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    Real Strategy Requires Cunning

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.
2017_01_19_1.png


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.
2017_01_19_3.png


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.
2017_01_19_4.png


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.
2017_01_19_2.png


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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calen

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The idea is to bolster your government ethics through things like propaganda, buildings (like temples for spiritualists) and surpressing/supporting factions. How serious the minorities become depends on how good you at keeping their numbers down, pretty much. The idea that you could run a political system by just regularly wiping out a few billion people based on ideology really has no place in any real attempt to simulate politics.
Honestly that sound quite tedious and not that fun, hopefully it's won't play like that.
 
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8igualdos0s

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The idea that you could run a political system by just regularly wiping out a few billion people based on ideology really has no place in any real attempt to simulate politics.

Wow, maybe this sentence could go unnoticed among all the information in this thread, but makes me dream about future Stellaris, not only in Banks expansion... beyond...
 
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Derp

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monkofmimmir

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The idea is to bolster your government ethics through things like propaganda, buildings (like temples for spiritualists) and surpressing/supporting factions. How serious the minorities become depends on how good you at keeping their numbers down, pretty much. The idea that you could run a political system by just regularly wiping out a few billion people based on ideology really has no place in any real attempt to simulate politics.


It's been tried on more than a few occasions, the nazis and USSR did put political dissidents in their camps and many countries have made holding certain beliefs illegal in various points in history.
 
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@Wiz to what extent will marking a pop as undesirable prioritize them for purges? Say, for example, we keep the pops in a sector. Will the sector regularly go on large-scale death marches and murder every living thing from the dandelions on upwards? Will there be a way to say "we're done keeping these pops around and we want to kill every last one of them." ?
 

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It's been tried on more than a few occasions, the nazis and USSR did put political dissidents in their camps and many countries have made holding certain beliefs illegal in various points in history.

There were still plenty of dissidents in both Nazi Germany and the USSR. Purging pops is not on the level of throwing a few people into secret prisons, we're talking about slaughtering billions here. It would be like Nazi Germany rounding up and shooting the whole population of Bavaria.
 
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Oh my gosh... he doesn't own the game! Pitchforks and torches! How can the lead developer make changes to a game that he doesn't own which means he cannot play it! Rabble Rabble Rabble!

Worst. He is playing with a pirate copy with steam fix crack included...i will never watch him playing Extraterrestrial´s twitch again...
 
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@Wiz to what extent will marking a pop as undesirable prioritize them for purges? Say, for example, we keep the pops in a sector. Will the sector regularly go on large-scale death marches and murder every living thing from the dandelions on upwards? Will there be a way to say "we're done keeping these pops around and we want to kill every last one of them." ?

Sectors have nothing to do with it. Species marked as undesirable will automatically be purged/displaced.
 
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Correct, you no longer do it on a per pop basis.

Wait, not even in case of Caste System? Reading the description I sort of assumed that would be quite close to our current slavery system...
 

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Wait, not even in case of Caste System? Reading the description I sort of assumed that would be quite close to our current slavery system...

Under Caste System pops are automatically enslaved if they work certain jobs. Originally the design was that a certain % would be enslaved, but that turned out to be a huge hassle to manage, and getting rid of micro of slavery/purge is an important objective with these changes.
 
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It's been tried on more than a few occasions, the nazis and USSR did put political dissidents in their camps and many countries have made holding certain beliefs illegal in various points in history.
Its been tried in multiple times at multiple levels and in many ares of the world. There's a reason Familicide exists as a word, as well as genocide, and that a popular way to ensure security in an area is to kill off all potential ties to the prior leadership ( killing the Crown Prince/ess etc. ).

While I agree we don't necessarily need it here, in Stellaris, it is a thing and has happened, and in a lot of ways the victors were successful and weren't written about....but keep in mind you can certainly Try to do it, and the tools Are there now, but there will be severe consequences both at the galaxy stage and within your own empire, particularly if you do it often.
 
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yeah more rights I can give out
 

Cat_Fuzz

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May 10, 2016
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@Wiz

Will there be some new AI empire personalities to accompany some of the changes made here?

Eg. Gluttonous Harvesters - A species dedicated to gathering as many live 'resources' as they can

Passionate Carers - Empires who wish to attract the best and brightest from other species and welcome them into our own

Peaceful Isolationists - Wishing the best for their people, they will do everything they can to make their empire miserable for foreign entities

etc etc
 
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Magil

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So... how does this affect robots, I am curious? Would it be possible to have multiple types of robots, like butler-bots and mining droids? It'd be a little strange if we could only designate our entire non-sentient robot populace as one or the other.
 
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Zoston

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Someone on Reddit had this idea: are you going to add appropriate food related species traits?

Delicious: Gives bonus to happiness to other pops on the planet when being eaten.

Distasteful: Gives penalty to happiness to other pops on the planet when being eaten.

And I'd add even more:

Omnivore: Growth Time reduction, but Delicious species get a happiness penalty living on the same planet.

Vegitarian: Food production bonus, can only eat plantoid species.

And so on ;)
 
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Shoobs

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Worst. He is playing with a pirate copy with steam fix crack included...i will never watch him playing Extraterrestrial´s twitch again...

I bet he's still playing with patch 1.0.1, laughing at all of us with his doom corvette stacks ripping through everything.
 

Madzai

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The idea is to bolster your government ethics through things like propaganda, buildings (like temples for spiritualists) and surpressing/supporting factions. How serious the minorities become depends on how good you at keeping their numbers down, pretty much. The idea that you could run a political system by just regularly wiping out a few billion people based on ideology really has no place in any real attempt to simulate politics.

So the main idea is that you have the tools to make your POPs follow government course and as long you appetite match your abilities to contain "minorities", everything's OK? I hope there will be no situations, when no matter how you try things still going to get out of hand? Like current ethic divergence and distance from capital modifier?
 

8igualdos0s

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I bet he's still playing with patch 1.0.1, laughing at all of us with his doom corvette stacks ripping through everything.

And with one of those "no sectors" mods enabled...
 
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chopak

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Can we somehow change the Founding species? Right now if you genemod your species, the parent species is still considered the main one, even if you mod almost every single specimen.
 
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scaper12123

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Under Caste System pops are automatically enslaved if they work certain jobs. Originally the design was that a certain % would be enslaved, but that turned out to be a huge hassle to manage, and getting rid of micro of slavery/purge is an important objective with these changes.
thank the lord we will no longer have to worry about this aspect of micromanagement!
 
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