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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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There is no more manual building of Pops. You just have to set up a Robotics Plant and disable/demolish it if you want to stop building robots.
I understand, but... robot factory world! That will produce robots for entire empire. Will be possible and reasonable but micro-heavy with this new system, as i see.
 
Can I somehow force/influence pops in high strata to downgrade faster if they become unemployed and I don't want to set up more jobs for that strata, or are we limited to just handling the unrest until they naturally decide to adjust/move away? Could f.inst. an authoritarian species be more inclined to adjust the the New World Order quicker or something?
 
Battle Thralls can work ruler jobs?

Actually I was hoping they'd have their own uncapped job (similar to enforcers maybe), but oh well.

Battle Thralls are supposed to be 'free' in most aspects other than the fact that they are required to perform military service.
 
Back to the underrepresented species growth. I am just thinking about a scenario. Say there is a world, where I would want 20% industrious species and 80% of intelligence. I colonize it, get it to 5 population (1 worker, 4 brains). If I have other words in balance (no emigration pull/push) I would end up with a world with a 50/50 split?

I know I shouldn't look at it in isolation, I just want to see if I understood this element correctly.
Thank you.
 
I understand, but... robot factory world! That will produce robots for entire empire. Will be possible and reasonable but micro-heavy with this new system, as i see.

I really don't think building one building per planet where you want robots is 'micro-heavy'. Something isn't micromanagement just because it involves clicking something on occasion.
 
Is it possible to eventually go to a system where you actually have realistic population numbers and all populations on a single planet growing/declining?
For example, having 6.953.136.146 of species A, 235.897.285 of species B, 1.234.653 of species Livestock, etc.

I can imagine doing calculations with those numbers for each planet being a big no-no for current generation PC's.

It would however be the most realistic and most versatile way of implementing pops.
 
Why do Synths with citizen rights and especially Synth-ascended pops still need assemble though. Restricting reproductive freedoms sounds like a really, really serious violation of citizen rights.

Because they would reproduce via assembly?

In a synth-ascended civilization, they'd presumably reproduce by merging and forking their conciousnesses and then putting the resulting psyche into a synth body.

If they wanted to travel, they could then upload their conciousness, beam it across FTL communications channel, and download it into a new body. The actual synth wouldn't migrate.

If worker pops get displaced by droids will they become xenophobic and make strikingly poor electoral decisions?

Presumably being replaced by a different species would make them xenophobic. Being replaced by a droid would probably make them spiritualist in their hatred of "clanking masses."
 
Hey there Wiz!

Absolutely loving the looks of this update.

I have a question/possible request. As a planet goes over a threshold of a certain type of districts (e.g mining districts) does this have an effect on the appearance of the planet itself? (The 3D model in the actual game world)

i.e If a planet has a lot of mining districts, it becomes covered in smog and visible pollution. Or a planet with lots of city districts looks like Coruscant, etc.

If that's not a planned feature, could it be? Or possible to implement in modding?

Thanks! Either way, can't wait!
 
So you wont be able to build a robot assembly planet that exports those robots to other worlds? Or is there a way to move them between planets?

We could consider some sort of robot complex that adds empire-wide pop assembly, I suppose.
 
Largely love what I see coming in this update so far. However, I'm a bit concerned with not being able to manually assign jobs to pops if similar pops wrt robots with mining equipment vs industrious pops aren't putting the ones we want into the right jobs on one planet versus another. I get wanting to move away from the micromanagement of manually placing pops. However, couldn't something be done a la civilization where we have the ability to manually override what pops are doing on a specific planet?

Taking away player agency in the name of convenience with 4x's has more often than not ended in some very frustrating scenarios with fighting against automation.
 
why do you want to keep the "migration treaty", it seems ok for autoritharian gouvernement but between 2 utopian democraties it has no sense to need an autorisation for your pop to be able to move? (also in multiplayer nobody will accept that because it means losing some productive manpower)
 
Hey there Wiz!

Absolutely loving the looks of this update.

I have a question/possible request. As a planet goes over a threshold of a certain type of districts (e.g mining districts) does this have an effect on the appearance of the planet itself? (The 3D model in the actual game WORLD)

i.e If a planet has a lot of mining districts, it becomes covered in smog and visible pollution. Or a planet with lots of city districts looks like Coruscant, etc.

If that's not a planned feature, could it be? Or possible to implement in modding?

Thanks! Either way, can't wait!

I would love to do a lot more with planet surfaces but I'm not sure we have the art budget for it. I'll see what we can do.
 
I really don't think building one building per planet where you want robots is 'micro-heavy'. Something isn't micromanagement just because it involves clicking something on occasion.

I think you misunderstood him, he meant that keeping a single, central robot manufacturing planet would be micro heavy, as he's need to manually relocate the robots to different planets as needed.