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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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Do you want to get laughed at? That is how you get laughed at.
whats so funny ?

nothing wrong with adding more details on how populations grow and needing manpower for ground troops

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.

with this mechanic there is no real reason why you shouldn't be able to see the age of a pop, and no your downvotes doesn't mean anything if all you can do is "laugh at" users instead of doing something constructive instead
 
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@Wiz
Will we be able to name our modified offshoots so as to distinguish between them (for example, desert hedgehogs and arctic hedgehogs)?

And I guess you already answered it, but will we be able to change policies for the offshoot species to be different from the base species (for example, restrict the very strong hedgehogs to slavery/battle thrall political status, but allow them to become commanders)?
 
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Looks like great changes!

I'd like to be able to refine what species I accept as refugees. Additionally, it would be cool to be able to encourage the immigration of political dissidents. Cuban dissidents in the US used to be granted special rights if they made it to the mainland and form an influential voting block in the US today - Florida can be critical in winning the presidency.

It seems your trying to stay away from ethos being a big component in immigration, but I think it should influence things like where a pop looks to migrate.

More options as far as political suppression and the ability to promote certain ethos would be good.

Also, I'd like to see an option to only have my founder species on the core worlds without having to restrict other citizenship rights.

I assume some of these citizenship and refugee policies will have an impact on external relations as well.
 
I love this new stuff!
I was always dreaming of creating something like the citadel council with 3-4 dominant species who spawn leaders and so on, but with a variety of other species under their protection.
But I have one suggestion: Could you make a policy which gives a species full citizen rights minus leadership rights? It would be something in between full citizenship and limited citizenship. Maybe call it "Voting Right" or something like this. I would realy appreciate that. :)
 
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Looks Good. My only complaint, because of course I have one, is that I'm not too happy with "Living Standards" being an Empire Wide Policy that magically improves everyone's standard of living.

Instead, what I would recommend is giving each planet a "Living Standards" or "Prosperity" value. The higher this value, the higher Pop Happiness is, and it also provides boosts to Energy and Science Production, while incresing the Consumer Goods consumption of Pops on the planet.

Instead of setting an extra Policy for each species regarding their Standard of Living, the other policies controlling their Citizenship Status, Slavery Type, etc, would work kinda like Habitability, and provide a Cap on how much of the Prosperity Modifier they can use.

Instead of having a Species Wide Policy, you could instead have a set of Welfare Policies and Edicts that artificially increase the Prosperity Value for those pops, but only as far as increasing Happiness and Consumer Goods Consumption goes, or at double the Consumer Goods Consumption increase.

I think this system would make more sense, and help diversify planets. Now, a Rich Planet becomes way more important. AND, way more vulnerable, because Concentrated Bombardment, Blockades, and even just destroying stations in the system will affect Prosperity quite a bit. Since Prosperous Planets will become your primary source of Energy, that means Raiding is now a bit more useful. Letting an enemy blockade a Prosperous Core World for a month won't just remove their direct energy contribution, but may knock it down to half or a quarter of what it was for Years to come.

So with that said, would it be possible to mod this to work like the system I propose above? Is it possible to add "pop_consumer_goods_rate" to a Planet or Pop Modifier which can be added and removed by event? In a pinch, can Buildings influence the Consumer Goods Consumption of the Pop that works that Building? Is it possible to restrict the effects of Planet Modifiers to only affect certain pops?

Other than that complaint it looks good.
 
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As of right now, no. It's something we're considering if there's time.
If not for this patch then please do consider it for future patches. It's a pretty perfect way to give sectors some character of their own.
 
Livestock: This represents a species that is regularly culled to be used as food.

You know, I've been wanting a system to let me have something akin to a vampire race or one that consumes biomatter from other sentient species.

Adopt a livestock policy, add in some genetic traits for longevity and decadence, and viola! Gothic space vampires!
 
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I'm personally in favor of the "damaged ships retreat individually" idea,

Would it solve the doomstack problem?
Maybe
Would it add depth?
A little
Would it keep wars from being just one battle?
YES, and that's a start
I think the biggest issue with my ideas is the AI side. In order to keep the doomstacks restrained, we need some sort of logistic system in place where smaller, faster fleets can zip around and intercept convoys. You could even include a convoy escort system where you assign ships to protect convoy routes... all kinds of ideas come to mind.
 
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everything, which makes Stellaris more complex is VERY WELCOME !

Please try to incorporate everything what VICTORY II has, also that economic part ...
thanks, best luck
and hope the game engine is able to handle that !!!


BUG ATM: PLEASE DON't FORGET,
when setting habitable systems to 20% PLEASE ALSO REDUCE THAT PRE-FTL empires down to 20%, had in my 1000 system galaxy over 100 pre-ftl nations :-(
 
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New mechanics are way darker than I expected to see from Paradox, to be honest.
The good thing about these is that you can save people from empires which use such mechanics.
Like the ones which turn entire worlds into giant Unity Altars handled by livestock.
YandereFace.jpg
 
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@Wiz would there be an option for allowing new Slave pops but only if there is work for them on the planet, say a planet has one pop set to free and one of.a different species set to slave only and there is more spots for energy/research than mineral/food and they both grow at the same rate but I would want the slave race to stop growing one all min/food tiles are taken and so they don't grow into a eng/resh tile.

Would there be a way to control this or something like it?
 
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This is an excellent breakdown, it covers pretty much everything I care about and adds a lot of interesting flavor on top of that. Watching these social systems develop in each empire is one of the more interesting parts of the game for me, it really sets Stellaris apart from any other space 4X game, really any other computer game I can think of. I'm glad to see it's being developed further.

Also, this is a great way to resolve all the problems that we've had with the AI designating slaves in sector systems. Now we have full control over who is a slave and who is not, and with caste systems at least we don't have to worry about which pop is working which tile. This makes me actually want to try playing as slaver empires for the first time.
 
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Just wanted to stop by and add my voice to the choir deeming this great news :)

I have taken a break from this game as it felt so "lacking" in content and repetitive compared to your other games (EU4, CK2).
But now it looks like you are moving towards closing the gap with great pace!
After this update, I'll probably come back (and buy some DLCs), so well done, you're on the right path ;)
 
I think the biggest issue with my ideas is the AI side. In order to keep the doomstacks restrained, we need some sort of logistic system in place where smaller, faster fleets can zip around and intercept convoys. You could even include a convoy escort system where you assign ships to protect convoy routes... all kinds of ideas come to mind.

Maybe something like a fuel system where hyper/warp ships only have so many jumps untill they would need something like a tanker ship (AI controlled) to come refuel them and if you cut off the ships then they are stuck in that system unless they could break your blockade this would also help the doomstack problem as you would need to keep at least one smaller fleet for blockade breaking and mabey another for blockading the enemy

And if combined with the damaged ships retreat idea you could potentially have a long war with need to use tactics for once

Wormhole empires have WH generators to deal with so intercepting already kinda works there
 
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@Wiz

This all truly looks amazing, and I can't wait to continue to support the development of Stellaris by purchasing every DLC released. As a game design student myself, I totally 100% agree with and support this business model.

One big feature that I don't see here (correct me if I am wrong), is that I would really really REALLY like the ability to define what jobs different species can perform, or are preferred to perform. Due to the racial traits in the game, I want to be able to use certain species only for mining (i.e. Strong and/or Industrious trait), others only for farming (Agrarian trait, or livestock mwahahaha!), still others only for energy (Thrifty trait), others for science research (Intelligent and/or Natural Scientists traits), or military service (you covered this with battle thralls, woot!). There were even races that weren't good at anything specific but gave bonuses to other pop happiness (i.e. Charismatic trait, and I had a Decadent founding race), and I would assign these guys to work shrines and other non-base-resource-producing tiles.

Of course when Stellaris was first released, that kind of specificity required a lot of micromanagement assigning and relocating pops, but I was a happy Galactic Slave Overlord. I am really looking forward to these newly announced species specific tools for structuring a very cool society, but I would be lying if I said that I would be happy without job specific controls in place to maximize the productivity.

Maybe a simple checkbox for what jobs a race's pops are allowed or preferred to be employed in would suffice???

Thanks!

Sean

PS: You should add a new negative trait where other species find your pops tasty and nutritious, lol.

PPS: Will we ever see invasion combat modifiers linked to the habitability traits of the invading or defending troops and all that entails, like bonuses/penalties for Adaptive/Nonadaptive races, and techs that unlock environmental compensating army attachments, etc ???