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Stellaris Dev Diary #245 - We have a Situation

Welcome to this week’s dev diary! Eladrin is busy with something exciting this week, so I’ve been roped into writing about the almost as exciting new Situations system we will be adding in the next patch.

The idea for implementing this system comes from the realisation 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.

Initially, we took some inspiration from Disasters in EU4, but we soon diverged from it, since we realised not all the stories we wanted to tell were disasters, and we wanted a more UX-intensive solution. The result can be shown off in this mockup:

1646842176465.png

Note that this is a mockup - so not necessarily how the final UI will look.

To unpack this a bit, the flow progresses something like this:
  1. The Situation starts. This could happen e.g. through an event. The Situation can either be empire-wide, or it can be focused e.g. on a single planet
    1646842816635.png

    Event text is final.
  2. Each month, the Situation’s “progress” will tick upwards or downwards, depending on your response to the Situation.
    1646842610214.png

    A WIP tooltip showing the monthly change. It'll list all contributing factors.
  3. As the Situation progresses, you may reach the next “stage”. Often, an event will be fired as soon as this happens, to develop the story. Effects can also be applied to the empire or planet based on the current stage, e.g. an instability-based Situation may reduce stability by 10 for each stage.
  4. There may also be random events along the way that can happen on any monthly tick. To distinguish Situation-based events from regular ones, some tweaks have been made to the event interface:
    1646842979882.png
  5. The player can choose how to respond to a Situation via a selection of “Approaches”. On occasion, one might be prompted to change these via events, but otherwise, one can freely pick them in the Situations interface. (We have not yet decided whether there should generally be a cooldown to picking an option). Approaches usually have effects over time, such as “spend X Unity per month to gain faster progress”.
  6. When either end of the Situation’s progress bar is reached, the Situation is resolved, usually through an event in which something happens.

Some Situations will progress in a linear manner from left to right, others will start you in the middle and progress either to the left or to the right based on your choices. And we also want them to be differently coloured depending on how threatening the Situation is:

1646842264908.png

This is also a mockup.

This is all a bit theoretical, so, what changes can players expect in practice? Now I will take you through a few of the things we have done and are doing with the Situations system.

Narrative Situations

Content Design often implements narrative-based event chains set on a certain planet. Now, if we feel like the story has a bit more to give, a planet-based Situation can be crafted instead. The ability to have different outcomes at either end of the progress bar is particularly useful, since it can show which sort of conclusion the player is advancing towards (or at least indicate that there are multiple). To avoid giving spoilers, I won’t say exactly what stories we’ve added in this way, but there will be a few new planet-based narratives to encounter.

The “targeting” function of Situations is not limited to planets (though most of our effort has been towards making it work well there), so we have also managed to try adding a Situation based around a system or starbase.

Owners of the Leviathans DLC - or other DLCs that add Leviathan NPCs to the game - can also expect a few surprises next time they go monster-hunting ;)

Deficit Situations

Situations are not all fun and games. As their origin as EU4 Disasters would suggest, they are a great system through which to portray negative events. They give the player all the information they need to know what is happening, what the results of it will be, how severe the current Situation is, and what they can do about it.

One of our main priorities when it comes to using this aspect of Situations was reworking Deficits. At the moment, Deficits are like a light switch: as soon as you are in deficit (stockpile of 0 and negative income) for a given resource, you get all the defined penalties for being in that deficit (which can be quite harsh). But as soon as you spend a month no longer in deficit, all penalties are removed. This feels a bit off. Also, the penalties are the same for all empires, which has frequently led to headaches where they either disproportionately impacted a certain type of empire or left others (say, one with less need of a certain resource) relatively untouched. Finally, they can also be a cause for “death spirals” (in particular for the AI), as a shortage of one resource leads to penalties, which leads to a shortage of another resource.

With our rework, being in a deficit will start a Situation. You will start at 25% progress in this Situation, and it will increase in severity as long as you are at 0 balance and have a negative income. The rate of increase will depend on how much you are losing compared to your income. Having a stockpile will gradually make the Situation tick downwards; having a positive income will make it do so more rapidly.

1646843561944.png

This is the actual UI as it looks like right now. We are hard at work finishing it up and making it look presentable!

The penalties you receive for being in a deficit will start off light compared to their present settings, but will increase in severity as the Situation escalates. We are also able to configure them depending on your empire’s attributes, so for instance a Catalytic empire will now correctly get alloy output problems for being in a food deficit.

We aim to give each deficit Situation a choice of approaches, so that you can try to mitigate it from within the interface. So, for instance, a consumer goods shortage might be mitigated by electing to defund scientists, with the result that researchers cost less upkeep but also produce less research.

If however the deficit continues to grow, at 75% progress an event will fire which will warn that your empire is in truly dire financial straits and will need to make cutbacks soon. It will suggest a few, and you can pay a price (e.g. devastating a planet, or removing a special resource deposit) in return for some immediate resources that might help you alleviate the deficit.

1646843965654.png

Numbers not final

Finally, if the deficit becomes so severe that the progress bar is filled up, the empire is declared bankrupt. This is an unambiguously bad thing to happen to you - current effects (numbers to be finalised) are downgrading all non-capital buildings to their lowest level, disbanding half the fleet and all the armies, and giving 25% higher costs, 25% less ship damage, and 50% less unity and influence for 10 years. But it’s also designed to avoid death spirals: in return for liquidating these assets, you are given enough of the resource you defaulted on to survive for a while. Additionally, all other deficit Situations you are currently experiencing are terminated immediately, without penalty, and you are granted some resources to avoid them returning too soon.

1646844063692.png

Numbers are subject to change.

Changes are likely to come to this design as we continue to play with the new system and iron out its kinks, but we are hopeful that this new version of deficits will resolve many of the issues with the current deficits system, and make deficits, if not exactly fun to experience, at least a more interesting and less frustrating game mechanic.

Further “Strategic” Situations

We have further plans to overhaul systems or features using Situations. For these (unlike the Situations listed above), we can’t guarantee that they will definitely be in the next patch, but we are looking to adapt the likes of slave revolts, planetary separatism revolts, and the Synthetic Dawn AI Uprising to this new system.

With regards to the AI Uprising: we are broadly happy with the way the chain works now, but there are a few improvements to be made, and we feel that it would be beneficial to the player to be able to experience it through a UI. For instance, it has a bunch of events that an experienced player would recognise as warning signs that they should do something about it, but the inexperienced player would not know what is up and would not stop it from happening. With the Situations system, experienced and inexperienced players alike would know that something is up. However, this also makes it easier to know that you should do something about it, so we are also looking at making it a bit more challenging than just changing species right to end the Situation - after all, the robots are still extremely annoyed at you having deprived them of sentience for all these years! We are also looking at making purging the robots a viable if high-risk approach, at least so long as you don’t have too many robots.

With planetary revolts and slave uprisings, we have a feature that hasn’t seen much love for many a patch even as the game has changed around it, so we hope to improve it in a variety of aspects. At the moment, it would be fair to say that the unrest events are more a nuisance than a threat: revolts feel like they come out of the blue, but don’t have much teeth, as you can usually just conquer back the planet (since one planet alone cannot hope to stand against your empire). Our changes to this system are at a fairly early stage, but our goals include:
  • Make revolts feel less random - they will no longer happen suddenly, and whether unrest turns into a successful revolt will depend more reliably on factors such as how many pops are on the planet, and just how annoyed they are.
  • Smooth out issues such as one habitat in a system revolting leading to the loss of all planets in the system. The opinions of other planets in the system should have an impact on the success of the revolt.
  • Improve the system where planets can sometimes join other empires after the revolt. (At the moment, this can happen in separatist revolts if the original owner still exists and is nearby, and in slave revolts if there is an egalitarian empire nearby). Basically, they should be asked in advance if they wish to support the revolt, at which point it should progress faster, but on the other hand, the other side will know this is happening. Also, we may want to review the conditions for revolts joining other empires, since in some cases a completely annexed empire might have each planet revolt to form its own micronation.
  • We are toying with the idea of removing the stage where planets have ground combat during rebellions. Troops stationed there can be factored in during the buildup stage instead.
  • Ideally, a successful rebellion would start a war with the previous owner, but would also be a bit more of a potential threat. We’ll see what we manage to come up with, here.

That’s all for now! Except to add that, since an old version of the cheat sheet for what all Situations can do is actually available to you in 3.3, I’m attaching the new and updated version of this, so that those inclined can make plans for what to do with the system.

And keep an eye out for Eladrin’s dev diary next week. You won’t want to miss it.
 

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Niiiiiice! But concerning the targeting part, situations could also revolve around a whole empire, an ambient object, a megastructure, a civilian ship, a military fleet, even an enemy flagship.
Being limited to planets, systems and starbases is a bit restrictive.
 
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This seems like a great framework for many kinds of events, but I am worried about the further "gamification" of all the mysteries that make the game so enticing.

Not everything needs to have yet another progress bar that ends with a stated reward. More and more of the game has gone in that direction in recent years, and for most part it has been for the better(archaeology, first encounters, federations etc), but the thought of say, the Horizon Signal being turned into a progress bar that says "All planets in your home system will turn into habitable Tomb Worlds" in a text box next to it makes me puke.

The same goes for the Machine Uprising. The sneakiness of it when you encounter it for the first time is part of the appeal. Improving the event chain by making it a bit harder to prevent would be very good, but please, no progress bar that says "MACHINE UPRISING" on one end. Don't sabotage your own game.

I hope the devs will be very careful about which kinds of events use this new system.
 
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This seems like a great framework for many kinds of events, but I am worried about the further "gamification" of all the mysteries that make the game so enticing.

Not everything needs to have yet another progress bar that ends with a stated reward. More and more of the game has gone in that direction in recent years, and for most part it has been for the better(archaeology, first encounters, federations etc), but the thought of say, the Horizon Signal being turned into a progress bar that says "All planets in your home system will turn into habitable Tomb Worlds" in a text box next to it makes me puke.

The same goes for the Machine Uprising. The sneakiness of it when you encounter it for the first time is part of the appeal. Improving the event chain by making it a bit harder to prevent would be very good, but please, no progress bar that says "MACHINE UPRISING" on one end. Don't sabotage your own game.

I hope the devs will be very careful about which kinds of events use this new system.

Yeah, but I'd be down with some red text that says "There will be consequences."
 
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How many of the existing events and anomalies will be adapted into this format?

When we got archeology sites for precursors, it was a little disappointed the already-existing precursors didn't get anything interesting.
My hope with the Custodian team is that they've actually got the time to also convert some of the existing content to a new system, rather than having to move on to create new "new things"
 
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I hope ground combat during rebellions isn't removed; it's one of the few instances where land warfare actually plays a big enough role that the player can actually focus on it and appreciate the work they've put into their ground forces.
I'm not sure how they could keep it without the risk that those armies completely invalidate the system. Armies are extremely cheap past the early game and there's nothing stopping you from stacking a hundred on a slave planet to stop any rebellions.
 
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My two cents:

1 - Cool looking interface. I for one always hatad that I kept forgetting what those storylines where. A new event would popup and I was left tinking "what was this about again"?

2 - GREAT BANKRUPTCY CONCEPT. Players have to pay more dearly for disasters like that. Having a resource on deficit merely causing negative modifiers was, tbh, very underwhelming.

3 - The idea of paying up for deficits with devastation is a great gamesmanship if you ask me. Puts a conqueror empire on temptation of just go on squeezing even more of their conquered worlds, that however being a dead end in which if an empire depends on that for economical reasons, it will eventually run out of planets to conquer or devastate itself too much. See this is a good strategy dilemma right there, games should depend more on this type of dilemma, and less on "10% more this, 10% less that".

4 - I am yet another one BEGGING for internal politics overhaul, in fact I've been doing it for years in this forum, back then when such idea would collect only 'dislikes'. So again it was not to be, right? But if the situations mechanic ends up adding a good and profound way of having dissident planets slip away (be it because of ethic differences, unhappiness, slaves, conquered pepoples etc.) at least that is a step in the right direction. This is another example of strategic dilemmas being richer content than mere modifiers. Can I quell most my revolts by stationing troops everywhere? However, can I pay for them? Does it pay off to eat up a chunk of a neighbor empire if it is more costly to station fleets+troops in those planets than the benefits of conquering? Do I really need the hassle of managing 20 consecutive separatist 'situations'? Can I use espionage operations to force separatism in my rivals? Will a triggered situation rob me of some of my preexisting fleets/troops/characters (scientits, generals etc.)?

In later years I only appear in this forum to complain but this DD gave me some reason for cheer. Good going.
 
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On considering the subject of deficits, would anyone familiar with the science CG deficit strategies like to chime in on the implications of that? I'm not 100% clear on how they go, besides selling minor relics (or other resources) to constantly buy CG off the market, but I'm not clear if that strategy runs regular deficits and 'gets out of it' monthly, which this system might mitigate, or if I'm missing a few links.

Any thoughts on implications?
 
So is there any escalating response to repeated bankruptcy??? Would your empire fracture into smaller ones? Would you lose sections to revolts or even pirates? Could it lead to major ethics shifts as the population tried to compensate for the "failure"??
 
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I'm not sure how they could keep it without the risk that those armies completely invalidate the system. Armies are extremely cheap past the early game and there's nothing stopping you from stacking a hundred on a slave planet to stop any rebellions.
This can be fixed by making army production and upkeep far more expensive, so that you really pay a cost to keep that revolt stamped down. Which should be done regardless to be honest. Fewer but much stronger armies in play would make ground combat far less messy to deal with overall.

There could also be a chance for some of your armies to desert to the rebels if things get bad enough!
 
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As for robots - will they get, canonically, soul, so that spiritualists would be actually wrong about them, and at the same time:
but there are a few improvements to be made
Would Spiritualists, in case of robot uprising, realize that they were wrong, and change their doctrine to become synths friendly?
 
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We have further plans to overhaul systems or features using Situations. For these (unlike the Situations listed above), we can’t guarantee that they will definitely be in the next patch, but we are looking to adapt the likes of slave revolts, planetary separatism revolts, and the Synthetic Dawn AI Uprising to this new system.

Any plans to use the situation system for the War in Heaven, too? I could see it benefiting from the system especially before a full scale war breaks out. Much like the Younger Races and the Shadows and Vorlons in Babylon 5 tried to take advantage of the situation with Shadows supportings multiple species etc.
 
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I have a question! Will situations be marked on the galaxy map?

I'm just thinking back to Paradoxes justifications for adding the archaeology system and it's icons on the map, and this seems like a really really perfect fit (even better, actually!).
 
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Without touching on the real-world politics of it, it's clear that there are other approaches to preventing financial collapse in nation-states.
Most of them rely on money being unreal.

Stellaris doesn't really use money. It measures costs directly in lightning bolts, red diamonds, apples, ingots, boxes, brown crystals, green fumes, etc.
 
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i like it. still, one question i would have is how predictable will the situations be? When i am in my third game, will i already know exactly when to click exactly what button as soon as i see the situation's title?

you mentioned disasters from eu 4 but you will never ever be in a disaster in eu 4 if you do not want to be in one. Too much control about disasters and you only have more options and no danger.
 
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With regards to events like revolts just how much time is in between stages of events? Considering how long it can take to build anything it needs to be sufficient so that the player can take positive actions other than just firing off a decision. This could be anything from building more troops to new buildings to offset the penalty causing the event.
 
  • Provide a structure that is (relatively) easy to add new content to.

This is an excellent direction.

Looking forward to the new PDX content, and better mod content as modding becomes better-supported.
 
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Great! Now that we are kinda touching the situation log, may I speak about a "megastructure dedicated situation log" that would show us all the locations, types, outputs and expenses of these structures? That would immensely help the players, and I don't think it is a hard thing to add (I don't know much about game development, please do tell me if it's a troublesome thing to add to the game).
A megastructure section of the outliner would be ideal. (This is not a promise for 3.4)
Niiiiiice! But concerning the targeting part, situations could also revolve around a whole empire, an ambient object, a megastructure, a civilian ship, a military fleet, even an enemy flagship.
Being limited to planets, systems and starbases is a bit restrictive.
You can technically target any scope. But we decided to focus on supporting planets because it's most useful. So at the moment you can only apply modifiers to planets via target_modifier in the situation that way. You can still scope to the target in situations if it's a different type of target, though.

Targetting other empires is a bit funky because that empire won't automatically see what you are doing in the Situation.
Yeah, but I'd be down with some red text that says "There will be consequences."
Exactly. One can be sneaky despite having an interface to work with ;) And not all descriptions of what will happen need to say exactly what will happen.
 
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"At the moment, it would be fair to say that the unrest events are more a nuisance than a threat: revolts feel like they come out of the blue, but don’t have much teeth"

Are you sure about that?

aaaaaaa.jpg
 
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