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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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Another problem are refuges who can't flee to a certain planet, because it's already growing a human.
That, or e.g. Blorg refugees increasing Human growth on your planet because it's Humans whose turn to grow is now. It's funny to think how Blorg may be pretending to be humans to blend in and make friends but seriously, this math is terribly broken.
 
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 completely cannot understand why in the latter scenario the humans would grow more. 10 Blorgs who want to make love -> 10x Babies. 2 Humans who want to make love -> 2x Babies. As far as I'm concerned, if there are 80% English citizen and 20% Asian citizen in a city, there would not be more Asian babies than English ones.
I think the games need such a "normal" growth system to be fully immersive and realistic
 
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I'm excited to see these changes in action. My initial impression is a good one but it sounds like we won't have solid grasp of it without some playtime.

So far, I like the principals of it though.
 
So if i as xenophobe conquer another planet, and set the species to "residence", then previous ruler class will become unemployed, and really unhappy i guess, but what happens if i'm egalitarian, and newly conquered empire become full citizen? Sure if i conquer an authoritarian state with "nobles", then they lose their jobs, but what if i conquer something without these special jobs. Also i assume, that while egalitarian has no nobles it still has jobs for that kind of class.

EDIT: As slaver can i put unemployed population into slavery against their will?
 
That, or e.g. Blorg refugees increasing Human growth on your planet because it's Humans whose turn to grow is now. It's funny to think how Blorg may be pretending to be humans to blend in and make friends but seriously, this math is terribly broken.

I REALLY hope that Wiz will see those messages and make the new planet system flawless by adding the growth for all species.
 
I love it. This is perfect. I didn't even realize how much stuff I was micromanaging with the tile system that this will do for me, like relocating my primary species onto conquered worlds. Job system looks incredible, migration looks like it takes into account all the factors I'd want it to, and I'm really excited to play with different societies in the new strata system. Great work.
 
Four hopefully helpful/clarifying questions:

1) With one pop growing at a time, is pop growth speed now planet-wide? Meaning that if half my planets pops are fast breeders, Id get a 50% x 20% = 10% (pop percentage x growth speed bonus) to all pop growth on the planet. That way having a slow breeder be the next pop to grow due to demographics would not suddenly stunt planet growth until it finishes.

2) Similarly, does the number of eligible emigrating pops and their traits modify what the next growing pop is? Bit of a straw man question, but I think people are reading too much into the under represented species thing, it sounds like there will be plenty of extra modifiers that determine what grows next.

3) Can the next species to grow pop change mid-growth, without loosing progress? This would only happen with drastic rights changes or a refugee situation, but would save some headache.

4) If a pop is growing on one planet due to immigration, does the chance of it being the next pop to grow on other planets due to immigration go down? This would prevent a single planet species with a few pops from migrating everywhere all at once. In short is the emigration/immigration system roughly 1:1?

If I understand correctly, integrating a 1 planet minor of primitive slugs and giving them citizenship will not suddenly make your 30 planet galactic empire instantly start growing slugs on every planet merely because they are under represented. Slug pops would have to grow enough on their own to start creating an emigration push for that species, then the chance for them appearing on another planet is modified both by their emigration push and the under representation factor. However, a neighbor purging a populous species via displacement would create a very big emigration push factor that very well could cause you to start growing the refugee species on nearly every planet.
 
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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.

"Slow Breeder" could also (or instead) be a negative weight on growth selection, such that all else being equal, over time you end up with (say) a 40/60 split against instead of a 50/50 split if one of the species is a Slow Breeder.
 
At the moment we have no plans for specific species overrides on jobs. It's a possibility if we feel it's missing during play-testing, but I think it's probably too fiddly to be worth it. In most cases there is going to be a clear best option.

I think he mostly means the usefullness of biology ascenion, and possible small tailoring on planet instead of whole race. For example you want your main species to be altered into 2 subspecies. One for slaves, and one for rest. Right now the only way to do that is by using FULLY specialized planets. In new system it seems, that ALL planet will have at least a few high quality jobs as well.

Also as biology ascented race it would make sense, if you could create "builds" for each jobs, or at least class. After all they can remove, or add nearly any trait.
 
oh one more question:

4) If a pop is growing on one planet due to immigration, does the chance of it being the next pop to grow on other planets due to immigration go down? This would prevent a single planet species with a few pops from migrating everywhere all at once. In short is the emigration/immigration system roughly 1:1
 
Resettlement is still a thing, I'm also considering some less manual way of handling it.

Will resettlement will be "instant", or will it get some sort of timer to actually apply the plan you set. I would like to see genociders being forced to keep some of their "offensive" armies for a while to prevent, or beat revolt until resettlement is complete. After all you can't just teleport millions around.
 
  1. Assembling robots based on production, very good.:D
  2. Mixed feelings about the single pop growth. VIC2 still superior in this aspect.;)
  3. Automatic robot upgrades, very bad. This is not only about losing control of pop composition, but with the assembling growth, robot empires may get too powerful.:(
 
Can species be restricted to a certain stratum, outside of slavery? Or make them restricted from one, IE keep the filthy aliens from ever becoming rulers.

Currently you can set them into residence. I doubt, that devs. will take away an option like that. It is unlikely, that they don't let you strict races from certain stratrum, or jobs at least.

We will see if you can force them into ones. It would be great for gene modders. Making main race long living, and intelligent, and forcing them only to the higher class.
 
At the moment we have no plans for specific species overrides on jobs. It's a possibility if we feel it's missing during play-testing, but I think it's probably too fiddly to be worth it. In most cases there is going to be a clear best option.
What if there was something like how you currently can prioritize types of sector output? That way you could tell the planet that you want them to focus on unity, so it would prioritize giving the pops that boost unity by mining mining jobs, or you could tell it to prioritize minerals, in which case the other species would have priority for mining jobs.
 
"Slow Breeder" could also (or instead) be a negative weight on growth selection, such that all else being equal, over time you end up with (say) a 40/60 split against instead of a 50/50 split if one of the species is a Slow Breeder.
then it would have no effect on single-species planets/empires which doesn't make sense (and also means wasted trait for rapid breeders / free trait point for slow breeders)
 
Would it be possible to set growth targets? Basically I just want the game to fill out my worker stratum with the servant race and the other with the other race without having to manually balance them out by siting and watching it.
 
then it would have no effect on single-species planets/empires which doesn't make sense (and also means wasted trait for rapid breeders / free trait point for slow breeders)
Easily, you tie species growth speed to its weight.
So slow breeder lowers the species growth speed, which in turn lowers its weight when it comes to decide which species the new pop will belong to
And fast breeder increases the species growth speed, which it turn increases its weight when it comes to decide which species will grow
 
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.

Wait. That also means, that you can't have planet that build more robots, than needed to "export" robots for other planets?
 
"Slow Breeder" could also (or instead) be a negative weight on growth selection, such that all else being equal, over time you end up with (say) a 40/60 split against instead of a 50/50 split if one of the species is a Slow Breeder.

But what happens if I keep out the filthy xenos, and thus have 1 out of 1 chance of being elected? Are Fanatical Purifier Slow Breeders right to think that intermixing with xenos would weaken them?