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Hi all!

As mentioned last week, our plan for today is to go over some changes to automated colony management and pop resettlement. As a reminder, these are still under development, and as such may undergo significant changes and won't be going live for quite some time.

Major goals here were to reduce the micromanagement burden in the mid to late game when individual decisions are less oppressive, and to significantly decrease the need to manually move pops at all. As with the economic changes we were discussing before, a lot of this is still a work in progress to varying degrees.

Automated Colony Management

Some sector management improvements have already been made in the 2.8.1 test branch (you can experiment and leave feedback on it by following the instructions in this thread), but here we’ll be focusing on planetary designations and individual planet automation.

A major pass has been done on automated colony management to improve its effectiveness. After manually setting a colony designation and turning on automated colony management, our intent is for the colony to develop into something you would reasonably expect if you were building it on your own. It should build districts, clear deposits as necessary, and upgrade buildings when there is a need for it.

Planet automation will upgrade capital buildings whenever possible (gotta unlock those building slots!), and will otherwise generally try to build or upgrade from its list if there are less than 3 open jobs. We’ve erred a bit on the side of caution, so it is currently extremely opposed to running deficits. It may require manual intervention if, for example, your energy credits per month are negative, but we figured it was better to leave those sorts of risky economic decisions in the player’s hands.

Code:
automate_foundry_hive_planet = {
    available = {
        has_designation = col_foundry
        owner = { has_authority = auth_hive_mind }
        free_jobs < 3
        has_building_construction = no
    }

    prio_districts = {
        district_industrial
    }

    buildings = {
        1 = {
            building = building_hive_capital
        }

        2 = {
            building = building_spawning_pool
        }

        3 = {
            building = building_clone_vats
        }

        4 = {
            building = building_hive_node
            available = {
                owner = {
                    hive_node_upkeep_affordable = yes
                }
                num_buildings = { type = building_hive_node value = 0 }
            }
        }

        5 = {
            building = building_foundry_1
            available = {
                owner = {
                    foundry_1_upkeep_affordable = yes
                }
            }
        }

        6 = {
            building = building_galactic_memorial_1
            available = {
                owner = {
                    has_valid_civic = civic_hive_memorialist
                }
                NOR = {
                    has_building = building_galactic_memorial_1
                    has_building = building_galactic_memorial_2
                    has_building = building_galactic_memorial_3
                }
            }
        }

        7 = {
            building = building_betharian_power_plant
        }

        8 = {
            building = building_mote_harvesters
        }

        9 = {
            building = building_crystal_mines
        }

        10 = {
            building = building_gas_extractors
        }

        11 = {
            building = building_chemical_plant
            available = {
                num_buildings = { type = building_chemical_plant value = 0 }
            }
        }

        12 = {
            building = building_hive_node
            available = {
                owner = {
                    hive_node_upkeep_affordable = yes
                }
                num_buildings = { type = building_hive_node value < 2 }
            }
        }

    }
}

This script will attempt to build a forge world for a hive empire. If there are less than 3 free jobs and there is nothing currently in the build queue, it will check to see if there is anything that it can build. Planetary automation has a tendency to favor districts over buildings, but will construct buildings if there are 1.5 times as many districts already built than there are buildings. (This ratio is able to be set in 00_defines.txt as COLONY_AUTOMATION_DISTRICT_PREFERENCE.) When selecting a building, it will move down the list until it finds something that it is capable of building and meets the scripted restrictions. The building’s upkeep is always taken into consideration. The scripted “_affordable” checks are to estimate whether you can afford the jobs it creates as well.

Blockers are fairly low priority for planetary automation, and will only be cleared if they are blocking a district slot that it actively wants to construct, or if there are no free district slots remaining. (Thus it will eventually clear all those random blockers once the rest of the planet is finished.) You can, of course, intervene and clear those Sprawling Slums or sleepy Lithoids earlier.

Buildings (other than the capital) will be upgraded if there are no other things that it wants to build right now, it can upgrade without causing resource deficits, and there are pops available that would want to work there. (Either because they’re unemployed or they prefer it to their current jobs.)

The scripts will attempt to handle various issues that may crop up on a planet such as low amenities, high crime, or failure to build buildings dedicated to extra-dimensional beings that love you and just want to be loved in return. These are tucked away in 00_crisis_exceptions.txt.

Code:
automate_amenity_management = {
    available = {
        free_amenities <= -5
        owner = {
            NOR = {
                has_authority = auth_machine_intelligence
                has_authority = auth_hive_mind
            }
        }
        OR = {
            NOT = { uses_district_set = city_world }
            free_district_slots = 0
            has_resource = { type = exotic_gases amount < 75 }
        }
    }

    crisis = yes

    buildings = {
        holo = {
            building = building_holo_theatres
            available = {
                owner = {
                    is_spiritualist = no
                    is_megacorp = no
                }
            }
        }

        temple = {
            building = building_temple
            available = {
                owner = {
                    is_spiritualist = yes
                    is_megacorp = no
                }
            }
        }

        commerce = {
            building = building_commercial_zone
            available = {
                owner = {
                    is_megacorp = yes
                }
            }
        }
    }
}

This "exception" will intervene if a planet’s amenities are -5 or below, and it’s either not an ecumenopolis or if it is an ecumenopolis, it’s either totally full or you’re running low on exotic gases. Based on your ethics and authority, it’ll pick one of the amenity buildings to add to the queue.

A few jobs, buildings, and planet designations have gotten a bit of a touch-up during this pass. Notable examples of designations include the Urban World, which now has a Trade Value bonus, and the Colony, which is now intended to satisfy the needs of a newly colonized world rather than provide pop growth bonuses.

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1605094456491.png

Urban and Colony Designations

The old Colony bonus was changed because it was a bit problematic - growth bonuses made it somewhat stronger than many other more specialized bonuses. We’d greatly prefer if you could flag that newly settled Mining World as such right away and immediately turn on automation, rather than it being optimal to manually develop the world until it reached 5 pops and no longer qualified for Colony.

Due to its inherent terror of deficits, the automation scripts tend to be a little bit more conservative than players may be, but I’ve personally enjoyed the dramatically reduced mental burden my mid to late game colonies require. It’s also convenient that several designations (such as Forge, Factory, Tech, and Urban) will build out colonies that qualify for the Arcology Project decision. In our dev multiplayer games, I've been making a point of using colony automation as much as possible in order to give everyone else a chance get a feel for what it's doing. (Except my capital. I'll admit that I do manually build that so I can take care of sudden shifts in priority.)

If you're using planetary automation but it doesn't seem to be doing anything, the three most common things to check are:
  • Is the colony in a Sector?
    • Colonies have to be in a (non-Frontier) Sector in order to use either sector or planetary automation.
  • Am I running an energy deficit?
    • Most districts and buildings have energy upkeep. While it's possible for the district or building to theoretically produce enough energy to overcome that and help work off the current deficit, the automation scripts are as light as possible and without deeper analysis can't assume that pops moving into those jobs wouldn't worsen the shortage. Manual intervention is necessary to dig out of an energy crunch.
  • Do I have resources in the automation pool for it to use?
    • There's a notification for this, but if the pool is running low it might not be able to afford whatever it is it wants to build. Remember, you can hold Ctrl to change the units moved from hundreds to thousands.
      1605096055953.png

      Save mouse-clicks, use Ctrl.

Resettlement

Manual resettlement and the mitigation of unemployment is a huge burden in mid to late game Stellaris. It is generally our belief that manual resettlement should be an extremely rare occurrence, not something done expected to be done as part of the core game loop. When you must, it should be a simple process, but it should be an unusual act.

One quality of life change we’ve made is to filter Unemployed pops up to the top, and highlighted them. The pops underneath are then sorted from lowest stratum to highest.

1605096681033.png

You're unlikely to see this specific scenario unless you intentionally create unemployment problems by turning off jobs in every pop strata.

We've also adjusted resettlement costs, and added an Influence cost to many pop types. These influence costs are nominal for worker tier pops, but get fairly expensive when you're forcing Rulers to move.

1605097705361.png
1605096840037.png

Slave Resettlement and Worker/Drone/Bio-Trophy Resettlement

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1605097513050.png

Specialist Resettlement and Ruler Resettlement


Slaves and unintelligent robots can still be moved without expending Influence, and certain civics permit you to waive these Influence costs.

1605096949504.png
1605097021942.png
1605097088504.png

Hey wait, what's that about colony abandonment?

Despite their best efforts the Servitors still haven't found a good way to get their Bio-Trophies to shift their consciousness to a different planet using OTA updates, so you still have to pay for them.

Manually resettling the last pop off a colony you own carries an additional influence surcharge in our dev builds. There will very likely be an exception made for Doomed planets and Holy Worlds that are risking initiating a war with a Fallen Empire. A planetary decision to abandon a recently conquered planet is under consideration, though it'll likely use displacement purging to do so. (With the diplomatic penalties associated with it.)

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But we just finished building it!

With Federations, we introduced a galactic resolution in the Greater Good line that provided limited automated resettlement called Greater Than Ourselves. As noted by some, that was partially intended as a means to allow Egalitarian leaning empires a way of handling resettlement without forcing it on their pops. There have been many requests to make that core game functionality, but we’ve been somewhat wary of doing so without some restrictions.

We've come up with a way for every empire to have easier access to a similar effect. The following new Starbase Building will handle it, unlocked by the Hyperlane Breach Points tech. (The Hyperlane Registrar has moved to Interstellar Economics.)

1605098298007.png

They like to move it.

1605098342337.png

The tooltip effect is a bit of a mouthful.

The Transit Hub will operate as a limited variant of Greater Than Ourselves, moving unemployed low strata pops between planets that are in systems with Transit Hubs. (This will allow movement within a system as well, for example if you have a bunch of habitats in a single system.) We're investigating ways to expand the scope of pops it's willing to move - the original Worker limitation was put into place because while a Worker could promote themselves to fill any free job, a Slave or Specialist might find themselves restricted from the free job on the new planet. We're currently experimenting with a more robust variant - if it works out without performance concerns, the Transit Hub will prioritize high strata unemployment and then move down the ranks.

Building out the Transit network does function best when you have a developed starbase above most of your colonies since it will only move pops between nodes on the network.

Tangentially related, we've also cut demotion time in half across the board, and made some changes to give each Authority type a unique bonus.

1605098685353.png

Yes, Shared Burdens pops demote pretty much instantly.

We have some other experimental changes going on that have significant effects on the number of unemployed pops in the late game, but we're not ready to talk about them quite yet.

The empire type that perhaps faced the most obnoxious burden of frequent manual resettlement were Terravores, the Lithoid Devouring Swarms. When devouring planets, they occasionally created pops on the consumption world. As a quality of life improvement, when they’ve finished the planet off we now resettle them back to the capital. (Since gestalts can also use the Transit Hub, I highly recommend that Terravores build one in their main system to send those drones someplace where they can be of use.)

Oh, and we also clear that pesky red habitability planet marker from completely consumed planets that was unnecessarily cluttering your map.

1605094492379.png

HP/MP restored! ...But you're still hungry.

As a reminder, we have an ongoing feedback thread related to AI improvements we have in beta on the stellaris_test branch. We'd love to get more people on it and telling us what they think about them. (Please note that 2.8.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.)

Next week we plan on going through some more of the remaining economic balance changes. See you then!
 
This would depend heavily on your living standards wouldn't it? If your society gives everyone everything, then there's little risk to change employment. If there's disproprotionally higher benefits do being a higher tier worker, then there would be more incentive to keep that employment, and if you're too high to care then you just enjoy more of that chemical bliss. Or to put this on a simple formula, the higher the difference in consumer goods upkeep between two tiers, the less likely a pop would be to go down and more insistent it would be on looking for similar/better employment.
yah, but it depends on both, the cg upkeep they already have, and what they will get at the new strata, means if they will get more, fine, if they will get less... meeh
 
well, maybe that starbase limit needs a rework too, hm? like deversing military and civil used starbases? or maybe making starbases less impacting on that limit if they are in a system with a colonised planet
How about instead of chain reworks, we just don't break things in the first place?
 
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This setup still feels unwieldy when multiple species are involved. How do I choose for the unemployed industrious pops to be moved to new mining worlds, while my intelligent pops are moved to research planets? Going by the current setup, you could just as easily end up with the opposite for general chaos everywhere!

Perhaps have certain pop traits be drawn to immigrating to certain planetary designations?

Of course this doesn't even touch having to populate master species on slave planets.
 
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How about instead of chain reworks, we just don't break things in the first place?
well the part "never change a running system" just works if that system isn't changing already by getting new content, so with content changes also some working things need sometimes some twists, wich sometimes cursing a complete change...or more... but we could instead play stellaris 1.0
 
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This setup still feels unwieldy when multiple species are involved. How do I choose for the unemployed industrious pops to be moved to new mining worlds, while my intelligent pops are moved to research planets? Going by the current setup, you could just as easily end up with the opposite for general chaos everywhere!

Perhaps have certain pop traits be drawn to immigrating to certain planetary designations?

Of course this doesn't even touch having to populate master species on slave planets.
well on the one hand we want less micromenagement, but if they try to give it, we want the micro back to get best possible out... where are our prioritys, thats the question?
 
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Considering it. I'll experiment with replacing it with a planet-side building later on today.

I'm not terribly keen on making it a planetary decision, I like the feel of building out the network.

I do think making the system use planetary buildings an option is the way to do this. Either have both starbase buildings and planetary buildings work, or have them represent different ends of the pipeline (although I'm not sure which one should be for picking up and which for dropping off pops). You could also make *just* the hyperlane registrar effect the range of the transport building, that way it can be available to gestalts just for that purpose.

I REALLY hope that Terravores would have some workaround for abandonment because fully chewing small planets and throeing tgem in a trashbin fits them very well in gameolay terms as well as in roleplaying. Also would be nice to somehow exclude them from expansion planner afterwards because now I have to crack them.

They actually do. When they've fully devoured a planet it gets destroyed and all pops resettled.

I mean, when it's more like "we got an opening for a scientist job" and promote a clerk, and then go "actually, nevermind, the position's closed" within like 5 seconds, you'd expect a pop to go back to being a clerk.

Recently promoted pops should have a modifier within the first 10-20 days of promotion that allows them to be immediately demoted before they get "settled in".

I'm 90% certain this already exists. Personally they way I'd do it is that newly promoted pops have a job penalty for like the first 6 months, and newly demoted pops have the same unhappiness penalty as unemployment and higher political power (so they *behave* like they were unemployed the strata up, even those they have a job)
 
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but at least, if they doing right, the automated migration thing should work hand in hand with the planet-automation, to just move the right pops of the right species to the planet with the fitting atomation-direction, move just these pops that perfectly fit the fee jobs on the migration-target planet
 
Oh, it does? I haven't actually noticed it. I still remember the horror of building a Research segment on a Shattered Ring origin, only to find it ate up all my Farmers, and closing Researcher job slots only created unemployed Specialists.
 
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The empire type that perhaps faced the most obnoxious burden of frequent manual resettlement were Terravores, the Lithoid Devouring Swarms. When devouring planets, they occasionally created pops on the consumption world. As a quality of life improvement, when they’ve finished the planet off we now resettle them back to the capital. (Since gestalts can also use the Transit Hub, I highly recommend that Terravores build one in their main system to send those drones someplace where they can be of use.)

Oh, and we also clear that pesky red habitability planet marker from completely consumed planets that was unnecessarily cluttering your map.


To counter Terravores full consumption of a planet, can other empires be given a special ability terraforming ability to restore those planets if they have the World Shaper ascension park, the Climate Restoration tech, and say 1000-5000 minerals?
 
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To counter Terravores full consumption of a planet, can other empires be given a special ability terraforming ability to restore those planets if they have the World Shaper ascension park, the Climate Restoration tech, and say 1000-5000 minerals?
well, want that also for world-cracker weapon and such? think that would make gameplay a bit... yah, cause destroing a planed thet after this will be resettlet again is a bit... yah.... but at least i can think about another game, sins of a solar empire, where ther is that faction that also can mine a planet of its surface, for big planets more than one time, so why don't change the planet after first time of devouring into a tomb world and after devouring the tomb, creating the craced one? if thats really in need...
 
I've got an alternate proposal for resettlement @Eladrin:

Make resettlement of Worker, Specialist, Ruler pops cost 5, 10, and 20 Influence each (the change itself is good for flavor, but the current Influence costs are honestly terrible.

And make resettlement require a building on both ends instead. The same Spaceport building that would be required for automatic resettlement.

The building could require Planetary Administration and the Colonial Centralization tech. This would be enough to prevent resettlement on new colonies or in very early game, which seems to be one of the goals here, while still allowing players to use it to move a substantial number of pops as game goes on.
I can't tell if the disagree reactions to this are about the smaller Influence costs, the building requirement, or both.
 
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I like how, to benefit from automation, you have to comit a planet to a sector.

Now, if sectors could go disloyal and rebel against your government, that would really make things interesting.
 
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Will the transport Nodes also imprive immigration from other empires?
My planets all have unemployment but I had cut deals with other empires, will those unemployeds move there?
 
Considering it. I'll experiment with replacing it with a planet-side building later on today.

I'm not terribly keen on making it a planetary decision, I like the feel of building out the network.
If you implement the planetary building, please keep the starbase building as well. Opportunity cost for both are different enough that both can have different uses (e.g. filling up a planet with all buildings slots full.)

Then again, since foundry buildings and the like aren't going to be 'fill up all the slots' anymore, might be less important than I think.
 
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Designing a solution for a problem tall empires don't have seems like a sure way to waste Dev time. So I am pretty sure it wasn't created for them and I am wondering where this claim is coming from.
Tall players are like the vegans of Stellaris, everything has to be about them.
 
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