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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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How is slave policy connected to citizenship? If your empire doesn't allow slavery (or limits to other races only), can you still choose caste system? What about subspecies and choosing policy for them ("they are like us and should have full rights"/"they are different species")?
 
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Two thoughts..

1. If it isn't already in, can one of the Living Standard options for races be "Empire Default", with a Policy setting for default Living Standard. Otherwise trying to make a Living Standard change in a multi-racial empire can become an exercise in tedium.

2. Can we get a clarification about genetically modified races: Do they share the same settings as their parent race, or do they just inherit their parent's settings, and can then be modified if desired?
I believe both of those questions were answered somewhere in this thread.

1. Yes there is a default.

2. Modified races share the same setting as their parent race.

That's my recollection.
 
2. Modified races share the same setting as their parent race.

That's my recollection.

Hmm, first time I performed an environmental adaptation on my primary species in one game a couple POPs on the planet in question turned into mutants. Before they were enduring and communal, after they were fleeting and solitary but Very Strong and adapted to the ocean planet they inhabited. Would they have different settings than the parent race you think?
 
I'm a little unclear on Limited Citizenship. Does that affect their productivity bonuses in any way?

I like these ideas, but shouldn't there be a version of Caste System that combines slavery with limited citizenship?
 
I'm a little unclear on Limited Citizenship. Does that affect their productivity bonuses in any way?

I like these ideas, but shouldn't there be a version of Caste System that combines slavery with limited citizenship?

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Slavery and Citizenship are two different categories, so one can assume that you get some freedom to mix and match with that.
 
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Slavery and Citizenship are two different categories, so one can assume that you get some freedom to mix and match with that.

No, the picture is of living standards, which is different from citizenship.
 
Ummm... did you look at the picture? It's open at living standards but there's different categories besides that. Look at the bottom of the list, "Slavery Type". Completely different from the one above living standards reading "Citizenship"

I did, and it is type, not existance of slavery. That thing even exists when they are bot enslaved, or are you claiming that they are first citizens with an utopian abundance of goods, chattel slaves (a.k.a everyone is a slave) and being systematically exterminated all at the same time. If you look at the actual dev diary it puts the apllication of slavery and if the pops are undesirables together with the citizenship policies and what kind of slavery/purge policy that are practiced towards them in a seperate bar. This is also supported by the picture that you kindly provided.
 
I did, and it is type, not existance of slavery. That thing even exists when they are bot enslaved, or are you claiming that they are first citizens with an utopian abundance of goods, chattel slaves (a.k.a everyone is a slave) and being systematically exterminated all at the same time. If you look at the actual dev diary it puts the apllication of slavery and if the pops are undesirables together with the citizenship policies and what kind of slavery/purge policy that are practiced towards them in a seperate bar. This is also supported by the picture that you kindly provided.

Two things

1) Certain options probably become available or unavailable in the different types based on what you have selected in other types (and probably other factors, like your ethos and if you have the tech/perks for utopia or chemical bliss for example). You can see they have the living standards type open in the picture and the bottom three are unavailable.

2) Based on the above you will be limited in some of your match ups. However I'm sure you can make chattel species (for food) with residence citizenship and chemical bliss standards. Or poor living standards and put to work (but risk revolts).

So back to the original point I made, you can likely play around with combinations of Citizenship Type and Slavery Type or any of the other types. With sensible limitations. Although a slave species that can vote would be interesting but that is probably off limits.
 
Eh, I am not sure if we are even thinking about the same thing right now (for the record I interprited the OP as asking if one can have a caste system and secondary citizenship at the same time). The problem is that slavery as in if the species are slaves, partially slaves (caste system) or not slaves at all is a form of citizenship policy rather than a slavery type one (that handles what tasks slaves get and how well they are treated). Not connected by the original topic or per the mechanics of the setup impossible but I also seriously doubt that it would be possible to give slave pops the highest living standards, simply because of some mechanic or requirement stopping them.
 
Actually, picture shows that something has to be changed to avoid confusion (good living standards of chattel slaves/citizens being exterminated?).

As I said previously the two bottom ones show what kind of slavery/extermination the pops get, not if they get it at all. I do agree that it could be less confusing though, probably by greying them out unless they are being enslaved/exterminated.
 
As I said previously the two bottom ones show what kind of slavery/extermination the pops get, not if they get it at all. I do agree that it could be less confusing though, probably by greying them out unless they are being enslaved/exterminated.

This is what I'm talking about, you should be able to set citizenship type AND slavery and extermination types. It offers a lot of different ways to handle POPs. I was reading the thread on everyone's utopia and a poster mentioned that he wants to have a pure democracy where even if species were dehumanized and were voted to be chattel/slaves by some powerful faction they still are full citizens and able to vote as well. While strange, that would be a very unique play through.

But looking at the picture where 3 options in living standards are greyed out that would mean some combinations are mutually exclusive.
 
This is what I'm talking about, you should be able to set citizenship type AND slavery and extermination types. It offers a lot of different ways to handle POPs. I was reading the thread on everyone's utopia and a poster mentioned that he wants to have a pure democracy where even if species were dehumanized and were voted to be chattel/slaves by some powerful faction they still are full citizens and able to vote as well. While strange, that would be a very unique play through.

But looking at the picture where 3 options in living standards are greyed out that would mean some combinations are mutually exclusive.

Wait, you are talking about how it is supposed to be rather than educating him on how it is? No wonder I was confused.

Of course if the slaves are generally treated as well as everyone else then it does not make any sense for them to be slaves, that is the explanation effered by Wiz at least.
 
Wait, you are talking about how it is supposed to be rather than educating him on how it is? No wonder I was confused.

Of course if the slaves are generally treated as well as everyone else then it does not make any sense for them to be slaves, that is the explanation effered by Wiz at least.

I mean from what everything we've seen there is some freedom to mix and match policies. But you SHOULD be able to do it with minimal restrictions, which doesn't seem to be the case.
 
As I said previously the two bottom ones show what kind of slavery/extermination the pops get, not if they get it at all. I do agree that it could be less confusing though, probably by greying them out unless they are being enslaved/exterminated.
The last stream showed greyed out options for slavery/purge when they weren't being done.
 
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Slavery and Citizenship are two different categories, so one can assume that you get some freedom to mix and match with that.

But that just presumably applies to whatever slaves that you do have.

I ask because one example of a xenophobic empire I was playing in a recent game conquered several alien worlds and enslaved most of the populations. But I wasn't necessarily interested in enslaving every pop on the planet, just the ones that worked tiles that would give me bonuses like food and minerals (and eventually many of the others became so unhappy that they were less unproductive on energy as slaves than free pops).

That sounds like I should pick Caste System for conquered xenos. But in such a case, that still would make the non enslaved aliens free citizens in my xenophobic empire, right? I mean, I could lower their living standards, but what if I don't want them all as slaves but don't want them as voting either?