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Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
1.219
40.583
www.paradoxplaza.com
Hi all!

As mentioned last week, our plan for today is to go over some changes to automated colony management and pop resettlement. As a reminder, these are still under development, and as such may undergo significant changes and won't be going live for quite some time.

Major goals here were to reduce the micromanagement burden in the mid to late game when individual decisions are less oppressive, and to significantly decrease the need to manually move pops at all. As with the economic changes we were discussing before, a lot of this is still a work in progress to varying degrees.

Automated Colony Management

Some sector management improvements have already been made in the 2.8.1 test branch (you can experiment and leave feedback on it by following the instructions in this thread), but here we’ll be focusing on planetary designations and individual planet automation.

A major pass has been done on automated colony management to improve its effectiveness. After manually setting a colony designation and turning on automated colony management, our intent is for the colony to develop into something you would reasonably expect if you were building it on your own. It should build districts, clear deposits as necessary, and upgrade buildings when there is a need for it.

Planet automation will upgrade capital buildings whenever possible (gotta unlock those building slots!), and will otherwise generally try to build or upgrade from its list if there are less than 3 open jobs. We’ve erred a bit on the side of caution, so it is currently extremely opposed to running deficits. It may require manual intervention if, for example, your energy credits per month are negative, but we figured it was better to leave those sorts of risky economic decisions in the player’s hands.

Code:
automate_foundry_hive_planet = {
    available = {
        has_designation = col_foundry
        owner = { has_authority = auth_hive_mind }
        free_jobs < 3
        has_building_construction = no
    }

    prio_districts = {
        district_industrial
    }

    buildings = {
        1 = {
            building = building_hive_capital
        }

        2 = {
            building = building_spawning_pool
        }

        3 = {
            building = building_clone_vats
        }

        4 = {
            building = building_hive_node
            available = {
                owner = {
                    hive_node_upkeep_affordable = yes
                }
                num_buildings = { type = building_hive_node value = 0 }
            }
        }

        5 = {
            building = building_foundry_1
            available = {
                owner = {
                    foundry_1_upkeep_affordable = yes
                }
            }
        }

        6 = {
            building = building_galactic_memorial_1
            available = {
                owner = {
                    has_valid_civic = civic_hive_memorialist
                }
                NOR = {
                    has_building = building_galactic_memorial_1
                    has_building = building_galactic_memorial_2
                    has_building = building_galactic_memorial_3
                }
            }
        }

        7 = {
            building = building_betharian_power_plant
        }

        8 = {
            building = building_mote_harvesters
        }

        9 = {
            building = building_crystal_mines
        }

        10 = {
            building = building_gas_extractors
        }

        11 = {
            building = building_chemical_plant
            available = {
                num_buildings = { type = building_chemical_plant value = 0 }
            }
        }

        12 = {
            building = building_hive_node
            available = {
                owner = {
                    hive_node_upkeep_affordable = yes
                }
                num_buildings = { type = building_hive_node value < 2 }
            }
        }

    }
}

This script will attempt to build a forge world for a hive empire. If there are less than 3 free jobs and there is nothing currently in the build queue, it will check to see if there is anything that it can build. Planetary automation has a tendency to favor districts over buildings, but will construct buildings if there are 1.5 times as many districts already built than there are buildings. (This ratio is able to be set in 00_defines.txt as COLONY_AUTOMATION_DISTRICT_PREFERENCE.) When selecting a building, it will move down the list until it finds something that it is capable of building and meets the scripted restrictions. The building’s upkeep is always taken into consideration. The scripted “_affordable” checks are to estimate whether you can afford the jobs it creates as well.

Blockers are fairly low priority for planetary automation, and will only be cleared if they are blocking a district slot that it actively wants to construct, or if there are no free district slots remaining. (Thus it will eventually clear all those random blockers once the rest of the planet is finished.) You can, of course, intervene and clear those Sprawling Slums or sleepy Lithoids earlier.

Buildings (other than the capital) will be upgraded if there are no other things that it wants to build right now, it can upgrade without causing resource deficits, and there are pops available that would want to work there. (Either because they’re unemployed or they prefer it to their current jobs.)

The scripts will attempt to handle various issues that may crop up on a planet such as low amenities, high crime, or failure to build buildings dedicated to extra-dimensional beings that love you and just want to be loved in return. These are tucked away in 00_crisis_exceptions.txt.

Code:
automate_amenity_management = {
    available = {
        free_amenities <= -5
        owner = {
            NOR = {
                has_authority = auth_machine_intelligence
                has_authority = auth_hive_mind
            }
        }
        OR = {
            NOT = { uses_district_set = city_world }
            free_district_slots = 0
            has_resource = { type = exotic_gases amount < 75 }
        }
    }

    crisis = yes

    buildings = {
        holo = {
            building = building_holo_theatres
            available = {
                owner = {
                    is_spiritualist = no
                    is_megacorp = no
                }
            }
        }

        temple = {
            building = building_temple
            available = {
                owner = {
                    is_spiritualist = yes
                    is_megacorp = no
                }
            }
        }

        commerce = {
            building = building_commercial_zone
            available = {
                owner = {
                    is_megacorp = yes
                }
            }
        }
    }
}

This "exception" will intervene if a planet’s amenities are -5 or below, and it’s either not an ecumenopolis or if it is an ecumenopolis, it’s either totally full or you’re running low on exotic gases. Based on your ethics and authority, it’ll pick one of the amenity buildings to add to the queue.

A few jobs, buildings, and planet designations have gotten a bit of a touch-up during this pass. Notable examples of designations include the Urban World, which now has a Trade Value bonus, and the Colony, which is now intended to satisfy the needs of a newly colonized world rather than provide pop growth bonuses.

1605094446038.png
1605094456491.png

Urban and Colony Designations

The old Colony bonus was changed because it was a bit problematic - growth bonuses made it somewhat stronger than many other more specialized bonuses. We’d greatly prefer if you could flag that newly settled Mining World as such right away and immediately turn on automation, rather than it being optimal to manually develop the world until it reached 5 pops and no longer qualified for Colony.

Due to its inherent terror of deficits, the automation scripts tend to be a little bit more conservative than players may be, but I’ve personally enjoyed the dramatically reduced mental burden my mid to late game colonies require. It’s also convenient that several designations (such as Forge, Factory, Tech, and Urban) will build out colonies that qualify for the Arcology Project decision. In our dev multiplayer games, I've been making a point of using colony automation as much as possible in order to give everyone else a chance get a feel for what it's doing. (Except my capital. I'll admit that I do manually build that so I can take care of sudden shifts in priority.)

If you're using planetary automation but it doesn't seem to be doing anything, the three most common things to check are:
  • Is the colony in a Sector?
    • Colonies have to be in a (non-Frontier) Sector in order to use either sector or planetary automation.
  • Am I running an energy deficit?
    • Most districts and buildings have energy upkeep. While it's possible for the district or building to theoretically produce enough energy to overcome that and help work off the current deficit, the automation scripts are as light as possible and without deeper analysis can't assume that pops moving into those jobs wouldn't worsen the shortage. Manual intervention is necessary to dig out of an energy crunch.
  • Do I have resources in the automation pool for it to use?
    • There's a notification for this, but if the pool is running low it might not be able to afford whatever it is it wants to build. Remember, you can hold Ctrl to change the units moved from hundreds to thousands.
      1605096055953.png

      Save mouse-clicks, use Ctrl.

Resettlement

Manual resettlement and the mitigation of unemployment is a huge burden in mid to late game Stellaris. It is generally our belief that manual resettlement should be an extremely rare occurrence, not something done expected to be done as part of the core game loop. When you must, it should be a simple process, but it should be an unusual act.

One quality of life change we’ve made is to filter Unemployed pops up to the top, and highlighted them. The pops underneath are then sorted from lowest stratum to highest.

1605096681033.png

You're unlikely to see this specific scenario unless you intentionally create unemployment problems by turning off jobs in every pop strata.

We've also adjusted resettlement costs, and added an Influence cost to many pop types. These influence costs are nominal for worker tier pops, but get fairly expensive when you're forcing Rulers to move.

1605097705361.png
1605096840037.png

Slave Resettlement and Worker/Drone/Bio-Trophy Resettlement

1605097458581.png
1605097513050.png

Specialist Resettlement and Ruler Resettlement


Slaves and unintelligent robots can still be moved without expending Influence, and certain civics permit you to waive these Influence costs.

1605096949504.png
1605097021942.png
1605097088504.png

Hey wait, what's that about colony abandonment?

Despite their best efforts the Servitors still haven't found a good way to get their Bio-Trophies to shift their consciousness to a different planet using OTA updates, so you still have to pay for them.

Manually resettling the last pop off a colony you own carries an additional influence surcharge in our dev builds. There will very likely be an exception made for Doomed planets and Holy Worlds that are risking initiating a war with a Fallen Empire. A planetary decision to abandon a recently conquered planet is under consideration, though it'll likely use displacement purging to do so. (With the diplomatic penalties associated with it.)

1605097811856.png

But we just finished building it!

With Federations, we introduced a galactic resolution in the Greater Good line that provided limited automated resettlement called Greater Than Ourselves. As noted by some, that was partially intended as a means to allow Egalitarian leaning empires a way of handling resettlement without forcing it on their pops. There have been many requests to make that core game functionality, but we’ve been somewhat wary of doing so without some restrictions.

We've come up with a way for every empire to have easier access to a similar effect. The following new Starbase Building will handle it, unlocked by the Hyperlane Breach Points tech. (The Hyperlane Registrar has moved to Interstellar Economics.)

1605098298007.png

They like to move it.

1605098342337.png

The tooltip effect is a bit of a mouthful.

The Transit Hub will operate as a limited variant of Greater Than Ourselves, moving unemployed low strata pops between planets that are in systems with Transit Hubs. (This will allow movement within a system as well, for example if you have a bunch of habitats in a single system.) We're investigating ways to expand the scope of pops it's willing to move - the original Worker limitation was put into place because while a Worker could promote themselves to fill any free job, a Slave or Specialist might find themselves restricted from the free job on the new planet. We're currently experimenting with a more robust variant - if it works out without performance concerns, the Transit Hub will prioritize high strata unemployment and then move down the ranks.

Building out the Transit network does function best when you have a developed starbase above most of your colonies since it will only move pops between nodes on the network.

Tangentially related, we've also cut demotion time in half across the board, and made some changes to give each Authority type a unique bonus.

1605098685353.png

Yes, Shared Burdens pops demote pretty much instantly.

We have some other experimental changes going on that have significant effects on the number of unemployed pops in the late game, but we're not ready to talk about them quite yet.

The empire type that perhaps faced the most obnoxious burden of frequent manual resettlement were Terravores, the Lithoid Devouring Swarms. When devouring planets, they occasionally created pops on the consumption world. As a quality of life improvement, when they’ve finished the planet off we now resettle them back to the capital. (Since gestalts can also use the Transit Hub, I highly recommend that Terravores build one in their main system to send those drones someplace where they can be of use.)

Oh, and we also clear that pesky red habitability planet marker from completely consumed planets that was unnecessarily cluttering your map.

1605094492379.png

HP/MP restored! ...But you're still hungry.

As a reminder, we have an ongoing feedback thread related to AI improvements we have in beta on the stellaris_test branch. We'd love to get more people on it and telling us what they think about them. (Please note that 2.8.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.)

Next week we plan on going through some more of the remaining economic balance changes. See you then!
 
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Can you comment on why the immigration push mechanic isn't being reworked to make the need for resettlement much rarer? If planets with overcrowding experienced 100% emigration and pop decline then things would naturally sort themselves out. This would also get rid of the clearly unintended effect of players colonising planets they don't need and want just to get another source of population growth.
I've kind of alluded to it in this one and the last one, but the experiment that is not to be discussed yet has major ramifications on pop growth, immigration, and the like. I'm just not sure if I'm going to keep it yet or if it needs to bake a while longer, so it doesn't get a dev diary yet.
 
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Would you consider making the transit hub's effect cover all planets within a star-bases trade collection range? Starbases themselves are a source of micro, and it would be good to not have to build them in every system with a planet to get this effect.
We did consider this, but largely decided against this for a combination of reasons (to varying degrees):
1) Performance considerations.
2) Gestalts don't have trade range but we wanted them to have access to this.
3) Having them station specific gives you limited control to route movement to specific colonies. (Transit hubs in several "growth worlds", one transit hub in the "receiving" ecumenopolis or ring world system.)

All of these could be worked around in different ways, and there are many other options that could be investigated, but I was pretty happy with the way these worked. (Or at least, will be if I can get them moving higher strata pops without causing other problems.)
 
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Have you considered making a Transit Hub planet-side building and/or decision?
Considering it. I'll experiment with replacing it with a planet-side building later on today.

I'm not terribly keen on making it a planetary decision, I like the feel of building out the network.
 
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Have you considered a global growth per empire?
We've been looking at a number of aspects of pop growth.

I hope resettling unemployed pops is cheaper in influence then the regular ones.
I suspect that this would create significant incentive to shut off jobs, which could end up making things worse.

First, instead of making transit hubs a building, why not make them a module with a range, like the trade hubs?
Largely for performance reasons. If they operated in an aura, every time they want to move someone, they'd have to scan all of the planets in their system and adjacent systems (and possibly up to six systems away if they functioned like trade hubs) for pops to take, and then do the same while looking for places to send them to. My choices were basically planet or starbase buildings, and I initially opted for starbases to give a bit of a benefit to dense systems with multiple colonies. (Of course, those are relatively rare outside of habitats.)

I'm going to experiment with them as planet-side buildings - while I preferred the decision point of whether to build your starbases exclusively at chokepoints or as support for your planets, I accept the arguments that it may be better as the other alternative.

<Many comments regarding Influence>
One of the major influence sinks in the game disappeared with the change to toggled edicts, and many empires find themselves at or near the Influence cap a significant amount of the time. Yes, I understand that aggressive and expansionist empires prioritizing claims and outposts may struggle with it.

And the −10% Edict Cost / −5% Edict Cost for the Spiritualists. Can we have something decent here ? x)
I concur that this is a pretty sad bonus.
 
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Here's a question I have, any thought to reducing the initial pop growth penalty on new Colonies since you're removing the Colony designation's current effects, which can only be active for as long as said colony is "newly colonized" and as such, has a 50% reduction on pop growth? You guys make a big deal out of the pop growth speed bonus, but you completely ignore that it still has less than 100% due to that. So I guess everyone's fine with having 1.5 growth speed on Colonies?

Dude, chill :D

As Eladrin's said, we've got some experiments around pop growth, but nothing we can talk about yet.
 
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Resettle 4 pops to the colony
Build Robot Assembly
Resettle 5 more pops
Upgrade capital
Resettle 5 pops back to homeworld or to new colony, leaving intact capital and robot assembly and 5/5 pops.

With the changes in the previous DD regarding how building slots are unlocked, you won't need to resettle pops to unlock the building slot.
 
Last edited:
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And in fact as we've seen so far they are more than open to tweaking these ideas in response to player feedback on them.
Every designer should read as much as they can about what their players say. They're the audience we're making the games for. (That doesn't mean that we'll always do what players suggest, but the information is always valuable.)

Open discussions like these are nice because they provide additional feedback that can trigger other tangential ideas. I've gotten quite a few ideas for new tests to try regarding auto-resettlement and the authority bonuses from this thread.

Every colony I make goes something like this:

Resettle 4 pops to the colony
Build Robot Assembly
Resettle 5 more pops
Upgrade capital
Resettle 5 pops back to homeworld or to new colony, leaving intact capital and robot assembly and 5/5 pops.

In total this means 14 resettlements per colony. Currently this costs you only 700 energy if a slaver and 1400 energy if you aren't. Now it will also cost non-slavers 140 influence. PER COLONY. That's a massive, massive setback in ability to grab land. Every colony is roughly 2 more systems you can't take.
You won't need to do this anymore with the changes described in the previous dev diary. Even with no technologies, you'll start with one open building slot so you'll be able to put down the Robot Assembly right away.

Yes, you won't have the capital upgrade until the planet hits the required population level, but rapidly moving a small planet's worth of pops should probably be more of a project than it currently is in live.

I’ll be very interested to see what you do with pop-growth. I’d love to see a system where pops grow pops rather than planets growing pops, if you can make it work and be fun to play with.
It's still very much in flux. Some of our experiments have included things like adjusting the amount of growth required to build pops, to applying S-shaped logistic growth curves (the wonderful Carrying Capacity mod on the workshop implements something very similar to one of the experiments), but pretty much all of them significantly reduce the number of pops that exist in the galaxy in the late game. (With major economic effects arising from that as well.)
 
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It was my understanding we were talking about Influence cost for resettling, not about transit hubs. Authoritarians and Xenophobes have a distinct advantage of being able to resettle slaves to bump up a planet to 10 pops and upgrade the capital, other ethics have Corveé System as a potential civic, but Egalitarians are stuck paying influence no matter what.

There's nothing stopping Egalitarians from using the Resettlement policy, sure it might upset people, but you're not blocked from it. The AI, on the other hand is, but they're not taking advantage of game systems to relocate pops to upgrade capitals.

Code:
resettlement = {
    potential = {
        NOT = { has_ethic = "ethic_gestalt_consciousness" }
    }

    option = {
        name = "resettlement_not_allowed"

        policy_flags = {
            resettlement_not_allowed
        }
    }

    option = {
        name = "resettlement_allowed"

        policy_flags = {
            resettlement_allowed
        }
        modifier = {}

        AI_weight = {
            factor = 10
            modifier = {
                factor = 0
                OR = {
                    has_ethic = ethic_egalitarian
                    has_ethic = ethic_fanatic_egalitarian
                }
            }
        }
    }
}
 
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It will be universal, the transit hub increases the chance that a pop will migrate from that system. It's something that you'd want to put in systems that have a lot of pops so that you can increase the chance they move to newer colonies. Check out this post from Eladrin detailing the different monthly chance to migrate per pop, as of mid-November. There's a base 10% chance per month for a pop to migrate, if you throw in a hub that increases the chance by 10%.

MONTH
123456789101112
Base Empire10.00%19.00%27.10%34.39%40.95%46.86%52.17%56.95%61.26%65.13%68.62%71.76%
Base Empire + Hub20.00%36.00%48.80%59.04%67.23%73.79%79.03%83.22%86.58%89.26%91.41%93.13%
Base Empire + GTO30.00%51.00%65.70%75.99%83.19%88.24%91.76%94.24%95.96%97.18%98.02%98.62%
Base Empire + Hub + GTO40.00%64.00%78.40%87.04%92.22%95.33%97.20%98.32%98.99%99.40%99.64%99.78%
Democracy15.00%27.75%38.59%47.80%55.63%62.29%67.94%72.75%76.84%80.31%83.27%85.78%
Democracy + Hub25.00%43.75%57.81%68.36%76.27%82.20%86.65%89.99%92.49%94.37%95.78%96.83%
Democracy + GTO35.00%57.75%72.54%82.15%88.40%92.46%95.10%96.81%97.93%98.65%99.12%99.43%
Democracy + Hub + GTO45.00%69.75%83.36%90.85%94.97%97.23%98.48%99.16%99.54%99.75%99.86%99.92%

One thing about these being per pop chances, is that if you as a player only care about the total number of unemployed pops, well two unemployed pops means double the chance for a pop to migrate automatically.
 
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@Eladrin I know you almost never respond to old DDs but didn't see anything about bio-trophies. Do they resettle automatically too, or do you still have to manually move them around?

If you turn Migration Controls off for them (they're on by default) then they'll move to other planets with decent habitability, housing, and open bio-trophy jobs on their own. (Yes, they don't use housing the same way that drones do, but culling overpopulated planets happens earlier in the search for valid auto-migration targets.)

You can also resettle them manually. OTA updates doesn't affect them since for some reason they just don't get the signals.
 
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GTOS was buffed a while back (forget which patch) and now moves unemployed pops at a rate of 1 per day
As a sidenote - that was a bug, not an intentional buff. It was supposed to check once per month, not every day. It's awful for performance.

The current auto-migration system that we're putting into the free patch alongside Nemesis is intended to be both useful and more performant.
 
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:eek:
Are Indentured servants and gestalt drones also not getting auto-migrate?
Is slave migration something that may be added later? like 2.9.1 or 3.0?

I never said anything about gestalt drones :) (They auto-migrate fine).

Any other changes is well out of QA's domain, so I'm not the right person to ask.
 
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Exactly!

Although on that notes, I'd really love for Chemical Bliss living standard to be overhauled, as currently it's completely useless. Would be interesting is if it provided a more expensive living standard for Rogue Servitors, giving +1 unity to Bio trophies in exchange for noticeable higher upkeep. Maybe have it take some exotic gas as upkeep, not just CGs?

Interesting suggestion No promises it'll be considered, but I like it.
 
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