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Stellaris Dev Diary #57: Species Rights

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be a meaty one, covering several new features in the 1.5 'Banks' update, as well as some paid features coming in the (unannounced) expansion accompanying Banks. Please note that because of some sickness, we're a little behind in the interface department, so the interface graphics shown today are placeholders and not what will be in the final product.

Species Rights (Free Feature)
The big new feature we'll be talking about today is Species Rights. Previously, what rights your species had were controlled through a set of policies that could only discriminate between 'your founder species' and 'everyone else'. We felt that this was an area in need of more granularity, both to make playing a multispecies empire more interesting and also to create more of a sense of distinction between your pops. Thus, in Banks, it will now be possible to individually determine the rights and obligations of each species in your empire. In addition to setting rights for a species currently in your empire, you can also set rights for species outside your empire (for example granting species you would like to attract to your empire via migration Full Citizenship and a good living standard) and have a default set of rights that is applied to any species you have not specifically configured the rights for.

The most fundamental status of a species in your empire is Citizenship. Citizenship is the overall set of rights and privileges given to a species: Whether they are free or unfree, whether they can participate in the political processes of the country, what restrictions can be placed on them and even whether they have the right to live in your empire at all. In addition to rights and obligations, citizenship also affects Pops' migration attraction: A Pop that is currently enjoying Full Citizenship is unlikely to move to another empire where their rights would be curtailed, and Pops living under second-class citizen conditions are more likely to move somewhere that promises them a better life.
  • Full Citizenship: Species with full citizenship are fully integrated populations in your empire. They have the right to vote in democracies and can become leaders of all types. You are also forbidden from enacting population controls on them.
  • Caste System: Species with a caste system have a mix of full citizenship and slavery, with pops working in the farms and mines being enslaved and the rest being free to enjoy the fruits of the serfs' labor.
  • Limited Citizenship: Species with limited citizenship are tolerated but not integrated populations in your empire. While not enslaved, their right to vote and stand for political office is curtailed, and you can place population restrictions on them and restrict them from being able to settle on your core worlds (more on that below).
  • Slaves: Species with this setting are all enslaved without exception. They have no rights whatsoever and live under the most squalid of conditions.
  • Undesirables: Undesirables are species that you do not wish to exist in your empire. Depending on your purge policy this can either mean that you mean that you target them for extermination, or just try to drive them off from your worlds (more on that below).

Military Service is the martial obligations placed on this species by your empire. It can range from allowing Full Military Service as both soldiers and officers, allowing you to recruit generals and admirals from the species even if they would normally not be allowed to be leaders (for example due to Limited Citizenship) all the way down to a full exemption from all military service.

Living Standards represents how economically favored a population is, for example whether they benefit from social welfare or have restrictions placed on what kinds of occupations they can be employed in. The higher the living standards of a Pop is, the more Consumer Goods it will use, and the happier it will be (more on Consumer Goods below).

Migration Controls determines whether a species is allowed to freely migrate between worlds or not. Restrictions on migrations are always in place for slaves and pops that are being purged.

Population Controls determines whether a species is allowed to grow its population or not. Species with population control will not grow new pops, but neither will their existing pops die off.

In addition to determining what a species is able to do, species rights will also affect a variety of other factors such as happiness and consumer goods (for example, Pops are generally not very pleased about being enslaved or having population controls placed on them). Different factions in your empire will also have different preferences for what species rights you employ, such as Authoritarian pops liking Caste Systems and Supremacist factions being less than happy with granting Full Citizenship to aliens.
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Purge and Slavery Types (Paid Feature)
In addition to the free species rights given to everyone in the Banks update, there is also a paid element, namely the special Purge and Slavery policies that allows you define in which manner your empire utilizes slavery and purging vis-a-vis specific species. The default options (Chattel Slavery and Extermination) are always available even without the expansion, and those without the expansion can also make use of Displacement via a policy, but the rest are only for expansion owners.

The slavery types are as follows:
  • Chattel Slavery: This represents forced labor on a massive scale. Chattel Slaves have a bonus to food and mineral production and a large penalty to energy/science production and under a Caste System all Pops producing Minerals and Food will be enslaved.
  • Domestic Servitude: This represents a combination of plantation slavery and indentured servitude. Domestic Servants have no boost to any resource production and a small penalty to mineral/energy/science production, but increase the happiness of all non-enslaved citizen pops on the planet.
  • Battle Thralls: This represents a system of enforced martial serfdom. Battle Thralls have no boost to any resource production and a moderate penalty to energy/science production, but armies recruited from them are stronger.
  • Livestock: This represents a species that is regularly culled to be used as food. Livestock produce a fixed number of extra food, but are completely unable to produce any other kind of resource.
The purge types are as follows:
  • Extermination: The species is systemically killed off by any means available. This is the fastest form of purging, but pops subject to it are unable to produce any resources while they are busy dying off.
  • Displacement: The species is driven away through the use of forced resettlement and destruction of their homes. Displaced pops will not be killed, but rather will attempt to flee the empire to other, more welcoming empires, and might even try to settle uncolonized planets. This process is slow, but generates less outrage among other empires than the other forms of purging.
  • Forced Labor: The species is placed in camps and forced to do hard labor under brutal conditions with inadequate food and shelter, effectively working them to death. Pops doing Forced Labor will be killed off more slowly than through extermination, but will continue to produce minerals, food and (at a significant penalty) energy.
  • Processing: The species is processed into food for the consumption of other Pops. Pops being Processed generate a fixed amount of food and die off at a fairly fast pace, but cannot be put to use producing any other resources.
  • Neutering: The species is prevented from reproducing through chemical castration or biological modification, eventually dying off naturally. Neutered Pops continue to function normally and may even be given a high standard of life, but have a large penalty to their happiness. The speed at which they die off varies based on the species' natural lifespan, but is typically very slow.
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Consumer Goods (Free Feature)
Another issue we're trying to tackle in Banks is mineral inflation. Mineral production has a tendency to snowball in the mid- and lategame, particularly in large, sprawling empires. In order to address this we've introduced a new mineral cost called Consumer Goods. Consumer Goods represents the portion of your industrial base that is occupied with seeing to the needs of your population, ie producing butter instead of guns. Each Pop in your empire will use a certain amount of Consumer Goods each month, with the amount primarily dependent on their living standards. Each unit of consumer goods costs a certain number of minerals dependening on factors such as ethics, traditions, whether your empire is engaged in a defensive war and so on.
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Refugees and Core Worlds (Free Feature)
The last thing we'll be covering today is some new policies that tie into the mechanics of species rights. The Core Worlds Population policy determines which Pops are allowed to live on your core (non-sector) planets, and can be set to either allow only citizen Pops (Full Citizenship/Caste System), citizen and slave Pops (Full Citizenship/Caste System/Slaves) or open them up to all species. If you restrict your core worlds and there are prohibited Pops living there, they will move away, either migrating to your sectors or fleeing your empire altogether if there is another empire willing to take them. It is also possible for Pops that are enslaved or targeted for extermination to escape your empire, particularly if there is an influential Xenophile faction that is helping them flee.

Whether or not another empire is willing to accept those fleeing purges, slavery and resettlement depends on your Refugees policy. You can choose to accept other species will open arms, allowing refugee Pops to freely move into your empire, be more restrictive and accept only those Pops you have deigned to grant citizenship, or simply shut down acceptance of refugees altogether.
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Right, that's all for today! Next week we'll be talking about something I know a lot of people have been wanting for some time: Orbital Habitats. Don't miss it.
 
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Sectors no longer get any kind of say over who's enslaved and purged.

Shields up, sector AI bugs incoming :rolleyes:
Even without slave management and wielding the purge stick, for instance keeping up with the neuter order of the month and remove those poor bastards from handling the precious Batharian driven energy tiles sounds like a challenge.
Also in terms of UI, there are plenty of critters in the galaxy, handling all of those without a micro fiesta even more so.
In Paradox we trust ;)
 
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My only problem with eating pop mechanic, is that "Livestock" makes no sense. Livestock needs to eat too, and law of conservation of energy means that you'll never end up with net increase of food.
You could say the same about humans keeping cattle. Yes, it's inefficient on an industrial scale. We'd often be better off growing human edible crops instead of feed (an exception would be cattle grazing on natural growing plants). It also uses lots of water. But we still do it because we like meat.
 
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When displaced pops settle uncolonized planets how is this handled? Do they pick a planet within the borders of your empire or others? Are they restricted to unclaimed space? Which empire does this new planet belong to or does it form a new empire?
 
Heh! This indirectly takes care of some Sector and AI woes! Slaves'll no longer work Science/Energy tiles by default! :D

Also playing as Xenopobes will be more varied rather than Kill/Enslave everyone, if they're more gentlemanly, life-respecting and enjoying fine dining!
 
The more I read the more scared I become. TBH I wonder how if the AI manages whole empire as good as it manages my sectors it's able to win with me from time to time. Less micromanagement means that we will get even more of this fabulous AI managing even more things in our empire. Just great.

I'd like to purge that one pop. Just because I want to. I'm Fanatic Spiritualist Collectivist. There is a reason, you just don't get it. Nope, just this one. Don't take that option from us.

This is a step in Beyond Earth direction and we can see from up here that going down there is not a good idea....
 
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So, as a slaver\purger Empire you loose the ability remove POPs with undesirable ethics, loose the ability to selectively enslave POPs too. So, that purpose would slavery serve? You enslave the whole species for some food and minerals? As if you own species can't do that. Using them for colonizing worlds, you own POPs cannot? That's the point again, if energy\science production will be ineffective.

And main question - how new POPs ethics works with Government Ethics? Before - main reason for enslaving was that POPs with different ethics sit on zero happiness all day long due to different preferred laws, ethics and other penalties. How it will work in 1.5? You let "recently conquered" to fade away and they are OK with your rule?
I wish I could enslave pops with different ethics. Like sending filthy egalitarians to gulags. If slavery is automated I suppose you cant micromanage like that?

From the looks of it Caste system does most of what you want for you. Is a pop being disagreeable? plonk them on a mining tile and they'll get auto-slaved.
 
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From the looks of it Caste system does most of what you want for you. Is a pop being disagreeable? plonk them on a mining tile and they'll get auto-slaved.
Hmm, that actually sounds like a bit of an oversight/exploit. Intent seems to be that ethos cannot be countered on the pop scale except through political action, which I personally really like the idea of.
I guess you could fix that by making current high-caste unable to be forced into a laborer role, but that'd make things really finicky.

(As an aside, what sort of social role does that mean energy-producing pops are? I always pictured them as working-class power plant technicians, but I guess they could be bureaucrats or bankers as well.)
 
So a couple things.

First, will synthetics be classified as a race under this system, so we can grant them citizenship or begin enslaving them as soon as we start building them, or are they still limited to enslaved or banned until we have certain research/events?

Second, it would be nice to actually be able to say what a core world is. When I think core worlds, I think the most industrialized (usually central) worlds, but under the mechanics of the game, those systems are often inside sectors so I can manage new colonies.

Your founder species can only have Full Citizenship or Caste System.
I remain disappointed with this. I've had a few playthroughs where my founder species ended up in the minority. With us now having the ability to move our capital world now, it would also be nice to be able to change the government to reflect the government changing due to the founding race losing influence.
 
@pieman

From the looks of it Caste system does most of what you want for you. Is a pop being disagreeable? plonk them on a mining tile and they'll get auto-slaved.

Yeah, I can see that working in sectors that doesn't know what you want and what is your master plan. I can see my poor co-believers working in mines while infidels sit in labs.

AND WE WON'T BE ABLE TO CHANGE THAT.
 
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You could say the same about humans keeping cattle. Yes, it's inefficient on an industrial scale. We'd often be better off growing human edible crops instead of feed (an exception would be cattle crazing on natural growing plants). It also uses lots of water. But we still do it because we like meat.
Agree. I guess only AI with decadent trait will actually eat sentients. Its quite in character for them. Maybe also fanatical purifiers.
 
The new additions look great. One small suggestion:

The label for the rights described under "Limited Citizenship" might better be conveyed by the word "Subject". In historical terms, empires typically distinguished between citizens and subjects. Subjects have rights but are excluded from political participation (leadership) and typically cannot reside in the capital city/region/country. For instance many people in Hong Kong were subjects of the British Empire, enjoyed many rights but could not emigrate to Britain until the 1970s.

It is a purely semantic suggestion, but it sounds cooler to have alien "subjects" as opposed to "limited citizens".
 
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Hmm, that actually sounds like a bit of an oversight/exploit. Intent seems to be that ethos cannot be countered on the pop scale except through political action, which I personally really like the idea of.
I guess you could fix that by making current high-caste unable to be forced into a laborer role, but that'd make things really finicky.

It looks to me like the ways you treat species is totally distinct from handling ethics.
You can enslave, purge etc. entire pops based on species but not according to ethics. Instead they are handeled by the faction system which might also include a reeducation camp option but it will not effect entire pops.
Just think of it as ethos being a humongonous mass which is spread out among your entire population but you are not able to say that this pop all have ethos X. At best you can say they are mainly X.
 
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I think being able to purge dissidents can't be in the game if authoritarian regimes are to have any risk of falling to internal revolt whatsoever. This does have the problem that purging is basically completely useless to non-Xenophobe authoritarians, but I imagine authoritarian will have bonuses to compensate. Maybe a feature could be added to purge a species on a planet manually? That would let pruge be used to reduce a population without killing literally all of it, and to remove political problems at an immense price. Maybe a domination/purity tradition?
@pieman



Yeah, I can see that working in sectors that doesn't know what you want and what is your master plan. I can see my poor co-believers working in mines while infidels sit in labs.

AND WE WON'T BE ABLE TO CHANGE THAT.
Sectors already take happiness into account when deciding who to enslave. I imagine they will still do so under caste systems in 1.5.

The new additions look great. One small suggestion:

The label for the rights described under "Limited Citizenship" might better be conveyed by the word "Subject". In historical terms, empires typically distinguished between citizens and subjects. Subjects have rights but are excluded from political participation (leadership) and typically cannot reside in the capital city/region/country. For instance many people in Hong Kong were subjects of the British Empire, enjoyed many rights but could not emigrate to Britain until the 1970s.

It is a purely semantic suggestion, but it sounds cooler to have alien "subjects" as opposed to "limited citizens".
Wiz has said on Twitter it's probably going to be changed to "Residence."