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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!
 
How do you play? Every empire always needs more influence. You need it for pacts, for the GC, for outposts, for claims, for habitats, for planetary decisions, most importantly the arcology project, and for gateways and megastructures. The only sort of empire I've found that doesn't always need more is genocidal gestalts, who don't have the Arcology project and do have total war.
I'm currently playing a game where I don't do any treaties with other empires. I built megastructures, but I've found myself claiming stuff just because I had too much influence. Not because I truly want it. Sure, if you you use all influence costing features you may struggle, but it's just not necessary to

Trade routes require physical transport and protection of money taxed from pops (digital information)
Trade value is an abstraction of goods being moved by private companies. It's not information

I agree that it would be nice to have minerals, food, etc. to move like trade and be charged transportation for it, but that's probably way too resource incentive. You have any number of planets being connected to each other, needing to decide where to source materials from and where to export surpluses.
 
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Y'all got short memories. Back in the tile system, every pop resettlement cost Influence, 50 iirc.

Also, the cost of upgrading to a basic Starport is negligible: 200 Alloys, reduced to ~half through The Great Game and Corp of Engineers. Not hard to get. I RP it as the infrastructure necessary to move millions or even billions of individuals.

One more thing, starbase limit is a soft cap. The penalty climbs harshly, but I see no problem enduring 2 or 3 starbases, more for a very large empire with tens of thousands of Energy to blow, over the limit. I expect some starbases to be temporary and I think that is fine.

Population after 2.2 is 10 times bigger.Influence for resettlement is a very bad idea
 
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That's the point. Spending the resource means making decisions affecting the whole empire, regardless of size.

Yeah I definitely get that point, I just really believe there is too much encompassed under the branch of 'influence'.

Even if you split it to internal and external, you would probably still have points where you had to pick and choose whether you kept expanding or used your council veto, but at least it wouldn't affect your ability to expand your planets or build habitats. Unity could especially be interesting in a democracy setting. You would have to get the approval of your government to build the sphere, as it would be a huge use of public resources and what not, or expanding your planets districts with mastery of nature.

I mean it could end up being a horrible idea, I just didn't want to be one of those people who moans without giving suggestions.
 
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I'm currently playing a game where I don't do any treaties with other empires. I built megastructures, but I've found myself claiming stuff just because I had too much influence. Not because I truly want it. Sure, if you you use all influence costing features you may struggle, but it's just not necessary to

That may fit your play style, but for those of us who do want treaties or federations or to do stuff in the galactic council it simply won't work. I don't want to ignore one big feature of influence simply so I can use another. It's a difficult act to develop with everyones playstyles in mind I guess.

Would my xenophile empire ignore the galactic community? Of course not, but do I have to cripple my economy by not expanding so I can spend that influence in the galactic community? Having to ignore features of the game to use others doesn't really sit well with me.
 
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One of the major influence sinks in the game disappeared with the change to toggled edicts, and many empires find themselves at or near the Influence cap a significant amount of the time. Yes, I understand that aggressive and expansionist empires prioritizing claims and outposts may struggle with it.

What if the costs were based on distance? A nearby planet would be cheaper to resettle to than one on the other side of the galaxy? This would allow for example for earlier resettling that isn't too punishing, but require more influence if you want to steal a far away empires planet and resettle with your own people.

On the issue of influence though, I've been finding that despite the removal of recurring edict costs, I'm still using quite a bit as I toggle them on and off and typically end up having to expend quite a bit in the Galactic Council as well. In my last several games, what has honestly lead to more of an influence surplus than anything else has been constant humiliation wars, letting me convert alloys (or other resources to purchase alloys) into influence by maintaining rivalries with empires kept just weak enough that I can rival them but them not being strong enough to actually threaten me.

Two of these every 13 years or so, generates an additional 200 influence per 156 months or ~1.28 per month which is a fairly big boost at the time and once you've won the first one, the AI rarely builds up enough to recover in time for the next. In my last few games by leveraging this I've found that for the first 75 to 100 years I can have influence at or near the maximum, then it's tough to come by for the next several decades until the unity ambition for +5 is available.

On the other hand, part of me likes the influence cost added because this would make pop resettlement cost modifiers more important (I hope) and no longer a nearly free downside trait to pick for points.
 
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Another idea could be to split it between internal and external influence, as a way to make sure you can act in a certain place outside your empire, for example the galactic community, but also act within your empire, say in elections. Why do we need to have it all lumped under the same group? Why does building a megastructure mean I can't put forward a motion in the galactic community. Why does forming an non-aggression pact increase the amount of time for me to be able to build my next megastructure? I don't believe it is a great solution, but I feel if I'm going to make complaints, I should also attempt a solution.
Oh, yeah, Influence up into external and internal sounds cool. The way I could see it split up:

Internal:
  • Planetary decisions
  • Habitats, gateways, megastructures
  • Arcology project
  • Edicts
  • Elections
  • Resettlement
External:
  • Outposts (deals with other empires recognizing your territory)
  • Claims
  • Treaties
  • Galactic Community
  • Galactic Hub nomination
 
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  • Is the colony in a Sector?
    • Colonies have to be in a (non-Frontier) Sector in order to use either sector or planetary automation.

But why? Why even have sectors if colony management is automated anyway? Am I missing something?

Oh, and we also clear that pesky red habitability planet marker from completely consumed planets that was unnecessarily cluttering your map.

View attachment 651634
HP/MP restored! ...But you're still hungry.

Wouldn't a Molten World make more sense than a Shattered one? Eating a planet down to its mantle wouldn't cause it to explode.
 
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One of the major influence sinks in the game disappeared with the change to toggled edicts, and many empires find themselves at or near the Influence cap a significant amount of the time. Yes, I understand that aggressive and expansionist empires prioritizing claims and outposts may struggle with it.
It never was a major influence sink for me, just a panic button to press if i for some reason should have too much influence. But i never have even as a pacifist tiny empire i use it to build habitats, do diplomacy or if i feel wastefull do plantary prospecting/mastery of nature, both feel more rewarding, even if they arent, because you permanently get something nice.

What should the new Spiritualist bonus be? Ethics Attraction - although there is already a Ethics attraction bonus from the faction being active? There's already a Unity boost. Happiness boost? Or reduced Organic upkeep - like how Materialists have reduced Robot upkeep? Reduced Organic upkeep can represent Spiritualist being less materialistic? Or perhaps a Spiritualist counterpart to Academic Privilege - Theocratic Privilege?

Either edict capacity if we want to keep a edict focus or something like pop srawl? Pop sprawl would free pops from working as bureaucrats and they could instead be researchers/alloy producers. If sprawl gets modified too and isnt as easy to gain spiritualists could focus on needing less research/unity for unlocks, while materialist just produce more of both. (I personally think technocracies really shouldnt pump out that much unity with researchers, unity should return to being a spiritualist thing)
 
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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
My god, for what these 2 designations are there for anyways ? It's game-design-boogaloo if you give a "trade value bonus" to an "Urban World"-designation instead to ... right ! ... an actual "Trade World"-designation. It's also the same cup of tea in regards to this "-10% Industrial District Cost"-modifier. Long story short: Spare the designations for stuff a colony can actually produce. City-Districts will be builded anyways, so an "Urban District"-designation is quite redundant anyways, too. And a "Colony"-designation is just a temporary thing, so screw it, too.

One quality of life change we’ve made is to filter Unemployed pops up to the top, and highlighted them.
Good.

We've also adjusted resettlement costs, and added an Influence cost to many pop types.
Bad. That's the kind of "adjustment" that pisses players off. Whether you like it or not, but you have to put actual work into this: Either to make the manual resettlement of POPs less micro-heavy ( for the player ) or to transform the automatic resettlement of POPs into an actual system that works as a simulation in the background ( and that can still be influenced by the player ).

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 ("transit hub" ) will handle it, unlocked by the Hyperlane Breach Points tech.
It seems that you don't get the message: Either the resettlement of POPs has to be done manually ( by the player ) which means we're in the territory of QoL ( in order to make it less micro-heavy ), so it's also game-design-boogaloo if you put additional burdens on it, like the ( already mentioned ) additional influence-costs and now this "transit-hub"-starbase-building on top ... or ... the automatic resettlement of POPs has to work as an actual simulation in the background, but that means actual work on your side.

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.
Better you cut the demotion-time entirely. These snobs of POPs have to learn their lesson. My biggest annoyance is an other QoL-issue: Demoted snob-POPs are usually unemployed and get mixed with the other "common" unemployed POPs. The result: You have to keep track on this ****, like for example in the case that you resettle them since the snob refuses some jobs, whereas the "common" one is satisfied with everything.
 
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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.
Good! Can you also add something to allow Barbaric Despoiler to choose the planet/habitat/other that receive the stolen pops? Like a planetary decision/building? Please!
 
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'm just worried that putting the building on stations means it is planet wide, so you can't decide if certain planets/habitats within a single system are involved in the worker migration. Putting it as a building on settlements would be fine if buildings weren't so difficult to come by, but I would prefer that to stations, as stations have a soft cap.
 
Oh, yeah, Influence up into external and internal sounds cool. The way I could see it split up:

Internal:
  • Planetary decisions
  • Habitats, gateways, megastructures
  • Arcology project
  • Edicts
  • Elections
  • Resettlement
External:
  • Outposts (deals with other empires recognizing your territory)
  • Claims
  • Treaties
  • Galactic Community
  • Galactic Hub nomination
The mechanical reason is that over time influence has morphed into the expansion throttler. Everything that gains or "makes" territory costs Influence. The other uses for influence (election meddling, shuffling pops around) could probably be moved to Unity.
 
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We've been looking at a number of aspects of pop growth.


I suspect that this would create significant incentive to shut off jobs, which could end up making things worse.


Largely for performance reasons. If they operated in an aura, every time they want to move someone, they'd have to scan all of the planets in their system and adjacent systems (and possibly up to six systems away if they functioned like trade hubs) for pops to take, and then do the same while looking for places to send them to. My choices were basically planet or starbase buildings, and I initially opted for starbases to give a bit of a benefit to dense systems with multiple colonies. (Of course, those are relatively rare outside of habitats.)

I'm going to experiment with them as planet-side buildings - while I preferred the decision point of whether to build your starbases exclusively at chokepoints or as support for your planets, I accept the arguments that it may be better as the other alternative.

RE: Transit Hub

I’m personally leaning heavily towards Starbase buildings being the best fit. There is already an incentive to have Starbases in colonized systems due to the Deep Space Black Site; this would add another building that feels worthwhile for those Starbases.

With the upcoming changes to planet building slots, and the fact that they will be more limited (no guarantee of maxing out building slots on a planet), the Transit Hub would feel like a must-have that eats up a potential choice.
 
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Oh, yeah, Influence up into external and internal sounds cool. The way I could see it split up:

Internal:
  • Planetary decisions
  • Habitats, gateways, megastructures
  • Arcology project
  • Edicts
  • Elections
  • Resettlement
External:
  • Outposts (deals with other empires recognizing your territory)
  • Claims
  • Treaties
  • Galactic Community
  • Galactic Hub nomination

Brilliant idea for the split, I'm still not a fan of the cost to resettle but maybe it would work better with the internal system instead. Would Unity be the best resource to use or do you think it should be a new resource? I just feel if it became Unity, then we'd be in the same situation as influence where you'd have to pick between traditions and all these other options as well.
 
RE: Transit Hub

I’m personally leaning heavily towards Starbase buildings being the best fit. There is already an incentive to have Starbases in colonized systems due to the Deep Space Black Site; this would add another building that feels worthwhile for those Starbases.

With the upcoming changes to planet building slots, and the fact that they will be more limited (no guarantee of maxing out building slots on a planet), the Transit Hub would feel like a must-have that eats up a potential choice.
But why gate auto-pop migration behind a building at all?
There aren't enough starbases to build one for every colony in a late game empire.
 
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What should the new Spiritualist bonus be? Ethics Attraction - although there is already a Ethics attraction bonus from the faction being active? There's already a Unity boost. Happiness boost? Or reduced Organic upkeep - like how Materialists have reduced Robot upkeep? Reduced Organic upkeep can represent Spiritualist being less materialistic? Or perhaps a Spiritualist counterpart to Academic Privilege - Theocratic Privilege?

I would say consumer goods upkeep or maybe upkeep in general... It is a bit unique in the ethic point of view and it is linked to a more spiritual way of living, "less things in general". Happiness is with pacifism so maybe not.
 
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Brilliant idea for the split, I'm still not a fan of the cost to resettle but maybe it would work better with the internal system instead. Would Unity be the best resource to use or do you think it should be a new resource? I just feel if it became Unity, then we'd be in the same situation as influence where you'd have to pick between traditions and all these other options as well.
Make it a second type of influence and use it to create/expand sectors as well!
 
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allowling a player just to give the AI control over part of the game is hardly a solution. we already had this in HOI3. if this is your idea, please at least make the automation connected to deeper mechanics for internal politics. let the bigger empires have to be divided into distinctive, self-governing sectors, created from policital reasons. let there be tensions between sectors, leaders with ambitions, the risk of rebellion, new trade-offs, new viable strategies of development etc. do not just turn part of the late game into the observer mode. feel free to to limit micromanagement, but do not limit the player's agency
 
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