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Next time, just land a healthy amount of troops on the troublesome planet, and either give out some goods, or institute a crackdown, and the revolt should cease. Planetary leaders can help too, as can some buildings.
What exactly was the cause of the instability on the main rebellious world anyway? Crime? General unhappiness? A psionic backlash? Overpopulation? Some combination of these? Any and all problems of this kind can be resolved in certain ways, but we can only offer general advice with the information we have.
better keep it above 50 and no one will get hurt
see more info here
https://stellaris.paradoxwikis.com/Situations#Planetary_Revolt
If you don't understand the exact mechanics involved, see:
https://stellaris.paradoxwikis.com/Situations#Planetary_Revolt
Stuff I've learned: Empire Size from pops is the most important end-game priority. Otherwise it takes like 100-200k science for a single tech.
Envoys are pretty OP for turning a belligerent CIV into a friendly one. I've currently got 5 envoys improving relations with one CIV. They WILL be my ally instead of getting into early wars.
You don't need the strongest fleet. The game heavily favors playing diplomacy (Vassals, Federations, etc.)
I sent my 10% Habitability Pops to a Tomb World to see if they will self-modify. I will keep the planet very low pop until they do. Fun Times.
Early game rush chokepoints and close borders to secure territory. Its a bit like playing the boardgame Risk in that regard. Scout the chokepoints early. Remember that trade networks and sectors tend to be about 4 hops. I tend to create vassals once I develop more than 3 sectors.