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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!
 
The Influence cost for resettlement and particularly for abandonment seems like it is going to be rather problematic when playing my default empire (Life-Seeded Xenophobes).

Currently, upon the conclusion of a war in which I get at least one new planet, this is roughly how I deal with any planets I conquered:

- Clear out districts and building (unless Gaia World/Ecumenopolis/Relic World). They're a waste of sprawl and upkeep if I'm not keeping the planet.
- Disable all remaining jobs except one top-tier one, then resettle one primary species pop to the planet to keep public order (as the planet otherwise is likely to rebel).
- Displace (or otherwise purge, but early on I'm using Displacement to keep the galaxy reasonably happy) xenos and resettle any unemployed primary species pops as they spawn (unless Gaia World/Ecumenopolis/Relic World). I have no interest in keeping the xenos around since they're going to cost me CG, food, and sprawl I'd rather put towards other things, and it also goes against RP.
- Once all xenos are gone, abandon the planet (unless Gaia World/Ecumenopolis/Relic World) since it's got terrible habitability and also causes sprawl. Resettle it once it's been terraformed into a Gaia World (which won't be an option until World Shaper is unlocked, which isn't happening early on).

Having to pay 210 or 250 (depending on whether the highest tier job is a Specialist or Ruler) Influence per planet to be abandoned is going to be quite crippling since it'll take well over a year to earn the Influence to abandon one planet even if you've got happy factions/full rivalry slots/etc. and don't spend it on anything else, and since I generally play with max habitable planets I often end up with a dozen or so new planets after a war that goes well even without a Total War CB. Not moving any pops to the planet in the first place isn't going to work well because it'll likely rebel before all pops have been cleared out (at least, that happened before 2.8; the new purge speeds might help a bit), and it's likely going to be too expensive to build up and maintain a bunch of assault (or whatever; early on it's definitely assault) armies to crush possible rebels on plenty of planets at once unless you're fairly late in the game (since you'll not have a ton of planets to get income from due to Gaia/etc. planets being rare until you can make new ones).

A multiplier based on the habitability for the last remaining pop (or possibly the habitability for the non-Undesirable pop in the empire with the highest habitability) would make it more manageable without removing it entirely. This would also be useful forempires that get Machine/Hive Worlds and rather would not have pops sit around on low-habitability worlds until they can terraform those worlds to something they can use. Additionally, even with the tech for Tomb World habitability (or pops with Survivor) it feels like a significant discount for Tomb World abandonment might be good for Spiritualist empires since the relevant faction gets unhappy if you stick around and an unhappy faction of course gives less Influence you can use to resettle the pops on planets they want you to leave...


It'd definitely be possible for me to just mod out/severely reduce the Influence cost, but it feels like these issues might come up for someone else and therefore might be worth considering for the unmodded game...
 
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I think I will have to wait to hear more. I like the idea of resettlement occurring rarely. I am tentative with idea of a starbase module transit hub though. I don't think I would have enough starbases to cover all my over populating systems. Also doesn't a starbase collect the trade from its own system even if it has no trade hubs? If so I fee this would add many more trade routs to my empire rather than being able to use 1 massive trade hub to cover 6 jumps at a time.

I kinda like the idea of transit hub as a planetary building, seems like it would be easier to use even though I would have to build one on each planet in a system instead of just one on a starbase. hmmm.

Really I think I cannot judge this until they reveal a update to pop migration.
 
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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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Manually resettling the last pop off a colony you own carries an additional influence surcharge in our dev builds.

This is a big NO-NO from me.

What if I conquer another empire, start purging it's residents and the last resident will be purged? Will I also get penalized 200 influence for it?

I think it's just non-sense to be charged for getting rid of my own colony.
 
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How about we do NOT add an influence cost to this? Please stop adding influence cost to absolutely everything for no good reason.
 
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So what happens if you have these hubs (on nearly every system or world if building) AND Greater than Ourselves active at the same time? Do pops move faster?
 
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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.
A planetary decision might also work. How will this interact with slaves though? As it stands right now the system will literally free employed slaves to enslave all the unemployed pops even when using chattel slavery or indentured servitude. Now with the added influence cost, and influence being needed for absolutely everything no matter how weird and being an arcane and odd resource. This would hurt slaver empires badly.
 
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For this to work, the sector system needs to be more malleable. Currently, it regularily results in "orphaned worlds" such as those:
We could have a sector system that is a mix between the old system and the new one.

You can create a Sector, the systems within 2 hyperlanes would be added by default upon Sector creation or Starbase construction, and then you can add or remove systems at will within 3-5 hyperlanes, including the nearby ones that were added automatically.

The only restrictions besides Sector range would be that you can't remove the Sector Capital (the Sector Capital has to be moved, or the Sector deleted – the Capital wouldn't be moved automatically) and that all systems within the Sector have to maintain internal hyperlane connection to the Sector Capital – meaning that systems can't be added unless they have a direct hyperlane connection to a system already in the Sector, and can't be removed if they are needed to maintain a connection between the Sector Capital and another system, until that another system is removed.

Sector range could maybe even be affected by the Sector Capital's capital building tier, with base 2 sector range, Planetary Administration expanding it to 3, Planetary Capital expanding it to 4, and System-Capital Complex expanding it to 5.

That way, the Empire Capital would start with 3 sector range, and new colonies would start with 2, and they could build up from that. The more developed the Sector Capital, the bigger the Sector can be.
 
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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.)
Will it be possible to activate or deactivate the transports hub?

Also, I get that you put an upfront influence cost to relocation because this shouldn't be something you should do often, and you are planning new ways to prevent overpopulation and pop relocation micromanagement but.. isn't the influence cost a bit too much? I mean, you already need influence to do a bunch of stuff, isn't it better to put a slighty minor cost? And what about xenophobe or autocratic empires? Shouldn't they pay way less to delocate unwanted pops?

Also, I really love the transports hub idea, be it in the starbase or in the planet I think is a good way to control the flow of pops, I'm happy to see you work on the issue :)
 
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Looking more and more like I'm going to stay on 2.8 when the new update comes out. It feels like each issue is getting half-solved in such a way that it makes the game worse.
Resettlement: There literally aren't enough starbases to do this for every planet. GtOS is in the game already, just broaden the restrictions to include slaves/servitude bots and make it available to everyone and you're done! Adding an influence cost to manual resettlement more or less kills it, without actually getting rid of the various factors that make it so important. If you want to make resettlement less common, you should change the things that make it important, not just jack up the price.
Stratum Demotion: Just get rid of it! You know it's a problem, hence cutting demotion times in half... why not follow through?
Governments: This is a buff to oligarchy and imperial, already strong government forms, and a nerf to democracy (which is already awful) and dictatorships (which are good atm, but basically indistinguishable from monarchy). Rather than having three decent government choices, it's being reduced to two.
Terravore: Cracking the world instead of leaving a useless one is a good thing, but that doesn't change the fact that the bonuses for consuming the world are still absurdly tiny.

The one unequivocally positive change is colony automation being improved. No complaints there, especially if the new automation is easily moddable.
 
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It would be nice to introduce some systems from the mod : ethics and civics alternatives.it would make it way easier to split autoritarian/egalitarian in competitiv/cooperativ and autoritarian/liberitarian and make through new civics like in this mod the roleplay of greedy corporation or dictatorial communists/or anarcho-commumist mor fun.
 
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Could be a surface spaceport. And also add some clerk/merchant jobs and maybe a bonus to trade value
That would allow you to build it everywhere and on any planet without limit. As i said before, the plan is most likely to help tall empires and not a galaxy spanning dominion.
 
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Could be a surface spaceport. And also add some clerk/merchant jobs and maybe a bonus to trade value
That might actually work. Combine it with some building that currently rare sees use/is underwhelming. There really aren't enough starbases to put one into every system, and sacrificing a building slot hurts. But combining it with a mediocre building might give a good reason to build it.
 
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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
Finally some form of proper internal economic system.
DO you have plans at some point that would allow an empire to employ aggressive head hunters to convince pops of other empires to pursue an easygoing career within said empires agricultural business. Aka, will you allow us to employ pirates to enslave pops in transit in order to turn them into nerve stapeld delicious lifestock?
 
Why not have it both as a Starbase building and as a Planet-based building? It'd be nice to have more things to put in Starbases, and if you have 4 Habitats and a Planet in one system, it could be handy to have it on the Starbase. That being said, Starbases could be a limiting factor, so it'd be nice to have the option.
 
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roleplay as greedy corporation, dictatorial communists, or anarcho-communists
You can already do that.
  • "greedy corporation" – Megacorp, authoritarian ethic
  • "dictatorial communists" – authoritarian, materialist, police state civic
  • "anarcho-communists" – fanatic egalitarian, shared burdens
 
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