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Stellaris Dev Diary #122 - Planetary Rework (part 2 of 4)

Hello everyone and welcome to another Stellaris development diary. Today we're going to continue on the topic that we started on in last week's dev diary: The Planetary Rework coming in the 2.2 'Le Guin' update. As this is a massive topic that affects many areas of the game, we've split it into four parts. Today's part is going to be talking about Pop Jobs, Strata, Housing, Growth and Migration. As before, any screenshots are likely to feature placeholder art, unpolished interfaces and non-final numbers.

Pop Jobs
In the Le Guin update, Jobs is the main way through which resources are produced on planets. Jobs come in two main types, Capped and Uncapped. Capped Jobs are Jobs that are limited by what the planet can offer, for example, you can only have as many Pops working in mining as you have Mining Jobs from Mining Districts. Uncapped Jobs, on the other hand, can always be worked by a Pop that fulfills the requirements, but generally require a specific trait or species right setting. For example, a species that is set as Livestock will work in a special Livestock Job that requires no upkeep, produces food each month and makes the Pop working it require very little Housing (more on that below). Pops will automatically fill empty Jobs that they are capable of holding, and each Job has weights that make them more or less suitable for a specific Pop - an Industrious Pop will be preferred over a non-Industrious one for a job that produces Minerals, for example. Pops that are more suitable for a Job than the current Pop holding the Job may take it from it them, so constructing a bunch of Robot Pops with mining equipment will likely see your organic Miners losing their jobs in short order. The player can set the priority of specific Jobs, ensuring some Jobs are always filled before others, but there is no manual assignment of specific Pops to specific Jobs, as that is one of the more micromanage-y aspects of the old tile system that we wanted to get away from.
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In addition to resource production, there is also a wide variety of Jobs related to administration and tending to the needs of other Pops. For example, Clerks are service industry workers, 'Space Baristas' that produce a small number of luxury goods and increase the Trade Value of the planet as a result of domestic economic activity in your cities, while Enforcers are your police, working to suppress dissent and reduce Crime on the planet (more on that next dev diary). Some Jobs are rarer than others - Crystal Miner Jobs are only possible on planets that have Rare Crystal deposits, and some anomalies add unique planetary features that create Jobs which might only exist on that particular planet. Some Empires, such as Hive Minds and Machine Empires, also have their own special Jobs that are not available to others. Jobs are fully moddable and come with auto-generated modifiers and functions that make them very easy for modders to add to planets.
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Strata and Unemployment
Whether or not a Pop holds a Job, the vast majority of Pops will belong to a Stratum, representing social classes and other broad segments of the population. The exact Strata that exist in an empire depend on the type of Empire you're playing, but for regular (non-Gestalt) empires, the population will usually be divided into the following three categories:
  • Rulers: This stratum represents the government and wealthy elite. Ruler Pops have a much greater impact on Stability (more on this in next dev diary) than the other two classes and require a great deal of Luxury Goods to stay happy.
  • Specialists: This stratum represents the educated population working in more prestigious and highly paid jobs. Specialist Pops typically work with refining resources or performing intellectual tasks, and require more Luxury Goods than workers in order to stay happy.
  • Workers: This stratum represents the vast majority of the working population. They generally work with raw resource production and require fewer Luxury Goods than Rulers and Specialists.
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In addition to these three, there are certain special Strata for Pops that fulfill specific conditions, such as the Slave stratum for enslaved Pops. Slave Pops usually require no or almost no luxuries, but are generally only able to hold Worker-class jobs. Each Job is associated with a specific Stratum (such as Ruler Stratum for Administrators and Nobles), and a Pop that takes that Job will usually be instantly promoted to said Stratum. However, while promotion of Pops to a higher Stratum may be quick and painless, demotion is not. A Pop that becomes unemployed will keep the Stratum of the Job that it used to occupy, and will refuse to take a Job from a lower Stratum, even if there are open Jobs available. Over time, these Pops will demote down to a lower Stratum, but as Unemployment can cause quite a bit of unhappiness, having unemployed upper class Pops can be a serious source of instability for a planet while those Pops are demoting. This effect is more pronounced in a stratified empire, as the lack of social safety nets increases the Happiness penalties for unemployment.
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Housing
One of the major reasons we decided to rework the tile system was the limitations it placed on planetary populations - not just limiting us to an absolute maximum of 25 pops, but also ensuring that planets could never be over- or underpopulated, as the ideal number of Pops on a planet would always be equal to the number of tiles. In the Le Guin update, the hard restriction of one Pop per tile has been replaced with a soft cap known as Housing. Housing is a value on the planet that is primarily provided by Districts, with City Districts giving far more Housing than their resource-focused alternatives. Each Pop requires 1 unit of Housing by default, though the Housing demands of individual Pops can change due to a wide variety of factors such as Traits, Stratum, Job and so on.
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For example, a Robot Pop that is not sapient or has not been given Citizen Rights requires far less housing than an ordinary Pop, as the storage and support infrastructure they require occupies significantly less space on the planet than the dedicated housing occupied by your citizens. Housing is not a hard limit, and the housing requirements of Pops can exceed the available Housing if the planet population continues to grow without additional Housing being constructed. This is called Overcrowding, and will result in a variety of negative effects such as reduced growth speed and lowered Happiness/stability, but also increases the Migration Push on the planet (more on that below), so a small amount of Overcrowding may actually be desirable on your heavily populated planets in order to grow your new colonies.
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Growth and Migration
Migration is a concept that's never quite worked out to be as interesting as it should be in Stellaris. While there were a lot of mechanics related to how Pops moved and why, these mechanics were quite opaque, and the wholesale movements of Pops that simply packed up and moved to another world resulted in a mechanic that often felt more like a nuisance to the player than anything, as Pops would leave critical buildings on your core worlds untended to in order to settle down on some newly colonized ball of ice on the other side of your empire. For this reason, when reworking the migration mechanics, we decided that the new system would tie more directly into Pop Growth and make it more clear what benefits you were receiving from migration on a planet.
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Under the new Growth and Migration system, each Planet has five different main variables that determine its demographical direction: Pop Growth, Pop Decline, Immigration Pull, Emigration Push and Pop Assembly. I will go over each of these in turn:
  • Pop Growth: This is the base level of Pop Growth on the planet from natural reproduction and immigration. A Planet will only have a single growing Species at any given time, but is not limited to the Species alreadyliving on the planet - any Species with theoretical access to the planet through migration will be able to start growing on a planet, and when choosing a Species to grow, planets will generally prioritize Species that are under-represented on the planet, meaning for example that an empire with Syncretic Evolution will generally have both its Species growing in turn on any new colonies, instead of being limited to only the Species that they used to colonize the planet. The rights you have assigned to Species will factor into this, so a Species with Full Citizenship will get far higher weight when deciding which Pop to grow next than one that merely has Residence. Habitability is also a major factor.
  • Pop Decline: Pop Decline represents the decline of certain Species on the planet, and usually is a result of shifting demographics or Purging. Overcrowded Planets that have over-represented Species will have those Species begin to decline in numbers and be replaced by newly growing, under-represented Species. This means that planet demographics will change over time, for example having your homeworlds turn more cosmopolitan and multi-species over time as a result of signing Migration Treaties as a Xenophile, or your privileged main species with Full Citizen moving onto conquered planets and replacing the less privileged population already living there as a Xenophobe. Purging a particular species will essentially guarantee that Species' rapid decline, creating massive amounts of Emigration in the form of Refugees if Displacement is used.
  • Immigration and Emigration: Each Planet has an Immigration Pull and Emigration Push value generated by factors such as Housing, Stability, Unemployment and so on. By subtracting Emigration from Immigration, the overall Migration state of the planet is calculated. A planet with more Emigration than Immigration will have faster Pop Decline, but will also 'export' its Emigration value to a general Migration Pool that is distributed among potential immigration targets. Planets with higher Immigration Pull will receive a greater share of this migration, which is converted directly into Pop Growth. Normally, Planets can only send their Emigration to planets in the same empire, but signing Migration Treaties or accepting Refugees will allow you to receive migration from planets outside your borders.
  • Pop Assembly: Pop Assembly represents a planet's capacity for constructing artificial (generally Robotic) Pops and comes from certain Jobs provided by special buildings. Each unit of Pop Assembly provided by Jobs will automatically contribute 1 growth towards the next artificial Pop being built on the planet. A Planet can have both Growing and Assembling Pops, and there is no link between Pop Assembly and Emigration/Immigration asides from the potential for assembled Pops to create overcrowding and unemployment.
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That's all for today! Next week we'll continue with part 3 of the Planetary Rework dev diaries, on the topic of Happiness, Stability and Crime.
 
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Finna get me some entertainers in my authoritarian hellscape. I'm gonna nerve staple my drones so hard



Brain Slug nerf? In principal, I like the concept of supporting syncretic evolution better, but most syncretic builds are much weaker than the prime species. I'm concerned that this will buff monocultures too much.

In which way does this buff one-species empires?
 
It depends on the slavery type. Chattel Slaves have a productivity bonus and require less housing/luxuries, but can only work menial jobs. Domestic Servants have no bonus but can also work as Entertainers and have a special Servant job instead of unemployment. Battle Thralls also have no production bonus but can work all types of jobs, etc.
On the topic of Battle Thralls, are defensive armies going to work with jobs too? And do Battle Thralls have a bonus when the Enforcers job (cause they're scary and all)? Oh, and do Xenophobes have a bonus when being an Enforcer against xenos species?
 
How does it work with newly conquered planets? If entire population becomes livestock and there won't be any enforcers available for a while?

Resettlement is still a thing, I'm also considering some less manual way of handling it.
 
I am actually far my hyped for this planet rework than I was for 2.0/Apoc. And I was very hyped for that! I'm just sad that I now work Thursday mornings(US time zone here) so I can't watch the streams. Blondie and Wiz(or one of the other "Wiz"s.) were always great for first thing in my morning!
 
How does Emigration/Immigration work with multiple species? If I understand correctly the pull/push is independent of species but which pop is actually selected for growing/declining depends on species rights and on how balanced the planet is. How will the rate of growth or decline work though? Say I have a planet where I'm displacing some undesirable xenos, and also my main species doesn't like it much here. If (although unlikely) one of my main species decides to move away, will they hold up the queue for the undesirables while they move at a presumably slower pace? Or will the pace of emigration be determined by the overall push?

Same question if I get unlucky to get migration from a very slow to move pop to a planet when I was hoping for a faster one (maybe pops getting displaced from a nearby xenophobic empire?).
 
Awesome stuff :) I'm glad that migration reworks will finally allow for older planets to become mixed over time. Regarding pops changing jobs based on their skills: will we be getting a rework to gene/robo modding? It's currently a pain only being able to modify by planets and it doesn't seem like it would be any better. Going by this if a planet was modified so that everyone on it was optimised for mining they wouldn't leave to pursue mining jobs elsewhere, unless there was high unemployment. Modifying by strata seems a lot easier.
Talking about gene modding, if devs don't have better idea, here's what I'd make it like: You need to buy extra subspecies with trait points and research it with society research to unlock. Then game automatically, over time modifies species with template best matching their job.

This should be flexible, balanced and transparent enough, while keeping transhumanist flavour in place.
 
On the topic of Battle Thralls, are defensive armies going to work with jobs too? And do Battle Thralls have a bonus when the Enforcers job (cause they're scary and all)? Oh, and do Xenophobes have a bonus when being an Enforcer against xenos species?

Defensive Armies come from Jobs now, yes.
 
While I do love the new system and I hope it does well. One of the few problems I have with stellaris in it's current form and other stratergy games is how the private sector is ignored completely, despite being essetntial to modern civilisation for good or bad. The new pop ruler system falls into the same trap as the ruler ( which is sopposed to be the "the government and wealthy elite", or in other words people with power) are exclusively from the public sector ( the two types of rulers class are "Administrators and Nobles") while in modern society some of the most influential people are CEOs and large company owners, and I doubt thst will change much in the future.

One idea to solve this si to make a third type of ruler pop called Entrepenuers or CEO's or company bosses that produce mainly trade value and to a smaller degree luxury goods and energy.

But of couse This is merely a small suggestion and I have no idea how this will impact the balance of the game or if it will be reduntant as it seems to be similar to the administrators.

Otherwise loving the new system
 
How does Emigration/Immigration work with multiple species? If I understand correctly the pull/push is independent of species but which pop is actually selected for growing/declining depends on species rights and on how balanced the planet is. How will the rate of growth or decline work though? Say I have a planet where I'm displacing some undesirable xenos, and also my main species doesn't like it much here. If (although unlikely) one of my main species decides to move away, will they hold up the queue for the undesirables while they move at a presumably slower pace? Or will the pace of emigration be determined by the overall push?

Same question if I get unlucky to get migration from a very slow to move pop to a planet when I was hoping for a faster one (maybe pops getting displaced from a nearby xenophobic empire?).

There are 'overrides' that kick in for things like purging so they will always be the one declining even if another species was previously declining.
 
While I do love the new system and I hope it does well. One of the few problems I have with stellaris in it's current form and other stratergy games is how the private sector is ignored completely, despite being essetntial to modern civilisation for good or bad. The new pop ruler system falls into the same trap as the ruler ( which is sopposed to be the "the government and wealthy elite", or in other words people with power) are exclusively from the public sector ( the two types of rulers class are "Administrators and Nobles") while in modern society some of the most influential people are CEOs and large company owners, and I doubt thst will change much in the future.

One idea to solve this si to make a third type of ruler pop called Entrepenuers or CEO's or company bosses that produce mainly trade value and to a smaller degree luxury goods and energy.

But of couse This is merely a small suggestion and I have no idea how this will impact the balance of the game or if it will be reduntant as it seems to be similar to the administrators.

Otherwise loving the new system

There are Merchant Ruler Pops as well, among others.
 
This is just getting better and better. I can't wait for this to release.

How will the mastery of nature edict/perk change?
 
Does this mean that if you conquer a planet full of nobles as an non-aristocratic elite civ you'll end up with loads of angry unemployed nobles who're being stripped of their privilege?
 
Sounds absolutely amazing and even partially implements the idea of class inmobility that I wanted to see! Kudos!

Is there a way to prioritize species or traits that get a specific job? If for example you have Species A which produces more minerals while mining, and Species B that produces unity while mining, do you have to settle for the one the game determines is more productive?

I believe this is the answer:

Pops will automatically fill empty Jobs that they are capable of holding, and each Job has weights that make them more or less suitable for a specific Pop - an Industrious Pop will be preferred over a non-Industrious one for a job that produces Minerals, for example.

Probably it priorizes those pops with the highest bonuses for the job, whatever the source of those bonuses is.
 
I hope there won't be any strata difference in machine empire pops, as it would make little sense.

Part 4 will mainly be about Hive Minds and Machine Empires and how they work in the new system. They have their own Stratum, but they're not social classes, just different broad categories of roles for Drones (mainly there for interface organizing reasons).
 
How will the migration system prevent "bad migration" ? In a society with syncretic evolution, for example, your servile species can usually only do worker jobs I assume. Now if the planet gets overcrowded I guess the migration pressure can result in the pops emigrating primarily from a particular stratum/species (e.g. specialists) which will result in unfilled jobs that cannot be filled by the servile species.

Or can emigration not lead to the loss of pops on a planet?
 
Does this mean that if you conquer a planet full of nobles as an non-aristocratic elite civ you'll end up with loads of angry unemployed nobles who're being stripped of their privilege?

Unless you set up other Ruler Jobs for them to occupy, yeah.
 
How will the migration system prevent "bad migration" ? In a society with syncretic evolution, for example, your servile species can usually only do worker jobs I assume. Now if the planet gets overcrowded I guess the migration pressure can result in the pops emigrating primarily from a particular stratum/species (e.g. specialists) which will result in unfilled jobs that cannot be filled by the servile species.

Or can emigration not lead to the loss of pops on a planet?

If your planet has that many more serviles, they're far more likely to be the species that declines, so that's a pretty unlikely situation.