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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.

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!
 
You could borrow something from IR and have pops only auto-migrate within a sector, once the sector capital builds the transit hub. The transit hub could require the 40-pop capital building. Once the capital building reaches 80, you could upgrade the transit hub to allow transfers between capital worlds.

on the note of sectors...

any info from the devs on manual sectors?
 
Paradox has a seriously wacky way of filling out the game dev tech tree. They haven't even discovered key re-binding yet, and that's like tier 1!
Seriously, Paradox makes some awesome games and some not so awesome ones. But they also love to reinvent the wheel. And make it needlessly complicated. Where others use a sphere, Paragon would use a myriagon instead.
 
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Late to the party, but: I do not like these government bonusses. Democracy got the short end of the stick again. Pop demotion is way less useful than a bit more influence or more flexibility with edicts. Will Democracy rebalanced in the near future?
 
Just to remind you. Months ago when this came up the devs said they would introduce a claim relic war goal if interest for that existed. The feedback to that was overwhelmingly positive and quite numerous. Since then we haven't heard anything about it.
For example, Gulli did that. Only for mod's relics, but nevertheless - hardcode already ready for this, so that's only a matter of a stamped task for the devteam. Here is the catch: there probably was the stamped task to do this, but phrased to do this only for hardcode, not for frontend files. So here we are: mods can do this, but original game can't. ¯\_(ツ)_/¯
Even more, this feature exists in original game, but for galatron only, lol

That will happen by the time the game gets an "auto-upgrade" feature for buildings.
Stellaris actually... had this feature. Remember? Back on tiled planets with 'do not replace buildings' option for sector AI. Not that direct, yes. So codebase has the code, but sector AI design lacks 'do not build new districts/buildings' feature. Such feature is obligatory (along with 'do not replace'), due to happiness/crime mechanics - for most cases, 80 pops on an ordinary (not ecu, not ring section, etc) colony is a reasonable cap (due to building slots and 80 pop requirement for capital building), so there easily can be left some empty district slots. But if sector AI is enabled, it will try to fill that empty slots, leading to unbalanced, i.e. inefficient, colony.

To be fair, it's hard to build in QoL stuff when you keep ripping out and replacing the basics. Someday, they'll keep a lead long enough to keep the systems intact long enough to work on QoL stuff.
It's impossible due to agile/scrum they using. When everything has quite soon deadline, there's no time to develop, implement and test complex fixes. So we getting a tonload of ad-hocs based on and implemented to fix another ad-hocs.
 
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Late to the party, but: I do not like these government bonusses. Democracy got the short end of the stick again. Pop demotion is way less useful than a bit more influence or more flexibility with edicts. Will Democracy rebalanced in the near future?

It's already been suggested twice in this thread that Democratic government should have a faction influence bonus instead. Hopefully the devs have seen it and will listen.
 
For example, Gulli did that. Only for mod's relics, but nevertheless - hardcode already ready for this, so that's only a matter of a stamped task for the devteam. Here is the catch: there probably was the stamped task to do this, but phrased to do this only for hardcode, not for frontend files. So here we are: mods can do this, but original game can't. ¯\_(ツ)_/¯
Even more, this feature exists in original game, but for galatron only, lol


Stellaris actually... had this feature. Remember? Back on tiled planets with 'do not replace buildings' option for sector AI. Not that direct, yes. So codebase has the code, but sector AI design lacks 'do not build new districts/buildings' feature. Such feature is obligatory (along with 'do not replace'), due to happiness/crime mechanics - for most cases, 80 pops on an ordinary (not ecu, not ring section, etc) colony is a reasonable cap (due to building slots and 80 pop requirement for capital building), so there easily can be left some empty district slots. But if sector AI is enabled, it will try to fill that empty slots, leading to unbalanced, i.e. inefficient, colony.


It's impossible due to agile/scrum they using. When everything has quite soon deadline, there's no time to develop, implement and test complex fixes. So we getting a tonload of ad-hocs based on and implemented to fix another ad-hocs.

I'm not talking about iterative fixes because they failed to nail the original problem or didn't spend the time to consider foreseeable consequence. I'm talking about the removal and replacement whole-cloth of systems and subsystems the devs are prone to pursue. For example, it looks like we're getting yet another colony development / economic system with some of the same trappings as the last (districts and buildings will still exist) but with entirely different balance, expectations, and implications (districts will be the primary centre of employment, buildings tweak colony design and augment districts).

It's tough to build out QoL features when entire systems get replaced every couple of years.
 
Note that currently whenever you successfully invade the capital of an empire with a relic there is a 10% (15% for Barbaric Despoilers) chance to steal it.

Oh boy and I thought claim relic War goal was a distant stars DLC feature. So it was actually from a mod.

Please don't tell me Arcane İnstitute is also a mod feature, or reverse engineering small artifacts. Border between reality and fantasy becomes more blurry with every installed mod... :rolleyes:o_O
 
Oh boy and I thought claim relic War goal was a distant stars DLC feature. So it was actually from a mod.

Please don't tell me Arcane İnstitute is also a mod feature, or reverse engineering small artifacts. Border between reality and fantasy becomes more blurry with every installed mod... :rolleyes:o_O
Arcane Institute is a mod feature. Reverse-engineering minor artifacts is DLC.
 
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Yes, a big population should be an asset and not a burden. Thank you.
It boggles the mind while population growth and robotic assembly continues on planet without free jobs.
Both of them should slow down when there are 5 unemployment and stop entirely when there is 10.
This way, population growth would slow down when a planet is full, and only resume if some of them transit to other world.
 
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Yes, a big population should be an asset and not a burden. Thank you.
It boggles the mind while population growth and robotic assembly continues on planet without free jobs.
Both of them should slow down when there are 5 unemployment and stop entirely when there is 10.
This way, population growth would slow down when a planet is full, and only resume if some of them transit to other world.
Just fyi, the Carrying Capacity mod which is referenced in the DD does exactly this -- slows growth and ceases robot production when you run out of living space.
 
On this issue, if the pops resettle automatically, it will finally be possible to have pop working on starbases and mega-structure other than ring worlds.
Pops would for instance, resettle themselves onto a station with a trade hub if there are jobs there, and maybe generate some trade value :)
 
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I'm also completely on board with pop resettlement not always being a good thing.

It depends on your empire type of course. (Those drones aren't going anywhere, for example, and if I'm fanatically authoritarian my pops might as well be drones for all I care. Right up until they start shooting back.) But pops should want to move around to the places that they want to be. If there's a nicer planet or one with better jobs available, it makes perfect sense that they would want to jump ship and head over there. If they live on a planet they hate or have a job they hate, same goes.

Breaking ground on a Gaia world should come at the risk of high unemployment, for example, because there should be plenty of people willing to take their chances for a shot at living in paradise. Or it should be actively hard to keep people working at my rural resource production worlds, because plenty of pops should jump at any chance to leave the mines. Hell, it would make sense to me if a single factory job drew two or three pops. If I can't keep people in stable jobs on planets they generally like then my empire should be unstable, with pops moving around constantly. (And if we can get politics working well, that should come with all the consequences of constantly shifting ideologies and factions.)

Personally I'm very on board with resettlement being a challenge as much as a tool. It would certainly help an empire feel more alive and active if my pops were moving around based more on what they wanted than what I do.

Also, unrelated. Love the government bonuses. Those definitely need some love (or, you know, relevance of any kind at all). But for the democracy bonus... does anyone else actually have a problem with demotion? I know it's supposed to be a big deal, but it never comes up in my games. Like almost at all. Between growth speed, buildings and upgrades, I very rarely have pops who need to demote.
 
BTW, There is something important to this feature we might have all overlooked.
The number of colonies in the late game is always bigger than starbase capacity.
if the transit hub is a building on the starbase, we'd be forced to upgrade starbases on each colony, wait for migration to complete, and downgrade it.
the transit hub need to extend its coverage over the base's collection range !
Since the point of this feature is to reduce administrative burden on the player, this definitely deserves some attention.
 
BTW, There is something important to this feature we might have all overlooked.
The number of colonies in the late game is always bigger than starbase capacity.
if the transit hub is a building on the starbase, we'd be forced to upgrade starbases on each colony, wait for migration to complete, and downgrade it.
the transit hub need to extend its coverage over the base's collection range !
Since the point of this feature is to reduce administrative burden on the player, this definitely deserves some attention.
Overlooked? We've been talking about that same problem over multiple pages.
 
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The number of colonies in the late game is always bigger than starbase capacity.
Early-game too.

Homeworld + 2 guaranteed + 1 random = over your starting cap.

Void Dwellers + 1 expansion = over your starting cap.
 
BTW, There is something important to this feature we might have all overlooked.
The number of colonies in the late game is always bigger than starbase capacity.
if the transit hub is a building on the starbase, we'd be forced to upgrade starbases on each colony, wait for migration to complete, and downgrade it.
the transit hub need to extend its coverage over the base's collection range !
Since the point of this feature is to reduce administrative burden on the player, this definitely deserves some attention.
In the subsequent DD, they revised the plan and the starbase building is now no longer required. Instead it simply increases the chance of a auto-settlement for the system.


The revisions to DD 191 are the last third of DD 192
 
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In the subsequent DD, they revised the plan and the starbase building is now no longer required. Instead it simply increases the chance of a auto-settlement for the system.


The revisions to DD 191 are the last third of DD 192

That's a step in the right direction but it's still going to be difficult to facilitate migration.
How about three small adjustments:
1. Transit hubs extent their affect over the collection range of the star base
2. each Commercial Zone increase migration rate by 10% and Commerce Megaplexes increase migration rate by 20% (in addition to their existing affect)
3. And transit hub stack with commercial zones.
The basic idea is that transit hubs are your equivalent of JFK and Heathrow which serve entire sectors,
and commercial zones are equivalent of small no name airport like Santa Barbara, which serves one planet.
a citizen trying to go somewhere could take a dinky little ship from their home planet, or a massive linear that stop over at a transit hub.