• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
2017_02_16_0.png

2017_02_16_1.png


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.
2017_02_16_3.png

2017_02_16_3_2.png

2017_02_16_4.png


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.
2017_02_16_7.png

2017_02_16_7_2.png


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.
 
Utopia appears to be HUGE. Are there any new mechanics which we haven't heard of?

Also, there is a 9th ethic, which I believe is the Hive Mind. I cannot imagine the amount of hype there is going to be once Utopia is out.
 
Will achievements that depend on ethics check the starting ethics or your ethics at the time, e.g. will it be possible to grab Deus Vult if you ethics shift to Spiritualist aftet grabbing the holy worlds?
 
This all looks brilliant!

how randomised are the faction names? like just the species name changes of the whole thing is likely to be different?
are there factions to change empire primary species as well?
 
My question doesn' t really fit the dd, but since you most often answer questions here I thought I try it here anyway:
How does Purging conquered Species work in terms of newly conquered planets populated by that species. Generally it seems like the AI will just purge all of them at once, which makes the planet uninhabited and lost to your empire. The smartest way to handle this would be if the AI shifted one member of a species that should not be purged to the planet before purging the last pop there. Since this could cause problems with some players plans however, I could also very much live with an optional toggle for the AI to always keep at least one pop on each planet, undesirable or not. Then the player can migrate his pops there himself if he wants the species to be purged for good.
 
I'll be honest, it's hard for me to grasp what's going on from pure text. It sounds like a lot of fun, but it definitely requires a few playthroughs to understand it fully I think. All the new things will create so many more ways to play the game, can't wait!
 
I really hope that once a planet revolts, it might cause a cascade of similar uprisings empire-wide by other discontent POPs, so as to make rebellions actually dangerous and violent revolutions possible.
 
Wiz, will unrest always raise attraction towards Authoritarian, or will it raise attraction towards etics other than your own (e. g. Egalitarian if you're already Authoritarian)?
 
This faction thing looks really interesting.

I have a question: will/do revolters actively seek to ally with foreign powers like HOI4 civil wars?

Yes. Nationalists will typically try to defect back to their former empire, and other revolters will try to seek the aid of your rivals if they manage to take the planet.
 
Wiz, will unrest always raise attraction towards Authoritarian, or will it raise attraction towards etics other than your own (e. g. Egalitarian if you're already Authoritarian)?

It can potentially affect any ethic.
 
Will you be able to customize the names of the respective factions if you use a custom empire?

Likewise, are custom names for potential castes in the caste system, custom greetings/war declaration messages etc. features you consider for future patches?