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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.

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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.)

1605097811856.png

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!
 
It was my understanding we were talking about Influence cost for resettling, not about transit hubs. Authoritarians and Xenophobes have a distinct advantage of being able to resettle slaves to bump up a planet to 10 pops and upgrade the capital, other ethics have Corveé System as a potential civic, but Egalitarians are stuck paying influence no matter what.
 
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It was my understanding we were talking about Influence cost for resettling, not about transit hubs. Authoritarians and Xenophobes have a distinct advantage of being able to resettle slaves to bump up a planet to 10 pops and upgrade the capital, other ethics have Corveé System as a potential civic, but Egalitarians are stuck paying influence no matter what.

There's nothing stopping Egalitarians from using the Resettlement policy, sure it might upset people, but you're not blocked from it. The AI, on the other hand is, but they're not taking advantage of game systems to relocate pops to upgrade capitals.

Code:
resettlement = {
    potential = {
        NOT = { has_ethic = "ethic_gestalt_consciousness" }
    }

    option = {
        name = "resettlement_not_allowed"

        policy_flags = {
            resettlement_not_allowed
        }
    }

    option = {
        name = "resettlement_allowed"

        policy_flags = {
            resettlement_allowed
        }
        modifier = {}

        AI_weight = {
            factor = 10
            modifier = {
                factor = 0
                OR = {
                    has_ethic = ethic_egalitarian
                    has_ethic = ethic_fanatic_egalitarian
                }
            }
        }
    }
}
 
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Ergonomicly speaking what you're proposing is very "annoying" to work with if you catch my drift.
I can barely cope with having a couple of specialist unemployed so having to deal with worker unemployement everytime i uppgrade a building?
Nope, i just came up with whatever RP and Convenient escuse linked to education/ planetary focus shift was the most fitting.
Personally, I'd like a temporary increase in job upkeep when a pop is promoted to simulate training costs, BUT waive it for pops with the talented trait. I've never thought talented was very useful and it makes thematic sense.
 
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Population has no effect on the starbase capacity. If it did it would be much better. As it stands it's number of systems owned which impacts your starbase capacity.

I think at one point it was based entirely on number of pops (and unless I’m mistaken the tooltip for starbases still says as much). I forget which patch it was, maybe even back before 2.2?
 
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I think at one point it was based entirely on number of pops (and unless I’m mistaken the tooltip for starbases still says as much). I forget which patch it was, maybe even back before 2.2?
Yup. It was 1 starbase per 40 pops. So ringworlds were extremely valuable: 1 system holds pops enough to raise cap by 2.5.
 
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I still quite like the idea of the Transit Hub being Starbased (ehhh! No? Okay) . It'd be great to have something to use a Starbase for that isn't military or trading. Planets have enough variety in buildings to use already.
 
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I still quite like the idea of the Transit Hub being Starbased (ehhh! No? Okay) . It'd be great to have something to use a Starbase for that isn't military or trading. Planets have enough variety in buildings to use already.

Well the problem is that a good part of Starbase buildings are "trash"
Black Hole observatory isn't strong enough to make you want to put a Starbase in a Black Hole, Nebula Rafinery isn't really good either, Art college, Curator Think tank, etc...
Every conditional building is too weak legitimate the creation of a Starbase

The Deep Space Black site is good tho and Trade Proxy office is nice
 
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No, no it doesn't. Claims still cost influence. They also have a massive distance modifier. Unless you have a total war casus belli it takes forever to take over another empire. Which is one of the reasons why the game slows to a goddamn crawl and becomes static in the mid to late game.

Honest question - which takes longer, claiming an medium-large empire system by system, or force-vassalizing them and integrating them? Where is the break even point, for either time, influence cost, or both? Be interesting to see some numbers on that.
 
Where is the break even point, for either time, influence cost, or both?
From gameplay perspective - when you so relatively strong so no longer you could use humiliation wargoal to instantly refund 100 influence from claims on win. From this point you most likely able to just steamroll entire empire and subjugate it. Depends on opposite's pacts and independence guaranties, tho.
 
Honest question - which takes longer, claiming an medium-large empire system by system, or force-vassalizing them and integrating them? Where is the break even point, for either time, influence cost, or both? Be interesting to see some numbers on that.
The point where you throw your hands up in the air and get the colossus ascension perk solely you don't have to bother with either. Which really can't be the intention behind this.
 
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Well the problem is that a good part of Starbase buildings are "trash"
Black Hole observatory isn't strong enough to make you want to put a Starbase in a Black Hole, Nebula Rafinery isn't really good either, Art college, Curator Think tank, etc...
Every conditional building is too weak legitimate the creation of a Starbase

The Deep Space Black site is good tho and Trade Proxy office is nice
It would be useful to have a third good Starbase building. As is, most Starbases get a Deep Space Black Site and either the +12 Fleet Size building or the +12 Trade building and then a Resource Silo I guess.
 
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It would be useful to have a third good Starbase building. As is, most Starbases get a Deep Space Black Site and either the +12 Fleet Size building or the +12 Trade building and then a Resource Silo I guess.

True, I also like the military buildings like Shield disruptor but you only use It on Defense Starbases (which are a bit too weak in mid/late game btw)

I'm sometimes using the hydroponics farm but it's really bad, it's when I've a useless slot
 
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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.

Make it so Trade Hub will have priority over Trade Route and then we can talk about it. I didn't build starbases in systems with planets because of trade routes, performance and piracy. Why should I, if my capital have collection range of 7?

So you forced to wait Gates if you didn't want to have doces of anti-piracy fleets in your tiny outliner before you can start upgrade starbases. And you forced to build gateway in almost every system with planets. Not for strategic purposes, but because of trade routes
 
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Too much drama. There are plenty of ways to sufficiently manage pops without massed manual resettlement. And it's getting easier. Stay on target, dear Devs.
 
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True, I also like the military buildings like Shield disruptor but you only use It on Defense Starbases (which are a bit too weak in mid/late game btw)

I'm sometimes using the hydroponics farm but it's really bad, it's when I've a useless slot

I'm not sure it's ever worth it. It would by no means be great without an upkeep cost, but as is the energy for the upkeep costs more than the food it provides is worth unless there's some way to buff output that I don't know about.
 
Make it so Trade Hub will have priority over Trade Route and then we can talk about it. I didn't build starbases in systems with planets because of trade routes, performance and piracy. Why should I, if my capital have collection range of 7?

So you forced to wait Gates if you didn't want to have doces of anti-piracy fleets in your tiny outliner before you can start upgrade starbases. And you forced to build gateway in almost every system with planets. Not for strategic purposes, but because of trade routes
Piracy is 0 in systems with an upgraded starbase.
 
I'm not sure it's ever worth it. It would by no means be great without an upkeep cost, but as is the energy for the upkeep costs more than the food it provides is worth unless there's some way to buff output that I don't know about.

My solution would be to turn them into modules, and have a building that gives +2 per hydroponic module. At the very least this would make them useful to Voidbornes; they won't have to dedicate as many habitats to food production.

EDIT: You could model the modules to look like giant space biodomes with irrigated farms inside. That'd be pretty neat IMO.
 
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...... paraphrase.... per species migration/emigration bonuses to growth and decline......

In principal I agree with your sentiment, but this is the kind of thing that could result in more micro rather than less. You could end up managing dozens of sub species on a per planet basis, or having to institute a 'decision' for each species present on a given planet.

As a slaver, I dont care that my tropical slaves are working mines on an arctic planet, and in fact when I conquer their next planet, I would like to move more of their tropical asses to my arctic mining planets.

I am not sure your system would accommodate my sadistic traits.
 
As the poster I quoted says it doesn't make any sense that 100 pops on 10 planets grow significantly faster than 100 pops on two planets.

Yes. It makes perfect sense.

The primary determinant of growth for any population is it's starting population modified by its specific environment (planet). As long as the environment (planet) can support the species it will grow rapidly, while a population of the same species in an unforgiving environment (different planet) will decline.

Having 10 sets of population (10 planets), could mean that each population given positive environmental factors would grow rapidly. While having 100 pops on one or two planets (with limited housing, etc) would in fact be growing slower.

The missing factor in Stellaris is the starting population. Population growth is linear independent of the number of pops of that species on the planet. This is what makes no sense.

Separately, we could add migration, but Stellaris migtation figures are all wrong and makes no sense.

Take North America as an example. Population grew exponentially between 1600 and 1900, with the primary determinant being migration (which was limited by shipping).

For me, growth rate would make sense as ....

R = pops/x * e ^ ((availability of housing, hab, jobs, amenities) + (policies, decisions)).

This would necessarily be calculated on a per planet and species basis, with each species growing independently.

Migration/resettlement has to be an entirely separate system. Whether its movement of pops (my preference) or an additive factor.
 
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There's nothing stopping Egalitarians from using the Resettlement policy, sure it might upset people, but you're not blocked from it. The AI, on the other hand is, but they're not taking advantage of game systems to relocate pops to upgrade capitals.

Sorry if I wasn't clear enough. I know egalitarians can resettle, but my point was that they're stuck having to pay Influence for it. After the changes moving pops around without spending Influence will require you to be Authoritarian, Xenophobic, or having Corveé System (which Egalitarians aren't allowed to take).

And Democracy (which you get locked into as a Fanatic Egalitarian) is still the least appealing government because you lack agendas, the mandates are random and underwhelming, you can randomly lose your best scientist to an election, and the proposed shorter demotion times aren't particularly inspiring because if you know what you're doing you rarely have pops waiting for demotion anyway.

I understand making mandates better takes time and effort and you currently have higher priorities (and rightfully so), but I do have one suggestion for making Democracy better that should be implementable in a matter of minutes. Change the government type bonus from faster demotion to a faction influence gain bonus. You can make it +25% at first (in line with what you'd get from the Parliamentary System civic) and then adjust as needed. This would be a much more useful bonus even if it only kicks in after 10 years and it would be highly thematically appropriate for a democratic government to focus more on satisfying faction demands and being rewarded for doing so successfully.
 
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