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I agree crime will probably reduce resource output, but I was kinda hoping it won't. I mean if unhappiness will reduce stability and reduced stability will create crime, then ultimately unhappiness would still kinda reduce resource output, which I thought would not be the case anymore.

Indeed, it would be kinda disappointing if happiness does decrease resource output in the end, on a "chain of events" way (I am imaging something like this):

Unhappiness => Increased crime => Less stability

But perhaps there are other factors out there that influence crime and stability. Stability seems like a good foundation for a spyionage and intra-politic system (unloyal governors doing their thing, spies increasing or decreasing stability), while crime seems like a good metric in order to make authoritarians and enforcers shine.

Another way to differenciate happiness and crime it would be if each of them would affect different types of outputs: For example, crime reducing the output of raw resources (food and minerals), while happiness (or its lack of it) affects the output of manufactured goods and "intangible" things such as science would mean that crime would becomes a great concern if you have a worker economy, while specialist economies .

I assume it's gonna be incredibly simple, like, constructing a building will open up a couple job slots and unemployed pops will automatically take up whatever free jobs there are. And I assume moving between jobs will be free and instantaneous just like how you can drag and drop pops between tiles in the current game. No idea if there will be a new policy that restricts how much the player can interact with that or something. Maybe the only way the player can interact with it is by selecting which jobs are "high priority" with those arrows you see in the screenshots.

I think that pops won't change jobs automatically, otherwise unemployed pops won't be a thing. Which opens up interesting strategies and bonuses, such as egalitarians having a shorter time for job changes and social scension, while more heavily stratified societies will take more of a penalty via "unemployement cooldown".
 
I'd be fun if there were a few job swaps, depending on ethos and civic. We'll almost certainly get a special priest alternative for spiritualists, since they already swap the monument for the temple. I'd like to see something like materialists getting some bonus researcher slots such as on the capital building. Warrior castes could definitely use a fighting arena or ritual grounds unique building, maybe in lieu of a military academy?
 
What I want to know if nobles will actually be a warrior class. They don't have to be I suppose, but in the medieval and ressnesance era the theoretical point of nobility was that they were the most powerful warriors, the agreement between them and peasants was that peasants work their land in return for protection.

Also, on twitter wiz said "of course" when someone asked if Megacorps will have management jobs. That got me thinking that it would be cool if Megacorps (and trade leagues) had their strata's renaimed to be more corporate.

Rulers- Executives
Specialist- can't think of anything different that would sound corporate
Workers- Associates (a common name used for low level employees, at least where I live)

Aristocracies may have emerged from warlords but Aristocratic Elite as a civic is imo simulating a 17th century France kind of situation (where a heretitary aristocracy is entrenched in power through patronage and prestige) rather than a 8th century dark ages situation (where warlords are fighting it out for control of the peasants)

I'd suggest that Warrior Culture is the civic you're after, perhaps in combination with feudal society or aristocratic elite

I was just looking through the civics cause I couldn't remember the name of Warrior Culture and I think Feudal Society/Aristocratic Elite / Philiospher King could be a fun combo for playing EU4 in space
 
In general it all looks really neat. Something I would love to see implemented, based on what we already have seen, is some sort of "education" system - would probably add too much complexity and micromanaging for little gain, but for me it would be really interesting.

Something like:
-Each planet would have its population split between different education levels, one per strata, preferibly expressed in percentages for clarity, which is by default independant from the actual available jobs (initially would probably depend on the education level of the initial colonizers).
-User decissions should affect the distribution of education levels, either through certain buildings, civics, planet level decissions or even ambitions. The effect of this change is not automatic, of course, and takes place over a certain period. Unrest and crime would also hinder the change in education levels.
-Any pop of a certain education level can work on a strata position equal to its own education level or lower without penalty, but will generate unhappiness if he works in a strata below his education level as his expectations are not met (some governments, racial traits or civics could change this, as well)
-Pops without available jobs at their strata or lower would of course become unemployed, causing even more unhappiness.
-You could also be able to allow pops of lower education levels to work in higher strata positions to either cover critical positions or to reduce unemployment if there are open jobs not covered by the right education level, but the performance of the position would suffer heavily (in many cases generating straight penalties) and would generate unhappiness and unstability.
-In governments with slavery (robotic or biologic), you could priorize who would cover which strata roles between free population and slaves, but unemployed free pops would get increased unhappiness for each employed slave in their preferred strata.
-Unemployed Pops would be priorized for migration if they were allowed to, and would try to migrate to planets with positions open for their preferred strata (as an added factor to habitability).

As a side point, probably it would be interesting (but too much work) to tie different types of crime to different unhappy pops positions and education levels - pop from unhappy ruler strata would most likely generate corruption (loss of general productivity), while unemployed pops trained as specialists would probably generate activists (generating ethics attraction divergence and unity loss), and unemployed worker level pops generally causing thefts and banditry (up to spawning random "pirates").

It would make unemployment and pop happiness much harder to control, probably forcing you to make concessions and slowly adapt your planets to your actual population, but to me it would be an interesting push towards creating actually engaging social dynamics.

I dunno, I might try to make a mod to implement this once 2.2 is released.
 
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I expect there will still be buildings that increase mineral/energy output, which would be stronger with lower infrastructure since that means more resource districts.

Yep.
 
What I want to know if nobles will actually be a warrior class. They don't have to be I suppose, but in the medieval and ressnesance era the theoretical point of nobility was that they were the most powerful warriors, the agreement between them and peasants was that peasants work their land in return for protection.
This should be easily achieved, just do aristocratic elite with warrior culture.

Then the aristocrats should be a warrior class.
 
So what are the intended/viable configurations for a small planet, of let's say 12 in size? For example, what could be the v2.2 equivalent of a 85 minerals producing v2.1 planet?
 
So what are the intended/viable configurations for a small planet, of let's say 12 in size?

Curious about that as well. As it stands I always avoided those smaller planets. Now they might actually have some use depending on how this system shakes out.

My main thought is if you can convert a 12 size planet into a population farm. Idea being that when I construct a ring world, I depopulate that 12 size world to jump start colonization.
 
I expect there will still be buildings that increase mineral/energy output, which would be stronger with lower infrastructure since that means more resource districts.
Basically any building that provides flat benefits or modifiers unaffected by infrastructure size could qualify. While buildings that are dependent on infrastructure size will always be better the more urbanized the planet is.
 
ehm
console edition little sneak peak of ui it may or may not have something to do with me saying holy in a form of expression of making something that shouldn t even be possible

DlEAMKZW0AAXa4D.jpg:large
 
@ponasozis

You do realize that this is 2.2 teaser thread and the screenshot is based off 1.7 patch? Just pointing out the ironic and making it clear to those who may have missed that particular memo.
 
Planet auto-labels
For the people who wanted the worlds to have flavour names like the systems:

Twitter

The 2.2 'Le Guin' update will have auto-generated labels for planets based on their districts and buildings, similar to the way star systems and starbases currently get labeled. Here's a look at an agri-world.

DlOf0UWX4AAzPuU.jpg
 
there are at the moment 11 labels.
let's guess what they are :).

agri-world (food)
hive-world (80 or higher infrastructure)
mining world (raw minerals)
colony (new planet)
industrual world (energy credits)
capital
city planet (30-80 infrastructure with city districts forming the majority)
Habitat station
production planet (more raw resource production but not full focus in 1 kind)
cultural world (high production of unity)
forge-world (lots of factories for advanced resources and robots)
 
there are at the moment 11 labels.
let's guess what they are :).

agri-world (food)
hive-world (80 or higher infrastructure)
mining world (raw minerals)
colony (new planet)
industrual world (energy credits)
capital
city planet (30-80 infrastructure with city districts forming the majority)
Habitat station
production planet (more raw resource production but not full focus in 1 kind)
cultural world (high production of unity)
forge-world (lots of factories for advanced resources and robots)
Decent guesses but Hive world would be a term that could be confussed with hive minds, especially for people not familier with Warhammer 40k, so that name probably won't be used or will only be used for hives. "Urban world" or "city world" is a more likely blanket term. Industrial districts generate minerals, so industrial world is more likely to be used for mineral or good production worlds, energy credit planets might be Generator worlds, named after the district type name.
Habitats will hopefully still be able to have some sort of specialization so I don't think all habitats should just be called habitats.
My bet on capital being called Empire Capital.

Guys I just noticed this, what used to be deposits is now called features, in the new screenshot from wiz.
 
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That's a lot of food... but if course you now have more pops, so the numbers game changes. The agri-world is self sustaining energy wise. And it has overcrowding and 2 unemployed. But there is a free agri-district, so they'll soon find work
 
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