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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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This is a case where abstraction leads to better, clearer gameplay and interfaces. Realism is not the goal here.

Perhaps the two are not mutually exclusive, and I have a feeling that this decision is going to be one that will frustrate players in the long term, as they will question why the planet is growing X species pop and not Y species pop. Maybe a better solution is to have multiple species able to grow more pops, and the population growth display the next pop to be 'made'. Include a details button and submenu if people want to see all growing pops and the factors promoting/inhibiting the growth of each pop.
 
Im very curious on how sectors are going to work with this new pop/planet management seeing how micro light the new system is.

I mean, as we currently understand it, are sectors really needed at all?
Couldn't players just have an auto build system in its place as pop matured/upgraded/moved strata?
 
What determines whether a species is selected to grow? Is it entirely random?

Each species gets a 'demographical weight' based on factors like citizen rights, growth speed modifier, etc. This is then modified by their current numbers on the planet, with weight being reduced the more of them there already is. Finally a bit of randomness is applied, and highest weight is picked. For example, if you have 10 Humans and 10 Blorg, it will be a roughly 50/50 chance to get a Human or a Blorg, but if it was 2 Humans and 10 Blorg, you'd be guaranteed another Human unless there was another major factor such as the Humans had only Residence rights, which adds a large weight decrease in being picked for next pop.
 
Perhaps the two are not mutually exclusive, and I have a feeling that this decision is going to be one that will frustrate players in the long term, as they will question why the planet is growing X species pop and not Y species pop. Maybe a better solution is to have multiple species able to grow more pops, and the population growth display the next pop to be 'made'. Include a details button and submenu if people want to see all growing pops and the factors promoting/inhibiting the growth of each pop.

You'll be able to manually prioritize a species for growth, so I don't think this is much of an issue. Frankly, having 20 species growing at once and having to split the growth between all of them would be a far more frustrating user experience (and no, we obviously couldn't have all 20 grow at full speed for balance reasons).
 
Each species gets a 'demographical weight' based on factors like citizen rights, growth speed modifier, etc. This is then modified by their current numbers on the planet, with weight being reduced the more of them there already is. Finally a bit of randomness is applied. For example, if you have 10 Humans and 10 Blorg, it will be a roughly 50/50 chance to get a Human or a Blorg, but if it was 2 Humans and 10 Blorg, you'd be near-guranteed another Human, unless the Humans had only Residence rights, which adds a large weight decrease in being picked for next pop.

That's fantastic, but I hope these factors will be transparent to players ingame. :)
 
This is a case where abstraction leads to better, clearer gameplay and interfaces. Realism is not the goal here.
But with only one pop growing at a time, if I have a species A with growth 2 and a species B with growth 0.5, I would get four pops from A while only getting one from B. As I want as many pops as possible it is more effective to just have species A and execute the other. Planets with one fast growing species is way better than to have a multispecies planet with certain slow-breeding species
 
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


I'm a bit worried about this as a slow breeding species would just slow down overrall growth, not to mention, it doesn't make sense logically for populations to stop growing, and for a fast-breeding and slow breeding species to have the same demographics...plus this would diminish roleplaying aspects.
 
A small question/suggestion. Let's say we have created a new template (gene-modding I mean) and haven't modified any POP to it. Is there any chance that new growing POP will use this template (we can grow species that we don't have via migration, so why not get new POP with new design)? Thoughts?
 
Also, seeing as how only one pop grows (or assembles) at a time in the new system, how will this work for synthetics and synthetic ascended empires? Will ascendant synths get higher priority in regards to assembly?
 
But with only one pop growing at a time, if I have a species A with growth 2 and a species B with growth 0.5, I would get four pops from A while only getting one from B. As I want as many pops as possible it is more effective to just have species A and execute the other. Planets with one fast growing species is way better than to have a multispecies planet with certain slow-breeding species

This seems like a serious flaw. Could it be solved by making the growth time of every pop equal, and have the growth rate represented only by the chance of selection?

EDIT: That doesn't completely solve things, because it would only change the proportion and not the speed of pop growth. It should also speed up the growth time of all pops by an average of all pop's/species' growth chance.
 
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Does the whole rework also mean that adjacency bonuses are replaced? As I do not seem to see the whole grid system that used to be the standard any-more. Like the Planetary Administration and all of it's upgrades. I recall there used to be more buildings with adjacency bonuses but not sure if they are around still like the mining silo.

...uh, what part about 'We're COMPLETELY REMOVING THE TILE SYSTEM' did you not get in the last DD's? No tiles = no adjacency = no adjacency bonus. Also my inner grammar nazi is screaming that anymore is one word, not hyphenated. Sorry if that sounded rude, I'm characteristically blunt and you honestly confused me with your question.
 
Please keep in mind gene modding when designing the jobs UI. In the late game, the AI can have 10 or more variations of each base species in their empire. That leads to a lot of clutter in the species view. Looking at the not-final jobs UI in the pictures, I foresee that tab becoming a huge mess late in the game without some way to streamline it.
 
You'll be able to manually prioritize a species for growth, so I don't think this is much of an issue. Frankly, having 20 species growing at once and having to split the growth between all of them would be a far more frustrating user experience (and no, we obviously couldn't have all 20 grow at full speed for balance reasons).
Would it be possible to made this thought modding?
 
This is a case where abstraction leads to better, clearer gameplay and interfaces. Realism is not the goal here.

I'm still confused by how migration between empires is supposed to work. it never really worked in the old system (even when setting up everything to get migrants i never got any) and i'm not sure how the new system will work.

If i sign 10 migration treaties, will the growth system cycle between those 10 different species on all my planet before going back to main species because all are underrepresented ? Will system proximity play a role here ?

I don't think a window or pop up in the planet window showing all the species that can grow there would be a significant complexification of the interface, in terms of clarity nor would it make the gameplay more confusing.
 
I'm still confused by how migration between empires is supposed to work. it never really worked in the old system (even when setting up everything to get migrants i never got any) and i'm not sure how the new system will work.

If i sign 10 migration treaties, will the growth system cycle between those 10 different species on all my planet before going back to main species because all are underrepresented ? Will system proximity play a role here ?

I don't think a window or pop up in the planet window showing all the species that can grow there would be a significant complexification of the interface, in terms of clarity nor would it make the gameplay more confusing.
I totally agree with you, in my view it just doesn't make sense. The system would not be slightly as confusing as to say that only one species can grow. With the old tile system it work out great and I can see a reason why it should not work with the new system. Just show the pop who is going to be finished next and put in a tooltip with the missing species and there growth.
 
This looks really exciting, exactly the direction I wanted this game to go in. I love the detail and depth showcased here.

I have one small suggestion about the species rights menu and its clarity. So small as to be a quibble, but it has confused me in the past and could be easily clarified.

It's this bit:

Population Controls: No
Colonization Rights: No
Migration Controls: Yes

Some are phrased so the "Yes" means greater freedom and privilege, whilst others are phrased so "no," means greater freedom and privilege. When I was new to the menus it was an added thing to stop and think about. Population Controls in particular is not obvious at first. Could it be rephrased (and mean the same thing) to:

Reproduction Rights: Yes
Colonization Rights: No
Migration Rights: No

OR

Reproduction Controls: No
Colonization Controls: Yes
Migration Controls: Yes

Either way, the consistency would make it easier to see at a glance what the status of a species is.
 
With manual building of pops gone, will robot factories continuously assemble robot pops regardless of other factors (I'm guessing not), will they stop building when robots are equally represented on a planet or is there another metric which controls it? Will it be possible to set a planet to fill particular jobs with robots (say all mining jobs) and stop construction there?
When you have the desired amount of bots, go to the factory, click deactivate, and it stops. Of course, those pops will need new jobs, but that's on you.
 
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I'm a bit worried about this as a slow breeding species would just slow down overrall growth, not to mention, it doesn't make sense logically for populations to stop growing, and for a fast-breeding and slow breeding species to have the same demographics...plus this would diminish roleplaying aspects

This seems like a serious flaw. Could it be solved by making the growth time of every pop equal, and have the growth rate represented only by the chance of selection?

EDIT: That doesn't completely solve things, because it would only change the proportion and not the speed of pop growth. So it should also speed up the growth time of all pops by an average of all pop's/species' growth chance

If I understand correctly, its not really that there is only one pop growing at a time per planet, but that you see which particular one is the next to increment. So pop growth speed is planetwide, and would be modified by food, and fast breeding multiplied by the %of pops with the trait, etc. Then immigration is added on top of this, which again is modified by various traits and statuses of the possible immigrant species. Once a planet finishes growing, it creates a pop of the type shown and picks a next pop to grow, which is picked by demographics and weights (growth speed modifiers probably should have a small effect here too, so that a fast growing species will naturally have a larger demographic percentage eventually)

This should mean that if growth speed is planet wide, having your next pop to grow be a slow breeder will not suddenly stunt growth speed, however having a large percentage of slow breeders on a planet would slow down the overall growth speed. It would also mean that changing species rights or loosing a migration treaty would not make you suddenly loose progress on a type of pop that could no longer grow, but it might change the speed or possibly what the next one will be.

Am I in the ballpark here Wiz?