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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.
 
Hive Minds are cool, but...

Will Fanatic Purfiers be the 'ignore all treaties and just conquer everyone freely like we were playing MoO' government that people have been asking for?
 
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?
 
so, what i want to know...

will we able to fund rebellions in other empires and send them ships?

Or armies. *bobs eyebrows*

But yeah, it'd be interesting if this was some kind of special project that you could do whether they had open/closed borders with you but the fail risk could result in your stuff getting destroyed or your society getting implicated and thus hitting you with a penalty in your relationship.

Have the vessels disappear at the edge of the border during the mission and use the system already in the game when vessels go missing due to suddenly realizing you are in someones territory and need to warp out etc, just have it do that both for the travel there, then the travel back if necessary and add in the project time to represent a proper 'infiltration' mechanic.
Difficulty would likely be determined with a base, followed by number of sensored objects in the system/in range and their levels. Ex: If your target is surronded by several colonies all of which are in sensor range of the target and that planet has its doomstack in station then then there's a huge chance of failure and detection.
 
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YES BABY YES !!!!

*Throws energy units at the screen*
 
I agree the mysterious 9th icon is probably not relevant to Hive Minds (although that would be a plausible "hack" too make them work without any factions or divergence).

My first thought upon noticing it was that it had to do with sectors- perhaps it'll show what percentage of your population is inside Sectors, and those POPs will obey slightly different rules for factions than Core World POPs?

I'm also curious to see how they manage Hive Minds and such in Utopia. We'll have to wait and see, I suppose?
 
Hive Minds are cool, but...

Will Fanatic Purfiers be the 'ignore all treaties and just conquer everyone freely like we were playing MoO' government that people have been asking for?

If that's the case, maybe they'll have a drawback in the form of being unable to do anything but purge other species. No concept of actually conquering their enemies, just exterminating/displacing them.

But, Fanatic Purifiers would still have a sense of state. They'd surely recognize any separatist groups and they would also recognize any of their people who emigrate.
 
Still doesn't make sense, since what you're saying is basically Regionalism/Separatism.
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).
 
So will we get more influence in the game too? Since this cost influence to steer, and you quickly can get short on it currently.
 
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.

2) I noticed that Psionic Armies will be part of the Psionic Ascension Path. While that is good and makes sense, I've been thinking: does that mean that Gene Warrior armies and the Xeno Cavalry army attachment will only be accessible for those that take the Biological Ascension Path? I'm hoping that's not going to happen as I really like the Gene Warrior and Xeno Cavalry. Attaching Psi Warriors to my Gene Warriors or having my Psionic Armies equipped with alien mounts was so cool, so you can see why I'm worried about this.

3) If both Traditions and Factions can alter our ethos, is it possible to have one cancel out the other?
 
Why is the indoctrination of natives only set up to align them to your civilization's ethos?

I thought with the new mechanic for pops automatically sorting themselves into ethos based on their job (farmer, scientist, etc) wouldn't it be useful to be able to indoctrinate a planet to a particular combination of ethos, to say, prep a new planet as pacifistic farmers, or techno-lusty scientists? The way the dev diary explained it was good, and I like it. So don't get me wrong!
 
Cheers for the DD Wiz, more excellent changes, sounds like our empires will have their own 'personality' now and empire management should be much more of a thing :). Random thought - if not too painful to do, would it be possible to have in the 'embrace faction' tooltip a lit of what the ethics would be post-embracing, rather than require people to work it out themselves? Apologies if already there and I'm just being bone-headed.
 
Why is the indoctrination of natives only set up to align them to your civilization's ethos?

I thought with the new mechanic for pops automatically sorting themselves into ethos based on their job (farmer, scientist, etc) wouldn't it be useful to be able to indoctrinate a planet to a particular combination of ethos, to say, prep a new planet as pacifistic farmers, or techno-lusty scientists? The way the dev diary explained it was good, and I like it. So don't get me wrong!
Because that wouldn't last.

The Ethos of your populace align with the overall attraction levels- your uplifted scientists would just decay right back to aligning with your core Ethos for the most part, creating a troublesome faction in the meantime.
 
Will we be able to orchestrate proper civil wars in the late game?
 
I want to know if with new unrest mechanics, will factions be able to make leader assassination attempts? And of course can we instigate unrest in other empires?

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.