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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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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.

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1605096840037.png

Slave Resettlement and Worker/Drone/Bio-Trophy Resettlement

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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.

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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.)

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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.

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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!
 
A starbase building doesn't seem like the best solution to moving unemployed pops, since you tend to run out of starbases fairly fast. Might be simpler with a toggle "allow/disallow migration". Although that will run into other issues with building colonies for the growth alone (which is a separate issue that should be addressed)
 
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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.
Sorry for reposting my idea from earlier, but would you also consider experimenting with making these buildings one-way routes? I mean separating between immigration hubs and emigration hubs/slave markets. Should be good for the performance as it no longer scales quadratic with the number of hubs, and add some player agency about what planets to grow further / stop growing.
 
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A tiny orbiting installation around the planet would rock visually actually. Would give some "alive" feeling.

And not use a VERY precious building slot on the planet or on the starbase. We need to remember that building slots will be more rare in the future. Even now I'm not sure about the fact that I will trade a building slot for moving my pops...
 
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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?

There is an extra cost only for manually resettling the last POP not for purging a colony into nothing left.
 
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I REALLY hope that Terravores would have some workaround for abandonment because fully chewing small planets and throeing tgem in a trashbin fits them very well in gameolay terms as well as in roleplaying. Also would be nice to somehow exclude them from expansion planner afterwards because now I have to crack them.
 
Some kind of Spaceport building for planets would be fine with me.

Alternatively Starbases themselves could be reworked somehow to make them feel a bit more alive as space stations, rather than just unmanned space objects with some modules installed.
 
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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.
Could you graphically mark it, if the Designation was manually set (as opposed to automatically set)?
When doing planetary management myself, I often forget if I set this designation manually or if the game set it automatically.

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.
Not quite as much as a I wanted, but it is a progress.

What about other "unlimited" jobs, like the Domestic Servitude Entertainer Slaves? Any chance those could be moved to the top as well? They are kinda like unemployed pops (in that they wait for a limited job to pop up).

HP/MP restored! ...But you're still hungry.
"We were already hungry, when they created us...."

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.

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.)
Point 2 could be easily solved by renaming it into "economic Range" and giving the Gestalts Consciousness empires a Starbase module that provides +2 per instance (but in turn is limited to not get too much range). You could even add the Economic range to the Solar Panels (as they provide the fuel for those "civil" ships).

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.
Building or Decision would be a upgrade. You could have the decision cost something like "+20% Pop Empire Sprawl" as balancing factor.
 
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The easier sollution: Destroy districts and buildings you don't need.

Destroying what you just conquered just feels wrong. The same way it feels wrong to destroy everything on a planet to make it a thrall world just to immediately rebuilt it afterwards.

There are currently 3 ways to deal with a planet which pops are purged/enslaved. Either spread them evenly across your empire, move them to dedicated hellhole planets that are built to deal with them or try to built the planet to deal with them. The later one requires to move in pops from you main species to work these ruler jobs/ stability enhancing jobs. All three of these ways require manually resettlement and I don't see the AI being competent enough to handle that for the player. But doing it yourself costs huge amounts of influence.
Being purged is a job in itself that produces resources, so they most likely won't be moved to more stable planets. A first step could be to make their job output be unaffected by stability, but that doesn't solve the problem that the planet will most likely rebell anyway without happy main species rulers or enough enforcers.

If resettlement costs influence it will also cripple bio ascension empires. You are limited to genemod by planet. Forcing you to genemod several planets and then moving huge amounts of pops around. Not doing this is no solution, because otherwise you could just go synth ascension and have more resources. Resettlement is what keeps bio somewhat okayish. A solution would be to enable a per job genemodding combined with a huge reduced research point requirement for genemodding projects. Another one is the several times suggested geneclinic to passively genemod pops on the planet to suit their jobs. The new civic is nice, but no solution. If you take it it blocks you out from taking another useful civic making bio once again more hassle and weaker than synth ascension.

If influence on resettlement has to stay think about replacing the flat amount with a scaling one depending on ethics, living standard and government form. Eg authorian dictatorships with stratified economy has nearly no influence cost.

Having single-planet sectors is pretty pointless, what should happen upon creation of a new sector from this planet is for neighboring systems to be moved into this sector. As you can see my core sector has well over a dozen worlds, so I wouldn't mind ceding some of them to another sector.

What happened to the plans to nudge systems in neighbouring sectors? Couldn't we introduce the old system of drawing sectors freely? To prevent 1 huge sector like it was the case previously introduce a system/sprawl limit each sector can govern. This way you would be forced to have several.

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.

Having it as a building would solve the limited starbase problem and the incentive to up/downgrade them constantly. It would also fit into the idea of having less buildings with more impact on a planet.
 
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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. So i think they have thought about it and decided against it.
There is literally nothing in this saying this is for "tall empires". The devs just said they will try out a building alternative.
 
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I know it's a business and all but developers had to focus on the AI, UI, Pop-gameplay issues.
Without a solid base game. Players will never enjoy the fun stuff you've been working on.

It's good to know that the development on the right track but there is still much way to go.
 
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I think I just had an epiphany. What IF planet-orbiting installations become a thing separated from starbase installations? Then things like the solar pannels, hydroponic farms or the transit hub could be easily implemented/reworked without messing up with the starbase cap limit/preciousness.

Edit: Even makes sense RP because producing crops/energy in low orbit installations might make more sense efficiency-wise.
 
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Glad to see this getting addressed, automation and micromanagement are real sore spots in the game at the moment. I have to say though the transit hub doesn't sit well; is it not just another way of gating off a quality of life feature? The player will have to go through the tedium of running through each settled system, building a station and building a transit hub. Worse still that will cost slots and stations that could be used elsewhere.

Can you comment on why the immigration push mechanic isn't being reworked to make the need for resettlement much rarer? If planets with overcrowding experienced 100% emigration and pop decline then things would naturally sort themselves out. This would also get rid of the clearly unintended effect of players colonising planets they don't need and want just to get another source of population growth.

+1 (I thought an "agree" tick was insufficient to express my agreement!)
 
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Are you going to consider making the automatic resettlement compatible with the slaver guilds civic?

Those slaves are (in my case at least) indentured, so they can work most specialist jobs. Also depending on the target planet they might immediately become free.

edit: also when playing with voidborne origin I will have to go with slave guilds or have even less influence available for new habitats.
 
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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.


Does that that green planet symbol denote habitability? If so, does it show the habitability of the planet where the pop is now or the other planet? Good change regardless, the current resettlement window has been pretty useless for multispecies empires with different habitability preferences. Personally I would like if it was more visible than just as a small icon on top of a button where it can easily get missed.

Ideally some sort of filter would be nice (show only pops with 60% or better habitability on the other planet etc).

In related question: are there any improvements to the troop recruitment window? It has similar issue with the troop power if you have Strong/weak/normal etc. species in the empire
 
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There is an extra cost only for manually resettling the last POP not for purging a colony into nothing left.

I don't think you see the other side of this issue.
Purging or resettling the last pop IS STILL GETTING RID OF THE COLONY.
It's the very same thing, it's still my colony not somebody else's. Why it should be charged ?
Don't want to use "stupid" idea, as it's still not released but it just doesn't make any sense this "idea".
 
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The new migration system can works, but please:
1) Make transit hub a module, not a building
2) Add a building that increase the range of migration, for every transit hub in the starbase.
3) Add more slot on starbases
4) Please, please, increase the starbases cap.
 
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Slaves and unintelligent robots can still be moved without expending Influence, and certain civics permit you to waive these Influence costs.

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Hey wait, what's that about colony abandonment?
Might be cool (might also be too "obscure" as a mechanic, not sure) if we could speed up demotion based on pop ethics and certain buildings -
  • like letting spiritualist pops demote 20% faster if there is a temple on a world? (think faith and community ties, idk)
  • or militarist pops demoting 20% faster if there is a military academy (or equiv) on a world? (think military duty?)
  • or pacifist pops and paradise domes?
  • etc
Part of me also feels like manual resettlement should cost unity, instead of influence. As there are so so few unity sinks.
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 like the transit hub idea, there are 2 concerns I have though:
  1. I won't be building starbases in all my colonised systems
    • I might want one or two on the border, or a hidden nebulae shipyard etc
    • And the ratio of colonies with starbases to colonies w/out starbases falls as the galaxy size rises, so this might be more of an issue on large galaxies, or ones with x>1 habitable worlds.
  2. and there will be instances where I dont want a "permanent" transit hub as I just want to fill up a planet "most of the way" and am happy to let natural growth deal with the rest (I suppose I could de-construct the hub when I'm done with it but that might get "finnicky").
What would you think about a planetary decision (e.g. gated behind some society tech) that costs lots of unity and/or influence and runs for, say 10 years;
Something like a "stimulate job market" planetary decision.
  • Which acts as a temporary transit hub - for worlds that are in systems without a transit hub.
  • OR acts as a "high priority"setting for worlds in solar systems that already have transit hubs.
    • (so if a pop could choose from a few worlds with transit hubs, it'd prioritise one with this status effect).
It'd be useful for cases where I've built up a mining world or an agri-world in the ass-end of the galaxy and want to quickly populate it to offset a deficit, as pops might just try and fill any old job, rather than the most urgent ones.

And by gating it behind some tech and a high upfront cost it'd be more of a mid-lategame thing used to get certain colonies off the ground fast.

More of a niche case, to be sure, but I'm fairly sure i'll end up running into this issue at some point.
 
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There is literally nothing in this saying this is for "tall empires". The devs just said they will try out a building alternative.

Designing a solution for a problem tall empires don't have seems like a sure way to waste Dev time. So I am pretty sure it wasn't created for them and I am wondering where this claim is coming from.
 
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Very excited for these changes. Colony designation makes a lot of sense, but it might also make sense to move pop growth to another designation such as urban or rural (probably rural as they make raw resources). That way you can still have some worlds more designated as feeder planets for resources, where people can then move to a larger city. Maybe this is scope creep too but the prison colony designation can probably use a couple unique ones as well, like a labor camp or something. Currently the prison designation doesn't seem to do anything (or at least the tooltip has nothing) and so enabling that decision opens up the prison designation but seems to not change how the colony is automatically managed.

Maybe another alternative to what mostly seems like an interface issue for pop resettlement (a very much needed feature) would be to make it a map mode similar to what already exists for trade so that for lack of a better term, immigration lanes could be constructed. Feeder planets move pops to specialist planets, who then move pops to other planets as needed. This would get away from the starbase issue, or planetary based decision management which can be difficult to track as empires get larger. Just a random guess on my end, but perhaps this can help to simplify decisions as well, as each pop would only need to look at 3 nodes on the map to make a resettlement decision. The planet previous to it, it's current location, and the next node on the map and then move to whichever spot can best afford more pops or attract pops.

One question I have with this though, is how does the resource deficit work with sector management? It was mentioned that the AI will attempt to avoid deficits, which I assume is empire wide. This would mean that a poor performing planet or two can hinder the good planets though. How viable would it be to move the deficit checks to a sector level rather than empire level, so help make sector management a bit more relevant and so that a sector which is performing as expected doesn't suddenly see it's development halt because another sector is causing issues? Or perhaps a different question should be, should planetary designations be restricted by sector designation which could also help to serve to manage automatic designation decisions.
 
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