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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!
 
And you do well. Is important to give the Devs some feedback on what they do. I don't knock on anyone. The thing i say is that i care more for final designs, not for we-have-got-this-idea-we-may-or-not-use. These are just experiments, nobody says us there will be a transit hub on the patch when this features are out. Same for everything else on the DD. The Industrial districts are something they talked about previous DD, they also talked about them in the DD 152. I care about the game, i care about the things there will be on the game, the industrial districts are something they talked about more than a year ago. They haven't implemente yet, and few things have changed between one and the other. That is the kind of things i don't care. Things that may or not exist, maybe in two or three years in a possible patch if maybe probably things go well. That uncertainty is what really bothers me :(

And i know people may or not feel that way, and when i express it they may or not agree. That is the why of my warning. I accept the other people opinion and different view of things. So it's not knock on you, is telling you i know you may not agree and i am okay with that :D
Do you really need to announce that you don't agree though? What purpose does it serve, if you already know the majority's feelings on it?
 
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See this? That is why i don't care about these DD. These are not Wiz "Non-final-numbers", these are Non-final-designs. They show us this, they wait months and they they roll it up in a patch. By that time we will have another DD with another numbers and iteration of what we have seen. I care about what we are are gonna get, not what be may gonna get once the devs decide to stop playing the game and start designing the game :(

Thanks for your respectfully disagree, they will be welcome :D

...

Well do you prefer the silence we got over the summer? People were ready to riot, and personally I much much prefer to get an early iteration of a design than getting nothing and wondering "God, are they doing any work on Stellaris at all?"
 
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Just give us the authomatic migration option already, this is a bit like Auto-explore option I know the dev team has this grand vision of how Im SUPOSED to play the game, but frankly I'd rather have actual fun with it and just install a mod to do it anyways.

Then it sounds like you solved your problem? Not everyone wants automatic resettlement everywhere.
 
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Why do you have 100+ colonies that actually need resettlement? If they're just settled for the extra pop growth, that's you choosing to put that extra work in for it.

And Eladrin has said he might have a pop growth overhaul, so judging this without know how that goes is kinda premature, don't you think?

Almost no colony is created to get extra pop growth. Some are settled to gain access to resources. A whole bunch are taken in war. More get settled for access to building slots as my need for strategic resources grows. A few are established for strategic/RP reasons.

Every colony goes through a stage where it engages in pop transfer. Not necessarily all simultaneously, but they all end there. I simply cannot turn off growth on all the colonies because I won't have earned that much influence through the whole game (this might be hyperbole -- I might have earned enough through the whole game but it takes about 3-6 months of influence gain to turn off a single colony) and am using it for other things anyway.

I will not judge what the devs may or may not do. Especially since even tentative plans have not been disclosed. My judgement is based on the game as it is. That is the only judgement that makes any amount of sense. For future development, expecting the devs to take what they've already done into consideration is more sane than expecting them to take what they might do in the future into account when working on immediate changes.
 
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Almost no colony is created to get extra pop growth. Some are settled to gain access to resources. A whole bunch are taken in war. More get settled for access to building slots as my need for strategic resources grows. A few are established for strategic/RP reasons.

Every colony goes through a stage where it engages in pop transfer. Not necessarily all simultaneously, but they all end there. I simply cannot turn off growth on all the colonies because I won't have earned that much influence through the whole game (this might be hyperbole -- I might have earned enough through the whole game but it takes about 3-6 months of influence gain to turn off a single colony) and am using it for other things anyway.

I will not judge what the devs may or may not do. Especially since even tentative plans have not been disclosed. My judgement is based on the game as it is. That is the only judgement that makes any amount of sense. For future development, expecting the devs to take what they've already done into consideration is more sane than expecting them to take what they might do in the future into account when working on immediate changes.
So judging this system through the lens of "It's being applied to the game right now" is too soon then, and you shouldn't do it? Cause it really looks like that's what you did.
 
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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.
In order for it not to part of the core game loop, we should have more control over which species are allowed, encouraged, discouraged, or disallowed to grow, migrate, or be assembled on which planets and sectors, and it should be possible for pops on a planet to decline from high emigration instead of growing infinitely.

Don't just make it harder to resettle, actually reduce the need to resettle.
 
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I like the idea of increasing the Pop Resettlement costs so that it is an actual decision and not something you feel you have to do since it is super-cheap if you're more than 5 years into the game. Certainly, it will not appease min-maxers with hundreds of planets but if it's not supposed to be a main/exploitable mechanic, making it more costly might be a way to go.

Not sure about Transit Hubs though, as someone said, a Planetary Decision might be a better choice. However, I like the general idea of having designated systems where Pops can migrate from/to while some systems are just...off limits, let's say. If you have several planets/habitats in the system, it would have more sense to have it as a Planetary Decision - you designate your farming planet as a valid migration target while the black site secret research habitat is off-limits for volunteers. Kinda gives me the Soviet 'secret city' kind of vibe. Same with prison planets/thrall worlds.

In general, I feel like Egalitarians should have an easier time with automatic Pop resettlement (cheaper Transit Hubs?) while Authoritarians should have cheaper manual resettlement options. The Civics given are a good idea but I would add more, like Influence-free Slave resettlement for Slaver Guilds.
 
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So judging this system through the lens of "It's being applied to the game right now is too soon then, and you shouldn't do it?

No. The proposal/disclosure is there. Applying that new subsystem to the game as it exists is entirely appropriate. Judging that proposal against the spectrum of possibility that the devs might do concurrently and/or afterwards which has not been disclosed is a fool's errand.
 
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All of this feels like the dev team is seriously, SERIOUSLY overcomplicating the issue.

What about the Pop Controls decision? Currently it gives an enormous amount of +Emigration. But your other, still growing planets don't see a single blip of immigration, because any amount of %Emigration of 0 pop growth is 0. I've asked before, but is there any plan to rectify/change this?

Please do this as suggested and also remove the influence cost for enacting it as well as the happiness malus.
It just decourages players to use it.
 
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My personal opinion: Prior to 2.2, the migration system *actually worked*. Instead of representing "normal" migration as a pop-growth modifier, actual full pops were moving around on their own. This is how it should be. Instead of trying to implement more and more ways to "fix" resettlement, maybe it's time to acknowledge that the changes to the migration system in 2.2 were a mistake and just be done with this problem.
 
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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.)

It's could a solution to add a new star base module ? Which grant you +1 system range transit, and require transit hub to be build. (of course, accesible for gestalt)
Imo, it's could make feel starbase more "tight", and force the player to make a choice between naval capacity, collection range, trade defense and population management.
Moreover, if you use star base, you cannot have a specific control of your "movement route" anyway, since with habitat you can easely have many different world in the same system.
 
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See this? That is why i don't care about these DD. These are not Wiz "Non-final-numbers", these are Non-final-designs. They show us this, they wait months and they they roll it up in a patch. By that time we will have another DD with another numbers and iteration of what we have seen. I care about what we are are gonna get, not what be may gonna get once the devs decide to stop playing the game and start designing the game :(

Thanks for your respectfully disagree, they will be welcome :D

I have to disagree - this is exactly the sort of dev diary I like. It's showing ideas of where they are thinking, and talking about it now gives players a chance to have their input, rather than silence and marketing with a release that doesn't show the underlying issues (that inevitably show up).

The fact that we can discuss how great or how poor this implementation is NOW before it goes live is exactly why these dev diaries are great.
 
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Thank you for the update, these are interesting developments.

I have a couple of thoughts. First, instead of making transit hubs a building, why not make them a module with a range, like the trade hubs? That way you don't need star bases above all your colonies to manage the flow of people, but also utilising this functionality presents opportunity costs (e.g. by not having anchorages).

If you did this, it would then lead on to a second suggestion - make the Hyperland Register boost the range of both transit hubs and trade hubs. It would then have greater strategic value and be fulfilling a thematically appropriate function.
 
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Do you really need to announce that you don't agree though? What purpose does it serve, if you already know the majority's feelings on it?

Funny, now that you say that... yes, maybe it was not the best idea :p

Well do you prefer the silence we got over the summer? People were ready to riot, and personally I much much prefer to get an early iteration of a design than getting nothing and wondering "God, are they doing any work on Stellaris at all?"

Of course not :(
But i would prefer something other than recycled DD about features that may or not exist on the final game :)
Many times they have take one or two weeks after a DLC to not post a DD, they decided to continue. That is with fillers about Schrodinger features, even after they have unofficially announce the next DLC, espionage :)
I don't like the silence but i would like something with more substance and more chances of actually exist :(

And yes, i know i am asking too much :(
 
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No. The proposal/disclosure is there. Applying that new subsystem to the game as it exists is entirely appropriate. Judging that proposal against the spectrum of possibility that the devs might do concurrently and/or afterwards which has not been disclosed is a fool's errand.
Changes do not exist in a vacuum.
 
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I like the idea of increasing the Pop Resettlement costs so that it is an actual decision and not something you feel you have to do since it is super-cheap if you're more than 5 years into the game. Certainly, it will not appease min-maxers with hundreds of planets but if it's not supposed to be a main/exploitable mechanic, making it more costly might be a way to go.

Not sure about Transit Hubs though, as someone said, a Planetary Decision might be a better choice. However, I like the general idea of having designated systems where Pops can migrate from/to while some systems are just...off limits, let's say. If you have several planets/habitats in the system, it would have more sense to have it as a Planetary Decision - you designate your farming planet as a valid migration target while the black site secret research habitat is off-limits for volunteers. Kinda gives me the Soviet 'secret city' kind of vibe. Same with prison planets/thrall worlds.

In general, I feel like Egalitarians should have an easier time with automatic Pop resettlement (cheaper Transit Hubs?) while Authoritarians should have cheaper manual resettlement options. The Civics given are a good idea but I would add more, like Influence-free Slave resettlement for Slaver Guilds.

I have no problem with resettlement being more expensive so long as I have tools that make it less necessary / more rare. What is being proposed is making it much more expensive -- to the point where turning off pop growth becomes cheaper than resettling a single ruler -- and I don't do that now not because I want the growth -- I simply can't afford it.
 
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A quick idea here would be to highlight planet icons (you know, the "free building slot, unemployment, overcrowding" ones) on the tab headers for each sector (possibly with a number, to indicate how many planets in the sector are affected by that), that way you don't lose significant information when you collapse a sector tab. It would also be nice to have a separate piece of UI for this but eh, one step at a time.
I actually made this suggestion over a year ago.
Imagine the sidebar on the left (with the tabs for technology, situation log, species, etc). What I'm thinking of for the outliner would be very similar, with tabs for planets, starbases, fleets, etc. But could also be sorted from top to bottom like now in the outliner.

But that's not all I wanted to do. On the situation log at least, a small yellow icon appears whenever something new comes up to look at, and I want to do a similar thing here.

A green icon = everything is fine for your planets, your fleets, your armies, whatever.
Blue = Buildings, or fleets can be upgraded, but otherwise, everything is okay.
Yellow = There's no more housing, or amenities on a planet(s). Or your fleets/armies are orbiting something without crew quarters.
Red = Unemployment, fleet damage/combat, and so on.

And this would be for every tab. If you see a blue icon, a building can get upgraded, or there's an open building slot. If the fleet tab has a red icon, it's in combat. If civilian ships have a yellow icon, a science ship could be disengaged/used the experimental jump.

Finally, I wanted a better way to filter everything, based on what you need to see. On top of seeing these icons (so you don't need to constantly check your worlds), I also wanted to have the ability to filter based on what I need to look at, so I don't need to scroll too much.

  • Filter based on passive needs (Upgrades, open building slot, etc)
  • Filter on general needs (No jobs left, capital building upgrade, etc)
  • Filter based on pressing needs (Unemployment, negative housing, low stability, etc)
  • Show all
  • etc
I had something like that in mind, but I'm not sure how else to describe it, and I'm not good at graphic arts.
 
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I'm surprised nobody has commented on the change to democratic governments, since that looks pretty bad to me. Thematically democracies should be the ones to receive the faction bonuses, as they have the greatest need to be attuned to what the people want. And in my games pop demotion is usually a rare occurrence, which makes this bonus so much less useful than the others.
 
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I'm honestly not sure about adding Influence cost to resettlement. I'm already running short on Influence, and now we're going to have to pay 10 Influence for a single Worker pop or 200 to abandon a colony?

Are we going to have more sources of Influence or a higher Influence cap to compensate for this?
I think it's their way of saying "mass resettlement is not the intended way to play". The influence cost makes it more of a trade-off so you're less "obligated" to constantly resettle pops manually when playing against min/maxers. Likewise, trying to constantly move around your transit hubs has a time and alloy cost.
 
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