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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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On the subject of AI uprisings, one complaint I do have with the current system is setting AI to "Outlawed" does nothing. It stops sentient combat computers from appearing, but not synthetics, and while it does "dumb down" the synths so they can't work specialist jobs anymore, the revolt will still fire.

This can be very annoying if you're playing a spiritualist and use auto-research to save hassle of manually doing repeatables, as auto-research will end up researching synthetics on you, and as a spiritualist it's impossible to prevent the AI rebellion once that happens because you can't give them citizen rights, even if you don't have any robot pops at all and had AI outlawed the entire time.

EDIT: It's even possible to get sentient combat computers researched through ship debris, and this will also doom you to the revolt even though you weren't going around installing it on your ships.

Overall I do support overhauling the AI uprising to make it take empire situation better into account. Number of robots, number of planets with robots on them, how you responded to the warning signs, etc. Maybe different outcomes besides an uprising, like getting a CK3 style ultimatum with one last chance to give them citizen rights, or they demand to be separated from your empire (I.E. they become an independent empire or all robots instantly become refugees and you're unable to build robots again) instead of it always being a total war against you.


EDIT 2: I also am glad revolts and rebellions in general are more likely. They're way too rare in Stellaris even if you're treating slaves like garbage, and I think your border systems on the edges of your empire should be harder to keep under control compared to systems next to your capital.
 
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still nothing about fixing the c""k up with the last update it see? its not like the fix to balance tall to just failed to work and made them weaker or anything nar totally just gloss over it

unless ur going to some how balance it by having wide have to deal with more events that could lead to bankruptcy where the size makes it harder to deal with
 
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This looks like a fantastic addition to the game!

I'm wondering if it might be worth using this for high-crime planets as well, dealing with that as a Situation instead of just throwing more Precincts & decisions at it until the crime goes away.
 
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Ok, this is awesome and something I've been wanting to see for a while. But 3.3 patch? Please? The game isn't even playable for me right now, there are so many bugs and negative QoL changes from 3.3. I was really hoping to see a patch out by the next DD, or at least before a new system was introduced.
 
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This looks really good to me. An innovative development that also streamlines and systematizes current features.
 
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I'm hoping that an empire which goes bankrupt would have major financial repercussions for a while afterwards, like inactive Galactic Stock Markets, suspension of Commercial Pacts and no access to the Galactic Market.
 
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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.

I get where you're coming from, but I think it's relatively clear that Stellaris has been moving towards money existing, even if it's abstracted from your empire's goods (with the exception of gestalts, of course). Energy Credits, Trade Value and most recently Unity, particularly the last two, resemble capacities in mechanics rather than physical goods, with them being converted into other goods or policies rather than being of direct use themselves.

Regardless, even without money as a concept, other options are possible. Gestalts and Auth/Slaver empires could liquidate the less productive members of the population, Corps could lean on the Market and empires in general could further subsidize the failing industries, similar to Edicts increasing produced goods for increased upkeep. All of these are already possible, through purges or the aforementioned Edicts, but could be forced as an option in these Situations.

It seems like an opportunity to meld systems together in a way that makes holistic sense, rather than having a lot of the player's other options come from ignoring the system in question.
 
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This looks great! I really hope these situations, especially the negative ones, will be given meaningful interactions with the Espionage system. If I'm not incorrect, I think it is @Caligula Caesar who made the "potent rebellions" mod available on the steam workshop, which I currently use in all my games! I really enjoy that mod and how it makes revolts more scary (and also enjoy a Che Guevara thumbnail). If this official update is anything like that, I will be happy. But yes, I think espionage being used to fan the flames of a revolt disaster in a neighbouring empire would be very interesting. Especially with the flavour of an egalitarian empire supporting a slave revolt via espionage, sending energy credits, alloys for weapons, etc etc. Or even Espionage being involved in more Situations, i.e trying to worsen a deficit situation in another empire by spending energy credits to reflect selling stocks and bonds related to that empire in deficit, try and fiddle the numbers on their galactic bank while the chaos ensues, etc etc. All in all, looks lovely
 
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It's possible. Situations directly involving two countries is something we've avoided, since the framework is set up in such a way that only one empire can be the owner of a single Situation, but starting one and sending the occasional notification back to the initiator is definitely doable.

All of this sounds great, but situations involving two countries is - IMO - exactly the sort of thing Stellaris needs. If my neighbor has a serious deficit, give me a situation in a separate category ('Such and Such Is Starving') where I can offer to lend aid in return for favors or goodwill or some other resource. This will provide an avenue for empire-to-empire interactions AND help smooth out AI econ problems before they get too bad. If my neighbor is being invaded, give me a situation to either give them military aid, providing alloys per month and a ship build speed increase or even send in a fleet as privateers, or let me choose to give any intel I have on them to their attacker to provide an attack bonus. If I'm the one who's being attacked, give me the option to ask for that aid.

Give situations for intervening in your neighbor's elections or messing with their crown prince, if you aren't already looking at something like that for espionage. As you build out this system, see which situations have the potential for foreign involvement and build that out too. We need more non-war options for helping or hindering our allies and enemies, and this seems like a great way to do it.
 
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Everything looks very very nice and something players asked for a long time! EXCEPT this one:

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.
This is the only not cool part! It's so nice to see the Rebelion actually fighting the defense of the planet and taking it over.

And as you guys want to make rebelions start Wars, the Rebelion army can of course turn into Offensive army that the new Rebelion Empire can use to invade new planets and create more rebelion armies.

I hope you guys also turn War itself into a situation where War Exaustion turn into a mechanic itself.
 
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still nothing about fixing the c""k up with the last update it see? its not like the fix to balance tall to just failed to work and made them weaker or anything nar totally just gloss over it

unless ur going to some how balance it by having wide have to deal with more events that could lead to bankruptcy where the size makes it harder to deal with
What a convincing argument. I totally understand what you think is wrong.
 
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At the current situation, slavery does not matter. You can do that or not, there is no big difference.
I think, slavery should be much more effective, but also much more dangerous for your empire.
 
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Looks like a precursor to a situation flavor pack or part of a new expansion. But still, I like this a lot.

The cheesy deliberate deficit builds may finally be a thing of the past.
 
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This is the only not cool part! It's so nice to see the Rebelion actually fighting the defense of the planet and taking it over.
I do think their approach of having preemptive forces that suppress makes a lot of sense. If you see unrest growing on a planet you place troops to suppress that before it turns out to be a rebellion. If you have a lot of forces, but the rebellion still happens then the unrest was so large that your forces couldn't squelch it - skipping the ground combat is very valid in my opinion - with this approach at least.

I definitely do like the idea of having army positioning be relevant BEFORE the rebellion. Making resistance suppressible through smart troop movement and significant investment, even if you are a hardcore evil overlord.
 
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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.
Will any of this interact with the existing crime system, as well as perhaps Criminal Heritage Empires? Are there any plans to have the situations system interact with Branch Offices at all?
 
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