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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SLangan

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As of right now, no. It's something we're considering if there's time.

Would be a good thing to add in time, because I normally use the core systems to build up new interesting planets myself while my actual 'core systems' are locked in a 'core sector' in my case . I guess that will change as I trust sectors more.
 
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Pyramid_Head

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And if I eat half of some race, then outright change my policies to refugees welcome, full citizenship for everyone, high standarts of living etc. etc. etc. and then change it back and continue eating all refugees and others - will othe rraces remember your actions?
 
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General Retreat

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You did intend to write enabled here? I read that and said wait why are slaves and pops destined to death able to move freely through my empire? Perhaps this is a mistype and you meant disabled, or it isn't and it's enabled for systematic purposes probably for the purge methods that require freedom of movement?
As in, population controls are enabled by default. They can't move, breed, etc unless you specifically disable those controls.
 
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WiseGreen

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I feel sort of conflicted by some of this stuff, specially the purging/slavery. I don't know, I think it leaves a bad taste in the mouth if you stop to think about it - but at the same time, I think it *should* leave that bad taste if these things are ever present as game features.
 
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Tim_Ward

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Question: when you make it so everyone is robots with that ascension perk, can this be done on a more selective basis (like, full citizens only for shiny immortality, or make it voluntary so pops with, say, spiritualist ethos's remain as biologicals) and then, e.g. be really shitty to everyone who choose not to become a robot, like a bunch of silicon fascists?
 
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I feel sort of conflicted by some of this stuff, specially the purging/slavery. I don't know, I think it leaves a bad taste in the mouth if you stop to think about it - but at the same time, I think it *should* leave that bad taste if these things are ever present as game features.

A lot of historical games shy away from presenting slavery in any meaningful way, because it's so controversial and, well, on the nose for a lot of people. Science fiction can sometimes deal with these issues better by fantasticalizing (?) the elements.
 
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Connll

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Did I miss something, or the practical effect of Consumer goods is just to add yet another maintenance fee to your empire, one that grows along with your population?

Wouldn´t it be better if a Trade system is developed (both national and international) to cover that area? Or maybe a few strategic resources?
 
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Nobody987

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Haven't noticed if there is something like this;

As far as I can see there is no 'macro' way of setting population rights. I imagine it will be a click fest to try to change 20 species in your empire.
So if I want to change mid game living standards for 20 species I will have to open each one and set the value, is this correct?

If yes, then I think there should be some checkbox or something that will apply selections for all.
 

The_Meme_Man

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You get citizenship, You get citizenship, YOU get citizenship, YOU GET CITIZENSHIP

EVERYONE GETS CITIZENSHIP!!
 
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I'm understand that you probably did it because they haven't been fleshed out yet, but the tool-tip covering the Military service and Population control options still bugs the hell out of me!
 

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I feel sort of conflicted by some of this stuff, specially the purging/slavery. I don't know, I think it leaves a bad taste in the mouth if you stop to think about it - but at the same time, I think it *should* leave that bad taste if these things are ever present as game features.
Fortunately Wiz has indicated that there's going to be new features for xenophile moral crusaders as well, it's just the purge and slavery mechanics are getting the spotlight right now. Between unannounced features and the new ascension perks, there should be plenty for good empires to get up to.

Besides, the darkest evil provides a sharper contrast to the brightest good. Get out there and make the galaxy a better place! :p
 
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Wizzington

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Sounds amazing. And I could be wrong but it sounds above and beyond what any other similar type games has to offer in terms of species management. Distant Worlds was even more lacking in these types of tools and I don't remember What Gal Civ offered.

Half way through I did stop reading and thing oh god how are they going to interface all of these options. But that pop up is a nice easy way to do it.



You did intend to write enabled here? I read that and said wait why are slaves and pops destined to death able to move freely through my empire? Perhaps this is a mistype and you meant disabled, or it isn't and it's enabled for systematic purposes probably for the purge methods that require freedom of movement?

As in, Migration Controls are enabled. I'll reword to be clearer.
 
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PAnZuRiEL

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Is it possible to set slavery or purge type on a per-pop basis, like how we can manually choose to enslave or purge certain pops but not others? What if I want to set some slaves of my own species to be domestic servants ... or livestock?
 
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tanny

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From you ethics rework to ascension perks. You're trying to diversify stellaris? Please make sure all AI don't follow the same build due to the same threat. Please add more events to diversify it. Also these might be a good example. If you add more complex. Then maybe you add extinction and make less food. Or if you leave your citizens too capitalistic then punish them with economic crises. I don't have any mean to restrict these builds. These race might have powerful bonuses to compensate for the risks.
 

DarthHammer

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Since this new system works on a per-species basis for slavery and purging, does that mean it replaces the ability to selectively purge/enslave individual pops, or is it in addition to that?
 
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