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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's something confusing me about the emigration/immigration system. When you're taking in migrants, it's all providing modifiers to growth of the native pops on the planet . . . right? So how do "fully grown" alien pops make it onto another planet?

My guess is that the immigration influences the pop type, so the new pop could be of any type in the immigration pool.
 
There's something confusing me about the emigration/immigration system. When you're taking in migrants, it's all providing modifiers to growth of the native pops on the planet . . . right? So how do "fully grown" alien pops make it onto another planet?

Nope. While taking migrants you will have migrant pops growing and migration modifier affecting this growth.
 
Regarding the artifical populations, could there be a management policy that basically can control the robot production plants? Like once a planet is filled up it stops producing in order to avoid overcrowding?

Also will egaliatarian empires be able to move artifical populations since they won't be able to migrate?
 
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?
I believe it works this way:
You have a planet with five free mining jobs and two administrative ones, one core species and one slaver one. Your core one would take administrative job, and slave would take mining one. That's ok.
Then another core species pop arrives. They have priority to fill administrative jobs, so they fill another administrative, that's ok.
And then third core species pop arrives. They have priotity to fill administrative jobs, so they would fill another administrative. Problem is they have not any. So they go to mine, because it's better then dying from malnourishment; but their happiness suffer. It's possible, I believe, in this system to create a situaltion where he would prefer to live on state subsidies, though (so he would stay unemployement, eat your goods, take good housings, and be unhappy because no job for him).
Then imagine a situation when you have all mining slots filled, and all administrative slots filled, and new slave pop arrives. As they better in mining then your core slots, they will replace your core pop in mine, and said pop would became unemployement, and won't be happy about it, nosir.
Other case is you have all your administrative jobs filled, and all your mines jobs filled by slaves and core ones, and then you build another administrative slot. High-level jobs have a priority (at least they definitly can be set as priority!), so a pop that is able to do so would leave his mine job and go to magistrate to work as administrator (and move to higher strata).
 
Will Xenophobe/Xenophile pops in a planet affect migration pressure in any way? For instance, if a planet is populated with a majority of a species in a Xenophobic faction, will other species be pressured to migrate away from that planet?
 
Go get you some more Lebensraum.

There should be a way for empires that are relatively nice and don’t want to coerce anyone or invade anyone to deal with this.

That said, in a scifi setting, overpopulation really shouldn’t be a thing.
 
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.



Sorry to repost this, but not sure if @Wiz saw it. Any say on this?
 
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.
 
In my opinion the vast majority of these changes are awesome, players more inclined to pick pacifism or xenophiles will have a much better experience.
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.
I agree with the decision of authoritarians have stratified society instead caste system, but I think that caste system should be a special living standard unlocked by slaver guilds civic, otherwise, the early game of decadent species will be very bad and how you start with slaver guilds without slave pops?
 
There should be a way for empires that are relatively nice and don’t want to coerce anyone or invade anyone to deal with this.

That said, in a scifi setting, overpopulation really shouldn’t be a thing.

When it comes down to overcrowding, you either make more homes, or cut down on the people.

So presumably you'd want more city districts for more housing. Build more ecumanopoli, and gene mod your population to be more social so they're happy with living in closer proximity.
 
This all looks very cool, I'm very excited about these changes. One thing I was wondering: Did Wiz or any other dev mention if and how sectors would be iterated upon in this update? As they seem to be going away from most of the more tedious micromanagement, the need for sectors seems to be pushed back quite a bit, and I for one would love to have direct control over as many of my planets as possible with this new system.
 
I don't get it.

When i first read about the imigration/emigration system I thougt that it will be zero summ in all empieres that have a migration treaty. So with this assumption:
So my question is how do you balance imigration/emigration without changing the compositon of the diffrent species?
 
In my opinion the vast majority of these changes are awesome, players more inclined to pick pacifism or xenophiles will have a much better experience.

I agree with the decision of authoritarians have stratified society instead caste system, but I think that caste system should be a special living standard unlocked by slaver guilds civic, otherwise, the early game of decadent species will be very bad and how you start with slaver guilds without slave pops?

That's a fair point. I'll have to consider adding some form of own species slavery back.
 
I don't quite understand how immigration works with just one species growing at a time. If I have two planets, and Planet 1 has Species A growing, while Planet 2 has Species B emigrating, does that add to the growth of Species A on Planet 1 somehow? Is migration species-specific, or is it abstracted away to just basically be a % bonus to whatever pop is growing on all planets? If it's the latter, I'm guessing migration treaties just add the species of other empires to the possible pool that can start growing.
I'm also hoping we'll get some fine control over pop growth and migration rights; for example, if a planet is a mining colony, it makes sense to prioritize growth of a mining species, even if they're slaves or a lower class of citizenry, but it seems like the automatic system would prioritize your main species, even if they're all posh, decadent smoothbellies. Plus for migration, it would be nice if you could keep some specific planets 'pure', without needing to change species-wide rights.

Overall, I'm slightly worried the system will be a bit TOO automated, since you can't move pops at all; so I guess pop management might not really be a thing now. you just change what sectors and buildings you have.
 
This all looks very cool, I'm very excited about these changes. One thing I was wondering: Did Wiz or any other dev mention if and how sectors would be iterated upon in this update? As they seem to be going away from most of the more tedious micromanagement, the need for sectors seems to be pushed back quite a bit, and I for one would love to have direct control over as many of my planets as possible with this new system.

Sectors will be covered in a later DD.
 
Yeah, giving rights to robots is going to massively increase housing and luxury needs, so it isn't something you can just do without preparing for it (or suffering the resulting chaos).

Will there be some sort of tool tip telling you hove much more housing and luxury goods production you'll need when considering this? And since robots don't migrate, how will you (the player) deal with potential overcrowding resulting from this rights change?
 
does the new system make a distinction between species when they are immigrating? species A could be emmigrating from a planet, while species B could be immigrating in another, the one planets providing migrants to the other, changing species while doing so
 
Anyhow, I really need to get back to programming, so any further questions are going to have to wait. We're planning to do a design corner and show the new planetary management system sometime soon, I think it may help some of you guys who are confused about how migration works and such to see it in action.