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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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Space baristas? Starbucks indeed.
 
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.

Hi Wiz, first off, great update. The release date cannot come soon enough.

Just want to check, in the above example, the migration 'pool' is a generic value that will increase growth of whatever species is growing on the target worlds right? Not tagged to specific species?

In other words, if Planet A had Species A and Planet B had Species B emigrating to the pool, Planet C which is growing Species A gets A+B growth (as per it's immigration pull) and not just that of the corresponding species A?

I get this is probably the case for simplicity and technical issues, but it in effect means that you have situations where a species is converted into another via migration. One of the things about migration in the tile based system (which I'm happy to see the back of) is that it was a very discrete 1 for 1, WYSIWYG movement.

As it stands, this probably won't matter in the early stages, but I reckon it will be magnified as the number of inhabited planets increases. I don't think it will necessarily matter a great deal as it can be handwaved/headcanoned away in some form or another, but I do like understanding game mechanics thoroughly.

Thanks in advance!
 
The fun part is if I'm a xenophile with many migration treaties and do well on the stability thing, I guess I'm going to get a awful lot of immigrants from other empires...
 
Will available jobs affect the weighting for which species gets chosen for immigration and growth? Or unemployment contribute to decline or emmigration?

It seems like this would be needed if you wanted to specialize a planet or populations. For example, with a typical syncretic start, you'd tend towards a 50/50 split on most of your colonies, which wouldn't be desired if you wanted to specialize planets. Especially if you run across a world with tons of mining district capacity, you'd want your servile species to be majorly favored even if you do need some administrative jobs, and it doesn't seem like you can achieve this without manually moving pops to maintain a servile-favored population spread, but then you'd just be guaranteeing that your less populous non-servile race would be preferred to be grown.

In any case, this all sounds great and I'm really excited to get my hands on this. And I can't wait for part 4 so that we can find out more about how machine empires will function. I'm especially interested in how rogue servitors will change.
 
Am I the only one hoping that the charismatic trait boosts entertainer jobs now rather than being "People like you a bit and you make top tier slaves"?

This update seems like it will really improve a lot of the traits. Sedentary/nomadic and fast/slow breeders are going to have a much bigger effect on demographics.
 
How will migration work with a synthetically ascended empire?

Will the number of colonist jobs being worked determine the speed of colony development?

If PDX isn't able to find time to create specialised textures for the different world types (e.g. Agri-Worlds) then will this be made easy to mod? There are some really good planet texture mods available and this would let them have further options for planet variety when viewing star systems.
 
Did anyone else notice that the "Vheln" slave pop requires 1.0 food and produces 0.9 as a farmer? Interesting...???

He's a chattel slave.
 
Will it be possible to sell and buy slaves?
I imagine a barbarian civilization that attacks the planets and plunders resources and slaves. Do you use them for our planets or sell them? this is the dilemma

Spolier: one of the screenshots from twitter showed a slave market in the works, so yes, you will be able to buy and sell slaves.
 
I am truly looking forward to this update now, but I am very worried robot pops will feel like an afterthought (again). The idea of exporting constructed labour seems natural to me, yet is not coming. It's an on-off machine locally producing bots. If I leave it on will the robots entirely replace the pops on the planet? Will it fill up the worker jobs and then stop? Will it ever stop on its own? Is there some equilibrium it'll attempt to reach?

What about robot pops with citizens rights. Can they migrate? Are they in any way restricted by the strata system? I'm assuming there'll be laws like it is now that can decide which strata robots can work in, but it's no guarantee what's intuitive is what we get in game. As I mentioned, previous versions of the game has left me feeling like robots were an afterthought in many systems, sometimes even breaking the game when thinking about how robot citizens rights have been handled in the past.

Robot pops is what I like toying with in this game, and I am honestly thrilled that the switch over to giving them citizenship is not going to be as smooth as it is now. Let's just hope everything else about them also works well.
 
I know some are not going to agree with this but a question with the latest overhaul that we have had in the past that came with a DLC with it, my question is this with this overhaul will there be a dlc with it like in the past
 
Dammit, @Wiz, when will you finally show us Academic Privilege? Does it make it so that researchers are Ruler-stratum instead of Specialist-stratum?
 
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Will there be a living standards policy that applies to all species, where you can make an entire species one strata?

Utopian living standards makes everything super expensive for everyone, but its ghee same cost for all strata, though there are still sell the separate jobs.

TL,DR Utopian Abundance = Space Socialism

Edit: There's a new civic on the way called shared burden that's ACTUAL space communism. Combine that with democratic crusaders... Permanent Revolution of Fully Automated Luxury Gay Communism... In Spaaaaaaace
 
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@Wiz @Warchild421

What about showing the buildings/facilities more prominent and make them clickable, on click they show all related jobs and pops working them in one overview.

- Multiple facilities of the same type will be all lead to the same overview.
- There can be a bogus facility for the unemployed.

Also consider to return the map in the background. Let us build districts and/or facilities on top of it as a visual representation. Surely enhancing the 3d world would be cooler, but [as you explained about the dev art budget] this strikes me as a good compromise.

I know the art work is not done, but could you have them shrink the size of the portraits in the job list so we can have more than 4 jobs on screen at one time?
 
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On the topic of Pop Assembly, mass cloning is basically assembling life-forms, so can we have a cloning Building that assembles a particular species/subspecies of our choice?
 
@Wiz sry if this has already been asked, I am as far as page 11 :)

There are indicators now for Empire capital and Colony world. Can you expand upon their mechanisms, how do they work? Is it tied to the new Infrastructure level? What does the Colony job do?
 
@Wiz sry if this has already been asked, I am as far as page 11 :)

There are indicators now for Empire capital and Colony world. Can you expand upon their mechanisms, how do they work? Is it tied to the new Infrastructure level? What does the Colony job do?
For the first question, it's just a flavour tool to tell you what your planet does. Like a planet focused on food production will be called an "Agri-World". It's just flavour so it doesn't impact anything.
 
I like where this is going, but what will happen to my slave empire? I imagine that pure slave Planets are not posible anymore due to the different jobs or will there be slaves who do higher rank work?
What if I dont want meltingpot Planets but Planets who are purly habitated by 1 species, will there be a Option to tick of which species can move to which Planet?
As different jobs need different Skills will pops of a species develop traits suited to their current Job or will I need a species to use in mines and another to use only for tech research?