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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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I do mildly dislike one aspect of this: The inability to tailor purges to a planet means that you can't reduce the population of a widespread slave species on just one world if you need more room for your founding species - you need to migrate your human livestock instead of just culling the excess herdbeasts.

Pity, that.
 
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Cheers for the DD Wiz, and excellent changes, should go a long way to making more dynamic, flavourful emergent gameplay :cool:. Reckon there's scope to slowly use consumer goods as a stepping-stone to better economics as well, but only if that was what you and the team wanted to do.

Please note that because of some sickness, we're a little behind in the interface department

Did someone eat the wrong pop for breakfast? Hope they feel better soon :).
 
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I could see it working adequately as a form of attrition.

If the emergency jump still has the regular chance to destroy a ship, then a battle will cause losses (and quite possibly even total destruction, if there's a working Inhibitor station). The important bit is that its not a TOTAL loss. You can potentially repair the fleet and use it to defend in the next battle. You can't do that forever- you're still losing ships each time you get in a fight- but it means that a war isn't over in a single battle and you can potentially bolster your returned fleet with new ships and even bounce back.

It does sound like a good fix, but it will only really work when there are also supply lines or other ways in the game to stall an attacker and force him to conquer planets first as otherwise he can likely rush your surviving ships before they are repaired.
 
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Damm, Stellaris has become grimdark. But it sounds very interesting. One thing though: I would prefer it if consumer goods would be produced in factories at mineral costs instead of being a a penalty to minderal production. If so, consumer goods could also be traded which would help to differentiate these endless mineral vs energy trades.

The way I'd look at it is that those factorys are governmental facilities. Consumer goods are covered by private sector, and is something the government doesn't have a hand in except for the aquisition of the resources
 
I want to echo this. It really makes no sense (outside of the realm of RP) that I am running a galactic empire of many planets and have FTL spaceships, but can't find a more efficient use for a sentient population to produce more food than eating their population.

It just does not make any logical sense.

For this to work (and to make logical sense at the same time), maybe both the consumer species and the food species need a trait, respectively. For example, the consumer species should have the trait that increase their productivity and/or reduce their food consumption when food species populations are nearby. More importantly, the food species need a trait (for example "rare nutrients") so the food output can logically be greater than the food required to sustain their population.

Better yet, these traits should be gated behind gene modding, so playing as a galactic slaver empire I can modify my lowest slave species, either having them work in food tiles, or be food for me themselves.

A couple of things.
1) If your empire considers it illogical, then don't do it.

2) they probably eat different foods than your species. A cow doesn't eat what I eat, but I do eat cows. Likewise, I don't eat what a pack of wolves might eat, but they will likely eat me.
 
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We need a re-education policy for refugees, if they want to be integrated into the empire.
 
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So, will unhappy pops from empire with closed borders and no migration allowed now flee to other empires? or just oppressed species?
like, will you occasionally get individualists fleeing from the authoritarian dictatorship next door?

also anychance of their being a way to change primary species if your empire spends long enough with one species dominating the demographics?
 
Guys there is a bug related to some end game event where a falling empire should be able to leave system with fleets but are just unable...all AI ships stays on the side of solar system but are unable to leave....they will Attack incoming ships but wont leave to Attack, even if they declared war! Please tell who ever needs to know this!
 
I don't think Livestock slavery is going to be efficient. I suspect that working farm tiles with slaves is always going to be better. I think it's more of a flavor thing.
 
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Livestock and Processing seem a tad overpowered, surplus food fuels population growth so it seems like you could essentially convert disloyal newly conquered xenos into perfectly loyal subjects of your primary species, a bit inefficiently granted.

Would probably be better if, say, those forms of slavery and purging had an even higher relations penalty than the normal types since you're eating people.

Also, would it be possible to use Pre-Sentient species as Livestock and maybe Domestic Servants (pets) prior to uplift? If I have to go to all the trouble of colonizing their homeworld to uplift them couldn't I at least get some immediate use out of them?
 
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If presentients could be used as livestock, it'd be cool if then they'd be imported onto worlds by pops and then would slowly spread through your empire as free pops shipped them in to farm.

Does anyone know if engineered subspecies count as species for restrictions or do I have to go through and give rights separately to each one?

I think same name = same species?
at one point someone said that was the reasoning behind not being allowed to rename created subspecies and why the event subspecies are treated all alien by the rules. But i dont remember if that was just someone guessing or someone who knew.
 
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Does anyone know if engineered subspecies count as species for restrictions or do I have to go through and give rights separately to each one?

Wiz said that they will count as the same species for the purpose of these policies.
 
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Livestock and Processing seem a tad overpowered, surplus food fuels population growth so it seems like you could essentially convert disloyal newly conquered xenos into perfectly loyal subjects of your primary species, a bit inefficiently granted.

indeed, but you will lose pops while processing so you will sooner or later have a pop that needs replacing
livestock does make a species good food producers but the malus with the other empires will probably be a pain in the a s s
 
I don't think Livestock slavery is going to be efficient. I suspect that working farm tiles with slaves is always going to be better. I think it's more of a flavor thing.

So to speak :D
 
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