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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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So...we can have our race being robots and....they eat other races? :eek:
Robots don't eat. They need electricity instead of food.

I assume they won't be eligible to be livestock, either, though I suppose I could be mistaken there. Should't be able to be processed for food either, though perhaps that would break them down for minerals instead.
 
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:D why didn't I think of that.

Robots don't eat. They need electricity instead of food.

I assume they won't be eligible to be livestock, either, though I suppose I could be mistaken there.
Maybe if you make your species fully synthetic, you could turn your alien livestock farms into body heat farms a la The Matrix?
 
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It's a very dumb and niche thing, but everyone talking about eating other species in this thread made me think of it, so I figured I'd throw it out while we're on the topic. It can probably be modded in, anyway.
That's a good RP option. Like letting a planet to carry on with usual life in exchange for symbolical tribute, in case you simply aren't interested in any of their work and they don't pose a threat anymore.
 
Or maybe another way around. They were previously livestocks till one day...THEY SUDDENLY START TALKING! OMG!!! :eek:

Now a moral choice: Will you eat a pig, a cow or even a vegetable, a banana who can TALK?! :eek:

And then, they start to rebel against you asking for pig-right, cow-right, vegetable-right and banana-right. :eek:
 
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I've seen several people suggest this but... I just don't... What would be the gameplay value? I'm pretty sure traits are meant to represent more than just...

*puts on sunglasses*

flavour.

Oh dear, if Wiz sees this, I'm so getting sent to a shielded planet along with Rikard Aslund!

i think the game play value would be as long as you have thes pops as food supply your empire would get a happiness bonus
 
Will the species have sub-separation for each type of ethics ?

Because, me, i play with the idea : "I you are not happy (so not spiritual-collectivist like the others (ME !)), work to become happy !" (Slavery for each deloyal pop and education through work... yes it's a bit communism ^^ but it's only to serve the God-Imperator !).

So everyone is my friend, only if they are like me. I'm a strange type of xenophile discriminating...
 
Oh my God, what an incredible update! I've been watching this game's evolution since release, and Banks might be the final necessary push to buy my very first Paradox grand strategy game! This seems like the perfect blend between flavour, depth and (relatively easy) access!

And now, for some questions:

- Consumer goods seems like a very practical, balancing type system, but it does look like a straight production penalty. Can an empire deliberately decide to devote more resources towards consumer goods in order to lift the standards of living of their empire? Or regulate which species access each luxury level?

- Is there going to be different degrees of diplomatic penalties depending on your chosen type of slavery? I really hope so, that rather than empires shunning you altogether (unless said empire is a fanatic egalitarian). I really would love to see scenarios along these lines: "well, we are indeed despicable slavers, but you know, at least we value our home servants instead of slaughter them as cattle just as you do, you gluttunous monster".

- That being said, I really hope that eating pops is a powerful enough strategy so you can sustain your whole empire just by the sheer force of cannibalism :p

- I really wonder if there's going to be more differenciation between your core worlds VS regular sectors, seeing how now now you can regulate access towards them. Religious pops getting mad that other species land into your "holy worlds", perhaps?

- Is there any option for offering "conditional citizenship" based on military service a la Starship Troopers to either your own species or aliens? Or who knows, perhaps even other type of public service? (ej: only scientists get the right to vote).

- I really hope that there's a refugee / inmigration information tooltip regarding ethos and reason for emigration for each species, so you can properly analize and weight which aliens should go into your borders and under which conditions. Ej: Qarian refugees, 80% individualistic, 20% religious running away from collectivist purges. Tzaur economic migrants, 10% xenophiles, 50% materialistic, 40% militaristic, and so on.

That being said: Amazing, amazing update. Can't wait to see the Orbitals and other tall builder options! (my fav playstyle!)
 
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It's been tried on more than a few occasions, the nazis and USSR did put political dissidents in their camps and many countries have made holding certain beliefs illegal in various points in history.

This kind of thing would be better simulated through a "dissident persecution" edict rather than purging a billion people from a specific geographic location, just because the majority of them hold "wrong" views. No dictatorship that puts massive ammounts of its citizens between the choices of "revolt" and "die" can reasonably expect they'd pick the second option. Particularly after open indiscriminate slaughter based on geography.
 
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can there be distinction between social caste systems and biological ones, with biological castes making it impossible for them to function any other way(except when they are a minority, then full slavery is an option where even the "leader" caste is force into servitude of the primary species)? perhaps through having species traits split into "social" and "biological" classifications, with social being able to change rapidly if the pops in question change Ethos or if local pressures force them to adjust and will be limited to such things accordingly, but biological ones can only be altered by bioengineering.

I feel inspired to go rewrite the little 'hive mind' trait idea in my sig to fit with these ideas...

edit; also is it possible to have species rules that make it so their population just stay at current levels? not growing or dying off?
 
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Already answered. No, all these actions are species wide.
Then...we shall engineer them a bit...biologically...

Now we can have
death camp worker human
cannon fodder human
and human meatball
 
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And no again. Subspecies share parent species rights.
but.. that kind of defeats the point of making some of these gene modified versions, to build these 'ultimate warrior' type dudes so you can ship them of into whatever battlefield you see fit... maybe some Ethos should look down on sub-species discrimination(I see as something like Egalitarian wouldn't mind discrimination between different species, but not sup-species, while Fanatic Egalitarian would dislike anything but full citizen ship for all).
 
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And no again. Subspecies share parent species rights.

It's sad... if i want to create an augmented species and i don't want them to have sames rights :(
I think that once again modders will upgrade that ^^ (just sad that sometimes it's include as default...)

It would be the best update from the release ! And i still love that update are named in honor of great SF writers ! (one day Barjavel ?)
 
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It would be the best update from the release !
well it's still liley to be that, these are some pretty major changes the game's going to under go, with the changes to Ethos, policies, factions, and so on, even if it's not perfect with the level of micro-management it gives you.
 
You know what's missing from this?

Unethical Science purge, which creates Social tech points in the same way that the Processing purge creates food. For the same reason :V
 
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A thought on consumption related traits: tasty / not tasty seems kind of... eh. There isn't really any way to work that into the positive/negative point system reasonably.

However, how about a livestock equivalent of decadent? Parasitic. Your specie requires the hijacking/consumption of other sapient lifeforms as a part of their reproductive process. Without a livestock pop on a planet, parasitic pops suffer a large growth penalty.

With livestock present their growth returns to normal and newly grown pops gain the planet preference of the consumed livestock pop. If there are multiple livestock pops of different species, the specie best adapted to that planet is utilised.

This would naturally make your diplomatic game difficult to say the least. Maybe farming pre-sentients would be a slightly less abhorrent lesser of two evils option?
 
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