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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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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.
Can this be set per planet, or can I issue an exemption for the controls for a certain planet? If I have population controls set on a species, I obviously don't want them to increase in number generally, but if I colonize a planet that I do want them to increase on, can I do that without letting their number increase on my other planets?

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.
How easy it to see if another empire is purging a species?

Also, can I allow refugees to enter as serfs? That is, if an empire is purging a species, can I offer to let them resettle in my empire on the condition that they will be slaves? Or, can I offer to buy undesired pops off of other empires that are purging them anyway, and get them as slaves in that manner?
 
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Awesome!!! But do you know what would be really cool to (eventually, no hurries, when you have time) implement? City-Ships... What I mean by that is giant ships that have a few pop slots where you can build generators, farms or labs (but no mines because... well where do you mine in a ship?). Basically small armed moving planetoïds (a.k.a. Civilian Death Stars). You could even make nomadic species with no territory or colonies per say, but rather that simply sail the empty seas of space aboard those ships, occasionally stopping at a moon or planet to scrounge for minerals or food or to trade with colony based species. Those ships would also need to be mobile spacedocks too, but could be capped at building only corvettes, destroyers and other City-Ships. Playing as one of those would super-duper interesting and offer plenty of challenges I'm sure. :D
 
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There were still plenty of dissidents in both Nazi Germany and the USSR. Purging pops is not on the level of throwing a few people into secret prisons, we're talking about slaughtering billions here. It would be like Nazi Germany rounding up and shooting the whole population of Bavaria.

I mean what if a species of...lets say Bavarians...had a higher rate of dissident ethics they're nothing to stop me from purging/eating said species if it becomes... necessary... right?

Also, I hope there's some individualized fun effects for certain combinations of species rights. For example, creating a species of slave soldiers for your primary armed forces and then treating them like scum should present some interesting problems. (If you take that to its natural conclusion interspecies coups would actually be really cool).
 
Wow So much good stuff here !. I mean its just wonderful all of it !. Keep up the great work :)
This is how i always imagined my Empire.. One that grants Citzenship to a population and not to the other. I can picture a empire creating a story about why they do not allow certain types of populations citzenship or maybe they find a way for them earn it. Still lots and lots of Roleplaying potential coming with this patch/ Expansion keep up the great work !

- For whatever reasons he is picturing the old republic in star wars -
 
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Also, can I allow refugees to enter as serfs? That is, if an empire is purging a species, can I offer to let them resettle in my empire on the condition that they will be slaves?
You can probably set the species in question as slaves, but I doubt they'll pick your empire as a destination if there's any other available destination that won't enslave them.
 
food slavery? food chain purge?

BLORG BURGERS FOR EVERYONE! only the friendliest burgers around! show proof of 5+ friends and get a burger free!
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I love everything about this dev diary. Giving us more meaningful, empire-wide choices while at the same time reducing the nasty clickfest-microing is exactly the direction I've been hoping the game would go in. Keep up the good work!
 
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This diary is very full of promise. I think Stellaris is truly beginning to reach its stride on what will define it as a truly excellent game.
 
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after reading the comments and wiz's answers

@Wiz would it be possible to make modded species eligible for specific rights? i had modded my founder species to be very adaptable so i could colonize tomb worlds, but i dont want them to be allowed to migrate, and i had to resort to enslavement - if you allow us to give them specific rights it would be greatly appreciated

also a simple checkbox per species for "eligible for colonization: yes/no" for our sectors would be awesome

i personally dont have a problem with the abstraction for consumer goods, but perhaps adding factories that have only minerals for maintenance could be fun and allow more trade between empires

also, let us keep manual purging alongside the new options... please... pretty pleaseeeee :D
 
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To everyone who is talking about doom stacks. yeah the combat needs to be fleshed out, but as it is at the moment its still enjoyable. I would rather wait for 1.6 or 1.7 for them to take there time and really flesh it out instead of trying to push in some quick fix. they could probably put in some artificial limit with 1.5 but they would proably make it worse not better.

Give them time and trust them. (wow i dont say that enough about game developers) they know about it, and they want to fix it. i believe they will make some thing great.
 
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@Wiz Many of these options tell a lot about the empire that chooses them. Could they be added to the (pre)scripted empires as well?

Obviously it would only be possible to set policies for ones own species as others are not known at that point.
But if we are creating some nice or nasty empires to play with/against then it would be quite helpfully that they at least start out as planned. Instead of some F.Xenophobe with grimdark bio deciding that they'd rather be in peaceful isolation at game start.
 
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

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 resource

Omg.... @Wiz .... I.... I think I love you.
 
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.

Humans eat animals largely they cannot convert cellulose in grass to glucose themselves. And given how much energy sentient species waste to run their brains, they'll be literally least efficient way to get nutrients.

Nutrients extractor purges are reasonable and practical though, because you aren't growing them, you just being ecological with disposing of purged pops.

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.
 
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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.

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.

possible for traits that increase the amount of food a pop would give? or at least possible to mod in a trait that increases the food produced when used as livestock?