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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.

1605094446038.png
1605094456491.png

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.

1605097705361.png
1605096840037.png

Slave Resettlement and Worker/Drone/Bio-Trophy Resettlement

1605097458581.png
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!
 
I mean, when it's more like "we got an opening for a scientist job" and promote a clerk, and then go "actually, nevermind, the position's closed" within like 5 seconds, you'd expect a pop to go back to being a clerk.

Recently promoted pops should have a modifier within the first 10-20 days of promotion that allows them to be immediately demoted before they get "settled in".
They do have that already.
 
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On starbases: I think the solution here is just to grant a starbase for a certain number of pops, say 50 or 100 pops. This way, once a planet gets overpopulated, you should have unlocked a starbase slot. The goal should be that you usually build starbases over the most populated planets for transit hubs.
Make sure the transit hub gets a high ai weight, currently the ai can't really handle unemployed pops so making sure they build these will help.

EDIT: Although I agree with what a lot of people have said about making it a planetary decision rather than a starbase building.
If you're going to ignore player feedback and insist on making the transit hub a starbase building, please at least consider changing the starbase capacity so that we can more realistically afford to put them in each habited system.
I like the changes, and most importantly the direction of these dev diaries. What I find strange is that the transit hub looks like something local to the system. It's common practice to build a single starport that covers several adjacent systems collecting trade values. Since the automatic resettle is a desirable effect on every single planet, we are now somewhat forced to build a starpot in every major system, which is expensive and impractical, due to its limit.

What's the real problem in implementing the automatic resettle? It would solve a lot of problems.
All of these I would agree with in general, but the bottom line is that players just want the effect on every single colonized world and habitat to escape the micro. Just make it so instead of adding the new micro to add resettlement buildings everywhere.
 
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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.)
Could you consider either technology or starbase buildings to add +1 Transit Hub range?
 
With DDs planned so far in advance, what we see here by your (developer) standards is already old, and if you can't talk about what you are doing now, then what's the point of any discussion here?
In both this diary and the last one, he has changed how it works in response to feedback. What are you smoking?
If you're going to ignore player feedback and insist on making the transit hub a starbase building, please at least consider changing the starbase capacity so that we can more realistically afford to put them in each habited system.
If you're not gonna bother to read the dev comments, don't try to accuse him of ignoring feedback.
 
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I like that you will improve Automated Colony Management, but it doesn't seems that we will be able to create Building Templates ingame. Will we ever get the option?

I'm also unsure about the Transit Hubs. It would alter my playstyle in a significant way, since I need all my starbases to secure my border in my 2.75 Hyperlane-Galaxies.
 
If you're going to ignore player feedback and insist on making the transit hub a starbase building, please at least consider changing the starbase capacity so that we can more realistically afford to put them in each habited system.

What you consider "Player Feedback" i consider " small and noisy minority.
Using a Starbase slot is much more convenient when it comes down to multiple planet per system.
It does get annoying at a stupid high habitable planet rate and if you go super wide.
but It is easily workable, as your starbase cap scale with your amount of pop (systems*, its the same thing)
Then again i believe just like FTL inhibitor this could be a mechanic both usable by starbase and planetary buildings and even maybe corporate ones. The best of both worlds.
 
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I'm just gonna stick with 2.8, I'm gonna look forward to when people inevitably get upset because Paradox implements more half-baked ideas with no concept in their heads as to say... the problems those updates create. Funnily enough, I've even just straight-up made a copy of every moddable file incase 2.8 has no beta branch so after I likely hate 2.9, I can go back to playing a version I actually enjoy more.

Here's a question I have, any thought to reducing the initial pop growth penalty on new Colonies since you're removing the Colony designation's current effects, which can only be active for as long as said colony is "newly colonized" and as such, has a 50% reduction on pop growth? You guys make a big deal out of the pop growth speed bonus, but you completely ignore that it still has less than 100% due to that. So I guess everyone's fine with having 1.5 growth speed on Colonies?

If y'all are, Cool.



Honestly if Paradox really wanted to level the playing field, just reduce Pop Demotion time to a maximum of 1 year, 10 is and pretty much always was just utterly overkill, people love Gestalts due to the currently peerless pop versatility that begins at no pop demotion time, and maybe it ends there, no CSG and Happiness doesn't really equate to versatility (maybe it does? I dunno tbh)

Also when can we get a Unity-based planetary Designation?

I like the idea of changing an entire system so as to redesign one civic per gestalt type and for non gestalts so it becomes a mandatory pick for anyone who micros their game, in a game where, if something is a mandatory bonus to get, it should then just be something you always have.

Two major updates prior, the game couldn't sort pop jobs like a beagle couldn't navigate out of a paper bag, and so the Transit Hub is implemented, and the devs say they won't give it Collection range-levels of effect due to performance constraints.

How often does the migration happen, and if it happens frequently, allow me to ask, how will it not worsen performance anyways if you have 35 of them in a 35-colony empire?

How will this not otherwise nuke performance in 1000 star galaxies that go past 100 years (as all fun games of Stellaris do) if you have a ton of AI Empires, like around 30?

Urgh, can you NOT? keep your fatalism to yourself.
 
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Did you also consider resettlement between allies (who have Transit Hubs and a Migration Treaty with you, a Defensive Pact and/or a Federation shouldn't be a requirement. Just the Migration Treaty I think)?
That way alliances can help each other out filling jobs and getting migration going (not waiting until an alien grows). However I don't think it should happen with the same chance. A lowered chance and perhaps a confirmation dialogue for both empires (which you can disable for the match if you like if you're in single player).

Just an idea, if you haven't thought of it already.
 
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On starbases: I think the solution here is just to grant a starbase for a certain number of pops, say 50 or 100 pops. This way, once a planet gets overpopulated, you should have unlocked a starbase slot. The goal should be that you usually build starbases over the most populated planets for transit hubs.
Pretty sure it's already a thing, tho the numbers may be slightly off.
 
It's one of a few mechanics in Stellaris that I always feel were implemented backwards, illogical and counterintuitively.

Demotion times:
Mining jobs are unfilled for 10 years while unemployed specialists refuse to work jobs that are beneath them.
Miners can instantly become Scientists/Artisans/Entertainers with no penalty or cost.

The logical implementation would be the exact opposite:
Mining jobs are filled by specialist pops instantly, specialist pops can instantly promote to fill new specialist jobs with no delay (they retain their training)
A miner can switch to scientist but takes 10 years of training to work the more technically advanced job (promotion times before reaching full output)


Trade:
Trade routes require physical transport and protection of money taxed from pops (digital information)
No transport or protection needed for physical goods (minerals/food/alloys)

The logical implementation would be the exact opposite:
Trade routes required for the physical transport and protection of physical goods (minerals/food/alloys)
No transport or protection needed for digital goods (money/credits/unity/research)


Obviously it would be a massive change to reverse things now, but I have no idea why those mechanics were implemented backwards to begin with... They just don't make the slightest bit of sense to me - why would a scientist starve instead of growing crops? How do minerals, alloys, food and rare crystals sneak past the pirates while they manage to intercept all the bank transfers? *shrugs*
Ergonomicly speaking what you're proposing is very "annoying" to work with if you catch my drift.
I can barely cope with having a couple of specialist unemployed so having to deal with worker unemployement everytime i uppgrade a building?
Nope, i just came up with whatever RP and Convenient escuse linked to education/ planetary focus shift was the most fitting.
 
Here's a question I have, any thought to reducing the initial pop growth penalty on new Colonies since you're removing the Colony designation's current effects, which can only be active for as long as said colony is "newly colonized" and as such, has a 50% reduction on pop growth? You guys make a big deal out of the pop growth speed bonus, but you completely ignore that it still has less than 100% due to that. So I guess everyone's fine with having 1.5 growth speed on Colonies?

Dude, chill :D

As Eladrin's said, we've got some experiments around pop growth, but nothing we can talk about yet.
 
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We've also adjusted resettlement costs, and added an Influence cost to many pop types.

no-god.jpg


Slaves and unintelligent robots can still be moved without expending Influence

Ohh, so its just another reason to play authoritarian slaver guilds. Well OK then. Don't think it needs a buff but all of my builds will stay the same.

Why do we need more influence sinks? Wasn't the Galactic Community with 100 different laws that require several hundreds of influence to pass + influence cost from using favors enough? By the mid game there is habitats too. If you're gonna do this then slash the influence cost to propose laws in the GC to like 50 or something.
 
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Dude, chill :D

As Eladrin's said, we've got some experiments around pop growth, but nothing we can talk about yet.

Oh the secrecy :eek:

First time posting on the forum, but I really want to know if you have any plans for the foreseeable future to implement some kind of economic/trade system that could potentially enable us to subdue an enemy through a trade war/blockading their trade routes within or with their allies?

This, together with some more complex forms of diplomatic options are the things I mostly crave personally, as I enjoy a soft power approach much more than a full military engagement, especially in multiplayer.
 
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Not sure why everyone is so opposed to an Influence cost to Resettlement. Seems fine to me. It makes sense thematically, and due to Edict changes, there's usually an excess of influence.

With Pop Growth, I think it's a perfect opportunity to make a Tall playstyle more viable. I'm hoping Pop Growth will be generated on an empire-wide basis, and use some calculation with total number of pops and average pop density (ie. high population planets), and then distribute the new pop to a location that makes sense, probably some weighting by: open jobs, habitability, high population density (to simulate higher birth rate on worlds with more people), and maybe some other factors. Although, this doesn't really address the issue of the weirdness of only one species type being able to grow at a time, and doesn't help much for Machine empires. It's a difficult problem, I'm looking forward to hearing the devs ideas.
 
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With DDs planned so far in advance, what we see here by your (developer) standards is already old, and if you can't talk about what you are doing now, then what's the point of any discussion here?

Because the alternative is them going radio silent for 6 months while the playerbase withers away. 100 times out of 100 I'll gladly take them communicating with us and giving us even their rough draft plans for the future so we can get an idea where things are heading. Even if its subject to change. And in fact as we've seen so far they are more than open to tweaking these ideas in response to player feedback on them. In which case, again, it's much better for that process to begin early where there is still time to tinker with things because they have not been fully integrated into some upcoming patch that they can't just postpone for another 2 months because the players don't like x design feature.

We've been through the dark days of zero communication, and I can't see how a person can argue we should return to them.
 
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What you consider "Player Feedback" i consider " small and noisy minority.
Using a Starbase slot is much more convenient when it comes down to multiple planet per system.
It does get annoying at a stupid high habitable planet rate and if you go super wide.
but It is easily workable, as your starbase cap scale with your amount of pop.
Then again i believe just like FTL inhibitor this could be a mechanic both usable by starbase and planetary buildings and even maybe corporate ones. The best of both worlds.

Population has no effect on the starbase capacity. If it did it would be much better. As it stands it's number of systems owned which impacts your starbase capacity.
 
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Very nice insights! Perhaps here i can get some deeper informations regarding planet automation:

Automated Colony Management

[...]

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 }
            }
        }

    }
}

I made custom designations. 1 to 1 copies of default designations so i can make my own planet automations without interfereing with the default ones. Everything workes as expected most times, but sometimes the script doesn't seem to work properly. My question is how does the building list in the script work? Is it a priority list or something the script strictly follows? E.g. sometimes a planet doesn't build all buildings i specified, despite having plenty of ressources, free space and no exception interfering. Sometimes the building slots for the missing buildings will stay free and sometimes something not specified will be build (like too many factories or science labs). Sometimes it seems like the planet starts to build in the middle of the list and continue from there.

Since buildings might get a bigger change with current plans everything might change but i guess the underlying logic to process the script is still the same and i likely will continue to create my own automations. But it would be nice to get some info on how this exactly is supposed to work. The sentence "[...]and will otherwise generally try to build or upgrade from its list [...]" makes it more nebulous for me.
 
Not sure why everyone is so opposed to an Influence cost to Resettlement. Seems fine to me. It makes sense thematically, and due to Edict changes, there's usually an excess of influence.

Every colony I make goes something like this:

Resettle 4 pops to the colony
Build Robot Assembly
Resettle 5 more pops
Upgrade capital
Resettle 5 pops back to homeworld or to new colony, leaving intact capital and robot assembly and 5/5 pops.

In total this means 14 resettlements per colony. Currently this costs you only 700 energy if a slaver and 1400 energy if you aren't. Now it will also cost non-slavers 140 influence. PER COLONY. That's a massive, massive setback in ability to grab land. Every colony is roughly 2 more systems you can't take.

Lets not pretend "well just don't resettle then" is viable because an empire having a base of 5 growth per month for decades will utterly destroy an empire having a base of 1.5 growth per month for decades. This is before we get into how this massively boosts the overpowered Fan Mat/Technocracy/Slaver guilds build that gets a free overpowered researcher out of this (of course other ruler replacement civics also benefit, just mentioning by far the best).
 
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Every colony I make goes something like this:

Resettle 4 pops to the colony
Build Robot Assembly
Resettle 5 more pops
Upgrade capital
Resettle 5 pops back to homeworld or to new colony, leaving intact capital and robot assembly and 5/5 pops.

In total this means 14 resettlements per colony. Currently this costs you only 700 energy if a slaver and 1400 energy if you aren't. Now it will also cost non-slavers 140 influence. PER COLONY. That's a massive, massive setback in ability to grab land. Every colony is roughly 2 more systems you can't take.

Lets not pretend "well just don't resettle then" is viable because an empire having a base of 5 growth per month for decades will utterly destroy an empire having a base of 1.5 growth per month for decades. This is before we get into how this massively boosts the overpowered Fan Mat/Technocracy/Slaver guilds build that gets a free overpowered researcher out of this (of course other ruler replacement civics also benefit, just mentioning by far the best).

They've said multiple times that they have changes to population growth coming. I would be surprised if the issue with colonies having reduced population growth isn't one of the things they address. They also explicitly stated in this dev diary that they want manual resettlement to be something which is rare, and certainly not something you do multiple times for each new colony.
 
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