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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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...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.
As to the 'anymore' part, my autocorrect function thinks otherwise. :)
https://dictionary.cambridge.org/grammar/british-grammar/any-more-or-anymore
"Especially in American English, any more, as an adverb, can be written as one word, anymore:"
So in British English they are separated.

Thanks for the reply though. Will have to see how things turn out in the end concerning the rework of the planets & UI.
 
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Guys, you can still see there's "population control" on the species rights tab. I'll bet it lets you modify the population weight in which pop gets chosen to be grown next.
 
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.

Apparently you can slow this down by giving them residency rights instead of citizenship. I just hope the AI is programmed to deal with this.
 
Now that I thought about it some more, my biggest concern about this new system is really just that a species optimized for a certain job will decline to the point where a less qualified species will fill those jobs instead. The example that has already been mentioned is the mining world where the dedicated miner species is (and should be!) "overrepresented", but their population should still not be declining if that would mean there are now less members of this species than miner jobs.

Two ways of preventing this:
-> As long as there are unemployed pops on the planet, no species that is fully employed will decline. This would prevent any problems on planets that have more housing than jobs.
-> If no members of a species hold a job for which another species that could grow here would be better qualified, this species will not decline. This would indeed absolutely ensure that pop decline does not fuck up your jobs, but would maybe lead to deadlock-situations where no species can decline at all. So maybe still allow decline for jobs that do not benefit from this species' traits? I don't know.

Even if these end up not being implemented in the main game, I hope that the conditions for pop decline are sufficiently moddable. My dedicated miner-species declining on a mining world because it is "overrepresented" just sounds incredibly frustrating.
 
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?

Where in the world are you getting all this? I'm very sure that he means only one can grow at a time.

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.

Actually, the more I think about this, the more flawed this seems (this post explains why better than I could). Instead of going by the existing proportion of pops, why not have it based off of off previously selected ones? Like, if I grow two humans in a row, and there are Blorgs on the planet, the next one will have a much higher chance of being a Blorg.
 
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).
I hear the desire for simplicity, here, but I do think that it would be a more robust system to track ongoing species totals separately. This needn't mean that the POPs system itself is any more complex; just track each species population total in a separate register, then use the planetary total to determine the number of POPs (when a new one is gained, when one is lost), with each changed POP selected to best fit with the actual proportions of species as recorded in the registers. The practical operations of jobs, etc., could then just use the POPs - the registers would be used only to assess the "accurate" current population size and proportions. This would also be more easily adaptable for things like assembled unit movement (e.g. with migrants, as they take owned robots with them, and so on) and possible "conversion" buildings (so that, for example, genemodding can be handled by population conversion in a building, rather than a sudden "big bang" conversion via a science project)*.

*:Those might be future developments made easier, not suggesting them as part of this cycle!
 
I am seriously bummed out by the pop migration/movement mechanics. Ok taken for itself the migration system is certainly very cool and enough, but what about conquered slaves? You can't expect me to manually move hundreds of pops across my empire to ensure a good usage of slaves, plus the needed security so there are no revolts or other undesirable effects, but from what has been said I have to judge that enslaved xenos will remain a nearly unbearable task to manage.

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.
Calling refugees cancer, is a hate crime, good Sir.
 
So it's that time of the century again, when the repulsive slow breeding Giant Snails that no one likes breeding season begins. Since they have problems living on this planet, it'll take around 10 years before they feel that they are done. And because we are Egalitarian, we can't stop this, so no one else is allowed to breed in that time, punishable by immediate termination. Let's all pray that they don't feel in the mood to do it again immediately after.
 
Still haven't seen this mentioned at all in the comments as of yet, but it's entirely possible I'm blind. @Wiz will there be a way to restrict Social Mobility of certain Sub-Species of your main species. i.e. a species genetically engineered to be the perfect workers.

Seems odd that a stratified society with genetically engineered slaves would be fine with said slaves migrating up the social ladder just because there are no jobs.

Of course, I could be getting concerned for nothing, and this may just be an inbuilt feature, but just want to check. Roleplay, for me, is everything in Stellaris.

Thanks
 
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 didn't see any mention of the empire-wide species ratios having any impact on this repartion. I would find it strange if a Xenophile Blorg empire who just freed a Human planet (so they have ~100 Blorgs pops and ~10 Human pops) now get 50/50 Blorg/Human population in a newly colonized planet. Everything else being equal, I would expect any new planets having a 10/1 Blorg to Human ratio in that case.
 
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.
Wait, so how does this work with immigration? I was under the impression that migration growth would correspond roughly to the actual species that are emigrating, but this sounds like it's entirely based on the demographics of the planet. So for example, you conquer a primitive civilization and manually move a bunch of your own species there. You leave the primitives free in your empire because you are a kind and benevolent ruler. Once they get past their culture stellar shock, they will be a small minority and it sounds like they will be selected to grow (or you could manually override and select them). Would this mean that they still got a pop growth bonus based on immigration, even though there are no other pops of that species anywhere else in the galaxy? Is immigation like, a pool? Or would there only be a growth bonus when it was your main species selected to grow? How do new species appear on a planet through migration?
 
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 a hybrid solution be possible. Have up to 5 (or so) species grow independently and the last be mixed. Neither this would be perfect but you'd avoid having separate growth for 20 different possibke incoming migrant species in multi cultural empires. At the same time empires with less species could have a normal situation.

Alternatively have separate growth for species on the planet but a maximum of one species migrating at a time.
 
(Possibly already explained or asked-answered but I haven't seen it)
Will pops try to migrate to planets with their preferred job? Like, I have an industrial strong pop, will it prioitize moving to a planet with lots of industrial districts over agriculture/power planets, if available?
 
I like that the Strata are bronze, silver and gold - it's like a nod to the Red Rising trilogy.
 
Will migration between empires also take into account differing species rights?
Example: Snails only have Residence rights in Human empire. Of course they have full citizenship at home. But their empires have a migration treaty. Will Snails' migration be less likely to create Snail pops on Human worlds because of that?
 
I really hope, that the population control settings will have significant impact on pop growth and job priority, otherwise migration treaties will be a negative thing, since you are introducing an unknown variable with erratic behavior into your empire, that has the potential to completely screw up your economy...