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Stellaris Dev Diary #84: Čapek Feature Roundup (part 2)

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is a continuation of the feature round-up in the 1.8 'Čapek' update that we started in last week's dev diary. In this one, we'll be talking about some new policies being added to the game. Everything mentioned in this dev diary is part of the free update.

Land Appropriation
The first new policy added is called 'Land Appropriation'. This policy is available to all ethics and governs whether or not newly conquered planets should have land appropriated from non-citizen species. If this policy is on, any newly conquered planet with less than 5 tiles of unblocked free space will have some non-citizen pops removed to clear way for citizen pops. These pops are either simply removed outright (simulating being driven into slums and fringe regions) or become refugees that will attempt to flee to an empire that will have them. Additionally, any planet that has land seized will get a temporary 'Land Appropriated' modifier that massively increases migration attraction and prevents non-citizen species from reproducing and migrating there while in effect. Non-multispecies AI empires will make use of this policy, meaning that even regular wars of conquest will generate refugees, indirectly boosting refugee haven empires.
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Pre-Sapient Policies
The policies for Pre-Sapients (previously Pre-Sentients, we have changed the Sentient/Sapient terminology in 1.8) have been expanded in 1.8. The following policies are now available for choosing how to deal with pre-sapients:
* Extermination: Pre-Sapients are quickly and efficiently exterminated to make room for your Pops.
* Livestock: Pre-Sapients are hunted and eaten, producing food for your empire, though this will slowly deplete their population. They can also be manually purged at will. Depletion is mostly done for balance reasons, as otherwise there would be no reason *not* to eat them.
* Tolerated: Pre-Sapients are tolerated and will generally not be interfered with, though they can be manually purged or killed off via terraforming.
* Protected: Pre-Sapients are protected from purging and worlds they are living on cannot be terraformed.
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Initial Border Status
A new policy has been added that controls the initial border status you have towards other empires: open or closed. This only affects the status of borders after establishing communications and has no effect on empires you have not contacted. It also does not prevent manual opening or closing of borders towards select empires.
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Robotic Workers
The last new policy ties into the changes to artificial intelligence policies discussed in dev diary 78 and is simply a blanket policy for whether robotic workers should be permitted to be built and maintained. If banned, all robot pops in your empire will automatically be disassembled.
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Manual Purging
Finally for today, also as a result of feedback given after dev diary 78, we have brought back the manual Purge button for organic pops as well, though its use is highly restricted. You can manually purge selective Pops only if they are Slaves, non-protected Pre-Sapients, or robotic Pops without citizen rights. The rules for which Pops can be Purged/Disassembled are fully moddable.
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That's all for today! Next week we'll continue the feature roundup by talking about changes to Ascension Paths and Megastructures and the addition of Awakened Empire Decadence.
 
Also, would it be possible to have variable levels of appropriation. If I'm an amoral authoritarian xenophobe, wouldn't it make sense for me to be able to force alien pops to abandon their homes? Almost like a newly established colony immediately being created, but with all the upgrades.
 
If we haven't announced a release date, you'll have enough time to start and finish a new game unless you play very infrequently.

I can't give any more details than that.
But its safe to assume we get it between 2 weeks from here and next year right? ;)
 
Also, would it be possible to have variable levels of appropriation. If I'm an amoral authoritarian xenophobe, wouldn't it make sense for me to be able to force alien pops to abandon their homes? Almost like a newly established colony immediately being created, but with all the upgrades.
You can already do that with the Displacement Purge policy
 
If we're going to make migration a more core part of the game, can we (if not now then for 1.9) get a basic upgrade so migrating pops take up space on their target planet as soon as they start migrating?

The last time I played a migration-focused game, it was just so annoying how dozens of pops would try to migrate to the same tile, and meanwhile you had no clue if your migration target planet was actually getting migrants or not unless you manually checked every planet in your empire. (And of course migration to-and-from other empires was especially a pain).

Just a simple thing as having would-be migrants spawn 'growing pop' on their target planet with a "a pop is trying to migrate to here" would be a huge improvement.

(Alternative quick-fix is have Pops migrate instantly, and have a post-migration cooldown rather than a pre-migration build-up.)
 
These pops are either simply removed outright (simulating being driven into slums and fringe regions) or become refugees that will attempt to flee to an empire that will have them.

Will this new way of 'making pops disappear' result in a relation penalty with other empires?

Additionally, any planet that has land seized will get a temporary 'Land Appropriated' modifier that massively increases migration attraction.

Can we please get an indicator not only for emigrating but also immigrating pops, so that we know that a citizen pop actually started migrating to this planet without checking all our other planets?

* Livestock: Pre-Sapients are hunted and eaten, producing food for your empire, though this will slowly deplete their population. They can also be manually purged at will.

It it depletes, it should be called Processing for consistency.

Depletion is mostly done for balance reasons, as otherwise there would be no reason *not* to eat them.

I don't get it. If they wouldn't deplete, extermination+replacing with other pops or uplifting them to make their tiles more productive would still be viable alternatives to eating them. Seems weird that you need to uplift them first to use them as proper livestock which doesn't deplete.
 
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Why does livestock represent them being hunted with slow population decline?

Surely livestock implies they're kept and bred for the purposes of maintaining a sustainable food supply.
 
Why does livestock represent them being hunted with slow population decline?

Surely livestock implies they're kept and bred for the purposes of maintaining a sustainable food supply.

I spelled out the reason in the OP. There would be zero reason to use Tolerated instead of Livestock if it had no downsides.
 
Manual Purging
Finally for today, also as a result of feedback given after dev diary 78, we have brought back the manual Purge button for organic pops as well, though its use is highly restricted. You can manually purge selective Pops only if they are Slaves, non-protected Pre-Sapients, or robotic Pops without citizen rights. The rules for which Pops can be Purged/Disassembled are fully moddable.
How does this work for Caste System Pops? I've felt in the past there's been some frustrating limitations with the Caste System, and here it seems ripe for exploitation (put a Pop of undesired ethics on a miniral/food tile and purge them). What I'd like to see:

1. Caste System slaves can't be purged.
2. Caste System free Pops can migrate. (Last time I played, it was very annoying that you couldn't give free migration to Caste System Pops.)
 
How does this work for Caste System Pops? I've felt in the past there's been some frustrating limitations with the Caste System, and here it seems ripe for exploitation (put a Pop of undesired ethics on a miniral/food tile and purge them). What I'd like to see:

1. Caste System slaves can't be purged.
2. Caste System free Pops can migrate. (Last time I played, it was very annoying that you couldn't give free migration to Caste System Pops.)

Caste System pops can indeed not be purged, only fully enslaved species. The reason they can't migrate is that they could end up migrating into slavery, so that's not changing.
 
I spelled out the reason in the OP. There would be zero reason to use Tolerated instead of Livestock if it had no downsides.
Could we suggest changing the name then ? It doesn't mean the same thing to pre-sapients and sapients species, which can be a bit confusing
 
Could we suggest changing the name then ? It doesn't mean the same thing to pre-sapients and sapients species, which can be a bit confusing

I can change it to 'Hunted'. Not guaranteed to make it into 1.8 though.