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Stellaris Dev Diary #122 - Planetary Rework (part 2 of 4)

Hello everyone and welcome to another Stellaris development diary. Today we're going to continue on the topic that we started on in last week's dev diary: The Planetary Rework coming in the 2.2 'Le Guin' update. As this is a massive topic that affects many areas of the game, we've split it into four parts. Today's part is going to be talking about Pop Jobs, Strata, Housing, Growth and Migration. As before, any screenshots are likely to feature placeholder art, unpolished interfaces and non-final numbers.

Pop Jobs
In the Le Guin update, Jobs is the main way through which resources are produced on planets. Jobs come in two main types, Capped and Uncapped. Capped Jobs are Jobs that are limited by what the planet can offer, for example, you can only have as many Pops working in mining as you have Mining Jobs from Mining Districts. Uncapped Jobs, on the other hand, can always be worked by a Pop that fulfills the requirements, but generally require a specific trait or species right setting. For example, a species that is set as Livestock will work in a special Livestock Job that requires no upkeep, produces food each month and makes the Pop working it require very little Housing (more on that below). Pops will automatically fill empty Jobs that they are capable of holding, and each Job has weights that make them more or less suitable for a specific Pop - an Industrious Pop will be preferred over a non-Industrious one for a job that produces Minerals, for example. Pops that are more suitable for a Job than the current Pop holding the Job may take it from it them, so constructing a bunch of Robot Pops with mining equipment will likely see your organic Miners losing their jobs in short order. The player can set the priority of specific Jobs, ensuring some Jobs are always filled before others, but there is no manual assignment of specific Pops to specific Jobs, as that is one of the more micromanage-y aspects of the old tile system that we wanted to get away from.
2018_08_23_0.png


In addition to resource production, there is also a wide variety of Jobs related to administration and tending to the needs of other Pops. For example, Clerks are service industry workers, 'Space Baristas' that produce a small number of luxury goods and increase the Trade Value of the planet as a result of domestic economic activity in your cities, while Enforcers are your police, working to suppress dissent and reduce Crime on the planet (more on that next dev diary). Some Jobs are rarer than others - Crystal Miner Jobs are only possible on planets that have Rare Crystal deposits, and some anomalies add unique planetary features that create Jobs which might only exist on that particular planet. Some Empires, such as Hive Minds and Machine Empires, also have their own special Jobs that are not available to others. Jobs are fully moddable and come with auto-generated modifiers and functions that make them very easy for modders to add to planets.
2018_08_23_1.png


Strata and Unemployment
Whether or not a Pop holds a Job, the vast majority of Pops will belong to a Stratum, representing social classes and other broad segments of the population. The exact Strata that exist in an empire depend on the type of Empire you're playing, but for regular (non-Gestalt) empires, the population will usually be divided into the following three categories:
  • Rulers: This stratum represents the government and wealthy elite. Ruler Pops have a much greater impact on Stability (more on this in next dev diary) than the other two classes and require a great deal of Luxury Goods to stay happy.
  • Specialists: This stratum represents the educated population working in more prestigious and highly paid jobs. Specialist Pops typically work with refining resources or performing intellectual tasks, and require more Luxury Goods than workers in order to stay happy.
  • Workers: This stratum represents the vast majority of the working population. They generally work with raw resource production and require fewer Luxury Goods than Rulers and Specialists.
2018_08_23_3.png


In addition to these three, there are certain special Strata for Pops that fulfill specific conditions, such as the Slave stratum for enslaved Pops. Slave Pops usually require no or almost no luxuries, but are generally only able to hold Worker-class jobs. Each Job is associated with a specific Stratum (such as Ruler Stratum for Administrators and Nobles), and a Pop that takes that Job will usually be instantly promoted to said Stratum. However, while promotion of Pops to a higher Stratum may be quick and painless, demotion is not. A Pop that becomes unemployed will keep the Stratum of the Job that it used to occupy, and will refuse to take a Job from a lower Stratum, even if there are open Jobs available. Over time, these Pops will demote down to a lower Stratum, but as Unemployment can cause quite a bit of unhappiness, having unemployed upper class Pops can be a serious source of instability for a planet while those Pops are demoting. This effect is more pronounced in a stratified empire, as the lack of social safety nets increases the Happiness penalties for unemployment.
2018_08_23_5.png


Housing
One of the major reasons we decided to rework the tile system was the limitations it placed on planetary populations - not just limiting us to an absolute maximum of 25 pops, but also ensuring that planets could never be over- or underpopulated, as the ideal number of Pops on a planet would always be equal to the number of tiles. In the Le Guin update, the hard restriction of one Pop per tile has been replaced with a soft cap known as Housing. Housing is a value on the planet that is primarily provided by Districts, with City Districts giving far more Housing than their resource-focused alternatives. Each Pop requires 1 unit of Housing by default, though the Housing demands of individual Pops can change due to a wide variety of factors such as Traits, Stratum, Job and so on.
2018_08_23_5-2.png


For example, a Robot Pop that is not sapient or has not been given Citizen Rights requires far less housing than an ordinary Pop, as the storage and support infrastructure they require occupies significantly less space on the planet than the dedicated housing occupied by your citizens. Housing is not a hard limit, and the housing requirements of Pops can exceed the available Housing if the planet population continues to grow without additional Housing being constructed. This is called Overcrowding, and will result in a variety of negative effects such as reduced growth speed and lowered Happiness/stability, but also increases the Migration Push on the planet (more on that below), so a small amount of Overcrowding may actually be desirable on your heavily populated planets in order to grow your new colonies.
2018_08_23_6.png


Growth and Migration
Migration is a concept that's never quite worked out to be as interesting as it should be in Stellaris. While there were a lot of mechanics related to how Pops moved and why, these mechanics were quite opaque, and the wholesale movements of Pops that simply packed up and moved to another world resulted in a mechanic that often felt more like a nuisance to the player than anything, as Pops would leave critical buildings on your core worlds untended to in order to settle down on some newly colonized ball of ice on the other side of your empire. For this reason, when reworking the migration mechanics, we decided that the new system would tie more directly into Pop Growth and make it more clear what benefits you were receiving from migration on a planet.
2018_08_23_8.jpg


Under the new Growth and Migration system, each Planet has five different main variables that determine its demographical direction: Pop Growth, Pop Decline, Immigration Pull, Emigration Push and Pop Assembly. I will go over each of these in turn:
  • Pop Growth: This is the base level of Pop Growth on the planet from natural reproduction and immigration. A Planet will only have a single growing Species at any given time, but is not limited to the Species alreadyliving on the planet - any Species with theoretical access to the planet through migration will be able to start growing on a planet, and when choosing a Species to grow, planets will generally prioritize Species that are under-represented on the planet, meaning for example that an empire with Syncretic Evolution will generally have both its Species growing in turn on any new colonies, instead of being limited to only the Species that they used to colonize the planet. The rights you have assigned to Species will factor into this, so a Species with Full Citizenship will get far higher weight when deciding which Pop to grow next than one that merely has Residence. Habitability is also a major factor.
  • Pop Decline: Pop Decline represents the decline of certain Species on the planet, and usually is a result of shifting demographics or Purging. Overcrowded Planets that have over-represented Species will have those Species begin to decline in numbers and be replaced by newly growing, under-represented Species. This means that planet demographics will change over time, for example having your homeworlds turn more cosmopolitan and multi-species over time as a result of signing Migration Treaties as a Xenophile, or your privileged main species with Full Citizen moving onto conquered planets and replacing the less privileged population already living there as a Xenophobe. Purging a particular species will essentially guarantee that Species' rapid decline, creating massive amounts of Emigration in the form of Refugees if Displacement is used.
  • Immigration and Emigration: Each Planet has an Immigration Pull and Emigration Push value generated by factors such as Housing, Stability, Unemployment and so on. By subtracting Emigration from Immigration, the overall Migration state of the planet is calculated. A planet with more Emigration than Immigration will have faster Pop Decline, but will also 'export' its Emigration value to a general Migration Pool that is distributed among potential immigration targets. Planets with higher Immigration Pull will receive a greater share of this migration, which is converted directly into Pop Growth. Normally, Planets can only send their Emigration to planets in the same empire, but signing Migration Treaties or accepting Refugees will allow you to receive migration from planets outside your borders.
  • Pop Assembly: Pop Assembly represents a planet's capacity for constructing artificial (generally Robotic) Pops and comes from certain Jobs provided by special buildings. Each unit of Pop Assembly provided by Jobs will automatically contribute 1 growth towards the next artificial Pop being built on the planet. A Planet can have both Growing and Assembling Pops, and there is no link between Pop Assembly and Emigration/Immigration asides from the potential for assembled Pops to create overcrowding and unemployment.
2018_08_23_9.png


That's all for today! Next week we'll continue with part 3 of the Planetary Rework dev diaries, on the topic of Happiness, Stability and Crime.
 
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The migration system is really a whole lot less complex than some of you guys seem to think it is, at least in terms of how you interact with it. The gist of it is:
- Planets with free housing, high stability and/or free jobs get immigrants
- Planets with overcrowding, low stability and/or unemployment get emigrants
- Which species will grow on your planet, and how your species demographics change over time, depend on your species rights and diplomatic treaties

There's a lot going on under the hood, but how you relate to it is mostly whether you want to focus on growth through immigration or not.

Does job type/species have no effect in this? I.e. if I have two planets equally feeding a third with emigrants, one of the planets contains species good for mining and the free jobs on the third planet are mostly mining, there is nothing in place at the moment to favour that species?

Also species changing jobs based on what's better suited to them is great. Does it happen between planets?
 
We could consider some sort of robot complex that adds empire-wide pop assembly, I suppose.

I will definitely want this. It is pretty micro-heavy to just manual move robot pop around to "stimulate emigrate of synth".

One of the thing I liked about being machine empire in the soon-to-be-obsolete tile system is that you can build exact mining robomod pop you need and emigrate them out. Repeat and rinse as a workaround for "lack of migration mechanic".


Futhremore, You need to think about how to handle multiple robot-mod to fill up empty role. For example if you don't need mineral but you need LOT of scientist on B planet. But across your empire you have equal amount of each robot-mod pop and if you kept the same migration system for organic pop. You will end up with mining robot-mod working on scientist job to keep equal amount of each different traits.

So you will need to handle robot assemble in a such way that A planet knows to emigrate more of scientist because B planet have empty scientist jobs. I think this goes for synth ascended empire as well or any other empire with robot pop.
 
Sectors will be covered in a later DD.

If the new planet management is so simplier and have so few micromanagement than you said, so the sectors don't have any reason anymore to exist. (less management for players)
Rework it like the old FTL and the title system (understand, erase it).
The sectors (and their -25% ressources, no matter than you could pay later some influence to take back what was already your) are an abberation . Scratch it definitively for good.
That this update would be better somewhere.
 
but there is no manual assignment of specific Pops to specific Jobs, as that is one of the more micromanage-y aspects of the old tile system that we wanted to get away from.

Well, that actually sucks. It's not that I dislike automatic pop management, but can we at least have the option to micro specific pops? For example, I want to leave enforcement at the bottom priority, don't have enough pops to fill all jobs, but want to put a single pop into enforcement, without filling all enforcment opportunities. So you're telling me I can't do that? Also annoyed because it prevents the authoritarian exploit of removing all offending factions by enslaving all the offending pops, which is something I absolutely see the vast majority of authoritarians be able to do and willing to do consistently and often. You're of a dissenting political ideology? To the mines with all of you! I've liked everything up to now, but that one thing is going to become a serious pet peeve for me.

Pop Assembly represents a planet's capacity for constructing artificial (generally Robotic) Pops and comes from certain Jobs provided by special buildings.

(generally Robotic)

Tell. Me. More.....
 
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@Wiz can we pls have intergalactic Factions like evil Megacorps or intergalactic Space Mafia? Religious Cults, Mad Scientists or Galactic Peacekeeper would also awesome. :)

P.s. the Planetrework is so cool. All looks more complex and more fun. Awesome Work Wiz. You and youre Team are so great. We should bow to you all the Time. :)
 
Could you add a little eye-candy for the population screen? In the dev diaries and teasers all the pops are showed on the empty planet surface. It would be better if pops had buildings they work in behind them, just like in current system. That's a simple visual representation but it can be very important as it's one of the few things which is good about tiles.

This is my main quibble, too. The tiles system does lead to visually interesting planets, while the new system is extraordinarily dull in appearance.

The planets do look unique now, based on how their tiles are set up and filled out. This news system will be more complex and intellectually interesting, but, as of now, visually & superficially as interesting as an excel spreadsheet.
 
Assembled Pops can never Migrate, because it simply gets too messy having the two growth systems overlap.
Any chance that Sentient, Citizen Rights Robots just fall under the normal growth System then?
It would be really wierd if Synthethically Ascended Empries would no longer have Migration, despite not actually resitricting it due to Ethics.

Resettlement is still a thing, I'm also considering some less manual way of handling it.

The migration system is really a whole lot less complex than some of you guys seem to think it is, at least in terms of how you interact with it. The gist of it is:
- Planets with free housing, high stability and/or free jobs get immigrants
- Planets with overcrowding, low stability and/or unemployment get emigrants
- Which species will grow on your planet, and how your species demographics change over time, depend on your species rights and diplomatic treaties

There's a lot going on under the hood, but how you relate to it is mostly whether you want to focus on growth through immigration or not.
Can Slaves "migrate"? Realitistically that would be something like them being sold and bought on internal Slave Market, rather then choosing to move. But it would still have the same mechanical effect - they move to where they would not be unemployed.

Also, will it now be possible to get "Tourist Trap" without chessing (moving pops as Xenophobe and then change Ethics or freeing "Sanctuary" from the Xenophile FE)?
 
If the new planet management is so simplier and have so few micromanagement than you said, so the sectors don't have any reason anymore to exist. (less management for players)
Rework it like the old FTL and the title system (understand, erase it).
The sectors (and their -25% ressources, no matter than you could pay later some influence to take back what was already your) are an abberation . Scratch it definitively for good.
That this update would be better somewhere.

It's more streamlined and easier for the AI but it doesn't seem so simple that you could manage dozens of planets without it sucking up a lot of attention. You still have to determine what districts to build, what buildings to build etc. Plus sectors have additional mechanical roles which (hopefully) stability will play into.
 
Said it before and will keep saying it until I get a reply from the devs...
4th major update since a certain promise...
Space Unicorns confirmed?
 
Hello everyone and welcome to another Stellaris development diary. Today we're going to continue on the topic that we started on in last week's dev diary: The Planetary Rework coming in the 2.2 'Le Guin' update. As this is a massive topic that affects many areas of the game, we've split it into four parts. Today's part is going to be talking about Pop Jobs, Strata, Housing, Growth and Migration. As before, any screenshots are likely to feature placeholder art, unpolished interfaces and non-final numbers.

Pop Jobs
In the Le Guin update, Jobs is the main way through which resources are produced on planets. Jobs come in two main types, Capped and Uncapped. Capped Jobs are Jobs that are limited by what the planet can offer, for example, you can only have as many Pops working in mining as you have Mining Jobs from Mining Districts. Uncapped Jobs, on the other hand, can always be worked by a Pop that fulfills the requirements, but generally require a specific trait or species right setting. For example, a species that is set as Livestock will work in a special Livestock Job that requires no upkeep, produces food each month and makes the Pop working it require very little Housing (more on that below). Pops will automatically fill empty Jobs that they are capable of holding, and each Job has weights that make them more or less suitable for a specific Pop - an Industrious Pop will be preferred over a non-Industrious one for a job that produces Minerals, for example. Pops that are more suitable for a Job than the current Pop holding the Job may take it from it them, so constructing a bunch of Robot Pops with mining equipment will likely see your organic Miners losing their jobs in short order. The player can set the priority of specific Jobs, ensuring some Jobs are always filled before others, but there is no manual assignment of specific Pops to specific Jobs, as that is one of the more micromanage-y aspects of the old tile system that we wanted to get away from.
View attachment 399309

In addition to resource production, there is also a wide variety of Jobs related to administration and tending to the needs of other Pops. For example, Clerks are service industry workers, 'Space Baristas' that produce a small number of luxury goods and increase the Trade Value of the planet as a result of domestic economic activity in your cities, while Enforcers are your police, working to suppress dissent and reduce Crime on the planet (more on that next dev diary). Some Jobs are rarer than others - Crystal Miner Jobs are only possible on planets that have Rare Crystal deposits, and some anomalies add unique planetary features that create Jobs which might only exist on that particular planet. Some Empires, such as Hive Minds and Machine Empires, also have their own special Jobs that are not available to others. Jobs are fully moddable and come with auto-generated modifiers and functions that make them very easy for modders to add to planets.
View attachment 399310

Strata and Unemployment
Whether or not a Pop holds a Job, the vast majority of Pops will belong to a Stratum, representing social classes and other broad segments of the population. The exact Strata that exist in an empire depend on the type of Empire you're playing, but for regular (non-Gestalt) empires, the population will usually be divided into the following three categories:
  • Rulers: This stratum represents the government and wealthy elite. Ruler Pops have a much greater impact on Stability (more on this in next dev diary) than the other two classes and require a great deal of Luxury Goods to stay happy.
  • Specialists: This stratum represents the educated population working in more prestigious and highly paid jobs. Specialist Pops typically work with refining resources or performing intellectual tasks, and require more Luxury Goods than workers in order to stay happy.
  • Workers: This stratum represents the vast majority of the working population. They generally work with raw resource production and require fewer Luxury Goods than Rulers and Specialists.
View attachment 399311

In addition to these three, there are certain special Strata for Pops that fulfill specific conditions, such as the Slave stratum for enslaved Pops. Slave Pops usually require no o
r almost no luxuries, but are generally only able to hold Worker-class jobs. Each Job is associated with a specific Stratum (such as Ruler Stratum for Administrators and Nobles), and a Pop that takes that Job will usually be instantly promoted to said Stratum. However, while promotion of Pops to a higher Stratum may be quick and painless, demotion is not. A Pop that becomes unemployed will keep the Stratum of the Job that it used to occupy, and will refuse to take a Job from a lower Stratum, even if there are open Jobs available. Over time, these Pops will demote down to a lower Stratum, but as Unemployment can cause quite a bit of unhappiness, having unemployed upper class Pops can be a serious source of instability for a planet while those Pops are demoting. This effect is more pronounced in a stratified empire, as the lack of social safety nets increases the Happiness penalties for unemployment.
View attachment 399312

Housing
One of the major reasons we decided to rework the tile system was the limitations it placed on planetary populations - not just limiting us to an absolute maximum of 25 pops, but also ensuring that planets could never be over- or underpopulated, as the ideal number of Pops on a planet would always be equal to the number of tiles. In the Le Guin update, the hard restriction of one Pop per tile has been replaced with a soft cap known as Housing. Housing is a value on the planet that is primarily provided by Districts, with City Districts giving far more Housing than their resource-focused alternatives. Each Pop requires 1 unit of Housing by default, though the Housing demands of individual Pops can change due to a wide variety of factors such as Traits, Stratum, Job and so on.
View attachment 399313

For example, a Robot Pop that is not sapient or has not been given Citizen Rights requires far less housing than an ordinary Pop, as the storage and support infrastructure they require occupies significantly less space on the planet than the dedicated housing occupied by your citizens. Housing is not a hard limit, and the housing requirements of Pops can exceed the available Housing if the planet population continues to grow without additional Housing being constructed. This is called Overcrowding, and will result in a variety of negative effects such as reduced growth speed and lowered Happiness/stability, but also increases the Migration Push on the planet (more on that below), so a small amount of Overcrowding may actually be desirable on your heavily populated planets in order to grow your new colonies.
View attachment 399314

Growth and Migration
Migration is a concept that's never quite worked out to be as interesting as it should be in Stellaris. While there were a lot of mechanics related to how Pops moved and why, these mechanics were quite opaque, and the wholesale movements of Pops that simply packed up and moved to another world resulted in a mechanic that often felt more like a nuisance to the player than anything, as Pops would leave critical buildings on your core worlds untended to in order to settle down on some newly colonized ball of ice on the other side of your empire. For this reason, when reworking the migration mechanics, we decided that the new system would tie more directly into Pop Growth and make it more clear what benefits you were receiving from migration on a planet.
View attachment 399315

Under the new Growth and Migration system, each Planet has five different main variables that determine its demographical direction: Pop Growth, Pop Decline, Immigration Pull, Emigration Push and Pop Assembly. I will go over each of these in turn:
  • Pop Growth: This is the base level of Pop Growth on the planet from natural reproduction and immigration. A Planet will only have a single growing Species at any given time, but is not limited to the Species alreadyliving on the planet - any Species with theoretical access to the planet through migration will be able to start growing on a planet, and when choosing a Species to grow, planets will generally prioritize Species that are under-represented on the planet, meaning for example that an empire with Syncretic Evolution will generally have both its Species growing in turn on any new colonies, instead of being limited to only the Species that they used to colonize the planet. The rights you have assigned to Species will factor into this, so a Species with Full Citizenship will get far higher weight when deciding which Pop to grow next than one that merely has Residence. Habitability is also a major factor.
  • Pop Decline: Pop Decline represents the decline of certain Species on the planet, and usually is a result of shifting demographics or Purging. Overcrowded Planets that have over-represented Species will have those Species begin to decline in numbers and be replaced by newly growing, under-represented Species. This means that planet demographics will change over time, for example having your homeworlds turn more cosmopolitan and multi-species over time as a result of signing Migration Treaties as a Xenophile, or your privileged main species with Full Citizen moving onto conquered planets and replacing the less privileged population already living there as a Xenophobe. Purging a particular species will essentially guarantee that Species' rapid decline, creating massive amounts of Emigration in the form of Refugees if Displacement is used.
  • Immigration and Emigration: Each Planet has an Immigration Pull and Emigration Push value generated by factors such as Housing, Stability, Unemployment and so on. By subtracting Emigration from Immigration, the overall Migration state of the planet is calculated. A planet with more Emigration than Immigration will have faster Pop Decline, but will also 'export' its Emigration value to a general Migration Pool that is distributed among potential immigration targets. Planets with higher Immigration Pull will receive a greater share of this migration, which is converted directly into Pop Growth. Normally, Planets can only send their Emigration to planets in the same empire, but signing Migration Treaties or accepting Refugees will allow you to receive migration from planets outside your borders.
  • Pop Assembly: Pop Assembly represents a planet's capacity for constructing artificial (generally Robotic) Pops and comes from certain Jobs provided by special buildings. Each unit of Pop Assembly provided by Jobs will automatically contribute 1 growth towards the next artificial Pop being built on the planet. A Planet can have both Growing and Assembling Pops, and there is no link between Pop Assembly and Emigration/Immigration asides from the potential for assembled Pops to create overcrowding and unemployment.
View attachment 399316

That's all for today! Next week we'll continue with part 3 of the Planetary Rework dev diaries, on the topic of Happiness, Stability and Crime.

I asked this last thread but never got an answer: are pops hardcoded to require a specific housing resource? For example, could there be "virtual" pops who would instead require server space (and naturally be unable to do most jobs)?

It seems like a simple change which would allow more sci-fi tropes to be emulated, and could even provide an additional ascension path which would even be reasonable for Rogue Servitors (maximum control of charges for minimum expenditure) or a mellowing Determined Exterminator. Or imagine being able to choose for each stage of a Dyson Sphere to instead build a Dyson Brain providing not energy but similarly large amounts of virtual living space.

Or what if Psionic pops generated "mental energy" type housing which would then allow things from the Shroud to migrate in, if you make a migration treaty. A Psi-ascended empire could end up having sizable populations of eldritch abominations, energy beings, souls of the dead, or whatever. It could end up having all your original pops as slaves for the things they called in, only kept around for their telepathic souls. Or perhaps waging wars to capture slaves to sacrifice-purge.

Heck, maybe there's a species of sentient symbiotic microbes who require a planet to have a host population of organic beings.
 
Despite the general ideas looking intriguing, I can't help noticing that the "jobs" list in the planet window seems to perpetuate the Stellaris UI annoyance of small windows with long lists populated by large icons of which only a small number can be shown at the same time, requiring players to perform a lot of scrolling in lists when wanting to perform even the most basic actions or get an overview persists.

The issue will naturally be ameliorated by UI mods actually using the available screen real estate on resolutions that support it rather than sticking to small windows, but I must admit that here two years after release I had hoped that PDS wouldn't be pursuing the "we'll just add more lists of arbitrary length in small windows" UI design philosophy.

One argument in favour of this UI has all the time been that it is easier to just design windows that fit smaller laptop screen resolutions and then letting everybody else suffer from it, but that only explains the small windows, not the devotion to long lists that only show a small number of options at the same time, requiring a lot of slow scrolling to get an overview of what to choose.

What's up with that, @Wiz ? Is it just a case of being locked into consistency with the chosen UI design, or do your design guys actually like scrolling in lists where you only see 3-5 of the items in the list at a time? Some other reason?

EDIT: Removed a bit of snark. Fears about poor automation are unwarranted at this point in time. :)
 
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