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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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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Pops that are more suitable for a Job than the current Pop holding the Job may take it from it them

Just to clarify - If I am playing as a bio-ascended Hive Mind:

1. Will a Job always be designated to the Species that has the Traits resulting in the best possible outcome for that Job? e.g. give mining Jobs only to my Species which has the Industrious Trait. (Assuming no other species in my Empire has Traits amounting to a higher percentage bonus on minerals.)

2. If there are Jobs that are not taken by a Pop and Population is still growing on that Planet, will the Species that is most suited for said Jobs be prioritized when growing new Pop?

I would think yes to be the logical answer to both questions since a Hive Mind that is breeding Drones for specific tasks would do it like that but I am worried that the gameplay mechanic could not reflect that.
 
I like the new system but I can already say that manual movement of pops will be introduced before 2.5 rolls in. The reason is quite simple, in many cases you need some resource NOW, not when the AI management system moves pops, not when a new pop grows, you need it RIGHT NOW. In this case, we will end up with situations when you build a new building on a specialized world and the AI pop management (because it is AI management, there is no reason to call it otherwise) will move the pops you don't want.

For example, they will move miners into the new science job while you wanted entertainers. Unity isn't a crucial thing, but minerals are. The AI management system won't care though, with all pops being equal (early game, no game moding) it will promote pops from lower strata. Or move one of the administrators. Or do any other thing you didn't want it to do. Sure, you could scrap unity building and rebuild it later, but that adds costs and micromanagement.

Or you need farmers, so some of the miners moved in while you have an excess of trade goods production and one of those guys would be a better choice to fill the new farm.

In other words - it won't work. Not with the AI having control over anything. Just look at how AI managed pops in sectors, now mandatory in the entire empire.
 
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 I 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 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 consistent 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 incompetent automation are unwarranted at this point int time. :)

How’s your reading comprehension?

As before, any screenshots are likely to feature placeholder art, unpolished interfaces and non-final numbers.
 
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.

+1
I can't be more agree with you.
 
I like the new system but I can already say that manual movement of pops will be introduced before 2.5 rolls in. The reason is quite simple, in many cases you need some resource NOW, not when the AI management system moves pops, not when a new pop grows, you need it RIGHT NOW. In this case, we will end up with situations when you build a new building on a specialized world and the AI pop management (because it is AI management, there is no reason to call it otherwise) will move the pops you don't want.

For example, they will move miners into the new science job while you wanted entertainers. Unity isn't a crucial thing, but minerals are. The AI management system won't care though, with all pops being equal (early game, no game moding) it will promote pops from lower strata. Or move one of the administrators. Or do any other thing you didn't want it to do. Sure, you could scrap unity building and rebuild it later, but that adds costs and micromanagement.

Or you need farmers, so some of the miners moved in while you have an excess of trade goods production and one of those guys would be a better choice to fill the new farm.

In other words - it won't work. Not with the AI having control over anything. Just look at how AI managed pops in sectors, now mandatory in the entire empire.

One of the many reasons i don't like this update. I know some players don't like the click fest and are happy to have some auto management. But rely on a IA which will make obcur and stupid choices while i watch tv or look at the game calendar don't appeal me too much too.
I prefer to do more clicks overall and having the control and play only with space game mechanisms (planet and fleets management/diplomacy/war) than to not click a lot but be annoyed by IA choices (is it my game or hers? Should i thank her to let me play with her empire? ) and having to manage RP mechanisms (like unemployement,luxury goods, etc... school buildings for aliens childrens soon?) like if i played Sim City.
 
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Take 2 democracies in the world, let's say Germany and Canada.
You can't just leave Germany and go live in Canada like you could go from Berlin to Frankfurt.
If you want your pops to freely move, you need something like the Schengen Area, which would be what a migration treaty represents.

The problem here is that the german doesn't need to ask his ruler to leave his country (ok there is a little procedure with passport but it's not an hard obstacle), he just need to get to the canadian administration and get accepted here. In terme of game it should be a policy from the receiving empire who want to forbide emigration for other pop than a treaty between 2 empires where for an utopian society, let says its population is nearly free to do anything they want.
 
How’s your reading comprehension?
Moderate verging on good.

I'm not talking about the placeholder art, the numbers, or about the interface being unpolished.

I'm talking about a UI design that is consistent with the current design, but which I've never warmed to.
 
One of the many reasons i don't like this update. I know some players don't like the click fest and are happy to have some auto management. But rely on a IA which will make obcur and stupid choices while i watch tv or look at the game calendar don't appeal me too much too.
thats an inaccurate representation of what you are doing now. Whereas previously you basically just went along with the flow by building energy on energy, minerals on minerals, the occasional multiplier building etc. now the computer does all of the tedium. Theres very little fun to be had in clicking stuff, clicking for the sake of clicking is stupid. You still manage your planets, except now you manage them in ways that a)are more meaningful and easier to manage b)are far decision based than circumstance based. This is especially true for the 90% of players who don't actively have the time or energy to micromanage 400 pops on 20 worlds making sure they all have the correct civics for their task, are on the right tile, constantly pausing to upgrade the 40 buildings that need upgrading. See where I am going with this? instead of this you now have 20 manageable units, where you give direction and let the AI take care of implementation.
 
Looks good. The only thing i'm not sure about is the growth of one pop at a time and the whole growth mechanic picking less prevalent species for growth unless the main ones on the planet have some sort of scale bonus to growth as there's more of them.
 
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.

Personally, I enjoy when there are visible connections between territory, buildings and pops. We are gettin rid of territorial but pop-building and pop-district connections can still be maintained.
 
I like the new system but I can already say that manual movement of pops will be introduced before 2.5 rolls in. The reason is quite simple, in many cases you need some resource NOW, not when the AI management system moves pops, not when a new pop grows, you need it RIGHT NOW. In this case, we will end up with situations when you build a new building on a specialized world and the AI pop management (because it is AI management, there is no reason to call it otherwise) will move the pops you don't want.

For example, they will move miners into the new science job while you wanted entertainers. Unity isn't a crucial thing, but minerals are. The AI management system won't care though, with all pops being equal (early game, no game moding) it will promote pops from lower strata. Or move one of the administrators. Or do any other thing you didn't want it to do. Sure, you could scrap unity building and rebuild it later, but that adds costs and micromanagement.

Or you need farmers, so some of the miners moved in while you have an excess of trade goods production and one of those guys would be a better choice to fill the new farm.

In other words - it won't work. Not with the AI having control over anything. Just look at how AI managed pops in sectors, now mandatory in the entire empire.

Let the player set a list of job priorities, then sort the pops by their ability in them - the most important job gets to choose the best worker for it first, and so on. If you also let the player "close" job slots this should give total effective control of planetary economy without having to move individual pops.
 
This game is getting very Paradoxy........I like it.
 
I hope there won't be any strata difference in machine empire pops, as it would make little sense.

Worker drones do all the manual labor (think autonomous unit stacks that endlessly and mindlessly work in mines, factories, or power plants). Thinker drones do the hard processing and administration of managing everything, making unity, science, land other more complex resources. As far as I know, that's the changes to machine empires, and hiveminds have something similar.
 
The more I think about it, the less sense that only one species can grow at a time is. It's a workaround to satisfy the idea that planets can only have a single growth rate, that has to be split by species. But it makes no sense that only one species can grow at a time, or that adding a species splits the existing growth rate.

Each species should really have it's own growth rate, based on how many pops of that species are present (more pops means faster growth), with overcrowding, food, migration and strata as modifiers.
 
The more I think about it, the less sense that only one species can grow at a time is. It's a workaround to satisfy the idea that planets can only have a single growth rate, that has to be split by species. But it makes no sense that only one species can grow at a time, or that adding a species splits the existing growth rate.

Each species should really have it's own growth rate, based on how many pops of that species are present (more pops means faster growth), with overcrowding, food, migration and strata as modifiers.

This is a fair point - and I'm sure @Wiz thought about that. Doesn't it come down to how much code you want to cram under the hood of this engine though?
 
Really glad this is getting changed. The way the game plays out right now is when you run out of planet tiles you have to sit there and wait for tech to finish to increase your empires production value. With this rework, it seems that a nation that is blocked into a small corner of the Galaxy can still be a contender if it has well developed planets.