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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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Actually I prefer the idea of unprivileged species/classes growing faster. It would be fun, for example, being too dependant in the servile species with Syncretic Evolution and ending with some massive slave revolt that forces you to grant rights to the majority, corners your species to decadence or just make you a more repressive state to control the situation, ala Sparta after the Helot Revolt.

It would be interesting too to have a privileged caste of slave governors, like some sort of imperial eunuchs. Just bringing ideas, you don't have to pay me copyright. xD
It's not unprivileged species, as described. Indeed, reducing their political rights will reduce their growth, apparently. It's just species that are less numerous.
 
Wiz said food will no longer boost population growth. This concerns me. On one hand, it is more realistic this way, but on the other, it seems like the usefulness of food will greatly go down. Yes you still need enough to maintain your population, but you will no longer have an insentive to prioritize food production in any capacity. Just keep the bare minimum number of agri districts.

Food is also used by Artisans to produce luxury items, if I'm reading the screenshots correctly, so there will be more uses and demands for food than just sustenance.
 
Food is also used by Artisans to produce luxury items, if I'm reading the screenshots correctly, so there will be more uses and demands for food than just sustenance.
Oh yeah forgot about that!
I actually really like that! So now, you don't grow more food because your society needs it to feed more babies, but because your wasteful consumerist society demands more and more and a wider variety of luxury foods, giving you more of an incentive to develop your agricultural districts to meet the luxury good demands of your populace.

Though admittedly the idea that a pop required 1 unit of food a month AND 1 unit of luxury goods, which includes food, is a little bit weird.
 
While I do not think that this new pop growth system is perfect, I think many people are looking at it incorrectly (the quote above is just one of the examples I have seen, that i thought would be good to pull from). The system effectively has two parts: growth speed and species weights. The growth speed determines how fast the next pop is grown (based on species traits and migration) and the species weights determine which pop will be grown. In the short term it may seem like slower-growing pops are contributing to the growth of faster-growing pops, I think it should balance out int the long term to about be the same as each pop taking a percentage of the overall growth.

For example, taking the situation from Example 1 in the quote above:

Lets assume that a planet has 1 fast-breeding rabbit and 1 slow-breeding snail, with a +/- 20%, respectively, to their species weights and growth speeds. If they did not have traits that affected growth, the weights to decide what the next growing pop is would be 50/50, as has been previously mentioned, and the growth speed of the planet would not be modified (lets call it 100%). This would not be the case, however, since the rabbits have +20% and the turtles have -20%. Instead, the species weights would be 60/40 in favor of the rabbits and the growth speed would still be 100% (using a weighted average based on the number of pops: [1*120 + 1*80]/2 = 100), assuming growth speed is weighted based on population.
Lets then assume that a new rabbit grows. The species weights would then shift in favor of the turtles by some unknown amount, lets say it results in a n overall shift of 10% in the favor of the turtles, resulting in a 50/50 species weight. Growth speed has increased slightly to ~107% ( [2*120+1*80]/3 ) since a new rabbit has grown. Hopefully my interpretation of the math should be clear now.
Extending this model your overall population should stabilize to around a 60/40 split in favor of the rabbits and the average growth speed would be a bit over 100%.
In order to compare this to a system where pop growth is split between species, lets assume that any pop requires 100 growth units (gu) to be grown, with growth unit gain modified by growth speed (ex. a pop with 120% growth speed would gain 1.2 growth units when a pop with 100% would gain 1). In the split system, let us assume that growth units are evenly distributed between all species. Using the example above, and assuming the average growth speed for the single pop system is 100%:
-After gaining 500 growth units
-With the single system, the planet would have 3 new rabbits and 2 new turtles (give or take, using the math above)
-With the split system, the planet would also have 3 rabbits (250gu * 1.2 = 300) and 2 turtles (250gu*0.8 = 200)
-After gaining 1000 growth units
-With the single system, the planet would have 6 rabbits and 4 turtles (give or take, using the math above)
-With the split system, the planet would also have 6 rabbits (500gu * 1.2 = 600) and 4 turtles (500gu*0.8 = 400)
-And so on...

While this is unlikely to be exactly how the real math is calculated, It shows how a split system and a single pop system could easily result in similar population distributions overall. I think that, in general, the systems have similar enough results that you could imagine that the split growth is actually what is going on, though it is not supported mechanically.

Migration likely acts somewhat similarly, since the boost to pop growth would help make up for the growth time of the migrant pops. I'd rather not complicate the math more, so I wont go into it here.

My biggest worry for the single-pop-growing system is that a linear modifier to species weights based on existing pops could make it so that species that make up a small portion of the population would be weighted too heavily for growth. That could easily not be a problem, however, depending on how the weighting actually works.

This ended up being a bit longer and more math-y than I would have liked, but hopefully I got my point across.

EDIT: I notices that the math in my first example is incorrect. The weighting due to the difference in pops would have to be removed or changed to be based on the expected pop ratio. The point that a single pop growth system could emulate a split system stills stands.
One of the biggest downsides for me is that the system tries to even out the population. If i have 10 humans on a planet and one snail, to populatio should not be even. It should remain more human, since more humans can create offspring.
 
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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.

I can see another possible Problem that would be fixed by this:
Imagine a mining world with 50 miner Jobs and you'll get a messy Job window with 50 portrais.
 
Wiz said food will no longer boost population growth. This concerns me. On one hand, it is more realistic this way, but on the other, it seems like the usefulness of food will greatly go down. Yes you still need enough to maintain your population, but you will no longer have an insentive to prioritize food production in any capacity. Just keep the bare minimum number of agri districts.

By the sounds of it, food and food bonuses won't be so important in the initial expansion phase, but could become critical when piling on the pops in your existing worlds. With no hard cap on the population of a planet, I suspect the number of pops you can cram on any given world without crippling yourself will increase enormously with the right tech, traits, policies and so on. It's clear that Le Guin will be a whole new game when it comes to 'tall' builds.

On this subject, will bio-engineered Delicious Livestock be sustainable, or is that Job a kind of purge? If they're sustainable, they could be a good option for maintaining food supply in a very densely-populated empire: less efficient than farms per pop, but they don't take up precious Districts.

For empires that aren't straining at the Malthusian limit of population, hopefully there will be Jobs that turn surplus food into something else, e.g. luxury goods, trade value or amenities, so the excess food production isn't a complete waste. (You can imagine it as gourmet food, or more generally that the agricultural sector is repurposed into growing crops that are useful for something other than eating them.)
 
I do not like the fact, that this system is taking the control away from the player and puts it in the hands of a glorified RNG.

The system drastically nerfs Syncretic Empires, Uplifters or basically any multi-species play, be it genemod, slaving conquests or protectorate->integration playstyle.
The main strengths of these empires is(soon was) the ability to have perfected resource production, by being able to put pops with beneficial traits onto tiles/buildings that utilized them and the ability to grow faster than other empires by "growing" multiple pops at once. You had a mining world with for example 80% serviles and 20% main citizen pop. Or scientific world with 90% main citizen pop and 10% serviles for farms....
Now, after that update, all of that is going away. All empires are locked into 50/50 between all species for some reason, with a maximum of one pop being created at the same time.

This in my opinion pretty much removes any incentive to play these playstyles, as for example for Syncretics, you are giving away a civic slot for no actual advantage.

If not everyone, then at least (Fanatical) Authoritarians should have the option to directly set the desired demographic percentages for individual planets, or directly decide available jobs (not just stratum) on species basis, because honestly I really cannot picture Imperium of Man going "You know what, let's just allow the number of xenos on this world to raise to 50% of total population..."
 
There will be various ways to limit and deal with overcrowding, such as growth controls or expelling excess population.
I don't suppose more affluent societies/planets have lower native population growth and require immigration to fulfill lower strata jobs.

That'd be a nice touch of realism and slow the rate of overpopulation (without having to resort to authoritarian population controls/expulsion/purging).
 
It depends on the slavery type. Chattel Slaves have a productivity bonus and require less housing/luxuries, but can only work menial jobs. Domestic Servants have no bonus but can also work as Entertainers and have a special Servant job instead of unemployment. Battle Thralls also have no production bonus but can work all types of jobs, etc.
So what will happen if I make chattel slaves from people in newly conquered planet? Do "disposable" slaves (previously working as specialists or rulers) vanish?
 
Dammit, @Wiz, when will you finally show us Academic Privilege? Does it make it so that researchers are Ruler-stratum instead of Specialist-stratum?

It's a living standard not a civic, that would be more the job of technocracy. (Not every materialist society is going to treat scientists as rulers.)
But wiz stated what it did in his twitter, Specialist pops get ruler level luxuries, while workers get extremely low/no luxuries.
 
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,

Step 1. Out of good heart admit xenos genocided by some evil empire.
Step 2. They turn out to have multiple negative traits.
Step 3. They spread like cancer throughout your empire because they are initially under-repersented everywhere.
 
OK. Weird thought. I was re-reading the part about how we now won't be able to use Caste system to avoid "undesirable" POP with "wrong" ethics. But we still be able to resettle.
What if i create an appalling planet with unpleasant condition, but with enough measures to avoid revolts. And resettle POPs with "wrong" ethics there. Since there are no "real" migration-emigration anymore, it just going to get negative grow in form of emigration, and it actually work as boosting POP growth on another planets. The resulting POP ethics depend on actual (and Empire-wide conditions) and not on original POP ethics (they are not related in any way).
 
Step 1. Out of good heart admit xenos genocided by some evil empire.
Step 2. They turn out to have multiple negative traits.
Step 3. They spread like cancer throughout your empire because they are initially under-repersented everywhere.
Modify a species to be intentionally terrible, then introduce them into another empire. It worked so-so before, but with these changes it actually sounds like it could be good, because they would be the only thing growing for a while, and it would require way less effort to introduce them.
 
Could there be an option for population controls were we get to decide what Job a pop grows into in relation to a Strata along with manual population controls? Like all stratas, Ruler only, Specialist only, Ruler and Specialist only, Specialist and worker only, and worker only (I assume that most if not all slave jobs are worker related). So when a job becomes available that pop can start growing. Of course there should be unhappiness along with this. Though not sure how to handle the uncapped jobs though maybe though manual population controls since uncapped jobs appear mostly worker related (Though as a modder I suspect we can change this though the game's files once the update is out).