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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.
 
No, for reasons already discussed. You can easily mod the game to allow that though.

I'd rather you fixed the poorly designed faction/ethics system then limit purging to slavery. I don't think you expose enough of the faction system for mods to properly balance it and it's nearly impossible to play with them in multiplayer anyway.
 
I'd rather you fixed the poorly designed faction/ethics system then limit purging to slavery. I don't think you expose enough of the faction system for mods to properly balance it and it's nearly impossible to play with them in multiplayer anyway.

The faction system is completely moddable and does not differ in single and multiplayer. What on earth are you rambling about?
 
The faction system is completely moddable and does not differ in single and multiplayer. What on earth are you rambling about?

Thanks for the correction, it's good to know that I can at least fix the game for singleplayer. If the faction system is completely moddable I should have no issue adding a malus for purging pops of a faction for only that faction.

That said what I was "rambling" about was mods being useless in multiplayer as almost no one will use them in the first place and even if you can get people to use them good luck getting everyone in the same game with the same mods activated. It's a frustrating experience.
 
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Depletion is mostly done for balance reasons, as otherwise there would be no reason *not* to eat them.
How about the fact that if they do gain sentience (or simply turn out to be sentient all along) later having eaten their ancestors is not a very good first impression.
 
Hurry up, PDX. There are so many things in this patch I've missed for so long. Work 16 hour days if you have to, just give me all of this sweet goodness.
 
Here it is from the 1.8 teasers, page 35.
Ooh, this is huge! I've always been of the opinion that to make the Spiritualist Ethos more unique, a some-day-to-be-implemented space religion mechanic would be much more interesting. Hard-locking Psionics just felt way too restrictive.

Damn, it's getting harder by the minute to keep up with all those teasers. Thanks!

It's a bit of a nerf to pacifism I suppose, but in my mind the benefits of pacifism should be wrapped up in diplomacy more that direct bonuses within your empire.
It also makes sense in that religion can make for a great tool to control and unify the populace (as already represented in part by temple buildings). Spread dogma, gain Unity?

Shouldn't some empires be allowed to purge non-conformists like we could in the patch before collectivism was changed?
I believe that is supposed to be represented via Faction Suppression, otherwise it gets too easy and unrealistic to purge your empire of political opponents. After all, even when you as a player have the omniscient ability to see the Ethos of every Pop, your security forces will still not be able to peek into the heads of every single citizen to see what they think.

Hence, Faction Suppression: Targeted arrests against individuals who actually engage in political activism or otherwise support the Ethos you attempt to subdue. And since it simulates actual police work, it won't be as efficient as just doing a quick mouse-over and selecting a couple billion citizens to be killed off with a 100% chance to only murder the ones actually opposing your regime.

In short, Faction Suppression can represent a great many things all depending on your government and your headcanon. Maybe it's just a few propaganda posters and a state-sponsored TV show, maybe it's a special class in school teaching kids the values of the state, maybe it's internment camps and death squads.

I do think that the game could perhaps do a better job at supporting these differences, though. Perhaps an Empire Policy for your secret police, where you choose how Faction Suppression works in detail? With the most draconian version being much more efficient, at the cost of generating Unhappiness for all Pops that do not share the government Ethos, and a small chance per month to purge Pops from a different Faction instead (= arresting the wrong people).
 
Thanks for the correction, it's good to know that I can at least fix the game for singleplayer. If the faction system is completely moddable I should have no issue adding a malus for purging pops of a faction for only that faction.

That said what I was "rambling" about was mods being useless in multiplayer as almost no one will use them in the first place and even if you can get people to use them good luck getting everyone in the same game with the same mods activated. It's a frustrating experience.

Dude I use mods in multiplayer all the time, many people use mods in multiplayer. You just have to get with people before you play and agree on what mods to use.
 
That said what I was "rambling" about was mods being useless in multiplayer as almost no one will use them in the first place and even if you can get people to use them good luck getting everyone in the same game with the same mods activated. It's a frustrating experience.
Is he really annoyed because everyone need to use the same version in mp...?!
 
I don't recall where, but I'm pretty sure they said that the AI-banning the Materialist AEs do will switch to the Spiritualists at one point. While normal spiritualist empires won't completely ban synths due to the new ability to turn off their emotions, they will still probably be forced to ban AI sapience and AI equality, because they don't think machines can have "souls."

Machine spirits be praised. It's a small wobbly step, but a step in the right direction to the Omnissiah.
 
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.
Did Residency Caste species being allowed to migrate was fixed?
 
1. Expanded fleet control (formations, postures)? No?
2. Empire ship prefix midgame change? No?
3. Empire color and emblem midgame change? No?
4. Buildable titans/dreadnoughts? No?
5. Lunar bases/research or military installations? No?

Why smallest features keep going while big and important giants, such as these 3 above aren't even commented/announced? How such basic things are still being ignored? I can understand Story Packs and other kinds of DLC - business is business, money come first, BUT why "Land Appropriation" comes BEFORE midgame faction customization or even basic combat?
 
1. Expanded fleet control (formations, postures)? No?
2. Empire ship prefix midgame change? No?
3. Empire color and emblem midgame change? No?
4. Buildable titans/dreadnoughts? No?
5. Lunar bases/research or military installations? No?

Why smallest features keep going while big and important giants, such as these 3 above aren't even commented/announced? How such basic things are still being ignored? I can understand Story Packs and other kinds of DLC - business is business, money come first, BUT why "Land Appropriation" comes BEFORE midgame faction customization or even basic combat?
According to what Wiz said on several occasions (and an interview or two if I remember correctly) he wants the next expansion to focus on warfare and/or diplomacy. Which is where the stuff you listed would fit in a lot better than Capek.

Would you rather have the features you want quickly put together and randomly thrown into an update focused around mostly stuff that Utopia didn't have time or budget to include OR are you willing to wait for that warfare/diplomacy update which would give the things you listed the priority and budget allocation they deserve?
 
1. Expanded fleet control (formations, postures)? No?
2. Empire ship prefix midgame change? No?
3. Empire color and emblem midgame change? No?
4. Buildable titans/dreadnoughts? No?
5. Lunar bases/research or military installations? No?

Why smallest features keep going while big and important giants, such as these 3 above aren't even commented/announced? How such basic things are still being ignored? I can understand Story Packs and other kinds of DLC - business is business, money come first, BUT why "Land Appropriation" comes BEFORE midgame faction customization or even basic combat?

Different things take different amount of times to implement, and your pet issues are not automatically everyone else's pet issues.