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https://twitter.com/Martin_Anward/status/1034387593172082689:
"In the 2.2 'Le Guin' update, happiness no longer directly impacts pop productivity, but rather counts towards the Average Happiness of the planet, which affects stability. Under most living standards, the happiness of higher Strata pops counts for more towards this value."

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And a followup to this:
"The more unequal your society is, the less you need to care about the happiness of the lower classes - so long as you employ some Enforcers to deal with the resulting crime."
https://twitter.com/Martin_Anward/status/1034387781781471234
 
It seems that while happiness of the high class is more important for stability, the unhappiness of the low class will lead to increased crime, which decreases stability...

Seems a bit redundant. It gives authorian effective happiness build which is destinct from egalitarian one. Would slaves benefit from stability? If yes, it's a buff for slavery builds.

Crime only decreases stability if you don't suppress it (with Enforcers, etc). The effect is also only really noticeable on very high levels of crime, but if you want to oppress your underclasses, you're going to want some police to do it.
 
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I’m curious what else happiness does, other than effect stability. If its nothing else, then why is it a seperate value?

On a pop level, it affects ethics divergence and crime generation.
 
About the new happiness system:

- So in the end, happiness is going to affect resource output, since it will be affecting stability, and stability will in turn affect job output
- Rather than happiness builds we will need to focus just in stability builds first and foremost I guess
- The whole "leader happiness is the one that counts the most" seems like it makes happiness for worker and specialist strata pretty much irrelevant, but we're likely missing something here
- Perhaps lower strata unhappiness brings up crime? (so autoritarians will need more policemen?) EDIT: It seems that it will bring ethics divergence and crime. Curious about what will be crime's effects
 
- The whole "leader happiness is the one that counts the most" seems like it makes happiness for worker and specialist strata pretty much irrelevant
- Perhaps lower strata unhappiness brings up crime? (so autoritarians will need more policemen?)
You missed half the sentence: "The more unequal your society is, the less you need to care about the happiness of the lower classes - so long as you employ some Enforcers to deal with the resulting crime."
 
Miscellaneous
A few things that can be of interest and answer some possible doubts:

"Robots are not affected by happiness unless sapient.

Enforcers come from capital and police buildings.

Temples are buildings as before."

https://twitter.com/Martin_Anward/status/1034391529895456768


"Pops without happiness are not considered at all when calculating average happiness."

https://twitter.com/Martin_Anward/status/1034393165233577985


"Stability ranges from 0 - 100%, with effects scaling from the mid-line point"
https://twitter.com/Martin_Anward/status/1034388816432439296


"Crime is definitely something that will be manageable, and that you may not be able to stamp out entirely, especially on heavily populated planets. It's probably not wise to ignore it entirely though."
https://twitter.com/Martin_Anward/status/1034393349879484416
 
- The whole "leader happiness is the one that counts the most" seems like it makes happiness for worker and specialist strata pretty much irrelevant, but we're likely missing something here
You'll probably have more workers than specialists + rulers, especially in, say, mining or farming worlds.
Some angry slaves in your research hub? Meh.
A full-scale revolt in your mining planets? Outch
 
Crime only decreases stability if you don't suppress it (with Enforcers, etc). The effect is also only really noticeable on very high levels of crime, but if you want to oppress your underclasses, you're going to want some police to do it.

Are the values going to be moddable? Will we be able to make civics, technologies or traditions which affect the rate at which stability/crime increase/decrease pop productivity?
 
Crime only decreases stability if you don't suppress it (with Enforcers, etc). The effect is also only really noticeable on very high levels of crime, but if you want to oppress your underclasses, you're going to want some police to do it.
Will slaves produce crime in the same way as workers or will they produce less crime than your free pops.
And will the type of slavery affact this as well (livestock creating less crime than cartel slavery)
 
Will slaves produce crime in the same way as workers or will they produce less crime than your free pops.
And will the type of slavery affact this as well (livestock creating less crime than cartel slavery)
It appears that mostly, Unrest == Crime. And Enforceers == Unrest Supression.
 
Hope that Police State civic won't be just plain crime reduction but will increase effectiveness of the enforcers or add extra ones instead.
Something I have been hoping for since the Unrest rework (that was part of 1.5, right?), was a cap on how much Unrest Supression you can have. Ideally based on Ethics. And with a Ethics Attraction effect.
Something like a "Police Presence" Policy. That is both a Authoritharian specialty and a Attraction Factor if set to high. And with the new Job System, it might well be possible.

While everyone has some Police (crime exists everywhere), Egalitarians might not be as good at Crime/Unrest Supresssion on a large Scale. Like after a conquest or while using Xeno Slaves/poor Workers.

That would finally give us some way to get Auhtoritarian Attraction you could pick, even as a Egalitarian.
 
Hope that Police State civic won't be just plain crime reduction but will increase effectiveness of the enforcers or add extra ones instead.

I am betting on extra "free" police jobs that do not requires a building, rather than having more effective policemen. This way, you can have a massive police force right out of the bat, even on underdeveloped colonies. "Quantity over quality" policemen seems like a properly dystopian police state to me.
 
I am betting on extra "free" police jobs that do not requires a building, rather than having more effective policemen. This way, you can have a massive police force right out of the bat, even on underdeveloped colonies. "Quantity over quality" policemen seems like a properly dystopian police state to me.
Quality however can be just as dystopian. Think like the Stasi, who used espionage more than numbers.

Something I have been hoping for since the Unrest rework (that was part of 1.5, right?), was a cap on how much Unrest Supression you can have. Ideally based on Ethics. And with a Ethics Attraction effect.
Something like a "Police Presence" Policy. That is both a Authoritharian specialty and a Attraction Factor if set to high. And with the new Job System, it might well be possible.

While everyone has some Police (crime exists everywhere), Egalitarians might not be as good at Crime/Unrest Supresssion on a large Scale. Like after a conquest or while using Xeno Slaves/poor Workers.

That would finally give us some way to get Auhtoritarian Attraction you could pick, even as a Egalitarian.
Crime in general could be a potential push factor towards authoritarianism. The more crime on a planet, and higher the police presence, the more people support authoritarianism, since people start viewing egalitarian leaders as being weak. This way there is a foil to oppression being the push factor for egalitarianism.
 
I’m curious what else happiness does, other than effect stability. If its nothing else, then why is it a seperate value?

Oh that is super easy to explain.

If I am playing a machine empire or hive mind (gestalt conscience) whose population has no happiness then how is stability treated? Always at 100% stability?