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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!
 
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What would be the upsides of ?
It allows my POP's to leave my empire, but on the other hand I gain...?

I imagine you would grant another empire migration access hoping to gain some POPs from them and they wouldn't be able to do much about it besides changing their migration policy and/or granting you migration access in return.
 
Good to hear that Individualists can still have slaves if they are Xenophobe as well. Putting it in this way, the ethics make sense again. So Extreme Individualists are against slavery in general but more inside their own race, but if they are additionally xenophobe, they don't mind alien slaves.

So now I just need more points to spend (but I guess thats not more than a single number in the files) so I can make my Extreme Spiritual, Extreme Militarist, Extreme Xenophobe, Extreme Individualist, Milleniums-living-super-strong-really-slow-breeding-uber-god-beings species things. That will be fun.
 
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Is slavery a blanket system applied to all xenos or can I pick and choose which aliens are enslaved and which are "upper class"? In my mind, I'm thinking of the Covenant from Halo where there's a sort of tiered hierarchy of greater and lesser aliens.
 
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Is the 'purge' mechanic ever a cost-effective solution or is it mostly there for flavor?

Earlier you've commented that you have to rely on integrated POPs to some extend to expand, does this also include slavery? Can an xenophobic faction have a successful play if they, for instance, rely on adaptiveness trait to keep their own species population high and widespread while keeping all aliens as slaves?

Well, it can be cost effective vs Pops that radically differ in ethics, especially if they happen to be aliens in your fanatically xenophobic empire. For your second question, yes. :)
 
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Good to hear that Individualists can still have slaves if they are Xenophobe as well. Putting it in this way, the ethics make sense again. So Extreme Individualists are against slavery in general but more inside their own race, but if they are additionally xenophobe, they don't mind alien slaves.

So we just need more points to spend now so I can make my Extreme Spiritual, Extreme Militarist, Extreme Xenophobe, Extreme Individualist, Milleniums-living-super-strong-really-slow-breeding-uber-god-beings species things.

Xenophobe Individualists would likely match fairly well to certain historical slave-owning groups.
 
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Ah, so it is the Ethics of the slaves, not the slaverowners that's important for that.
What does the bonus from Xenophobe (Alien Slavery Tolerance) do then?

If the other Pops on the planet are Xenophobes, they won't get unhappy if there are alien slaves there.
 
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Great game design at work here. This looks amazing - make a deal with another empire about free movement and either get rid of those pesky rebels or be like usa: attract all sorts of individuals to your empire :)
 
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If xenophiles like moving to planets with different races hopefully whether they are xenophobes factors in to the equation, or mixed xenophobe/xenophile empires will have a lot of planet hopping xenophobes with xenophiles hot on their heels :)
 
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So the basic bonus for Xenophobes is that it's penalty is somewhat negated? Seems wierd

Makes sense. "We don't like the xenos, but as long as they don't have any rights and work for their rightful masters, I guess we can tolerate them..."
 
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Earlier you've commented that you have to rely on integrated POPs to some extend to expand, does this also include slavery? Can an xenophobic faction have a successful play if they, for instance, rely on adaptiveness trait to keep their own species population high and widespread while keeping all aliens as slaves?
What you get for using slaves aside from more production and less science? Use then to colonize planet are giving you most penalty even with "adaptive" trait? Btw, if recall right main penalty for colonizing non-prime world types is a penalty for happiness, so low happiness must give some severe penalties to make planets of slaves a viable option. But i still don't understand why one must use (and how) his own, native Pops as slaves or allow alien slave pop, on planets there native pop live without penalties.

And one more thing, after reading all those different DD on ethos, slaves, pop and such i think "slaves" is wrong term - it's more about some part of Pop having less right than other, about segregation and not about plain old slavery (even if part them could be real slaves).
 
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If AI purges a lot of POPs belonging to different species, can I get a CB to save the poor fungis from the evil chef' empire?

Also, does one POP represent 1 billion individuals? So if Terra have 7 POP then there are 7 billion individuals?
 
How do you acquire slaves?

When you take another planet, you have the option to enslave and resettle the population? Or can you raid for slaves? ** Can you buy and sell them?

If you say "Yes, yes and yes", I'll send you cookies right away.
 
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