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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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Mushrooms are $@&*#%* delicious! Eggplant on the other hand . . . Blegh :oops:

I'm gonna agree to disagree on the mushrooms, but yeah, eggplants suck
 
you didn't understand the system (not trying to be rude)
if a pop starts imigrating to other planets it only means it'll grow slower than currently they are

I assume that emigrating also counted as POP decline. So it is possible for one POP of one species to disappear from a planet to keep space for another one.
 
Just in case you haven't learned it from somewhere else already, I would like to point out the following upcoming feature (pls note that none of this is final):
The Shared Burden Civic: All Strata have the same, moderate luxury goods cost, and are locked out of most other sources living standards (expect Utopian Abundance). +5 planetary stability. Requires you to be Egalitarian, and that's it. The upside is that Rulers (and to a lesser extent, Specialists) cost less luxury goods, but the catch is that workers, who will be the vast majority of the population cost more luxury goods (and you will need more luxury goods for society in general). Then again, it's fully automated luxury gay communism... in spaaaaaaaace. Would also like to point out that you can absolutely have this civic on democratic crusaders... So permanent revolution incoming...
Let's do Kaiser Johan proud.
 
maybe the robot assemble should automatically transfer to other world when there are no local job opening
and sector should definitely still exist
but all sector deficit should go to total production directly
otherwise a sector with planet have all city district will cause all kind of problem
and how can so many reply about growing pop be so confused
with out migrate it looks like what endless space 2 used
and the migrate thing will be much easier to understand when looking at the “receives pop growth from the following planet”
 
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Given that Jobs can potentially come from basically any imaginable source, not just buildings and districts, I'm really not sure that this is feasible. The planet UI in general will go through an art touch-up at some point though.

One way to hand this would be to have custom clothing for different strata, species rights, and jobs. If even just a basic version of this was enabled through the code then modders could fill a any gaps for the community.
 
If you enable reproductive rights and open migration, the dominant specie in your mining world over time should be the specie with more habitability for the mining world and not the specie with better mineral traits, in a open society, habitability be the major factor about what specie become majority in each world make a lot more sense.
If you want all mining worlds dominated by the perfect miner specie without concerns about habitability, you should use species rights like reproductive rights, resettlement and migration rights and should not pick egalitarian.

Even in an egalitarian society, people should naturally gravitate towards the jobs they are good at. I can grant that habitability should also be important, but habitability is usually at 100% anyway, especially for bio-ascended empires where the dedicated miners are robust in addition to industrious and very strong. So why should a species that is perfect for mining *and* at 100% habitability be pushed out of their jobs just because free migration/reproduction is allowed and they are "overrepresented"?

It makes no sense and is also frustrating from a gameplay perspective.
 
Even in an egalitarian society, people should naturally gravitate towards the jobs they are good at. I can grant that habitability should also be important, but habitability is usually at 100% anyway, especially for bio-ascended empires where the dedicated miners are robust in addition to industrious and very strong. So why should a species that is perfect for mining *and* at 100% habitability be pushed out of their jobs just because free migration/reproduction is allowed and they are "overrepresented"?

It makes no sense and is also frustrating from a gameplay perspective.
acually how the jobs are set up is that the pop that is better at a job will push out others who are not as good at said job. So your perfect mining race will being the miners the others pops that come in will take other jobs that the mining race isnt as good at like research or unity or energy
 
acually how the jobs are set up is that the pop that is better at a job will push out others who are not as good at said job. So your perfect mining race will being the miners the others pops that come in will take other jobs that the mining race isnt as good at like research or unity or energy

Yes, but the dev diary says that a species will start declining on a planet if there is not enough housing and it is "overrepresented". I think that a mining species is *supposed* to be overrepresented on a mining colony, so as long as there are enough mining jobs for this species to fill, it shouldn't be declining (at least in my opinion).
 
Yeah sorry Wiz, I've tried to see the good apsects of the one species at a time system and I just can't. I just can't see why having more then one growing species (splitting the growth between different species) would be a bad thing. It's how it currently works in Stellaris. Just give us a place where we can see the pop growth of every species.

Well one benefit is you won't have 5x useless 0.85 of a pop sitting around on a multi-species planet, instead you'll actually have 4 useful pops (of various species) and 0.25 of a 5th.

Unlike Victoria, production/jobs in Stellaris is still measured in "whole pops", so keeping track of pop fractions independently is way less important.
 
Yes, over representation, is not clear cut yet.
I understand one species growing per planet for balance reasons, but the way population achieves balance is not completely explained yet.
I do hope there's a fifth dev diary actually giving mechanics and numbers for how everything interacts.
 
frankly it shouldn't be possible for "open" societies to have 100% optimal pop-job distributions anyways. if you want that you need to break out the iron fist (and potentially lose a lot of the extra growth you'd get with free migration). tradeoffs etc.
 
Yes, but the dev diary says that a species will start declining on a planet if there is not enough housing and it is "overrepresented". I think that a mining species is *supposed* to be overrepresented on a mining colony, so as long as there are enough mining jobs for this species to fill, it shouldn't be declining (at least in my opinion).

hopefully being unemployed makes them more likely to decline that overrepresentation, if there's only mining jobs, and you have a miner race and another race competing for space, hopefully the other race will decline via emrigation.

there of course will be one or two whacko pops floating around on the planet as a few decided to migrate there, but hopefully they'll remain unemployed and move away in short order... or maybe funnily enough they'll start leeching your system if you have welfare.
 
Can robot pops decline? I'm worried about a situation where I'm playing Machine Consciousness or Synth Ascended and forget to cancel robot production on a world until overpopulation destroys all its productivity.
I suppose the simple solution is "robot construction jobs can't be filled / don't cause assembly growth if it would cause the planet to exceed max housing"
 
Can robot pops decline? I'm worried about a situation where I'm playing Machine Consciousness or Synth Ascended and forget to cancel robot production on a world until overpopulation destroys all its productivity.
I suppose the simple solution is "robot construction jobs can't be filled / don't cause assembly growth if it would cause the planet to exceed max housing"

new robots should be changed to servant-bots to make amenities. but yes, the idea of a bustling world, literally overfilled with robots, sounds hilarious and worrisome.
 
I was wondering how much control over the demographics of who is in the classes.

Is it possible to force only alien pops to be working class? What about a distopia where essentially everyone is a slave except for a few people who are either specialists or upper class? Or perhaps a full on communist approach where everyone is working class? This kind of customization may seem a little bit too much for a game like Stellaris however, I think it will add a lot of depth to the current system.
 
So in this new system how would I say... play the diaspora game?
It's always my thing especially in multiplayer games to get as many as my species living outside the empire as possible, while still leaving my species as the dominant in my own. Is this possible under the new system? Should I just limit housing, and make sure everyone is fed to force them to move to other places?
 
Can robot pops decline? I'm worried about a situation where I'm playing Machine Consciousness or Synth Ascended and forget to cancel robot production on a world until overpopulation destroys all its productivity.
I suppose the simple solution is "robot construction jobs can't be filled / don't cause assembly growth if it would cause the planet to exceed max housing"

Perhaps the game treats total robot numbers similarly to other species, so production shuts down when the demographics are all equal - ie. when your planet hits 5 humans, 5 blorg and 5 robots the robot production shuts down. I seriously doubt the only way the production stops is to manually halt or demolish the factory, something easily overlooked or forgotten about; that seems to be the very sort of micromanagement that Paradox are seeking to avoid.

On a related note I'm curious as to how colonization works with robots now. If they require a special factory to be built, won't robot colonies be considerably slower to get up and running? The first pops founding an organic colony work as normal and pops grow spontaneously - a robot colony would have to wait until a factory is built, then sacrifice a working pop to run it; ultimately costing more resources and time before new pops can begin to be built and afterwards producing fewer resources than an organic colony
 
Will a species' homeworld have any special attraction for them? It would make sense to me that the cradle would hold a special place for species, especially ones that don't lean towards xenophilia.

Especially if the homeworld isn't the capital