values and goals, and how well the empire responds to those issues will determine the overall happiness level of the faction. For example, the Supremacists want the ruler to be of their species and are displeased by the presence of free alien populations in the empire. They will also get a temporary happiness boost whenever you defeat alien empires in war.
  • The happiness level of a faction determines the base happiness of all pops belonging to it. This means that where any pop not belonging to a faction has a base happiness of 50%, a pop belonging to a faction that have their happiness reduced to 35% because of their issues will have a base happiness of only 35% before any other modifiers are applied, meaning that displeasing a large and influential faction can result in vastly reduced productivity across your empire. As part of this, happiness effects from policies, xenophobia, slavery, etc have been merged into the faction system, so engaging in alien slavery will displease certain factions instead of having each pop individually react to it.
  • Factions have an influence level determined by the number of pops that belong to it. In addition to making its pops happier, a happy faction will provide an influence boost to their empire.
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We will come back to factions in greater detail in a later dev diary, going over topics such as how separatists and rebellious slaves will work, and how factions can be used to change your empire ethics, but for now we are done for today. Next week we'll be talking about another new feature that we have dubbed 'Traditions and Unity'. See you then!
 
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TBH I feel like Xenophobia and Xenophile isn't really an ethos in the sense of fitting to be placed on the axis along with others. It also does not affect government types.

I feel like Xenophobia/phile should be a separate toggle on empire creation, while freeing up their axis to further flesh out the ethea model.
I agree. It should have its own situation apart from the rest of the empire's ethos.
 
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I agree. It should have its own situation apart from the rest of the empire's ethos.

You could argue the same for all four ethos that they could all just be eithor/or. Ultimately only one ethos is required to be spent to unlock any government type, and three are unlocked without spending any at all. I don't see how not unlocking any governments is enough to set it apart from other ethoses.
 
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You could argue the same for all four ethos that they could all just be eithor/or. Ultimately only one ethos is required to be spent to unlock any government type, and three are unlocked without spending any at all. I don't see how not unlocking any governments is enough to set it apart from other ethoses.
I definitely think that it should be like that for all of them.
 
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For historical monarchist societies, you're looking at pure collectivism i.e. feudalism. Remember that historical conservatism was largely based around communitarianism, where everyone had their place and worked together for the good of the whole. If you want to draw a line between monarchies and communists/fascists, you have to then add in spiritualist for monarchies and materialist for the modern government types.

So...

Xenophobic collectivist = Nazi Germany (also materialist)
Spiritualist collectivist = Feudal kingdom
So I guess I'm rather late for this one, but...

This works rather badly as an analogy because the Nazi party was heavily anti-materalistic, anti-science and anti-industrialist. They followed the Blood and Soil(Blut und Boden) conservative doctrine, which glorified and longed for a lost, glorious peasant state of living, where a specific ethnicity (Blood) was intrinsically and spiritually connected to the land it occupied (Soil), thus justifying the whole Lebensraun thing they had going on. The Nazi vision of a perfect colonist household was a veteran soldier-peasant, a barefoot pregnant wife ("Kirche, Kuche, Kinder"), and a litter of children around the house, all physically, racially and ideologically fit, living in a small self-sufficient farm.

Fascism in general is also somewhat spiritualistic, with the worship of the state and leader over all else rather than a god, and the blending of state and civil society into a single indistinguishable whole. In an encyclical from the 30s, the Pope once called Mussolini's fascist regime something along the lines of a "pagan worship of bureaucracy", which is an interesting way to look at the whole thing.
 
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Wow... you did it Wiz. You fixed the biggest underlying flaw in Stellaris.

Now, hopefully, governors will be tweaked to tie into ethics more. e.g. Governors' personality traits having an impact on POPs' likelihood of changing ethics and joining factions. If we reach that point, then Stellaris will begin to resemble the game I imagined it would be.

One thing is for sure. POPs are Stellaris's most unique mechanic, and they were dramatically under-utilized in the vanilla game.
 
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So I guess I'm rather late for this one, but...

This works rather badly as an analogy because the Nazi party was heavily anti-materalistic, anti-science and anti-industrialist. They followed the Blood and Soil(Blut und Boden) conservative doctrine, which glorified and longed for a lost, glorious peasant state of living, where a specific ethnicity (Blood) was intrinsically and spiritually connected to the land it occupied (Soil), thus justifying the whole Lebensraun thing they had going on. The Nazi vision of a perfect colonist household was a veteran soldier-peasant, a barefoot pregnant wife ("Kirche, Kuche, Kinder"), and a litter of children around the house, all physically, racially and ideologically fit, living in a small self-sufficient farm.

Fascism in general is also somewhat spiritualistic, with the worship of the state and leader over all else rather than a god, and the blending of state and civil society into a single indistinguishable whole. In an encyclical from the 30s, the Pope once called Mussolini's fascist regime something along the lines of a "pagan worship of bureaucracy", which is an interesting way to look at the whole thing.

Any form of collectivism can be argued to be "spiritualist". Because the regimes which hold them together normally need some sort of mythos underpinning them.

But fair point. Perhaps spiritualism is what makes Fascism distinct from Communism. Though I would think it quite clear that monarchism is more spiritualist than fascism, albeit less collectivist (the individual is not asked to sacrifice their personal interests entirely, yet this is exactly what the Doctrine of Fascism indicates that people must do).

On a pure level, I'd say that monarchism is fanatic spiritualist and collectivist, while fascism is fanatic collectivist and spiritualist. But I think fascism is also likely to be xenophobic, unlike monarchism (the Russian Empire was among the most authoritarian of monarchies, though the aristocracy enjoyed French culture).
 
Any form of collectivism can be argued to be "spiritualist". Because the regimes which hold them together normally need some sort of mythos underpinning them.

But fair point. Perhaps spiritualism is what makes Fascism distinct from Communism. Though I would think it quite clear that monarchism is more spiritualist than fascism, albeit less collectivist (the individual is not asked to sacrifice their personal interests entirely, yet this is exactly what the Doctrine of Fascism indicates that people must do).

On a pure level, I'd say that monarchism is fanatic spiritualist and collectivist, while fascism is fanatic collectivist and spiritualist. But I think fascism is also likely to be xenophobic, unlike monarchism (the Russian Empire was among the most authoritarian of monarchies, though the aristocracy enjoyed French culture).
Oh yes, fascism in general is rather hard to pin down to specifics in a lot of matters, it has a shitload of ambiguities and unespecifics and general vagueness. According to Mussolini, that's a feature, not a bug, it shows "vitality" and "dynamism" and "masculinity", etc. :p

I think fanatic collectivism + militarism, fanatic collectivism + spiritualism and collectivism + militarism + spiritualism can all be argued to represent specific aspects of Fascism.
 
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I skipped over the last like ten pages, so this may not be new or relevant, but maybe collectivist-individualist ethos could be re-added (far) down the road in a "Stanley-Robinson" patch/expansion that includes trade mechanics(patch), and (mega)corporations vs state controlled economies (dlc)? I think that could have some really interesting game play, as well as open up a new swath of sci-fi cannon for RPing.
 
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I have no strong feelings one way or the other.
This was absolutely brilliant by the way.


I am extremely happy about the change of Collectivism and Individualism. Collectivism should *not* have been about slavery, and the same goes for Individualism and democracy. Well done Paradox, this works well.
 
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The faction and pop ethic reworks look like great additions to the game! I believe the new faction system will add a lot of replayability, make the game more dynamic as well as engaging while also being more realist. Looking forward to hear about Traditions and Unity next week! Traditions remind of the national ideas from EU4, while unity connects to national unity from HoI4. Those associations are however probably completely wrong.

Concerning the ethos change, hopefully you will be able to add more ethos dimensions later on, maybe for a future update, to cover more aspects and have better wordings.
 
Another late post from someone who didn't read most of the thread:

First, I have to say that I find the new Pop ethic system much cleaner, and I hope it will lead to further improvements (such as ethics on leaders).
Second, the change in Collectivist-Individualist is pretty meh to me. It goes from a bad axis to a slightly less bad axis. So an improvement, but not by much.

I feel that a problem with the ethics is that many of them are very rooted in current Earth ethics/politics. I could see the exact same axis being added to a game like Victoria, for example. The Xenophobe-Xenophile axis is the only exception to that rule (as long as we interpret Xeno = different species). I would much prefer to see ethical axis that only make sense in a space sci-fi game. For example a Home World vs Colonies axis could fit where the Authority/Equality debate is not between individual, but between planets.

Finally, I would move away same-species slavery tolerance away from ethics, mainly because it feel like a "you must play like that or you don't get all your bonuses" that fit more with species traits than with ethics. I would put it strictly on Decadent and a new "Hive/Collective" species trait.
 
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Excellent, richer mid-game experience based on internal politics and managing population dynamics. I'm hoping that external politics will eventual receive the same love.
 
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I think my biggest problem with the change itself is it's done through the lens of humanity, thus collectivism/authoritarianism as we define it are imperfect from the gate. Collectivism doesn't need to be authoritarian by any means, so the re-branding of that was certainly good, but Authoritarianism supporting slavery is kind of weird. Say for example, a bug hive, where the queen is the authoritarian monarch (in this case, I suppose the hive is also Collectivist) - What use would a biological caste-society have for classical slavery when this sort of mindset would have been ingrained into them through evolution? How would this also impact a xenophobic society? Egalitarian is a pretty generic term, but it doesn't necessarily cover views to othering and slavery, and how they impact things. (The Xenophile and xenophobic line covers that to some degree) so would a xenophobic and egalitarian society still care about slavery at all under the new system as long as it is done to Alien races or would they get some sort of unhappiness from it?

As for the factions - Is there any positive aspect to them besides an influence boost? Bonuses to production for keeping them happy or anything? ie - A higher base happiness? I'm hoping it's not going to be just a negative aspect just for the sake of adding some complexity to a system.
 
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I can't believe I actually made an account for this, but here it goes:

Should we not start first by defining the influence level of the axis in question?
We know that Collectivism-Individualism is mostly about serving the 'greater good' (define that as you wish) vs a more liberal approach to the individual.
As it is evident by the initial post, this isn't really well defined within the Stellaris game mechanics. So Paradox wants to change this focus.

To me, it seems that the intended focus is government involvement.
Authoritarian as an ethic favours the guiding government, which seeks to directly influence the daily lives of its subjects to enforce the 'common ideas'. Both communism and fascism, with Soviet & Nazi being the common base references, are in fact forms of authoritarian governments.
That does mean that Egalitarian is wrong. The opposite of the above Authoririan is, in fact, Libertarian.
Libertarian in the non-political-party sense, means the state's main purpose is to safeguard the freedom of its subjects.

If anything, Egalitarian is a socialist view, because it favours equality among individuals.
Elitism is the opposite, favouring a certain a certain group above others based on certain defined criteria (usually based on other ethoi)

I'll put it into an ice cream example: (who doesn't love ice cream?)
Authoritarian is telling your sister to share her ice cream with her brother. (active involvement)
Libertarian is only/not even preventing the brother from stealing a scoop. (passive involvement)
Egalitarian is offering both the choice of receiving an ice cream. (equality)
Elitism is only offering your daughter the ice cream, because you love her more. (inequality)

This means that, from a classical political view:
Authoritatirian/Egalitarian = Communist regime (government actively enforces social & economic equality)
Authoritarian/Elitism = Fascist regime (government says which people are socially above others)
Libertarian/Egalitarian = Liberal state (most western democratic nation fall somewhere around here I'ld say)
Libertarian/Elitism = Some form of tributary electoral system ... although one could argue the US electoral system comes close, due to winner-takes-all system (elite here being the dominant political parties)

My personal preference is that we do change the naming scheme to Authoritarian-Libertarian, if only to make the authority/liberty distinction more clear. It also is an easier POP ethic, compared to egalitarian being "I'm equal to my neighbour, even though he hates my pacific xeno guts!"
If you could also change the Materialist into Technocratic, that would be grand! (Materialist in common society often refers to an economical focus, not a technological one)


**The definitions and explanations above are my personal views and opinions on the matter. As Authority & Liberty itself have rather subjective definitions, your personal definition may differ. The above is neither an insult or an attempt to 'adjust' your views. Regardless, please consider the stated concepts as exaggerated extremes, to clarify the game mechanics in sociological terms**
 
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Will it be possible, after selecting "Authoritarian" ethics, to choose one gender as ruling? So the only one could be leaders and the other would be treated as, let's say, subordinate.
Just asking.
 
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presumably so you could make Space Nazis or Space Amazons
 
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Will it be possible, after selecting "Authoritarian" ethics, to choose one gender as ruling? So the only one could be leaders and the other would be treated as, let's say, subordinate.
Just asking.

In some alien races such as hive races this actually might make legitimate sense, even in more normal races you could have sexual dimorphism extreme enough to proclude a gender for leadership roles. For example, in some insect species the male only live long enough to procreate a sentient species with that trait may not educate it's males because they don't live long enough to make it worthwhile.

That said I'd imagine that paradox would only include this if they were doing a whole dlc centered around the biology of races (such as dimorphism between castes/sub-races/genders style of mating and birthing etc) which seems very unlikely to me because the biology would have relatively little in game mechanical effect, wouldn't be that popular a choice of dlc compared to other options and frankly anything that even has a passing resemblance to gender politics Is like charging into a minefield armed only with a pogo stick.
 
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So let me see if I understand the ethics change.

The conceptual problem that the "we love money" ethic was diametrically opposed to the "we love slavery" ethic, which didn't make sense because there are surely a lot of ruthless space cartels that love both money and slavery. So they pulled away the "we love money" part and made it just "we love slavery" versus "we hate slavery". Am I on the right track?

If so, is "we love money" just gone for now? Until they get a more robust economic and trading system in place, perhaps? Or should we consider Materialism to be it? In short, what ethics would our ruthless space cartel have now?

So I'm a bit confused and concerned about that change. In contrast, the other changes to population, ethics drift, and factions sound like unqualified positives to me. So keep up the good work!
 
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