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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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My only problem with this is that not all minerals are non-renewable, not all construction materials are non-renewable, and even today our increases in science are looking towards more usage of renewable resources. There is also the matter of just how common many of our valued non-renewable resources are in space, especially metals and water. I just don't see resource shortages being as big of a problem (industrial resources) for a space empire as it is for us on Earth today, unless there is a VERY worryingly massive amount of consumption going on.

You are very optimistic with our society/species. Anyway, all minerals are non-renewable. You can recycle and reduce, but you never get 100%. Thats my resource depletion tax. Oversimplification. But no more than any abstraction.

Not saying that there shouldn't be resource shortages....though I would personally consider food to be the most likely resource to face a shortage of.

Food? You can eat xenos now. ;)
 
You are very optimistic with our society/species. Anyway, all minerals are non-renewable. You can recycle and reduce, but you never get 100%. Thats my resource depletion tax. Oversimplification. But no more than any abstraction.
Recycling is a kind of mining the same stuff all over again. You can get to 100% recycling with minerals, if the usage does not change them irreversably (oil and uranium would be energy resources, not minerals). A spacefaring empire has entire planets worth of unmined material available - there will never be a true shortage, only increase in energy costs.
 
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Recycling is a kind of mining the same stuff all over again. You can get to 100% recycling with minerals, if the usage does not change them irreversably (oil and uranium would be energy resources, not minerals). A spacefaring empire has entire planets worth of unmined material available - there will never be a true shortage, only increase in energy costs.

Believe me, I know what recycling is. Every process has losses. By the way, I wanted to say petroleum, not oil. It is an hydrocarbon, a fossil resource. It is not only used in energy consumption. Plastics, pesticides, etc.Same for uranium. They were only examples. We also need to talk about real world strategic resources. And profitability of their extraction.

A spacefaring empire will live in a limited galaxy anyway. Until their Ascension, of course.;)
 
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Well, of course recycling is not 100% efficient. And oil and uranium are also minerals. You can´t recycle that.

I said metal, not mineral, But you are right with uranium, it cannot be perpetually recycled, as all its isotopes are unstable, thus any mass of uranium will decay into other material up until all the mass left as become lead, 206Pb to be exact, even if isolated from the environment, but most uranium isotope decay are so slow that it's never taken into consideration into whatever non-nuclear use it get. But indeed I should have said stable isotope metal, instead of just metal.

Believe me, I know what recycling is. Every process has losses. By the way, I wanted to say petroleum, not oil. It is an hydrocarbon, a fossil resource. It is not only used in energy consumption. Plastics, pesticides, etc.Same for uranium. They were only examples. We also need to talk about real world strategic resources. And profitability of their extraction.

A spacefaring empire will live in a limited galaxy anyway. Until their Ascension, of course.;)

Yes, every process as "lost" (in reality nothing is really lost, but it might not be recoverable into a lifespan that make it renewable resource with process currently available to us), but the lost for metal reprocessing could be purely energetic, it not for contamination while it was in use and the logistical nightmare of perfectly recycling by alloy standard would be.
 
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I said metal, not mineral, But you are right with uranium, it cannot be perpetually recycled, as all its isotopes are unstable, thus any mass of uranium will decay into other material up until all the mass left as become lead, 206Pb to be exact, even if isolated from the environment, but most uranium isotope decay are so slow that it's never taken into consideration into whatever non-nuclear use it get. But indeed I should have said stable isotope metal, instead of just metal.

With our tech (or with Stellaris tech), we can´t recycle 100% of "Minerals" (an abstraction in the game for wathever resource, except food or energy). And mineral reserves are limited. Like our planets or mining stations. Maybe we will improve our tech, sure...but never reach 100% mining or recycling. You have a bigger mine, more reservory, but not infinite. Year after year, we wil have small losses. And some bigger ones too. Time and wastages.

Soooo, in the game...tax penalty for that. Well, later you could introduce techs to reduce it. And certain types of mining POPS could do a better job mining. Of course , empire ethics or/and politics can also influence that depletion tax (example: promoting recycling among Blorg community). Etc. Etc.

But in their core, just simple: a depletion resource penalty.
 
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but the lost for metal processing are energetic :D

I can´t agree that. Not only energetic wastages. And not only metals, we are talking here about "Minerals".
 
The idea is to bolster your government ethics through things like propaganda, buildings (like temples for spiritualists) and surpressing/supporting factions. How serious the minorities become depends on how good you at keeping their numbers down, pretty much. The idea that you could run a political system by just regularly wiping out a few billion people based on ideology really has no place in any real attempt to simulate politics.

You could change the "free thought" and "information quarantine" edicts into a policy though.
Killing off all pops, that don't agree with your government isn't realistic, however keeping them from speeking their mind in puplic is not. (It's done to this day in our own society)

I don't think it fits as a "per pop type mechanic" since I kind of doubt a King (dictator / hive queen) would tolerate criticism from one species but not from another.

I was thinking at max suppression your pops are much less likely to join an "undesirable" faction (suppressed faction or wanting to change existing laws in the government). In return, those that still join such a faction are extra unhappy, and your empire gets am overall research penalty.
On the other hand at max free speach, pops are less likely to stick with the loyalist faction, but in return are not quite as unhappy even in a suppressed faction and your empire gets a research bonus.
 
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I can´t agree that. Not only energetic wastages. And not only metals, we are talking here about "Minerals".

Yes, but all you linked for extraction graphic were metal, thus why I went into a discussion about metal. But indeed there is also chemical that are used in metal processing, but chemical production can come from renewable or almost infinite source (for example highly doubtful we will ever run out of chlorine, before our extinction, due to the amount of salt available for electrolysis). The main problem is usually energy production, the quantity of energy to make an important chunk our process renewable is astronomical, leaving lot of non-renewable method the most efficient at our currently developmental level.
 
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With our tech (or with Stellaris tech), we can´t recycle 100% of "Minerals" (an abstraction in the game for wathever resource, except food or energy). And mineral reserves are limited. Like our planets or mining stations. Maybe we will improve our tech, sure...but never reach 100% mining or recycling. You have a bigger mine, more reservory, but not infinite. Year after year, we wil have small losses. And some bigger ones too. Time and wastages.

The waste from from metal production mostly come from reaction during purification process, the atom don't disappear. For example chlorine based chemical are used to process recycled aluminium, which would would create some alcl3, as one of the derivative product (don't know what are the other derivative product or waste from aluminum production, a bit beyond my applied chemistry knowledge), yes you lost some aluminium to said reaction, but no like it is useless (used as an antiperspirant) or that you couldn't recover the aluminium and chlorine from it, through electrolysis.
 
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Yes, but all you linked for extraction graphic were metal.

Well, my bad. They were just two examples talking about gauss bell and mineral extraction/production to justify my idea.

Don´t wanna spam this thread, just link two related articles:

More graphics and example:

http://www.mdpi.com/2079-9276/5/1/14/htm
About mineral recycling rates:
http://onlinelibrary.wiley.com/wol1/doi/10.1111/j.1530-9290.2011.00342.x/full



Anyway, its just an idea that came to my mind, re-reading this dev diary and specifically that sentence that i quoted. I think this mechanic could make Stellaris more interesting in late game, one more layer, with big empires force to expand to pristine systems to maintain their big fleets, more weight in colonization, rebelions, new empires isolated by fallen empires or guardians during centuries in a galaxy corner could rise supported by their young worlds, etc. And it is also another anti-mineral-snowball solution.

Just an idea, one more in this brainstorming community. Maybe I could be wrong...
 
I disagree that you could ever recycle 100% of your metals.
Now, I don't really know much about chemistry, engineering, or manufacturing, but it seems kind of obvious to me.
If you build a big ship, and then that ship gets vaporized in battle, or blown into thousands of tiny debris that get lost in space, you just lost a great deal of minerals.

"A special purge option could be to genetically engineer the aliens to your species. Mid-game rare tech."
Eh, an interesting idea but, and I know Stellaris doesn't really go for realism, the biochemical barriers, even in a universe like Stellaris, I think would make that a bit silly. Imagine trying to turn a fox into a mushroom.They might not even be made out of the right types of proteins, or have the same method of genetic storage your species does. Also, just look at the genre body horror. The idea of a pop acting like a normal pop aftering being forcibly, invasively, horribly mutilated like that simply wouldn't be realistic either. (maybe humans to space elves or vice versa, but certainly not Space Foxes to Sentient Mushrooms.
 
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I disagree that you could ever recycle 100% of your metals.
Now, I don't really know much about chemistry, engineering, or manufacturing, but it seems kind of obvious to me.
If you build a big ship, and then that ship gets vaporized in battle, or blown into thousands of tiny debris that get lost in space, you just lost a great deal of minerals.

"A special purge option could be to genetically engineer the aliens to your species. Mid-game rare tech."
Eh, an interesting idea but, and I know Stellaris doesn't really go for realism, the biochemical barriers, even in a universe like Stellaris, I think would make that a bit silly. Imagine trying to turn a fox into a mushroom.They might not even be made out of the right types of proteins, or have the same method of genetic storage your species does. Also, just look at the genre body horror. The idea of a pop acting like a normal pop aftering being forcibly, invasively, horribly mutilated like that simply wouldn't be realistic either. (maybe humans to space elves or vice versa, but certainly not Space Foxes to Sentient Mushrooms.

Well I spoke in real life, metal as long as they stay in the atmosphere can be perpetually recycled (I am not saying 100% get recycled, no one as the logistical capacity and completely dedicated population to even try to ensure that in time of peace), of course if you send a metal out of the atmosphere, you remove it from the cycle.
 
- The only process that is not renewable is the consumption of energy. Any process of transformation of well-controlled material is renewable. that can be done at the atomic level, we can undo it at the price of a high consumption of energy. We speak here of a game ... stellaris ... technologically superior to our capacity of recycling. The example with aluminium is a bad example. We can't take as an example our ability to recycling waste resources that we use simply because it is more profitable for some firm to use it than to look for a less resource-consuming means. All societies imagined in this game don't swear only by a capitalist trading system only interresting by the short-term yield.

- Do not forget that the heart of a planet like earth is composed of metal in quantities where it would be difficult to come to the end. even wasting resources. For a society that could take the resources in all the systems it encounters ... several billion years of autonomy and without recycling.
 
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  • 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.
pegi-7.jpg

'Daddy what does systematic extermination mean?'
 
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no one as the logistical capacity and completely dedicated population to even try to ensure that in time of peace), of course if you send a metal out of the atmosphere, you remove it from the cycle.

Well, so that is what happens and gets worse with time. Space accidents, wars, terrorism, etc. Losses. We will have better technology, but we never be gods or magic. We will never have 100% effective processes, we have mainteinance in game yet for our fleets and stations, degradation, etc So they are more advanced but no etereal, aren´t they?. Dip, dip, dip. Progressive reducing resources sources or making mining them less profitable/more expensive to explode. Certain minerals are more rare, less abundant than others, harder to recycle, they are limiting factors in our production. Like I said in my first post, you´ll never gonna get your planets/asteroids absolutely empty, but you will have certain reduction, maybe shortages. That could be penalized (just like Consumer Goods).

I am talking about game dynamics here, altough with a base in real world. With this idea, we have a new layer and it is very easy to implement. Unlike in distant worlds for example, where you need to mining dozen of resources (that are also non renowable by the way) in thousand of worlds, Stellaris have just a few resources system. Minerals are anything except food/energy/betharium and similar (so not only metals). This simple idea is more streamlined than DW, but with a very complex core inside (just like everything in Stellaris) and thousands of potential interactions/variations. You are going to make your empire having to adapt to a living scenario. AI/NPCs also could adapt very well to this new environment, just with almost same rules until now. Galaxies are not static anymore, they change and get old...our game scenario changing progressively, making late-game more interesting and fun.

That was my basic idea.
 
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- The only process that is not renewable is the consumption of energy. Any process of transformation of well-controlled material is renewable. that can be done at the atomic level, we can undo it at the price of a high consumption of energy. We speak here of a game ... stellaris ... technologically superior to our capacity of recycling. All societies imagined in this game don't swear only by a capitalist trading system only interresting by the short-term yield.

Superior but not perfect. We have maintenance yet, we have accidents,etc. Not closed system. Mineral resouces never gets zero, but you have a reduction. They could be capitalist or wathever, I am not talking here about real world politics, but they have to adapt themselves to "real world" dynamics. Just like mineral reduction for consumer goods idea is trying to penalize. They are not sooo infinite if we have a reduction just for consumer goods, right?

- Do not forget that the heart of a planet like earth is composed of metal in quantities where it would be difficult to come to the end. even wasting resources. For a society that could take the resources in all the systems it encounters ... several billion years of autonomy and without recycling.

I can´t agree that. Well, heart of planet could have thousand of minerals (maybe not so big quantities of our limiting factor rare minerals, but anyway), but it is not than simple/cheap to explode than with our basic mines on superficial minerals ores, when we colonized that planet in the first place. i don´t think Stelllaris empires are so developed, they have a certain number of mines and planets, not millions. So that limited sources of limited resources could be affected by time.

Evolution of scenario. And an easy way to stop/reduce mineral-snowballing effect that Wiz was talking.
 
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I disagree that you could ever recycle 100% of your metals.
Now, I don't really know much about chemistry, engineering, or manufacturing, but it seems kind of obvious to me.
If you build a big ship, and then that ship gets vaporized in battle, or blown into thousands of tiny debris that get lost in space, you just lost a great deal of minerals.

Yes, and that could be a big loss of some strategic and rare resources. Well, we have more, a lot more resources, but that was a reduction that could be penalized. Are we going to recycle cinetic projectiles after a battle? Come on! And that is only when we speak about wars. There also accidents, wastes, etc. Thinking we will live in a infinite galaxy is like when we thought that we lived in a infinite planet.

And more important in this context, I think this mechanic could make this game more deep and fun, without overcomplex it.
 
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