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Stellaris Dev Diary #84: Čapek Feature Roundup (part 2)

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is a continuation of the feature round-up in the 1.8 'Čapek' update that we started in last week's dev diary. In this one, we'll be talking about some new policies being added to the game. Everything mentioned in this dev diary is part of the free update.

Land Appropriation
The first new policy added is called 'Land Appropriation'. This policy is available to all ethics and governs whether or not newly conquered planets should have land appropriated from non-citizen species. If this policy is on, any newly conquered planet with less than 5 tiles of unblocked free space will have some non-citizen pops removed to clear way for citizen pops. These pops are either simply removed outright (simulating being driven into slums and fringe regions) or become refugees that will attempt to flee to an empire that will have them. Additionally, any planet that has land seized will get a temporary 'Land Appropriated' modifier that massively increases migration attraction and prevents non-citizen species from reproducing and migrating there while in effect. Non-multispecies AI empires will make use of this policy, meaning that even regular wars of conquest will generate refugees, indirectly boosting refugee haven empires.
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Pre-Sapient Policies
The policies for Pre-Sapients (previously Pre-Sentients, we have changed the Sentient/Sapient terminology in 1.8) have been expanded in 1.8. The following policies are now available for choosing how to deal with pre-sapients:
* Extermination: Pre-Sapients are quickly and efficiently exterminated to make room for your Pops.
* Livestock: Pre-Sapients are hunted and eaten, producing food for your empire, though this will slowly deplete their population. They can also be manually purged at will. Depletion is mostly done for balance reasons, as otherwise there would be no reason *not* to eat them.
* Tolerated: Pre-Sapients are tolerated and will generally not be interfered with, though they can be manually purged or killed off via terraforming.
* Protected: Pre-Sapients are protected from purging and worlds they are living on cannot be terraformed.
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Initial Border Status
A new policy has been added that controls the initial border status you have towards other empires: open or closed. This only affects the status of borders after establishing communications and has no effect on empires you have not contacted. It also does not prevent manual opening or closing of borders towards select empires.
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Robotic Workers
The last new policy ties into the changes to artificial intelligence policies discussed in dev diary 78 and is simply a blanket policy for whether robotic workers should be permitted to be built and maintained. If banned, all robot pops in your empire will automatically be disassembled.
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Manual Purging
Finally for today, also as a result of feedback given after dev diary 78, we have brought back the manual Purge button for organic pops as well, though its use is highly restricted. You can manually purge selective Pops only if they are Slaves, non-protected Pre-Sapients, or robotic Pops without citizen rights. The rules for which Pops can be Purged/Disassembled are fully moddable.
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That's all for today! Next week we'll continue the feature roundup by talking about changes to Ascension Paths and Megastructures and the addition of Awakened Empire Decadence.
 
Great roundup, thanks! :)

If this policy is on, any newly conquered planet with less than 5 tiles of unblocked free space will have some non-citizen pops removed to clear way for citizen pops. These pops are either simply removed outright (simulating being driven into slums and fringe regions) or become refugees that will attempt to flee to an empire that will have them.
Might be a silly detail, but part of me wonders if the game could differentiate between Pops fleeing the planet itself, or being driven to the fringe of society? A lingering "Underground Culture" planetary modifier that adds +5 Unrest per removed Pop for XXXX days, for example. Just to not have them *actually* disappear without any consequence anywhere.

Also, can Land Appropriation be triggered manually, via Planetary Edict? It sounds like it could be a situationally useful policy to have for the non-core worlds of xenophobe empires (or xenophobe empires that are okay with *some* aliens on their core worlds but not the capital, and other such edge cases). Sounds easy enough to mod, though.

Livestock: Pre-Sapients are hunted and eaten, producing food for your empire, though this will slowly deplete their population. They can also be manually purged at will. Depletion is mostly done for balance reasons, as otherwise there would be no reason *not* to eat them.
What if Pre-Sapients, if left alone, would generate a bit of Society Research? Either as an adjacency modifier, or by being tied to Pops working a Biolab (similar to how slaves can provide bonuses to a linked owner Pop)?

I kinda miss the old Enclaves/Reservations and had originally hoped they'd make a comeback when this policy was teased. Perhaps as an alternative, that old mechanic - trading tiles for research and events - might be worth looking at again?

If all else fails, and internal/diplomatic blowback from the Xenophile Faction and Xenophile empires truly does not suffice to justify maintaining Pre-Sapients, I guess the "hunted" descriptor is a good way out. That being said, the tooltip could also hint at these Pre-Sapients slowly being "integrated" into the empire's agriculture, moved from their own tiles into farms on this and other worlds. This way, the Pre-Sapients do not have to be eaten into extinction, but simply get assimilated and exported, ceasing to justify having their own Pop just like there aren't any cow or pig Pops on Stellaris' Earth (assuming they are still around!).

Part of me would even like to see a Pre-Sapient Food Strategic Resource to trade with other empires, but realistically, each species should have tons of Pre-Sapient food sources to export to begin with, so this is just a silly thought on how to make Pre-Sapients "more important" on the galactic stage.

changes to Ascension Paths
I suppose I shouldn't hold up any hopes about making Psionics available to Non-Spirituals, huh? :p
 
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Why treat their translation process as something that needs to be protected? Paradox translations are horrible anyways. Whether the translator goes by "Depletion" or "Hunting" to come up with a proper word in his language doesn't really matter as most of the time the translations will be totally out of context and butcher any flavor the game might have.

Well that's likely an issue with their translation process not providing adequate context for each string to their translators, (preferrably there should be notes with each string, especially if the translator isn't internal, so that minimum clarification is required) but any game that has a localisation team attached to it needs to finalize new strings for patches at some point before release to be able to get the translation done in time, whether it's internal or external. I generally agree that crowdsourced translations are the best because they tend to get less cases of one person misinterpretting a key word or phrase, or not adequately seeking context, but the trade-off there would be that you'd have to wait for someone to go over the new strings and translate them correctly in-context post-release.

Is there any benefit to having pre-sentients protected instead of tolerated.

Sounds like something xenophile factions would like I guess?
 
I'm not sure whether getting two bland dev diaries, which provide no new information whatsoever (to those that are active in the forum and follow the streams) are a good or bad sign.
 
I don't know in which quadrant this is called a "decadence", but in English we call this "grapes".
You want to get tribal uprisings? 'cause that's how you get tribal uprisings.
 
The border policy is pretty great! I've been hoping for something like that for a while. I was kind of expecting slightly more specificity with how the state acts with their borders though. Like a system of "open or closed, with exception or without exception."
 
I suppose I shouldn't hold up any hopes about making Psionics available to Non-Spirituals, huh? :p
He has already said that in 1.8 the restrictions on psionics are gone, you don't need to be an spiritualists anymore.
 
Assuming the closed border policy generates negative modifiers from all other empires?

Not beyond the usual -20 from closed borders, but having a lower opinion on first contact makes AI-controlled empires more likely to take a negative strategic stance towards you.
 
Livestock: Pre-Sapients are hunted and eaten, producing food for your empire, though this will slowly deplete their population. They can also be manually purged at will. Depletion is mostly done for balance reasons, as otherwise there would be no reason *not* to eat them.

Could I suggest you use a different term then? If it functions differently than the current livestock option it shouldn't be called the same thing. "Sport Hunting" might be more what you're looking for based on the description you give, kind of like the aliens in the "Predator" movies.

Hell, I could see a civic that revolved around hunting pre-sentients: "Trophy Takers: Must not be pacifist or xenophile. Pre-Sentient species in your empire generate unity while policy is set to sport hunting." Wouldn't even have to take the planets in question, just have them inside your borders so your hunters can visit.
 
Decadence?

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Oh god say it's not true :(

It you're getting CK2 traumas, fear not. It only affects Awakened Empires, and is a nerf that helps you survive their awakening or overthrow their yoke.

He has already said that in 1.8 the restrictions on psionics are gone, you don't need to be an spiritualists anymore.

Doesn't that contradict their "We want the ethoses to have something unique!" policy? :p
Also, what buffs are Spiritualists getting to make up for it? They are not exactly the most useful Ethos (especially comparing to Materialism which is way too overpowered due to buffing both your research and usefulness of synthetics).