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Stellaris: Console Edition Development Diary #50 - "Situations and Deficits"

Hello Console Edition Community!

This week we’ll be talking about some more free features included in the upcoming patch for Stellaris: Console Edition, and finally introducing you “officially” to Situations! Its important to note the screenshots in this Development Diary are from a work-in-progress build and the Situations UI may change between this build and release.

Situations


I’ll let Caligula Caesar describe it in his own words:
The idea for implementing this system comes from the realization that Stellaris provides excellent systems to tell stories about things that have happened - e.g. anomalies and archaeology sites - but lacks a good structure through which to tell stories about things which are happening right now. While we have a number of such stories, they are often either not as complex as we’d like them to be (e.g. we’d prefer to have more factors taken into account), or they are disproportionately complicated for us to implement (i.e. time-consuming and bug-prone). Either way, the player experience is often not as we’d like it, since such stories and event chains are likely to be hard to follow, and it may not always be clear that events are connected to each other or why certain things happen.

This was a state of affairs we wanted to improve upon, so we decided to implement a system which aimed to:
  • Give players an interactive and informative interface by which to experience current affairs event chains.
  • Provide a structure that is (relatively) easy to add new content to.

Situations are something that we spent a lot of time developing the feel for on PC, and ended up delaying once, and we hope that this translates into an enjoyable experience on Console Edition as well.

While each Situation’s effects and outcomes are different, they will all generally progress in a similar fashion:
  1. The Situation Starts. Generally this happens through an event, with the Situation focusing on a single Empire or Planet.
  2. At the end of each month the Situation’s progress will tick either upwards or downwards, depending on your response to the Situation.
  3. Situations are arranged in Stages, and as you progress through these stages effects will generally be applied. For instance, in a Deficit Situation (more on this later), the further the Situation progresses, the more impactful the penalties for lack of resources become.
  4. Randomly triggered events can happen on the monthly tick while the Situation is in progress.
  5. Most Situations will have several Approaches to choose from, which allow you to respond to the Situation in the Situation interface itself. Going back to Deficits for another example, in the event of a Consumer Goods deficit, you may want to invest in Consumer Goods production and pay extra upkeep for your Artisans for extra output, or reduce investments into research, which reduces your total research produced, but also your total consumption of Consumer Goods.
  6. When the end of a Situation’s progress bar is reached, the Situation is resolved.
1675995363224.png

A pre-release version of the Situations UI. This may change before release.

Current Active Effects by the Situation and the predicted outcome effects are shown along the right side of the Situations window. Situations are also shown in the Outliner.

The primary use for Situations at the moment is in Resource Deficits, Planetary Uprisings and Machine Uprisings (requires Synthetic Dawn Story Pack). We have also converted several story events to use the new Situations system. Situations are a versatile platform that we will likely continue to expand on in the future.

There are also some new story events that you may have never encountered before, and the Shroudwalker enclave (requires Overlord) uses Situations after you reach into the Shroud.

Deficits

Previously, when running out of a resource stockpile and having a negative monthly income, you would be hit with massive penalties to your planetary production. This had several negative effects, from initiating a resource spiral, where one deficit would trigger another deficit, and so on until your empire had major issues with just about every resource. The other issue was one of consistency; the old system was not flexible enough to keep up with some of the new Civics (Catalytic Processing is a prime example of this) and combinations thereof, which would result in empires (under some conditions) making resources out of nothing.

With the introduction of Situations, Resource Deficits will now gradually increase in strength as you advance through the stages of the Deficit Situation. Deficit Situations will start with some progress, and larger deficits will progress faster than smaller deficits. If your stockpile becomes positive again, the Situation will begin to slowly resolve itself.

It's important to note that having a positive monthly income will make the Deficit Situation resolve itself faster than just having a stockpile greater than zero.

alloy deficit stage 1.png
alloy deficit stage 4.png

Alloy Deficit Stage 1 vs Alloy Deficit Stage 4. Stage 4 has Invest in Metallurgists active (see below)

Deficit Situations will also have several approaches that you can choose from. Depending on the resource of your deficit, and where your production of the resource comes from, these approaches (in a lot of cases) can help reverse, or at least slow the progression of the Deficit Situation.

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Approaches for the Alloy Deficit Situation

1675995801711.png

Investing in Metallurgists will increase your output at the cost of added upkeep.
Once the Situation reaches the end of the last stage, it will result in a Default. Defaulting removes upgrades to buildings and applies modifiers to your empire to make combat less effective and constructions cost more. On the flip side, downgrading your buildings will result in a lump sum payment of the resource(s) you previously had a deficit in, giving you the opportunity to recover your economy and potentially play on.

1675996054813.png


A Warning about Uprisings

Since we were finally getting to add Situations, we also did a pass on rebellions and uprisings to address the many community complaints about these events not being impactful enough. Previously in Stellaris, a few armies or distributing luxury goods was sufficient to neutralize an uprising, but the most efficient route was simply to plant a dozen or so armies and on a planet with low stability, let it revolt and then immediately regain control of it. Planetary Revolts and Slave Uprisings and AI Rebellions have changed in the latest version of Console Edition, and.. well.. they now have teeth.

Planetary Revolts and Slave Uprisings

Planetary Revolt is a Situation that will take place on a colony that has at least 10 pops and less than 25 stability for one year, unless the colony has an ongoing slave resistance or has revolted in the last 15 years. Planets that are being bombarded, or invaded will also not revolt. It is very important to keep stability above 25 to avoid having a Planetary Revolt occur.

At the start of the Planetary Revolt Situation the fighting begins. This is small-scale raiding and acts of terrorism. Should the Situation continue to progress and reach the right side of the bar, open revolt will take place.

revolt starting.png

This revolt was triggered by manually un-employing all the pops on the planet. They're not very happy about it.

The situation has the following approaches, which can be changed at any time:

revolt maintain current measures.png
revolt distribute amenities.png
revolt crackdown.png

  • Maintain Current Measures – No effects
  • Distribute Amenities – Adds +20 Amenities; costs −20 consumer goods monthly, or −30 unity monthly instead if Gestalt Consciousness
  • Institute a Crackdown – Adds +50% Army and Stronghold build speed, +3 stability and +1 energy upkeep from Soldier jobs; costs −30 unity monthly

Manually resettling pops away from the colony will add +5 progress for each resettled pop. As the situation progresses, random events may fire that increase or decrease the revolt’s progress, and penalties to stability and ethics attraction, and may reach out to neighboring empires to support their revolt.

When the situation concludes, an open revolt begins and the original empire gets the option to declare war or enact a 10 year truce. The revolting country will take control of the system, any neighboring uninhabited and undefended systems, and any uninhabited and undefended systems owned by the original empire that neighbors two or more converted systems.

If the revolt was not supported, the revolting empire gets a large amount of resources, and a fleet up to 80% of its Naval Capacity. If an empire supported the revolt, it will annex the revolting empire, and the original empire gets the choice to declare war on the rebels and the supporting empire.

order restores.png

Giving the pops their jobs back made them happy again. Back to the mines!

That’s it for this week folks, be sure to tune in next week for information on the upcoming patch for Stellaris: Console Edition!
 
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Looks great!

But I've read the PC patchnotes about 20 times, just drop the update, please!

(I would prefer less waiting time and just one big thread with the new additions and changes instead of waiting week after week and hoping it's coming soon.)
 
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Anyone so kind to explain to me what this update is for a separate stellaris on console? Or will this update also find its way in pc version, getting confused :rolleyes:
Were always about a year behind PC players, so you should have this, or a version of this already. We may have things streamlined for us to better work for contollers rather than k+m

I know our screen layout is different to PC players for example
 
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Annoying as it is to wait, I would rather they take the time to make sure things work instead of just shoving content out that barely works, because few things annoy me more than paying for something that doesn't work
 
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Any tease at a time scale as when to expect this?

... instead of waiting week after week and hoping it's coming soon.)

Almost certainly coming in March. There may be one more dev diary covering general patch changes, and then there will be 1-3 updates specifically covering Overlord content, and the patch shoud drop immediately after that. March fits that timeline perfectly.