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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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@Wiz 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
 
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Omg it's Victoria IN SPACE, I love it. I cannot get enough of these changes.

How come this and the previous dev diary did not appear on the forum front page, though? Not a huge deal but...just seemed strange.
 
Omg it's Victoria IN SPACE, I love it. I cannot get enough of these changes.

How come this and the previous dev diary did not appear on the forum front page, though? Not a huge deal but...just seemed strange.

Yeah they have to enable it on their end for it to show up on the front page. HOI 4 Dev Diary had an issue not that too long ago as well.

Hopefully they figure out a better way for both front page and forum to go live.
 
And this is just the 2nd of 4, and just on planet rework!

Well, the 4th is technically just how the other 3 apply to gestalt consciousness empires.

Can we... ehm... purge specific stratum of a species, instead of genocide the entire species?

*Space USSR flag appears on the background*

Space Dithmarschen Intensifies

There didn't really use to be a reason to pick anything other than caste society before.

Machine Empires. There's your reason.
 
There will be plenty of choices to be made on planets, which precise slot your hundreds of pops should be dragged to just won't be one, and I really don't think you're going to want it to be.

I would still rather have that option and almost never use it than not have it at all.
 
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Thanks for the great update, Wiz.

Just out of curiosity: I know that defensive armies are tied to Jobs, but do ships and offensive armies also take up Pops to build/maintain?
 
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.

I feel like this clears things up, and I think after reading several of your explanations on how growth works, I feel I will like this system better than a “every species is growing at the same time”.

I will still wait to see how it works in practice, but i’m glad to hear that citizen’s rights have a major impact, so I can use that to control the species I want to be less than my main citizens. Can’t have the alien scum out numbering my own species. ;)
 
Liking everything so far. Especially not having to micro pop employment.
Nevertheless, three questions:
  • Can the amount of upkeep resources be modified for pops? I.e. Can a pop have more than two (luxuries and food/energy) upkeep resources? And if so...
  • Can we mod the (modifier) impact for not meeting needs? I.e. starvation for food, unhappiness for luxuries, etc.
  • Housing is a local need, as are amenities. And not meeting it incurs penalties. Will it be possible to add additional local resources, and local needs for pops? E.g. can modders add a resource that measures the quality of the environment or pollution? Then add penalties for not meeting them?
 
One thing we are considering is allowing you to manually override which species should be growing on a planet, for situations like this. Basically giving a specific species priority for a particular planet. Even 'mining worlds' will rarely be completely 100% mining jobs though.
Mining worlds won't have 100% mining jobs, true. But the opposite can be the case: you may have Ecumenopolis-like planets with high infra and lots of specialist jobs but no mining jobs whatsoever. And you definitely don't want those v. strong proles to occupy specialist jobs on that planet - they are better off in the mines somewhere else and let intellectual labour to be done by intelligent master race.

So, we're definitely going to need ability to limit species and subspecies who are allowed to grow on a planet (maybe unavailable for egalitarians).

---

Also, like others said, single species growth at a time is very unnatural and immersion breaking. Even if multispecies growth gets complicated, in 2.1 pop growth being split between three or four pops of different (sub)species doesn't look like a big problem - why should it be in 2.2?
This issue is getting worse by preferring "underrepresented" species for growth. And even more so if different species have different growth speed.

Example 1:

Imagine a planet populated by rapid breeding species Rabbits - if would fill up quite fast, wouldn't it? Now, if we add just a single pop of slow breeding Snails, this new species would be "underrepresented" and thus picked for growth much more often than Rabbits until they somewhat equalize. As a result, Rabbits will effectively stop growing for long period of time. It's as if a few Snails move in and Rabbits are like "Hey folks, there are 10 billions of us on this planet and just a few hundred of Snails, so let's stop making children until those shelled chaps catch up." It's not even semi-plausible, no matter how you bend your headcanon.

Example 2:

We have 2 planets A and B. Planet A is populated by many Snails, it's overcrowded, and many Snails are unemployed. Therefore it has significant Migration Push and Snails pops are declining via emigration. On Planet B live many Snails and a few Humans, but there is a lot of spare room here. Thus, Planet B has some Migration Pull and immigrants from Planet A increase growth speed of the pops... who turn out to be Humans because they are "underrepresented" species here. And thus we have an absurd situation when migration of Snails form Planet A to Planet B increase Human pops.

Example 3:

If you specialize (sub)species per strata, on your mining worlds you have only a few Master Race pops to do Ruler and Specialist jobs on the planet and many more Proles to do menial labour. As time passes, you build more mining districts to open Mining jobs and a add some housing for the new workers... but instead there grows a bunch of "underrepresented" Master pops who now have to bust there humps in the mines or loiter around with no other job to do.
Of course, if it was the other way round, and more populous species grew faster, you could find yourself in a situation when you add a city district and add some specialist openings, but Proles fill up the housing faster and try to snatch those jobs because their sheer population gives them faster growth. But at least it's plausible and quite logical - 10 billion workers will have way more children than 10 million white collars. And you if you want to turn the tide you at least can figure a logical course of action (e.g. make a Masters-only planet with lots of housing and growth bonuses where they would grow faster and then resettle to target worlds as soon as housing is available).
 
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Interesting. Keep forward, i want to see all the changes that the patch will bring on my glorious empire... and in the empires of the lame organics :p
 
That's not how it works at all. Pops do not pack up and move like this, emigration simply sends growth that is distributed to other planets, and a species will never migrate away from a planet entirely unless forced to.

Does the "unless forced to" part include refugees running from war?
 
I feel like this clears things up, and I think after reading several of your explanations on how growth works, I feel I will like this system better than a “every species is growing at the same time”.
I believe it would make a lot more sense to have each species with a separate growth. As it stands now, if you have two planets, one where your species wants to emigrate and another where you species want to migrate to, but the planet is growing a pop from another species, the immigrants disappear? As far as I'm concerned, the one pop growth system has more flaws than it has advantages (for me there aren't big advantages).
 
I love this changes. That is what i was hoping for vanilla, and now i get it. Thanks for the next bold move!

One Question:

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.

So how is chose which robot template is assembled?

I meen if i have a Mining-Bot-Template, and there are only mines on a Planet, i would assume not to get Farm-Bots.
 
One other thing I just remembered: let’s assume that I just integrated an enlightened species (single planet, tiny population). If I give them full citizen rights, will they grow like crazy until they match my main species’ population?
 
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 would love to see the surface of a planet change depending on the level of development. It sounds like a purely cosmetic addition, so maybe a cosmetic DLC would provide the budget for it? I'd buy. ;)
 
Mining worlds won't have 100% mining jobs, true. But the opposite can be the case: you may have Ecumenopolis-like planets with high infra and lots of specialist jobs but no mining jobs whatsoever. And you definitely don't want those v. strong proles to occupy specialist jobs on that planet - they are better off in the mines somewhere else and let intellectual labour to be done by intelligent master race.

So, we're definitely going to need ability to limit species and subspecies who are allowed to grow on a planet (maybe unavailable for egalitarians).

---

Also, like others said, single species growth at a time is very unnatural and immersion breaking. Even if multispecies growth gets complicated, in 2.1 pop growth being split between three or four pops of different (sub)species doesn't look like a big problem - why should it be in 2.2?
This issue is getting worse by preferring "underrepresented" species for growth. And even more so if different species have different growth speed.

Example 1:

Imagine a planet populated by rapid breeding species Rabbits - if would fill up quite fast, wouldn't it? Now, if we add just a single pop of slow breeding Snails, this new species would be "underrepresented" and thus picked for growth much more often than Rabbits until they somewhat equalize. As a result, Rabbits will effectively stop growing for long period of time. It's as if a few Snails move in and Rabbits are like "Hey folks, there are 10 billions of us on this planet and just a few hundred of Snails, so let's stop making children until those shelled chaps catch up." It's not even semi-plausible, no matter how you bend your headcanon.

Example 2:

We have 2 planets A and B. Planet A is populated by many Snails, it's overcrowded, and many Snails are unemployed. Therefore it has significant Migration Push and Snails pops are declining via emigration. On Planet B live many Snails and a few Humans, but there is a lot of spare room here. Thus, Planet B has some Migration Pull and immigrants from Planet A increase growth speed of the pops... who turn out to be Humans because they are "underrepresented" species here. And thus we have an absurd situation when migration of Snails form Planet A to Planet B increase Human pops.
Another problem are refuges who can't flee to a certain planet, because it's already growing a human.