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Hi all!

As mentioned last week, our plan for today is to go over some changes to automated colony management and pop resettlement. As a reminder, these are still under development, and as such may undergo significant changes and won't be going live for quite some time.

Major goals here were to reduce the micromanagement burden in the mid to late game when individual decisions are less oppressive, and to significantly decrease the need to manually move pops at all. As with the economic changes we were discussing before, a lot of this is still a work in progress to varying degrees.

Automated Colony Management

Some sector management improvements have already been made in the 2.8.1 test branch (you can experiment and leave feedback on it by following the instructions in this thread), but here we’ll be focusing on planetary designations and individual planet automation.

A major pass has been done on automated colony management to improve its effectiveness. After manually setting a colony designation and turning on automated colony management, our intent is for the colony to develop into something you would reasonably expect if you were building it on your own. It should build districts, clear deposits as necessary, and upgrade buildings when there is a need for it.

Planet automation will upgrade capital buildings whenever possible (gotta unlock those building slots!), and will otherwise generally try to build or upgrade from its list if there are less than 3 open jobs. We’ve erred a bit on the side of caution, so it is currently extremely opposed to running deficits. It may require manual intervention if, for example, your energy credits per month are negative, but we figured it was better to leave those sorts of risky economic decisions in the player’s hands.

Code:
automate_foundry_hive_planet = {
    available = {
        has_designation = col_foundry
        owner = { has_authority = auth_hive_mind }
        free_jobs < 3
        has_building_construction = no
    }

    prio_districts = {
        district_industrial
    }

    buildings = {
        1 = {
            building = building_hive_capital
        }

        2 = {
            building = building_spawning_pool
        }

        3 = {
            building = building_clone_vats
        }

        4 = {
            building = building_hive_node
            available = {
                owner = {
                    hive_node_upkeep_affordable = yes
                }
                num_buildings = { type = building_hive_node value = 0 }
            }
        }

        5 = {
            building = building_foundry_1
            available = {
                owner = {
                    foundry_1_upkeep_affordable = yes
                }
            }
        }

        6 = {
            building = building_galactic_memorial_1
            available = {
                owner = {
                    has_valid_civic = civic_hive_memorialist
                }
                NOR = {
                    has_building = building_galactic_memorial_1
                    has_building = building_galactic_memorial_2
                    has_building = building_galactic_memorial_3
                }
            }
        }

        7 = {
            building = building_betharian_power_plant
        }

        8 = {
            building = building_mote_harvesters
        }

        9 = {
            building = building_crystal_mines
        }

        10 = {
            building = building_gas_extractors
        }

        11 = {
            building = building_chemical_plant
            available = {
                num_buildings = { type = building_chemical_plant value = 0 }
            }
        }

        12 = {
            building = building_hive_node
            available = {
                owner = {
                    hive_node_upkeep_affordable = yes
                }
                num_buildings = { type = building_hive_node value < 2 }
            }
        }

    }
}

This script will attempt to build a forge world for a hive empire. If there are less than 3 free jobs and there is nothing currently in the build queue, it will check to see if there is anything that it can build. Planetary automation has a tendency to favor districts over buildings, but will construct buildings if there are 1.5 times as many districts already built than there are buildings. (This ratio is able to be set in 00_defines.txt as COLONY_AUTOMATION_DISTRICT_PREFERENCE.) When selecting a building, it will move down the list until it finds something that it is capable of building and meets the scripted restrictions. The building’s upkeep is always taken into consideration. The scripted “_affordable” checks are to estimate whether you can afford the jobs it creates as well.

Blockers are fairly low priority for planetary automation, and will only be cleared if they are blocking a district slot that it actively wants to construct, or if there are no free district slots remaining. (Thus it will eventually clear all those random blockers once the rest of the planet is finished.) You can, of course, intervene and clear those Sprawling Slums or sleepy Lithoids earlier.

Buildings (other than the capital) will be upgraded if there are no other things that it wants to build right now, it can upgrade without causing resource deficits, and there are pops available that would want to work there. (Either because they’re unemployed or they prefer it to their current jobs.)

The scripts will attempt to handle various issues that may crop up on a planet such as low amenities, high crime, or failure to build buildings dedicated to extra-dimensional beings that love you and just want to be loved in return. These are tucked away in 00_crisis_exceptions.txt.

Code:
automate_amenity_management = {
    available = {
        free_amenities <= -5
        owner = {
            NOR = {
                has_authority = auth_machine_intelligence
                has_authority = auth_hive_mind
            }
        }
        OR = {
            NOT = { uses_district_set = city_world }
            free_district_slots = 0
            has_resource = { type = exotic_gases amount < 75 }
        }
    }

    crisis = yes

    buildings = {
        holo = {
            building = building_holo_theatres
            available = {
                owner = {
                    is_spiritualist = no
                    is_megacorp = no
                }
            }
        }

        temple = {
            building = building_temple
            available = {
                owner = {
                    is_spiritualist = yes
                    is_megacorp = no
                }
            }
        }

        commerce = {
            building = building_commercial_zone
            available = {
                owner = {
                    is_megacorp = yes
                }
            }
        }
    }
}

This "exception" will intervene if a planet’s amenities are -5 or below, and it’s either not an ecumenopolis or if it is an ecumenopolis, it’s either totally full or you’re running low on exotic gases. Based on your ethics and authority, it’ll pick one of the amenity buildings to add to the queue.

A few jobs, buildings, and planet designations have gotten a bit of a touch-up during this pass. Notable examples of designations include the Urban World, which now has a Trade Value bonus, and the Colony, which is now intended to satisfy the needs of a newly colonized world rather than provide pop growth bonuses.

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Urban and Colony Designations

The old Colony bonus was changed because it was a bit problematic - growth bonuses made it somewhat stronger than many other more specialized bonuses. We’d greatly prefer if you could flag that newly settled Mining World as such right away and immediately turn on automation, rather than it being optimal to manually develop the world until it reached 5 pops and no longer qualified for Colony.

Due to its inherent terror of deficits, the automation scripts tend to be a little bit more conservative than players may be, but I’ve personally enjoyed the dramatically reduced mental burden my mid to late game colonies require. It’s also convenient that several designations (such as Forge, Factory, Tech, and Urban) will build out colonies that qualify for the Arcology Project decision. In our dev multiplayer games, I've been making a point of using colony automation as much as possible in order to give everyone else a chance get a feel for what it's doing. (Except my capital. I'll admit that I do manually build that so I can take care of sudden shifts in priority.)

If you're using planetary automation but it doesn't seem to be doing anything, the three most common things to check are:
  • Is the colony in a Sector?
    • Colonies have to be in a (non-Frontier) Sector in order to use either sector or planetary automation.
  • Am I running an energy deficit?
    • Most districts and buildings have energy upkeep. While it's possible for the district or building to theoretically produce enough energy to overcome that and help work off the current deficit, the automation scripts are as light as possible and without deeper analysis can't assume that pops moving into those jobs wouldn't worsen the shortage. Manual intervention is necessary to dig out of an energy crunch.
  • Do I have resources in the automation pool for it to use?
    • There's a notification for this, but if the pool is running low it might not be able to afford whatever it is it wants to build. Remember, you can hold Ctrl to change the units moved from hundreds to thousands.
      1605096055953.png

      Save mouse-clicks, use Ctrl.

Resettlement

Manual resettlement and the mitigation of unemployment is a huge burden in mid to late game Stellaris. It is generally our belief that manual resettlement should be an extremely rare occurrence, not something done expected to be done as part of the core game loop. When you must, it should be a simple process, but it should be an unusual act.

One quality of life change we’ve made is to filter Unemployed pops up to the top, and highlighted them. The pops underneath are then sorted from lowest stratum to highest.

1605096681033.png

You're unlikely to see this specific scenario unless you intentionally create unemployment problems by turning off jobs in every pop strata.

We've also adjusted resettlement costs, and added an Influence cost to many pop types. These influence costs are nominal for worker tier pops, but get fairly expensive when you're forcing Rulers to move.

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1605096840037.png

Slave Resettlement and Worker/Drone/Bio-Trophy Resettlement

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1605097513050.png

Specialist Resettlement and Ruler Resettlement


Slaves and unintelligent robots can still be moved without expending Influence, and certain civics permit you to waive these Influence costs.

1605096949504.png
1605097021942.png
1605097088504.png

Hey wait, what's that about colony abandonment?

Despite their best efforts the Servitors still haven't found a good way to get their Bio-Trophies to shift their consciousness to a different planet using OTA updates, so you still have to pay for them.

Manually resettling the last pop off a colony you own carries an additional influence surcharge in our dev builds. There will very likely be an exception made for Doomed planets and Holy Worlds that are risking initiating a war with a Fallen Empire. A planetary decision to abandon a recently conquered planet is under consideration, though it'll likely use displacement purging to do so. (With the diplomatic penalties associated with it.)

1605097811856.png

But we just finished building it!

With Federations, we introduced a galactic resolution in the Greater Good line that provided limited automated resettlement called Greater Than Ourselves. As noted by some, that was partially intended as a means to allow Egalitarian leaning empires a way of handling resettlement without forcing it on their pops. There have been many requests to make that core game functionality, but we’ve been somewhat wary of doing so without some restrictions.

We've come up with a way for every empire to have easier access to a similar effect. The following new Starbase Building will handle it, unlocked by the Hyperlane Breach Points tech. (The Hyperlane Registrar has moved to Interstellar Economics.)

1605098298007.png

They like to move it.

1605098342337.png

The tooltip effect is a bit of a mouthful.

The Transit Hub will operate as a limited variant of Greater Than Ourselves, moving unemployed low strata pops between planets that are in systems with Transit Hubs. (This will allow movement within a system as well, for example if you have a bunch of habitats in a single system.) We're investigating ways to expand the scope of pops it's willing to move - the original Worker limitation was put into place because while a Worker could promote themselves to fill any free job, a Slave or Specialist might find themselves restricted from the free job on the new planet. We're currently experimenting with a more robust variant - if it works out without performance concerns, the Transit Hub will prioritize high strata unemployment and then move down the ranks.

Building out the Transit network does function best when you have a developed starbase above most of your colonies since it will only move pops between nodes on the network.

Tangentially related, we've also cut demotion time in half across the board, and made some changes to give each Authority type a unique bonus.

1605098685353.png

Yes, Shared Burdens pops demote pretty much instantly.

We have some other experimental changes going on that have significant effects on the number of unemployed pops in the late game, but we're not ready to talk about them quite yet.

The empire type that perhaps faced the most obnoxious burden of frequent manual resettlement were Terravores, the Lithoid Devouring Swarms. When devouring planets, they occasionally created pops on the consumption world. As a quality of life improvement, when they’ve finished the planet off we now resettle them back to the capital. (Since gestalts can also use the Transit Hub, I highly recommend that Terravores build one in their main system to send those drones someplace where they can be of use.)

Oh, and we also clear that pesky red habitability planet marker from completely consumed planets that was unnecessarily cluttering your map.

1605094492379.png

HP/MP restored! ...But you're still hungry.

As a reminder, we have an ongoing feedback thread related to AI improvements we have in beta on the stellaris_test branch. We'd love to get more people on it and telling us what they think about them. (Please note that 2.8.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.)

Next week we plan on going through some more of the remaining economic balance changes. See you then!
 
Considering it. I'll experiment with replacing it with a planet-side building later on today.

I'm not terribly keen on making it a planetary decision, I like the feel of building out the network.
I don't like decisions at all and agree that using them doesn't feel like you're doing something real or permanent like building out the network.

But it's not because the mechanic itself is bad...

The benefits of using decisions:
+ Doesn't require free building slots
+ Doesn't compete with buildings or require balance changes to buildings
+ Doesn't require new building art
+ Doesn't require multiple/complicated effects to make it competitive
+ Cannot be ruined
+ No limits, can be stacked, expanded, refined, made more specific or otherwise adjusted, for example:
1. Establish Transport Network
2. Import Pops (requires "Establish Transport Network")
3. Favour High Habitability pops (Requires "Import Pops")
4. Favour Pops with traits that match planet designation (Requires "Import Pops")
5. Export Pops (requires "Establish Transport Network")
6. Export Low Habitability pops (Requires "Export Pops")
7. Export Pops with traits that DO NOT match planet designation (Requires "Export Pops")
This can't be done with the starbase or building implementation but is easy with decisions.

But I hate decisions as they stand for the following multitude of reasons:
-1. Extremely High costs
Costs between 25-300 Influence is massive. Influence in general is limited and doesn't scale with number of colonized worlds so these are often either exhorbitant or ridiculously cheap depending on the map settings and stage of the game.

-2. Ridiculously High Penalties
−10 Stability/−33% Job Resource Output/−100% Pop Growth/+25% Pop Amenities Usage/+25% Pop Upkeep/+50 Devastation/−10% Happiness are all painfully harsh, nothing you ever want to manually add to worlds if there is a way to avoid it, and there usually is.

-3. Poor UI
The decisions move around a lot unexpectedly, jumping up and down the list seemingly at random as things are enabled, disabled or conditions change. Descriptions also use lots of space and requires lots of scrolling while omitting key details about how they work/don't actually work as you'd expect.

-4. All Limited-time decisions add micromanagement without sufficient UI
This applies to the old encourage growth and was the main reason I think for removing it and reworking the effect into an edict. But there's currently still the distribute luxuries/minor artifacts uses - that don't indicate when they run out and could instead be on/off toggles.

-5. Instant changes have no weight to them
1/4 of them do actually have weight and time to implement (10/40), those don't feel as bad. The rest feel about as engaging and real as opening the console and turning on instant build.

-6. Benefits can be lost or undermined by other mechanics
Planetary Prospecting bonus feature is lost on upgrading to Hive/Machine/Ecumenopolis, the bonus Emigration from controlling growth is lost thanks to the reduced pop growth.

-7. Annoying restrictions on using them.
That I also don't think the AI understand or manipulate like requiring Crime higher than 10/Planet Size 15 or greater/No Districts or Buildings/All District slots filled with City Districts.

-8. Gambling mechanics
Planetary Prospecting/Consecrate World/Galactic Market Hub Nomination/Boost Nomination Bid/Revoke Nomination all only have a small chance of something good happening. All can feel frustrating when they give the worst possible outcomes due to RNG.


So I'd happily rework all current decisions until they are as fun to use as buildings are to build.

Specifically, due to the above issues these decisions aren't fun to use:
1. Distribute Luxury Goods (micromanagement)
2. Launch Anti-Crime Campaign (high upkeep costs, extremely bad compared with Negotiate with Crime Lords)
3. Expel Excess Population (high costs, stability penalty. Paying to remove pops when pops are power feels terrible)
4. Declare Population Controls/Discourage Planetary Growth (High costs, fails to work. Does not increase emigration despite the +100 Emigration Push)
5. Cease Robot Assembly (high cost to do something worse than just disabling the job. Doesn't even distribute the robotic growth to other worlds)
6. Cease Drone Production (pops are power)
7. Declare Martial Law/Deploy Hunter-Killer Drones/Activate Compliance Protocols (situationally very useful, but as much fun as stabbing your own foot to use)
8. Planetary Prospecting (has about a 1/3 chance of adding something that the planet will use, benefit lost for Ecumenopolis and Gestalt Machine/Hive worlds)
9. Mastery of Nature (Expensive and very limited)
10. Galactic Market Hub Nomination (Gambling, poor UI, 5 years is enough to earn a base of 3x12x5 = 180 influence, so the only way to boost nominations or change planets after a weak rating is to have begun stockpilling massive amounts of influence years before you are shown that it will have an influence cost which hurts new players)
11. Create Penal Colony/Create Resort World/Create Thrall-World (Harsh requirements Planet Size 15 or greater/No Districts or Buildings, also requires foreknowledge of hidden requirements to be able to use which hurts new players)
12. Send Artifacts to Museum Exhibits/Initiate Performance Competition/Incorporate Artifact Relays/Send Artifacts to Organic Sanctuaries (High costs - uses finite resources for extremely small and temporary benefits, a bit of a noob trap as there may never be enough minor artifacts to delve into the secrets of the precursors if they are used early and often)

So I hate decisions, but I don't hate the concept of them. Just because they've been implemented horribly in the past doesn't mean you have to do it badly in the future.
 
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Edit: I’ve overlooked the point where it was said that slave pops can be relocated without spending the influence, my bad.


All of this sounds great (just like the previous diary), but there is one very important thing lacking – per species jobs restrictions. Getting it right now would have been a nice addition to the population control mechanics, but with the changes discussed in this diary it is an absolute necessity. The micro that comes along with picking bio ascension is bad enough (robot pops have resource production bonus, psionics give one trait for everyone, but with bio ascension the most value comes from specializing your species), but with the influence cost added to resettlement it will become unbearable.

Imagine this: I have an ecumenopolis for my alloy production, a ringworld for science, and a slave world with cloning vats for pumping out pops. I want to populate both the ecu and the ring, but I want my slaveroaches to work on my alloy factories (as in I want them to fulfill the task that they were uplifted, enslaved, and genetically engineered for) and not to scare my citizens on my pristine, xeno-free ringworld. Without per species jobs restrictions all the pops will end up mixing up, with the cockroaches filling up clerk and scientist jobs on the ring and normal people suffering on xeno-tainted ecumenopolis.

Robots have it great, and psionics can mostly ignore it other than assimilating people to become psionic. The template system for genetics needs a lot more work. I was going to suggest planet specific templates here, but even a specialized planet is likely going to have multiple job types, for example your planet might be running miner jobs and bureaucrats, so it would optimally need both a specialist and worker template on that planet.

Given the system we currently have, it feels to me like the best way to do this would be to make a per job template, that could then modify itself to habitability as needed (this might conflict with nerve stapled as a concept), with the ability to free convert pops to different jobs at a rate of X/month so that they're optimized. I think this would end up creating a million sub species with the current way pops are created though.

Instead, maybe a compromise keeping in line with this would be a worker vs specialist template with higher tier traits that combine effects like Very Strong + Ingenious + Robust for a 25% boost at a 9 point cost (or maybe discount here because that's a ton of points), but that act mutually exclusive so that you can have a general worker template. This would allow for higher tier consolidation of pops as you could consolidate to 5 templates eventually: Worker, Specialist, Ruler, Leader, Soldier. Maybe to then further cut down on things, take inspiration from the cross breeding ability in the game, and allow genetic evolution to merge pops into hybrid species, with a new root species and templates to draw from and an ability to assimilate base pops from the originals into that new hybrid one.
 
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I CONSUME THE LIVING AND THE DEAD!

Anyway this is a god send, tho you should consider giving a tradition (domination?) / tech related to moving around Drones and perhaps workers even. It could serve as a fail-safe if the edict / civic / starbase module do not works if anything.

Influence cost for resettlement FROM Low hab world for Low hab pops (for whatever reason they were here to begin with, like the Giant worm you get from that anomaly (Azizian?)) should either be negated or grandly reduced.

Finally Before releasing anything related to that glorious pop management update... make sure you highlight the importance of the policy "Land Appropriation" to the playerbase, and make sure Gestalt do not get the short end of the stick by having to pay influence on a conquered planet to settle it on top of having to claim it. consider tweaking it a bit while you're at it.

ALSO IMPORTANT, there is very likely an Issue linked to how the automation system process your income in consumer good and energy through trade, might want to check if everything is ok on this side.

Good luck
 
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Thinking about the transit hub as a planetery building instead of starbase building how about making it a starport and combining it with resource silo. The silo is one of the most maligned buildings and thematically it works to combine a starport with the warehouses that support an interstellar economy.

I also like the idea someone else posted of a hybrid with the starbase building and making them directional. One would be at the source and the other at the destination (not sure off the top of my head which would be which this way).
 
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We already have too much to spend influence on (elections, galactic community, claims, starbases, megastructures etc) and not enough ways to earn extra. I am constantly running on near 0 influence because it's constantly needed and never in enough suppy. I also do not want to waste a civic slot on removing the influence cost to resstle.

The system is not, and probably will not, be in good enough shape to handle this without player supervision. I think this seriously needs rethinking. Perhaps just add the starbase building in and don't unnecessarily nerf manual resettlement as a way to punish players, because that's all it is.

Making it so that I need to build starbases in colonised systems means less for use on the fringes of my empire, defending myself from my enemies. This forces me to either take extra starbases from ascension perks or prioritise them in research.

Adding on some sentiments from other posts that I've been reading, the transit hubs could actually end up being more micro that resettling a pop. Upgrade the starbase, maybe downgrade another one if you're at your cap, build the transit hubs in the two systems, make sure you have available jobs for the workers to go to, disable jobs on the first planet to force them into unemployment and move, re-enable the jobs so your pops can start working them again when they grow, and then remove the transit hub if you need to move it to another system you want to resettle to, downgrade the starbase you no longer need and then upgrade a new one.

How do I ensure that only my science pops move to the new planet too? Since I cannot manually unemploy specific pops from a job, then I cannot ensure that they are the one that moves if I have to unemploy 5 more pops before science one?
 
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Transit Hub as a building could also make it a valid target for a future espionage DLC, a spy can use the hub to move around more easily, and/or the empire can set decisions to watch planets with hubs more closely. That might be harder to do if the hub was a Starbase add-on.

Maybe the Hubs can also serve as Destinations for refugees. Which they might very well already do if implemented as buildings. Refugees tend to show up randomly on particular planets (from my experience), and a Starbase might not be able to catch them all. We are limited in the number of Srarbases that we can build.
 
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well, these Transit Hubs sounds interesting, couldn't it be kind of a "Starbase decision" ti switch between Transit Hub and these low used quarters... i mean, the first building on the first starbase is one, why shouldn't we decide if we want these quarters used for both, if you have a fleet in orbit, stop pop transit and use the quarters for military, if no military fleet is there, use it for pop transit again? would make that building worth more, wouldn't it?
 
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I also like the idea someone else posted of a hybrid with the starbase building and making them directional. One would be at the source and the other at the destination (not sure off the top of my head which would be which this way).
Sounds like a trouble maker to dev if anything, without bring much to the table and even being redundant.

Thinking about the transit hub as a planetery building instead of starbase building how about making it a starport and combining it with resource silo. The silo is one of the most maligned buildings and thematically it works to combine a starport with the warehouses that support an interstellar economy.

This may no longer be the case with the new building slot mechanics, but if you try thinking "backward"... you realise this idea involves having said buildings on every planet, which is nightmarish when you start factoring in several planet by system or worse, habitats. And a one per system planetary building would be redundant, might aswell put it on a starbase.
 
well, these Transit Hubs sounds interesting, couldn't it be kind of a "Starbase decision" ti switch between Transit Hub and these low used quarters... i mean, the first building on the first starbase is one, why shouldn't we decide if we want these quarters used for both, if you have a fleet in orbit, stop pop transit and use the quarters for military, if no military fleet is there, use it for pop transit again? would make that building worth more, wouldn't it?
I don't dislike the idea, but the quarter is actually a very decent building slot for starbase, so if your aim is to "buff" said starbase slot i don't think it's justified.
And Thematicly wise... imagine transitionning your civilians through military quarters. that'd be only a "citizen service" thing at best .
 
I avoid building starbases above colonized systems like the plague so I don't have to deal with piracy generated from those systems, I don't think a transit hub is a great idea on how to handle this. like one of the first things i do in ever game is make the capital starbase a trade hub and move shipyards to an uncolonized system. only when i have gate travel do i start collecting trade value from farther than 6 spaces away because it's just too annoying to deal with piracy. it's the reason i never use the black site building either.
 
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I avoid building starbases above colonized systems like the plague so I don't have to deal with piracy generated from those systems
Another reason to add a toggle disabling automatic trade route creation. (You can delete trade routes manually by the way, I always do that. It's tedious, but it prevents piracy.)

I don't get why "I don't want trade routes coming in from every starbase I ever build and generating piracy without my knowledge" is somehow a difficult idea for folks like Nahadoth to understand.
 
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something else, i sometimes play on a ringworld as capital, but if i get the beautiful tombworld creating worm (wich work very nice with memorialists) i often asked myself
"why isn't it possible to create a Ringworld based on the preferences instead of only Gaja-Type?
A Toomb-Ring would be nice, or a Relic-Ring or something like that...
Also i mean, why can't we combinate starting on a Ringworld with a Gateway as Mecanists on the Shoulders of Giants?
Its realistically thougt not impossible, if the Ring is built, why shouldn't there also a Gate be built, and why shouldn't there be ruins on that Ring, and a Mechanist or syncretic evolution or even a Necrophage living on this Gated-Relic/Tomb-Ring?...."
just some Thoughts...
 
Oh, and we also clear that pesky red habitability planet marker from completely consumed planets that was unnecessarily cluttering your map.
Could we also get a map-filter to toggle on/off the Red/Amber/Green planets? Or build this in to the "Extra info" check box?
99% the time I do not actually need to see those planets. It's only when I'm scouting for colonies that I'll need them.
The vast majority of the time they just add visual noise to the screen in galaxy view.
 
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Why strata promotions are instant though? Miner instantly learns how to be a scientist, but scientist has to spend years learning to be a miner?
This is kind of backwards.
 
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I don't like the influence cost for resettlement. Influence already is an arbitrary showstopper in activity, I don't need it to hinder me more.

Also, the point should be that the game should get us to the point where the player doesn't need to use manual resettlement excessively. Penalizing the player for doing so is not the correct type of counter-incentive. It doesn't remove the player's need, it just makes it more of a pain for the player to do what needs to be done.

Finally, it effectively kills my personal immersion. Ever since LeGuin, I switched to playing authoritarian because I like having separate planets per species (by habitability). Something an authoritarian empire would do in my headcanon. Unless the game provides options to designate that I need manual resettlement.
 
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I don't dislike the idea, but the quarter is actually a very decent building slot for starbase, so if your aim is to "buff" said starbase slot i don't think it's justified.
And Thematicly wise... imagine transitionning your civilians through military quarters. that'd be only a "citizen service" thing at best .
well, i mean it the other direction, using civilian transit hub for a while as living room for the militarys, that would fit the thought more... well at least i said that just because i mostly dont use the quarters because i need these slots for other stuff, the sole and only place i would use the quarters is on the starbase in the system with the mega-shipyard... however
 
Why strata promotions are instant though? Miner instantly learns how to be a scientist, but scientist has to spend years learning to be a miner?
This is kind of backwards.
Ikr?
I feel like criminals should be the ones to demote slowly, not specialists.
This would make crime something that's harder to get rid of, and less of a joke, indirectly buffing CS megacorps too.​
Like, I can slap down a police precinct and they all become law abiding pops overnight? Lol​
Police state could then reduce criminal demotion times (harsh sentences as an incentive to abandon crime).​
 
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