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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.
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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.
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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.
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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.
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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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Ok, after reading this I've a bunch of questions:

  1. Right now when you resettle your pop to a conquered planet so you won't loose it after massive purge of locals it happens from time to time that new pop (of your race) has different ethics even with ethics divergence on -% (happened to me a lot with -50+% and even -100+% with and without mods). Right now, to get rid of those troublemakers, you can just enslave this wanna-be pop (with no slaves reproduction turned on). Will this be possible now, while you have to pick race dependant method of slavery and purge? Or will this "feature" of wrong ethics given on birth will be fixed?

  2. What with purge on conquer? Why do we have to start war, win with 100%, take one of 2 planets due to war score cost, than purge it, wait some time, start another war and fight with half of galaxy just to be able to take 1 planet due to war score cost, purge it, wait some more, etc. etc. etc. We have troops on the planet, ships in orbit but we have to play nice, we won't purge without a peace treaty as this would be wrong on so many levels.... seriously? Turning pops on conquered planets while at war to transferable slaves, meat or just dead bodies should be an option. This would need some change in how wars are scored but this could be done by removing -100/100+ slider of war score and change it to something like War Attrition for fighting parties (making side to be more or less agreeable to stop the war) and War Crime that would rise with each bombardment, purge, enslavement etc. (for each ethics in a different ratio). War Crime would define moment when 3rd party would join the war as they had enough of the slaughter. This part should probably go to some proposal board but in my opinion for a game that takes place in a future the diplomacy is like taken from middle-ages. You just can't break cease-fire, you can't purge on sight everything that moves. Even stone age primitives has to enslaved first before we help them with extinction. You could change at least part of those with this patch/update.

  3. Slaves and livestock should be saleable - maybe new enclave? Maybe they would be even able to steal some fallen empire guys? This would open a possibility for us to create slave market empire like Orion in Star Trek.

  4. What with Fallen Empires? Will we be able to say - we want you guys to migrate to us with Full Citizenship! What if we decide to mark them as livestock? Instant war?

  5. What with livestock? Right now you can get Genocidal - to relation for Purge (-997 was my personal best \o/). Will it work the same with eating aliens? If so why would some evolved lions or crocodiles get "-" to relations with us if we both eat sentient bunnies? Maybe we need omnivorous-carnivorous-herbivore traits that would change relations between species? There should be a negative impact divergence. I still don't understand why Fanatic Purifiers get Genocidal negative impact towards me for killing some aliens. It's like they are jealous that it wasn't them doing purge.

  6. While this new update will change ethics of pops giving them just one out of all we have as an empire we should be able to treat our pops differently not only by race but by believes. Why would Fanatic Spiritualists enslave some aliens that believe that they share the same divine heritage? Cleans those materialist fools no matter what's their race. Enslave all individualists that don't see the divine plan in collective thinking. And eat pacifists - they taste great with ketchup.
 
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@Wiz
So is the menu where you can set each species' rights seperately also part of the paid stuff? Or is the screenshot just to show off where to set the slavery/purging rights, but the menu itself is in the update?

Modded offshoots share rights with parent species.
I hope we can change that part anyways. For example having a modified Terran species (btw, can we rename modded species by now?) and then enslaving them while normal Terrans are having Full Citizenship.
 
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So, after all of the rather cruel and unusual stuff you could do in CK2, it seems Stellaris has decided to not even compete, they'll just go and play on another level.

"You want to use this entire species as food? Sure, go right ahead!"
 
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@Wiz
So is the menu where you can set each species' rights seperately also part of the paid stuff? Or is the screenshot just to show off where to set the slavery/purging rights, but the menu itself is in the update?


I hope we can change that part anyways. For example having a modified Terran species (btw, can we rename modded species by now?) and then enslaving them while normal Terrans are having Full Citizenship.

Only purge type/slavery type, rest is free.
 
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I really hope 1.5 doesn't make collectivist a pain to play. It's already annoying playing them in 1.4 now that it's harder to purge pops, but hopefully the changes to factions will remove, or at least help, the need to purge the unruly factions.
 
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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.

Well, in a historical game that would be same species slavery. Here you enslave different species, something that nowadays most humans don't seem to have an issue with. Same with using other species as food.
 
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I really hope 1.5 doesn't make collectivist a pain to play. It's already annoying playing them in 1.4 now that it's harder to purge pops, but hopefully the changes to factions will remove, or at least help, the need to purge the unruly factions.

Considering the fact that they're axing collectivism, I'd say it will be pretty hard to play a non-available ethos...
 
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@Wiz
I love everything in this dev diary!

Just one question, can you also purge people with... ''bothersome'' ethos? In my opinion it is one of the most important reasons gameplaywise to purge.
If not from the start, maybe it could become a tradition?
 
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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.
leaves a good taste in my mouth
i love the taste of ALIEN SCUM
 
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@Wiz
I love everything in this dev diary!

Just one question, can you also purge people with... ''bothersome'' ethos? In my opinion it is one of the most important reasons gameplaywise to purge.
If not from the start, maybe it could become a tradition?

No. The new way pop ethics work you could never kill off all the minorities anyway, you're supposed to handle them through the faction system.
 
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No. The new way pop ethics work you could never kill off all the minorities anyway, you're supposed to handle them through the faction system.

Supressing factions, HERE I COME! Bothersome pieces of independent thinkers.
 
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I must say, I'm rather dissapointed in implementation of consumer goods, I always imagined food as things that pops use on daily basis,
and minerals as heavy industry products.
But now it's undeniable that food is just food, what kind of civilization has FTL technology but has to employ half of it's population in agriculture?
(hydroponic farms you start with produce 2 food), and things don't improve much more as time progresses because best hydroponics farm requires 12,5% of population working in agriculture, today most european countries have around 5% employment in agriculture (and food import/export is close to balanced with net export).
Sure if you count various food bonuses from tiles and planetary capital the actual employment will be lower but not much lower, only be the late game i'm able to sustain planet's population on one(two if close to max size) food tile.
 
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@Wiz
Unrelated question:
Why is Stellaris not listed under the games you own beneath your profile picture?
 
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No. The new way pop ethics work you could never kill off all the minorities anyway, you're supposed to handle them through the faction system.
So we can enslave the whole species but are unable to root dissidents in our own ranks? How serious those "minorities" among our core POPs could affect Empire stability? Especially for builds that imply ethic unity?
 
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So we can enslave the whole species but are unable to root dissidents in our own ranks? How serious those "minorities" among our core POPs could affect Empire stability? Especially for builds that imply ethic unity?

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.
 
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@Wiz
Unrelated question:
Why is Stellaris not listed under the games you own beneath your profile picture?

Because he is using a pirate copy of the game! Obviously...
 
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@Wiz
Unrelated question:
Why is Stellaris not listed under the games you own beneath your profile picture?

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!
 
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This is going to be one huge update. And Blorgivores are finally implemented. That is why the Blorgs didn't know how to make friends - they were designed to be processed as food for a Precursor civilisation!
 
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