• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #26 - Migration, Slavery & Purges

Hi folks!

It has been a very busy week for yours truly, with a load of press demos and, of course, the grand Paradox press conference in San Francisco. Meanwhile, the rest of the team has been hard at work finishing up the revised start-up screens, but that’s not what I’m going to talk about today… Instead, through the confused haze of my jet lag, I thought I’d say a few words about how to manage your population in Stellaris! As you might recall from the dev diary on Policies and Edicts, your initial choice of Empire ethos will heavily affect what you can and cannot do and what your initial population will tend to frown upon. Three of the more interesting Policies concern Migration, Slavery and Purges.

stellaris_dev_diary_26_01_20160321_policies.jpg


Let’s begin with Migration. There are two ways in which Pops can move between planets; spontaneous migration or resettlement. If you are playing a Fanatic Individualist empire, you must allow at least your founding species Pops to move freely as they like (there is an option to disallow alien Pops from migrating - not popular with Xenophiles.) Pops who are allowed to migrate will tend to move to planets they like better than the one they currently live on. This is not just a matter of the Planet Class, but also things like whether the planet has Slaves (which Decadent Pops like), if there are alien Pops on the planet (which Xenophobes dislike and Xenophiles like), and whether the planet lies within a Sector or the core worlds (dissidents and aliens tend to move to Sectors to live with like-minded individuals.) If another Empire is granting you migration access, your Pops will also consider migrating to their planets.

Now, unless you are playing an Individualist Empire, you can also enact a Policy to allow the forcible resettlement of Pops. This will allow you to simply move Pops between planets; at a hefty cost, of course. There is one more way to control migration; fanatic Xenophobes can enact planetary Edicts to strongly discourage xeno immigration. In the same way, fanatic Xenophiles can strongly encourage it...

stellaris_dev_diary_26_02_20160321_resettlement.jpg


So that’s basically how migration works. Next, we have Slavery. Like the migration Policies, you have three options; allow it for all Pops, xenos only, or not at all. Fanatic Individualists cannot play with Slavery unless the founding species has the Decadent trait, and only Xenophobes can limit Slavery to aliens. Why use slaves? Well, reprehensible as it is, enslaved Pops are harder workers (but poorer scientists.) Of course, slaves can - and will - join Slave Factions, although Collectivist slaves are more accepting of their lot, for the Greater Good.

Finally, let’s talk Purges, which is simply a way of getting rid of troublesome Pops… permanently. Naturally, this is something that both your own population and other Empires tend to react to rather emphatically.

That’ll have to do for now. Next week, we’re aiming for a more cheerful dev diary about sound and music!
 
Last edited by a moderator:
  • 139
  • 72
  • 4
Reactions:
although Collectivist slaves are more accepting of their lot, for the Greater Good.

Hi-ho, hi-ho, off to Gulag we go! Comrade Stalin says we must work to make the Motherland great, so, with a smile, hi-ho, hi-ho, off to Gulag we go!
 
  • 2
Reactions:
Say you are a fanatic xenophobic empire with the decadent trait. Your race would thus rely on alien slaves.

Will your sectors make good use of the slave mechanic? Will they enslave aliens on their planets? And how would they get more aliens on their planets to enslave them?
 
I haven't seen much in the way of real planetary war with online gameplay, Is purging the only mechanic for getting rid of unwanted alien pops that wont mix well with other species? ex: Repugnant / Fanatic Xenophobes.


If you keep ground campaigns going and don't accept surrender will you eventually genocide a planets species so the native species no longer lives there?

I was really just looking for how to get rid of aliens without expending my influence etc to purge a pop at a time, or forcibly recolonizing them to concentration camp style ghetto worlds.
 
I haven't seen much in the way of real planetary war with online gameplay, Is purging the only mechanic for getting rid of unwanted alien pops that wont mix well with other species? ex: Repugnant / Fanatic Xenophobes.
No, you can enact migration treaties with your neighbors. If the alien pops would be happier elsewhere they might migrate to the other empire (eventually, will take time).

If you keep ground campaigns going and don't accept surrender will you eventually genocide a planets species so the native species no longer lives there?
No.
I was really just looking for how to get rid of aliens without expending my influence etc to purge a pop at a time, or forcibly recolonizing them to concentration camp style ghetto worlds.
Migration treaties, create a vassal with a primary pop of the unhelpful xeno and 'encourage' the xenos in your empire to leave.
 
  • 1
Reactions:
No, you can enact migration treaties with your neighbors. If the alien pops would be happier elsewhere they might migrate to the other empire (eventually, will take time). Migration treaties, create a vassal with a primary pop of the unhelpful xeno and 'encourage' the xenos in your empire to leave.

That doesn't help if the only elsewhere I want them is under the soil (and lifeless) or floating on the wind as ash.

It's not like im gonna play something like that on any of my first few play throughs but I might eventually want to try the genocide run and that kind of kills the immersion of me going 'Exterminate! Exterminate!' as I watch planetary bars and defense armies fall only to know that 'meh my genocide respects the boundaries between enlisted forces and citizens.' and 'oh lets negotiate with people that have -1000 opinion of me for my rampant militaristic expansion and orbital bombardment to accept my refugees. Im sure the people will step right aboard the space train after I murdered half the people they knew or loved.'


The only reason I could see exporting refugees is if I was trying to slips members of my armed forces in with the refugees or putting super weapons/diseases in various refugee shipments etc to cause havoc with my neighbors before my fleet arrives.
 
That doesn't help if the only elsewhere I want them is under the soil (and lifeless) or floating on the wind as ash.

It's not like im gonna play something like that on any of my first few play throughs but I might eventually want to try the genocide run and that kind of kills the immersion of me going 'Exterminate! Exterminate!' as I watch planetary bars and defense armies fall only to know that 'meh my genocide respects the boundaries between enlisted forces and citizens.' and 'oh lets negotiate with people that have -1000 opinion of me for my rampant militaristic expansion and orbital bombardment to accept my refugees. Im sure the people will step right aboard the space train after I murdered half the people they knew or loved.'


The only reason I could see exporting refugees is if I was trying to slips members of my armed forces in with the refugees or putting super weapons/diseases in various refugee shipments etc to cause havoc with my neighbors before my fleet arrives.
You can kill some pops with unlimited orbital bombardments, just not all. You will need to purge pops to completely eradicate them. Wiping out an entire species isn't an easy task after all, you will need to spend some resources on it.
 
  • 1
  • 1
Reactions:
Aye, just look at it as spending some effort on rooting out the last resistance holdouts and finding every nook and cranny they are hiding in.

Being thorough takes work, if you wanted to kill them all from the invasion itself there wouldn't be any plants or animals left either. Surely you still want the planet for your own people?
 
Being thorough takes work, if you wanted to kill them all from the invasion itself there wouldn't be any plants or animals left either. Surely you still want the planet for your own people?

Depends on habitability and other factors really (if it's half tile blockers I cant remove or very few natural resource benefits maybe not).

Besides you can still do stuff from orbit with planets even if you cant live on them. Admittedly though not to the same extent. *chuckle*
 
You can kill some pops with unlimited orbital bombardments, just not all. You will need to purge pops to completely eradicate them. Wiping out an entire species isn't an easy task after all, you will need to spend some resources on it.
I thought I already had spent resources on it, what with building and upkeep of the fleets and the invasion armies. */sarcEnd*
 
Quick question in case it hasen't been brought up yet.

Does Decadents -10% resource penalty apply to every tile with a pop that isn't a slave, or is it that there is no longer a penalty to a planet/area so long as there are some slaves there?
Ex: 1) Any pop that isn't enslaved but is on a tile that produces a resource produces -10% of that resource (ie 1 food would be .9 food produced by a free pop). 2) Only a single pop on any planet needs to be enslaved so that there is no -10% on that planet.

Also how does that work for stations in orbit around uncolonized planets? Are those just automatically 9/10'ths because there's no pop there to enslave or can you set station to be run by slaves?
 
So, how hard would a slave based empire be? Sounds like it would be fun to me.
 
Do purges have similar limitation as slavery? I.e. Your ethos dictate whom you can target? Can you in some cases purge your own species?
I think it's valid for all.
 
Anyone figured out how slavery tolerance works yet? A lot of ethos plus divine mandate gives slavery tolerance. Does +100% slavery tolerance mean that your people doesn't care about slavery? If so anything above +100% seems useless.
 
Anyone figured out how slavery tolerance works yet? A lot of ethos plus divine mandate gives slavery tolerance. Does +100% slavery tolerance mean that your people doesn't care about slavery? If so anything above +100% seems useless.
Wiz made comments on Twitter as to what the different types of Slavery Tolerance do:
Slavery Tolerance: Tolerance for both enslaving and being enslaved.
Xenos Slavery Tolerance: Mitigates xenophobia when xenos are enslaved. (So a Xenophobic pop won't be unhappy if xenos are present so long as those props are enslaved).

As to what 100%, 150% does is unclear. I think Divine Mandate is good for non-collectives, as it allows the Empire to enslave pops when they normally wouldn't be able to, or it can combine with collectivism 1 (not fanatic) to get the 100% Slavery Tolerance.
 
Wiz made comments on Twitter as to what the different types of Slavery Tolerance do:
Slavery Tolerance: Tolerance for both enslaving and being enslaved.
Xenos Slavery Tolerance: Mitigates xenophobia when xenos are enslaved. (So a Xenophobic pop won't be unhappy if xenos are present so long as those props are enslaved).

As to what 100%, 150% does is unclear. I think Divine Mandate is good for non-collectives, as it allows the Empire to enslave pops when they normally wouldn't be able to, or it can combine with collectivism 1 (not fanatic) to get the 100% Slavery Tolerance.
Thanks for the reply. It was mostly the latter I'm wondering. Also since the adv. gov. for Divine Mandate seems to give +100% slavery tolerance combining it with collectivism isn't all that good in the long run if tolerance caps at +100%.
 
  • 1
  • 1
Reactions: