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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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Question: is it possible to set your founding species to be caste-based, rather than all full citizens? I tend to use slave mineral output very early in the game to bolster my economy, and I also tend to maintain a mostly homogenous population throughout the game, with maybe one or two exceptions.
 
Question: is it possible to set your founding species to be caste-based, rather than all full citizens? I tend to use slave mineral output very early in the game to bolster my economy, and I also tend to maintain a mostly homogenous population throughout the game, with maybe one or two exceptions.

I don't recall where this was said in the thread, but a dev mentioned your founder species is limited to Full Citizenship or Caste System, so you absolutely can have slavery of your own people from the start.
 
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Robot/droid pops should cost energy maintenance.
Right, but if you have surplus energy and not a lot of minerals, it can ease the mineral costs from your consumer goods.

Now, we don't actually know the numbers for each living standard's per-pop consumer good cost, so we don't yet know how efficient/inefficient the mineral/energy trade-off for robot pops vs organic pops.
 
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Robot/droid pops should cost energy maintenance.
They already do and dont cost food. If they dont cost goods that would be a huge buff. Especially for the materialist ethos since they dont get penalties for AI rights policies. There will probably be a materialist AI rights faction type as well to expand that that aspect of gameplay.
 
Domestic Servitude slaves should be shipped of to different planets should they not? In the game you will usually have a whole planet of the same pops so this policy would be redundant.

I'm also not sure about Military Service.In the gameplay different species leaders mean very little in reality.Needs expanded mechanics.Generals are worthless.
 
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Can we set military service as a right to citizenship? Might be a bit of fluff, but it'd be cool to have a faction similar to Starship Troopers in which they've served the Federation and are fiercely loyal to it.
 
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The way I'd look at it is that those factorys are governmental facilities. Consumer goods are covered by private sector, and is something the government doesn't have a hand in except for the aquisition of the resources

I do not know. So the government hands the private sector resources it produced in state owned mines for free? Well, I guess one can imagine it like this. But my point is it would improve the game if we had a more complex resource system with more room for planetary specialization and inter-empire trade.
 
Hi Wiz and team. Are there any plans to add "deportation treaties"? In my current game, I'm playing as fanatic pacifist xenophobes, and my pops don't exactly take kindly to strangers, if you catch my drift. That doesn't mean they want to murder them or create massive refugee outfluxes with nowhere to go, however. (That's just inhumane).

I border a fanatic xenophile democracy that already has migration treaties with most of the empires in the area. It would be awesome if I could sign a deal with them where I rapidly deport my xenos directly to that empire, where they'd be happy somewhere else so we don't have to look at them. Maybe even an option to give financial incentives to the pops to make them go.

Edit: to clarify, I'm asking for what is basically a one-way migration treaty, restricted to specific species, with a greatly accelerated migration rate. Basically, you pick the species you want to deport, sign the deal with the other empire, and the unwanted species quickly leaves for the host empire.
 
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Domestic Servitude slaves should be shipped of to different planets should they not? In the game you will usually have a whole planet of the same pops so this policy would be redundant.
If you have slavery, you probably have resettlement.
 
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I like the consumer goods idea. I would like to see some improvement to armies.

For example with consumer goods you dictate the percentage of resources go to consumers goods and how much goes to military budget. The higher the percentage for consumer goods the happier the pops but the army, and possibly fleet, is poorly trained, poorly equipped i.e. no body armour, not as well supported with air support and artillery etc but are cheap and quickly trained. However in the reverse the soldiers are better trained and equipped with better support. This would negatively effect the pops happiness and would take longer to recruit.

So 0% towards military is like a poor plain clothes militia. 10% = uniformed with some additional small arms equipment i.e. grenades etc. Eventually the increases in the budget will give you troops like the soldiers out if halo and then higher budgets like stormtroopers and so on.


Also some more choices towards Army equipment like researching pulse rifles, body armour and support equipment and tanks. Just to add variety.

The military budget could affect the fleets too. The higher the budget the better built the ships with a higher fire rate etc but again longer to build.
 
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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.



Food? You can eat xenos now. ;)
You are assuming that
a) Anything lost in space can not be recovered again (Debris could be salvaged as well)
b) Minerals are generated at the start of the galaxy creation and can not be created afterwards.
Considering we already have found ways to create methane out of CO2 (and energy) and can crack that into longer carbon chains (again, requires energy), petroleum products are technicly not limited anymore. Add to that the fact that nuclear fusion generates 'waste' up to iron in the periodic table, and most of the ones after it still end up with a net energy gain if you start from hydrogen or helium, most products can be created through fusion with a surplus of energy.
Then again, there is the whole matter of ever decreasing amount of energy in the galaxy, assuming current thermodynamic rules. But that decay will take millions of years, so not something we should worry about in the couple of hundred of years the average game lasts, right?
 
The sector A.I needs to do it too.
I have a baaad feeling about these and sectors on release. I hope I won't see sectors: colonizing worlds with species which aren't allowed to reproduce, throwing jungle-butlers into Tundra planet to make locals happy (like all two of them, with dozen of now miserable servant pops), not being aware of domestic servitude at all, sectors delegated to science doing it with livestock pops and so on.
 
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They already do and dont cost food. If they dont cost goods that would be a huge buff. Especially for the materialist ethos since they dont get penalties for AI rights policies. There will probably be a materialist AI rights faction type as well to expand that that aspect of gameplay.
True probably a buff. Not really a problem as I see it though, and if it is they can be given a slight nerf elsewhere.

They actually MIGHT require some level of consumer goods, explained as maintenance costs from replacement parts and such. Also upon becoming Synths they will as sentients be expecting goods, even if they don't strictly need it to live. Depends on whether they are slaves or not of course, still it should be an option then.
 
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You are assuming that
a) Anything lost in space can not be recovered again (Debris could be salvaged as well)
b) Minerals are generated at the start of the galaxy creation and can not be created afterwards.

First you are assuming that I am assuming that two facts. Actually, I am assuming this:

a) Almost everything "lost (not only) in space" could be recovered, hypothetically... but it isn´t technologically or economically viable. It could take too much time or efforts. You´ll never recycle that 100%. Like you said, this is not so far future, we are humans (or whatever alien), we are not gods or magic wizards. Sure, we will improve our methods but we are a fallible, we´ll never be "perfect". We will have "losses" in our proccess. Always.
In any case, let´s figure out we could recycle all those debris that you said (we couldn´t). That process would cost not only energy but also minerals to do it (sensor stations, ships, industrial machinery, resources, people, etc.) and maintenace cost of those instalations and ships. We are not talking only about a surplus of energy.

b) Well, minerals last millions of years to form by geological processes, so you are talking here only about syntethic minerals. Making them in some kind of hypothetically industrial/tech way (fusion in your example). Nice. But that process would take not only energy, also minerals. And never gonna have 100% of efectiveness and .....(see point a)).

All this mineral that empires can´t recycle and/or that we spend recycling or/and maintenaince and wastages and/or accidents, piracy and terrorism and/or irreparably damaged and/or etc. --> losses --> depletion-scarcity tax/what-ever-name-tax to represent that losses.

So simple idea in its core. And more important in this specific context: an interesting feature for the game, making galaxies a living and changing scenario at medium/late-game.

Edit: Consumer Goods idea is also really cool, like i said before. Just different approaches to try to solve a problem (too much minerals in late game). I guess that if devs implemented that it is because they think it is the better for their game. And sure they are doing right.
 
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I remember on twitter someone asking if you could welcome refugee then eat them later. Wiz saying yes and them asking if other species could learn the fact that happened in the past and not getting caught out again. I had a small idea on how to take care of the problem:

Why not only have a default option for species but also one for refugees, like a special regime for refugee which a new species arriving as a refugee will be locked in for 5 or 10 year. That way if I invade the planet of a species I don't like I can eat them but if I want to eat refugee I have to wait a little bit or modify the generic refugee species right which will without a doubt make the empire far less attractive. (And maybe make such change last similar to policy change).

Another option would be to make empires which do or have in the past eaten or purged species less attractive, but I feel that could be limiting the scope of role playing option. Say would other species care if the fanatic purifiers were served with fries and small salad?

My only concern is that having a generic species policy be utopia and then immediately applying "processing" to arriving species without repercussion would be a bit … abusing the system ?


Also question, where does caste system stand for voting right, I feel like we have a problem slavery wise for caste system vs limited citizenship / residence, does caste means you can vote like full citizen ? Like I wonder if there's a problem between having the choice of "I want to let that species vote" vs "I want to have that species work in the coal mine hard Core" mesh well. Like the granularity of such policy. I realize the menu could become unwieldy though if you have a "caste vs citizen" "vote vs no vote" "pop control vs non pop control" "migration yes or no" "red shirt vs white shirt" "are they allowed to take new year off yes or no" etc
 
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