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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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Nice bit if my main species are slow breeders and I have a syncretic one which is rapid breeders then the slow breeders will drag the rapid breeders growth down while the rapid breeders will draw the slow breeders up?
I'll bet rapid breeders get a modifier that heightens their growing priority, whilst slow breeders will have the opposite.
 
Caste System has been replaced with the Stratified Economy living standard (only available to Authoritarians) that prioritizes Specialist and especially Ruler pops at the expense of workers. It's more or less the same effect, just without having to keep track of which Pops are or are not enslaved. Either way, Migration controls are no longer forced expect on purging pops.
Does this mean that we can no longer have a species with both slave and non slave pops? Wouldn't it be possible to have an option of enslaving all worker strata pops of selected species?
 
That's actually very good, and I wanted things work like this from the very beginning of the game. I'm happy.

Question about migration (about modifier weights in particular). Did you considered migration be tweaked by job slots on planet in question? I mean, imagine if I have stratified society, with some people as ruling elite, and there is a backward planet with one job for administrator and some jobs for farming. Why would people try to migrate to a planet where there is no suitable work for them? But it actually entirely sensible for a person who haven't possibility of nice job in his home planet try to make a better future in other planet. Such a system also would create situations when your core worlds are populated by your core species, and rims populated by people who have no rights in core, and it would make empires more diverse and more, let's say, trope friendly. Maybe it worth considering special set of laws, "Colonial Policy", which would set rules for migration?
Also situation when underrepresented species grow faster is counterintuitive for me.

Also I'd like to clarify how assembly working. You're build a some kind of robotic factory, which opening special jobs (would a species with mechanist trait have robot building by default, as "robots builded in garages"?); as this jobs are filled robot assembly is going. As robot assemble, they replace people on jobs which they're constructed for. So, can robots build robots, and it's possible to forbid such a job to be filled, right?

And also I have a concern. What about AI management for such a system? In current system sectors (I'm not even start about AI empires) would not override player setups if player forbid them to, but with this system planet management became far more dynamic (and I love it), and no setup can be final. If you have some kind of plan for planet, it seems hard to make AI follow this plan. Maybe, as Le Guin update still early in development, it worth considering some kind of notification system, allowing a player to set notes like "warn me when all miner jobs here are filled", "warn me when it have 10 Robots", things like this? Other way this system would be micromanagement hell on wide empires (imagine 30 colonies empire when somewhere in there is a planet where you have enough Robots); in current system (which is inferior to this in every other side) at least it's possible to set up a planet and forget about it.
 
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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? If possible I would like to be able to see all the jobs on a planet at once, even if I have to collapse the list so I don't see the portraits.
 
i might have misunderstood, but as i understand it, only one species can emmigrate per planet, so species A could be emmigrating on one planet, and then, via the global migration pool, provide groth for species B on another planet? thus changing species while migrating?
 
Not sure if this has been asked yet, but will there be a way to limit social mobility?

Not that I believe in this sort of thing, but if you were Roleplaying a civilization similar to the Society from Red Rising, your leading class wouldn't want the lower classes migrating up just because there are no jobs. Especially if a gene-modded sub race is "bred" for slavery.

Probably not explained this very well, just curious.

Interesting changes though, really can't wait.
 
But really Wiz, can we purge stratum of a specific species? Say I want to be the overlord of a planet of Xenos, Icould either let the original rulers rule - which should give us a stability bonus imho but with some levels of corruption/ power towards local rulers - or cut their heads and assume direct control of their serfs.
 
does the growth required for a pop still increase with the amount of pops present on the planet?


Actually if it was realistic it would have to grow exponentially the more pops of a species you have... until the point of overcrowding is reached after which the curve should become logarithmic because of how the population would have to start fighting over the limited resources (a lot of civil wars and unrest would be the endeffect).

At least that would be the case if there is nowhere else to go for the population, like for example other planets... or even if there are other planets and they are also overcrowded already.

Like the right curve:

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Caste System has been replaced with the Stratified Economy living standard (only available to Authoritarians) that prioritizes Specialist and especially Ruler pops at the expense of workers. It's more or less the same effect, just without having to keep track of which Pops are or are not enslaved. Either way, Migration controls are no longer forced expect on purging pops.
This is absolutely wonderful. I can sleep soundly tonight.
 
It is possible to rename the strata, or does that require a mod? I'd like my fanatic spiritualist / egalitarian space goats to be ruled by a High Exarch, the Ruler strata would be Exarchs and soldiers/enforcers would be Vindicators.
 
You mentioned placeholder interfaces, so I'm hoping that the Jobs UI is on the list for a rework. 3+ pages of jobs seems like it will not be ideal to work with.

Other than that, I really like what I see. :)
 
so what is the absolute max amount of pops i can have? i know its a soft cap but surely there must be a limit to where no more housing can be made on a planet, or all my planets are full and i don't have any migration treaties. will all my planets eventually become overcrowded and then i'll just be left with trouble?
 
Assembled Pops can never Migrate, because it simply gets too messy having the two growth systems overlap.

Are Synths not their own species at that point? Once they become fully aware? They should be treated as a normal POP at that point, unless you have the policy enable that doesn't allow them. Then they should be treated as a built robot.

That would allow you to build synths and have them migrate once built. You could dedicate one planet to pumping out synths and have them shipped of world the second they are built.
 
I know this will probably be covered in a later diary, but are habitats exclusively for housing with maybe a small amount of room for generator districts?
 
will all robots become sapient as soon as you research synths now, or can you make some robots sapient and others not?

They become sapient, but you have to manually choose to give them citizen rights.
 
I read the whole thread and even with additional answers i can't quite grasp how we are supposed to achieve situations where POPs are properly attached to jobs that are best for them.
For example, i have a fresh miner planet with a lot of free mining jobs. I have a main species that aren't bad at mining and enslaved species especially meant for manual job. I want to all miner slots to be occupied by slaves and all "better" jobs by non-slaves. So i can't forbid non-slave species from that planet (since i need clerks ans some other jobs probably). But since non-slave species aren't forbidden from taking workers job, how i prevent them from taking miners slots, if slaves grow slower?