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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.

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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!
 
Why strata promotions are instant though? Miner instantly learns how to be a scientist, but scientist has to spend years learning to be a miner?
This is kind of backwards.
It's one of a few mechanics in Stellaris that I always feel were implemented backwards, illogical and counterintuitively.

Demotion times:
Mining jobs are unfilled for 10 years while unemployed specialists refuse to work jobs that are beneath them.
Miners can instantly become Scientists/Artisans/Entertainers with no penalty or cost.

The logical implementation would be the exact opposite:
Mining jobs are filled by specialist pops instantly, specialist pops can instantly promote to fill new specialist jobs with no delay (they retain their training)
A miner can switch to scientist but takes 10 years of training to work the more technically advanced job (promotion times before reaching full output)


Trade:
Trade routes require physical transport and protection of money taxed from pops (digital information)
No transport or protection needed for physical goods (minerals/food/alloys)

The logical implementation would be the exact opposite:
Trade routes required for the physical transport and protection of physical goods (minerals/food/alloys)
No transport or protection needed for digital goods (money/credits/unity/research)


Obviously it would be a massive change to reverse things now, but I have no idea why those mechanics were implemented backwards to begin with... They just don't make the slightest bit of sense to me - why would a scientist starve instead of growing crops? How do minerals, alloys, food and rare crystals sneak past the pirates while they manage to intercept all the bank transfers? *shrugs*
 
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Seriously though, on Influence costs, I was just talking back in May about how the costs should be reduced in general, cause there's just so much more to spend Influence on than there used to be, for how little of it is produced.
Election Influence cost is unchanged since release. However back then there were no megastructures, habitats, GC, planet decisions, branch offices and such. A single space station claimed multiple systems and edicts were all toggles which cost monsthly influence. But there simply was much less to spend influence on and the opportunity cost was lesser too, so the costs weren't as prohibitive as they are now.
I really feel like influence costs should be slashed across the board, possibly by half. Base 45 for outposts, base 75 for habitats, base 50-150 for edicts, and base 150-200 for megastructures. The current pricing is insane
And now we're getting to a point where resettling two pops can cost 100 Influence.
 
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well on the one hand we want less micromenagement, but if they try to give it, we want the micro back to get best possible out... where are our prioritys, thats the question?

I would like to remove the micro while still retaining the ability to meddle with the system myself. For example if I hand over a planet to AI management I still can built stuff on the planet by myself without paying a harsh influence penalty.
A lot of people brought up legitimate concerns for cases when you would want to manually resettle pops.

It looks like the main reason the influence cost for resettlement got added because they want to prevent using colonization to print pops. Instead of making this change to manual pop resettlement, that creates several problems, change the actual problem. That is that colonization prints new pops out of thin air.
 
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About influence costs, in general: they need to scale. Both with galaxy size, and with time passed (at least for moving pops around). Inversely, of course. To account for both, why not make it cheaper (in terms of influence) to move each individual pop the more sprawl you have (with a lower limit of 1 influence per pop moved)? And to compensate, make it cost more and more energy the more sprawl an empire has.

Flavorwise, wide empires (big sprawl) do not need a lot of political capital to move their population around since it's such a small segment of the total, but considering the size of the administration it's going to cost more and more money to pay for it (due to distance or size of bureaucracy, whichever).

Upside: early in the game the cost in influence will be significant (thus not a no-brainer choice to move pops), late in the game the energy cost might actually become noticeable (provided proper scaling is applied, of course).
 
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A lot of improvements to automation, which I am really happy about! I'm rather "eh" about the resettlements changes though. It seems like the patch is really far off, so I do hope you guys will have time to incorporate some of the community's feedback on it.
 
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I was asking for tool to manage the planet development and those changes with automation sounds a bit like answer to my requests. Thank you dear devs!

I am even more happy with propositions of the resettlement issue solution.

If the two above improvments will end up working correctly we will be left only with housing problem. I can't imagine how the galactick empire of any sort could have problem with municipal construction: we can build Dyson sphere but we can't build 1000 blocks of flats... There is no logic in that.
 
Another reason to add a toggle disabling automatic trade route creation. (You can delete trade routes manually, by the way, I always do that. It's tedious, but it prevents piracy.)

I don't get why "I don't want trade routes coming in from every starbase I ever build and generating piracy without my knowledge" is somehow a difficult idea for folks like Nahadoth to understand.
because i have to do even less by just not building a starbase in a system with colonies, i don't get why you would other than blacksites which imo arn't worth the hassle.
 
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Then it sounds like you solved your problem? Not everyone wants automatic resettlement everywhere.

No, if it was, me and a lot of people wouldnt point it out, thats why I specifically said it should be an option, but its not solved if for example you want to do it while earning achievements or while avoiding the 30% load bug they introduced recently, or if you want to play without mods, functionality shouldnt be dependant on external mods as I said.
 
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I'm generally very happy with the dev diary, but the pops will automatically migrate now to planets with free jobs? Otherwise it would be punishing to move them with an influence price every time and it would also be scarcely realistic that free pops stay in the same place and be poor and unemployed when can move and have a proper job.
And if not I hope the game lets the state to use surpluses to pay for the unemployed people to support them instead of having them causing unrest and become criminals.
 
This setup still feels unwieldy when multiple species are involved. How do I choose for the unemployed industrious pops to be moved to new mining worlds, while my intelligent pops are moved to research planets? Going by the current setup, you could just as easily end up with the opposite for general chaos everywhere!

Perhaps have certain pop traits be drawn to immigrating to certain planetary designations?

Of course this doesn't even touch having to populate master species on slave planets.

Possible idea: Give each pop a job satisfaction value. This job satisfaction value would essentially be the bonus it gets to the job it's working, both by current bonuses/penalties on it, and the modifiers on the destination planet. And rather than target unemployed pops for moving, it instead looks at all pops on a planet with unemployed workers of a given type, finds the ones at the lowest job satisfaction, and has those ones move to the destination planets where they have the best rated open job. Or if you wanted to go even more abstract/efficient on the decision making, create a modifier based purely on sector+planet designation, so that if the most unsatisfied worker on a planet is a farmer, it will resettle to whatever planet with room has the highest farm output rating based on the combination of planet/sector designation.
 
well, lets sell these tall-players some whide looking stuff thats still tall, something like tofu for stellaris, maybe than they are happy xD

Maybe some healthy content for tall play would be a healthy way to go for Stellaris? The thing is, at some point every way of play ends up in tall gameplay if you need to develop within your borders.

How would the gameplay behave if i would be able to sink influence in development within my territory instead of expanding it (other methods than habitats or ringworlds, like upgradeable resource spots on asteroids for example)? Give me the vegetables to cook 2500 pops in 10 systems to rule the galaxy from there. I guess a badge with "this product is suitable for tall and wide gameplay" would be a good selling point.
 
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Have you considered a global growth per empire? That way the pops will only be grown on planets with jobs and houseing?
You will not need every planet to be colonized early on if we do not grow our pops faster with more planets. We can just settle 1 and 1 planet and slowly build up.
You can put a limit that pops do not grow if there are no more jobs or houseing.
Exponential growth until we run out of resources is how all biological life normally develops. It was less then 150 years ago that we were 1 billion people of earth. We would be able to repopulate a new Earth like planet every 30-50 years if we could instantly move people to the new planet.
Other lifeforms that we may one day create might do it in less then 5 years.

Currently pop growth scales mostly with the number of colonies. First thing it makes gaia starts unplayable without migration treaties, and it makes for very unbalanced games in MP.
 
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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.

I think it would be better to have it both as a starbase module for highly populated systems (like a system with a lot of habitats) and one building for a bit of flexibility because Starbase numbers is really limited and you might want to build a "Highly served" Empire in late game
 
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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.
please please please be multiple pop growth slots
 
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Yes please. These modifiers got even worse since the edict rework.

At this point everyone knows Paradox has embraced Spiritualists to be a meme playtstyle. No one is taking it seriously anymore. We also know that Stellaris balanced is decided by a dart board. With a few adjustments to make sure that:

Non-Gestalts > Gestalts.

Content for non-Gestalts >>> Gestalts (see Necrophages being locked away from Hiveminds, or Psionic Ascension locked, or Horizon signal locked from Gestalts.

Materialists >>> Spiritualists.
 
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please please please be multiple pop growth slots

How dare you expect something that a Dev Diary prior to 2.2 mentioned is going to make it into the game, more than 2 years later.
 
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You did it, you make me feel butterflies in my stomach again! I love the changes that are coming! I'm so eager to play them! So happy to have been part of this community since day 1! The game looks better with each passing expansion!
 
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