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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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How will habitability be represented in this? Will it stay the same as a happiness effect?

I'll admit I've always wanted habitability to require more infastructure and not negate happiness. It would make sense to me for a matrian clonist to need more resources to live in a hostile environment, and not just be inherintely sad because of it.
 
Will immigration/ emigration take into account the abilities of the species and needs of the planet?
Such as my new mining world gets more of the mining species, and a new farm world gets the farmer species?
 
With this new pop system with no hard caps, will we see changes on how pop size affect research cost/unity cost?

How these changes will be translated to habitats/ring worlds? Will it be a clean slate to choose whatever sector type you want to build?
 
Looking 50% better already. Now to get the other 50% on paper.. ;)
 
Will we be able to build mining districts on habitats/ring worlds?
They'll probably keep some sort of Astro Mining Bay or equivalent district for habitats, where you just leave the habitat and mine the planet it's centered around. I hope they do the same for Ringworlds. Never made sense that instead of using the resources to build the Ringworld, your empire buried them for people to dig up themselves.
 
can you explain when and how machine empires use castle society?

You said you didn't see any reason to play anyone else. Machine Empires are ridiculously awesome. Rogue sectors become monsters with +40% production boost without techs or other bonuses, driven assimilators are the most fun I've ever had in this game, and even the default ME's are great if you focus the species towards a specific build (such as maximum build speed or research). Though I gotta admit determined exterminators are a bit boring.
 
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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.
That seems a bit much for residency. I don't think you should need to give a species full citizenship for them to grow.
 
Does producing energy still suffer a big debuff for servant classes? Will there be ways to mitigate unemployed nobles like fancy estates for them to retire to? Will upper classes ever emerge without taking a job first and will we be able to block certain species from rising from each step of the pyramid.
 
So if I'm getting it right than robots and synts don't migrate.
If I play as synthetic hivemind or I pick the synthetic ascension I have no migration. Isn't that a great buff for those empires?
The only thing I can imagine is to compensate this by an assembly complex with empire wide effect instead of planet only.
Like mentioned before .
 
I don't know if anyone already suggested, but why don't you completely get rid of 'pops' and use only numbers? I mean instead of '1 pop of species A and 4 pops of species B' you can use '1 billion of A and 4 billions of B'. That leads to much smoother rates of changes in numbers cause you can say '1.4 billions' but you cannot say '1.4 pops'.
This also may solve that workaround with only 1 pop growing at a time cause you will have different smoother growth rates for different species without breaking balance.
 
*looks at dev diary*

So wait, Stellaris was Vicky 3 all along?
 
I have to say, at first glance it looks well thought. But after instantiating the game in my head, I have a few concerns.

Since food excess has strictly no effect anymore, what will happen to food cap and food policies?

What is the effect of the changes on factions? For example, you said that purging pops was the way to regulate the population. But I clearly remember that the main faction in my late game just hated if I enabled Purge. How do I cope with these two requirements then?

Going by the new scheduler for pop allocation, what will exactly happen if I build many districts of the 4 types at the start, i.e. right after colonization or while my population is still very little? What I usually expect to do is build a few of each resource production buildings along with a temple and a bit later my very first labs. After a while I will build more mines, power plants, farms and labs plus some extra buildings and I'll arrive to the point that I have filled the tiles available. What is important here is that the process is both transversal and incremental: I'm building things partaining to all the districts at the same time and multiple times. Won't the new scheduler do something along these lines: build all my mines, all my power plants, all my farms and all my labs in whatever strata priority order I gave? This woud not build a mixed production until I have filled every district of a type. Do I have to be extra-careful in the timing to unlock an additional district now?

How can I keep control of the planet growth, or rather of the growth of my empire as a whole? When I play the game what I usually do is balance my empire output according to my needs and after taking into account what my stations give me. That may have been considered heavy clicker, but when I selected a pop and put it on a particular building this had a well-defined objective and planning for my empire. I get the feeling that, although this will involve less interaction, I'm losing the control over the planning on my empire growth. For example, food over-production was an empire strategy that is no longer possible.
 
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"Since food excess has strictly no effect anymore, what will happen to food cap and food policies?"
How do you know that? I guess I missed something but I don't remember when Wiz said it?
 
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.
Does this Migration Pool save which species is being emmi- or immigrated?
Say X is declining and being put into Migration Pool, will X appear somewhere else or is the value changeable, as in turning into Y or Z somewhere else?
 
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).

Space Starbucks Achievement: have the majority of pops on all your planet be Space Baristas while trading luxury goods to every other civilization.
 
You said you didn't see any reason to play anyone else. Machine Empires are ridiculously awesome. Rogue sectors become monsters with +40% production boost without techs or other bonuses, driven assimilators are the most fun I've ever had in this game, and even the default MI's is great our you focus the species toqards a specific build (sigh as maximum build speed or research). Though I gotta admit determined exterminators are a bit boring.

I do play organic empire from time to time. My favorite is machine empire without any of the special civic (rogue servitor, driven assimilator, driven extreminator etc..) as min-max is the most simplest there.

Just robot-mod for 4 main categories which are mining/energy/scientist/lowest maintenance and build as many to match tiles bonus.

For build that only have unity yield I use lowest maintenance otherwise match trait to the build yield.


As a result I have not use policy setting that much since machine empire have only one option for machine which is drone living standard. I was wondering when is castle society living standard used if at all?

Which is why I am puzzled is all.