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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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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!
 
Speaking to the opinion expressed above, in ages long past it used to:

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.

This was before 2.2. changed the typical number of pops you have (I think), back in the day when the largest planets could have 25 pops. It was (if I recall correctly) 1 starbase per 40 pops. Maybe we'd want something like 1 starbase per 100 pops if we wanted somewhat similar numbers in the new system (more, actually).
 
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.

They can say what they want, but nothing indicates they will achieve it.

For example they already decided that only colonies with starbases can use the new auto-resettle feature. You almost always have far fewer starbases than you have populated systems, and that's before you think about defending choke points or setting up starbases specifically to gather trade or patrol lanes. So plenty of pops will need to be resettled. And this assumes auto-resettle is actually good enough to replace manual resettlement.
 
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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.

With the changes in the previous DD regarding how building slots are unlocked, you won't need to resettle pops to unlock the building slot.
 
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With the changes in the previous DD regarding how building slows are unlocked, you won't need to resettle pops to unlock the building slot.

Still 10 for the capital upgrade though? In that case the total number of resettlements doesn't change. In fact it probably goes up, since I now want to resettle down to 1-3 pops per planet rather than 5 pops per planet.
 
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What you consider "Player Feedback" i consider " small and noisy minority.
It's extremely hard to communicate with you in good faith when you call people a "small and noisy minority." but I will endeavour to do so.

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.
Sorry, I think you misunderstood the point of my post. I wasn't trying to make a suggestion or proposal. I was merely pointing out the backwards implementation of a mechanic I don't particularly like for a variety of reasons.

Demotion times only apply when playing badly and so primarily penalize the AI and new players (I haven't actually had an unemployed ruler or specialist in a long, long time thanks to the many sneaky ways around the system). I don't like demotion times even more because they're backwards and illogical as well as being annoying to deal with.

If you wanted the comment in the form of an ergonomical proposal I can do that. I assume by ergonomical you mean the following - no unemployment icons cluttering the outliner, nothing annoying to work with or new features to manage:

1. Lower strata promotion time to higher strata. Implemented as a temporary modifier to pop job output, the modifier duration adjusted by technology, traditions, civics, authority and relevant pop traits like Quick Learners/Slow Learners.

2. Higher strata demotion time to lower strata. Pops gain a happiness modifier/retain their higher specialist strata upkeep costs for 10 years when taking worker jobs. This penalty is waivered if the worker job matches the traits of the pop - Agrarian/Industrious/Ingenious/Thrifty or the pop is Docile.

The result: Pops take any job instantly, unemployment icons never appear to clutter your outliner. Two new situations are simulated (promotion and demotion).

So a farmer turning into a scientist would get a 10 year -50% science output (to represent training time), reduced to 5 years or less for a democratic, quick learner with the harmony tradition of kinship.
After 10 years the pop would be promoted to the specialist strata/gain a modifier or trait indicating their education and training that lets them take specialist jobs instantly.
A Doctor turning into a farmer would retain their higher cost of living (strata upkeep) and be less happy for a time (but have full output), unless the Doctor was Agrarian or Docile, in either case they would be happy to take a farming job.

The devs have indicated that using pop modifiers could have performance issues (and are removing them where possible: stellar culture shock/recently migrated modifiers), so I'd consider using temporary traits and events to see if that had a smaller impact on performance.

Demotion times themselves aren't a terrible idea and I like more detailed simulation of pops... but they cause problems for a few players and the AI (lost pop output, red icons in the outliner) and have been implemented in a way that causes unnecessary frustration. The implementation is backwards with demotion being time-consuming when promotion is arguably the time consuming thing. It's also only half-finished, demotion suggestions motion of all types is covered and demotion without promotion is irritatingly incomplete. Like implementing Weak but not Strong or Uncharismatic but not Charismatic.

i.e. It takes many years to train to be a doctor (even if you really, really want to help people)... not 1 day. It takes 1 day to apply for a lesser job, not 10 years (even if it makes you miserable to do so).

I hope that clears up any confusion
 
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If I'm honest, the strategy of resettling pops to reach the threshold of being able to upgrade your Capital building strikes me as unrealistic anyway. Lore-wise, what's happening there? You're flying a huge number of your species out to a new colony for a while, then beefing up the main administrative centre for the planet, and then flying most of that population back to your homeworld again? And all so you can get some roboticists building robots on that planet. I understand that the strategy works for what you want to achieve, but it doesn't really seem to make much sense in immersion terms to me.
 
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If I'm honest, the strategy of resettling pops to reach the threshold of being able to upgrade your Capital building strikes me as unrealistic anyway. Lore-wise, what's happening there? You're flying a huge number of your species out to a new colony for a while, then beefing up the main administrative centre for the planet, and then flying most of that population back to your homeworld again? And all so you can get some roboticists building robots on that planet. I understand that the strategy works for what you want to achieve, but it doesn't really seem to make much sense in immersion terms to me.
I agree that mechanically it's an exploit if the AI is unable to do it. To remove the exploit there could be a "new colony" modifier that lasts for 10 years that prevents the colony shelter upgrade irrespective of pop count.

But thematically I'd argue it is easy to imagine the mass relocation of pops as the import of hired labourers with the express intention of creating the infrastructure required for the colony to function (building sewers for sanitation, killing roaming mindworms for security, clearing land and preparing it for future constructions). Once all the basic needs are met that temporary workforce moves on to other worlds to establish more basic necessities.

But yes, it has the feel of an exploit that's actually very easy to fix with a 10 year new colony modifier so that you can't skip the colony shelter stage in the early game but can skip it automatically later with the rare tier 3 engineering technology "Construction Templates". This would remove the imbalance between slavers and democracies as well as removing the exploit and allowing the AI to compete on a level playing field.
 
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But thematically I'd argue it is easy to imagine the mass relocation of pops as the import of hired labourers with the express intention of creating the infrastructure required for the colony to function (building sewers for sanitation, killing roaming mindworms for security, clearing land and preparing it for future constructions). Once all the basic needs are met that temporary workforce moves on to other worlds to establish more basic necessities.

Um, I don't think you seem to grasp the scale of this. Earth starts with 32 pops. You're arguing that it is somehow feasible and easy to imagine a full third of the world's population being relocated ... just to set up basic colonial infrastructure??? Sorry, no. This is an exploit plain and simple, and to fix it the upgrade from the colony shelter up to a proper planetary administration shouldn't depend on the number of pops living on the planet ... at all, but rather the planet's infrastructure. Make it require having a few districts and at least one other building built, problem solved - reasonable requirement, doesn't require mass relocation of pops, takes about 5 years at game start, is affected by build speed modifiers.
 
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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.
I have zero ideas where you are getting an "excess of influence" from. Unless you are somehow not expanding, not having treaties with Ais/other players, not using favours, not using planetary edicts, not building megastructures, gateways, avoiding the GC, etc. In which case the "excess" is due to not participating in most of the game. There is no excess, there are just people ignoring huge swathes of the game while playing "tall".

With Pop Growth, I think it's a perfect opportunity to make a Tall playstyle more viable.
I didn't even have to read the second paragraph to know this was coming.
 
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If I'm honest, the strategy of resettling pops to reach the threshold of being able to upgrade your Capital building strikes me as unrealistic anyway. Lore-wise, what's happening there? You're flying a huge number of your species out to a new colony for a while, then beefing up the main administrative centre for the planet, and then flying most of that population back to your homeworld again? And all so you can get some roboticists building robots on that planet. I understand that the strategy works for what you want to achieve, but it doesn't really seem to make much sense in immersion terms to me.
The problem with this isn't people engaging in it. It's the arbitrary punishment for not doing so. Getting colonies off the ground is the worst part of new colonies, especially in the early game, and not much better late game. So they can actually become productive. As of right now, they take twice as long to do so, for no good reason whatsoever.

This is once again a case of a mechanic being so painful and negative, players will go to absurd lengths to circumvent it. The solution should not be to punish them for this. But have an in-depth look at the mechanic itself, the reason why it was implemented in the first place, and question whether it's really beneficial or fun.

This would also help out tall empires who don't get new systems (or later in the game).
Honestly, tying starbases to systems is the weirdest thing ever. People love to talk "make sense" and "unrealistic". But ignore that this is a HUGE offender. Owning a random system with +2 energy deposits somehow allows you to construct an additional starbase. While a huge growing economy, population, fleet cap, etc all do not matter whatsoever.
 
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They can say what they want, but nothing indicates they will achieve it.

For example they already decided that only colonies with starbases can use the new auto-resettle feature. You almost always have far fewer starbases than you have populated systems, and that's before you think about defending choke points or setting up starbases specifically to gather trade or patrol lanes. So plenty of pops will need to be resettled. And this assumes auto-resettle is actually good enough to replace manual resettlement.

On this aspect I agree with you - their solution is not very well thought through. This all stems from their stubborness regarding not making 'Greater than ourselves' widely available.
 
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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.
Every designer should read as much as they can about what their players say. They're the audience we're making the games for. (That doesn't mean that we'll always do what players suggest, but the information is always valuable.)

Open discussions like these are nice because they provide additional feedback that can trigger other tangential ideas. I've gotten quite a few ideas for new tests to try regarding auto-resettlement and the authority bonuses from this thread.

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.
You won't need to do this anymore with the changes described in the previous dev diary. Even with no technologies, you'll start with one open building slot so you'll be able to put down the Robot Assembly right away.

Yes, you won't have the capital upgrade until the planet hits the required population level, but rapidly moving a small planet's worth of pops should probably be more of a project than it currently is in live.

I’ll be very interested to see what you do with pop-growth. I’d love to see a system where pops grow pops rather than planets growing pops, if you can make it work and be fun to play with.
It's still very much in flux. Some of our experiments have included things like adjusting the amount of growth required to build pops, to applying S-shaped logistic growth curves (the wonderful Carrying Capacity mod on the workshop implements something very similar to one of the experiments), but pretty much all of them significantly reduce the number of pops that exist in the galaxy in the late game. (With major economic effects arising from that as well.)
 
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What about automatic "stealing"/resettling of useful pops when I conquer new planet as FP?
It's annoying to see where I lost specialists and do corrections
You can turn off land appropriation in policies to prevent this.

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".
This already exists, but I think the time is 3 or 6 months.
Oh, it does? I haven't actually noticed it. I still remember the horror of building a Research segment on a Shattered Ring origin, only to find it ate up all my Farmers, and closing Researcher job slots only created unemployed Specialists.
It exists, but it seems like occasionally it doesn't work. Sometimes the promoted pops move into a different job than the one that was open, so closing all the specialist jobs for a few days can fix it, but sometimes even that doesn't work.

What should the new Spiritualist bonus be? Ethics Attraction - although there is already a Ethics attraction bonus from the faction being active? There's already a Unity boost. Happiness boost? Or reduced Organic upkeep - like how Materialists have reduced Robot upkeep? Reduced Organic upkeep can represent Spiritualist being less materialistic? Or perhaps a Spiritualist counterpart to Academic Privilege - Theocratic Privilege?
It would have to be pretty strong to make up for their main thing being a disincentive to get the huge pop growth boost from robots. It would help if they only hated Synths (and maybe droids) but not basic robots. Or got a big growth bonus for not using robots. It would also help if 2 priests were better than 1 researcher and 1 entertainer, making temples potentially useful. They're arguably a better version of culture workers, but those are utterly terrible.

I agree that it would be nice to have minerals, food, etc. to move like trade and be charged transportation for it, but that's probably way too resource incentive. You have any number of planets being connected to each other, needing to decide where to source materials from and where to export surpluses.
Not to mention, cutting trade routes would cause your entire economy to instantly collapse. (Or maybe gradually, if planets had their own resource stockpiles.) Though it would be interesting to have some incentive to make planets self-sufficient rather than specialized.

Largely for performance reasons. If they operated in an aura, every time they want to move someone, they'd have to scan all of the planets in their system and adjacent systems (and possibly up to six systems away if they functioned like trade hubs) for pops to take, and then do the same while looking for places to send them to.
If performance prevents the system from working with a lot of planets at once, it can't fix the micromanagement issue. You have to let players designate which pops they want to move and to where, or code it so it doesn't scale as badly...

Granted, I'm a fairly casual player of the game but I work in game dev. Making the assumption that memory isn't an issue here (possibly a big assumption), is this actually a performance issue? I would think you could make this a fairly non intensive decision. Basically, for each planet if there's a starbase in that system and an unemployed pop you can run the migration check periodically.

How big a scan is this? Since planets are mostly finite the majority of the processing can be done at map creation and just held as map data, keeping a list of all possible planets and then a set of those which are the valid resettle targets. On colonization or habitat creation, that new planet can update all planets in it's radius (as it's generating them anyways) with it's new status as a valid target. Same with border changes. I suppose wormholes, l-gates, and gateways make this a bit more complex though as I imagine those significantly expand the potential radius of planets. But, I suppose optimizations like only checking the planets owned by your civ can cull the checks considerably.

In any event, I bring this up because I think a network of planets might be more performance intensive. A large spread out empire could be 15 to 20 planets that would need scanned, while a a 6 system radius might only be 7 to 8 in the average case. I think (again, I'm fairly casual so maybe there's common map settings I'm not thinking of) that your system scans would only be smaller as a building/starbase only in the case of tall empires. Basically, they seem to have the same worst case, a building/starbase having a significantly better best case, but the average case at least at default map settings seems like it would favor a radius.
I think the issue is that we want it to move individual pops to planets where their habitability is good and there's a job they're optimized for if possible. Otherwise players will still have an incentive to move them around manually. How exactly we generate the list of planets to consider migrating to/from shouldn't matter much. But I think a good algorithm should be able to handle it. I'll post again after I think about it a bit more.

With the changes in the previous DD regarding how building slows are unlocked, you won't need to resettle pops to unlock the building slot.
This is good. Hopefully it will also remove the need to resettle to get faster pop growth...

To remove the exploit there could be a "new colony" modifier that lasts for 10 years that prevents the colony shelter upgrade irrespective of pop count.
I was going to suggest that if the pop growth penalty is necessary, it apply for a fixed amount of time, possibly modified by techs and traditions. It would be independent of when you upgrade the shelter. It could represent the difficulty of adapting to an alien environment/ecology.
 
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Guess we have to wait until what their ideas for population growth changes are going to be. The fact that they don't seem to mention the current 'migration' system is troubling.

The problems I foresee:

1. The transit hubs not moving pops effectively enough
2. Not being able to build enough starbases to cover all of your habitable systems
3. As transit hubs are system-wide we will get issues where pops leave habitats/planets when you don't want them to. I can already see my void dweller species hopping onto planets where they have no habitability.

I actually like the idea of discouraging manual population resettlement. It's tedious and not good gameplay. However the other systems need to be adjusted to fill this hole otherwise it will just break the entire game. I'm not convinced what I've seen so far is enough to address this hole.
 
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The last point i'm concerned is the influence cost to abandon colony and especially the case we are invading other species world. Sometimes i'm not really interested to settle on these newly conquered planets because it's bad planets (too small, bad habitability...), or because it has been so badly manage by IA that i should demolish/rebuild everything or because i'm an exterminator who just want to exterminate other species resettling them on my planets without having a single interest in their world. By adding this 200 influence cost to abandon a planet it will make the burden of micro management really heavy because as an extermiator i will have to handle all of these newly conquered panets. Especially when IA is building like 4 habitats in their systems it will drive me crazy.

Part of why I think armageddon bombartment exists I assume, though that would still be a slow process wipe out planets with more than 10 pops. And not helpful to non genocidal empires yeah

Also on "excess of influence" thing, depends on map, part of the game and what type of empire you are playing. Like in my recent game as necrophage preset by end game I had +10 influence each month and max influence rather fast, but during same game I had parts where I run out of influence due to decisions and it took forever to fill it again. And in another game where I tried out fanatic purifiers for real I had no use for influence for most parts after I had reached the point where expansion without conquest was impossible since purifiers don't use claims.
 
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Good dev diary.

But I didnt see many mechanisms here that would reduce the need for resettlement, just more roadblocks to getting it done. The influence cost worries me greatly.

The idea that planets should be part of a network for resettlement makes sense. I would prefer if the starbase transit hub had a range of X systems, to avoid having to spam starbases. On the other hand, gate technology would make a joke of this (as it does for trade).

The other way I had envisaged resettlement was to use something like the convoy system from HOI4. (Edit: or even the trade ship system from SOTS2). You have to maintain a fleet of X transports which limit how many pops you can move and how fast you can move them. Nice if this was a physical movement in the game, but failing that it can be abstracted as 1 transport required per pop multiplied by the number of jumps.

This would serve as a real representation of the civilian fleet requirement to move large numbers of pops.

Examples:
  • 1 pop resettling across a range of 5 jumps would require 1 transport for 5 months.
  • 1 pop resettling across a range of 2 jumps would require 1 transports for 2 months.
  • 5 pops resettling across a range of 15 jumps would require 5 transports for 15 months.

The max number of transports you are maintaining (paying upkeep for) would represent your pop carrying capacity. Pops can move instantly (no problem with that). In theory this could be tied to hyper lane tech, STL speeds, etc.

Empires that depend heavily on resettlement (slavers, servitors, assimilators) would need to maintain or build proportionally large transport fleets.

EDIT: The mechanism for managing the transports already exists in game. See reinforcement or retreat. Ships disappear X days before rejoining fleet.
 
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Um, I don't think you seem to grasp the scale of this. Earth starts with 32 pops. You're arguing that it is somehow feasible and easy to imagine a full third of the world's population being relocated ... just to set up basic colonial infrastructure??? Sorry, no. This is an exploit plain and simple, and to fix it the upgrade from the colony shelter up to a proper planetary administration shouldn't depend on the number of pops living on the planet ... at all, but rather the planet's infrastructure. Make it require having a few districts and at least one other building built, problem solved - reasonable requirement, doesn't require mass relocation of pops, takes about 5 years at game start, is affected by build speed modifiers.
I do indeed grasp the scale... as much as anyone can
"Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space." - Douglas Adams, The Hitchhiker's Guide to the Galaxy

But I have a different take on the representation of pops - specifically that the number of individuals a pop represents is not set. I assume this is for multiple reasons (10 tiny spiders and 1 human could be equivalent). But also because the first pop and the 30th pop do not represent the same numbers due to exponential growth of populations (linear growth numbers shown represent exponential growth with diminishing returns for each extra pop, see the carrying capacity mod that the devs are taking inspiration from).

To put it into perspective, imagine the gold-rush on earth:
1st Miner represents a handful of people picking up lumps of gold (very easily accessed and ultra rich deposits)
2nd Miners represents hundreds, thousands of people panning for gold (easily accessed and rich deposits)
3rd Miners represents thousands, tens of thousands in simple mines. (normal deposits)
20th Miners represents millions of people working a variety of jobs, individually each person gathering far less resources from a variety of harder to access deposits.

So I can more easily imagine shifting 5 pops around between 5 colonies represents merely tens of thousands of pops and not billions (otherwise it indeed makes no sense given the stage of technological advancement in the early game). But if you find moving large numbers of pops illogical then the entire system of transporting pops over galactic distances is equally illogical irrespective of the exact numbers.

But this thematic discussion is also comically missing the point. The problem is well explained here:
The problem with this isn't people engaging in it. It's the arbitrary punishment for not doing so. Getting colonies off the ground is the worst part of new colonies, especially in the early game, and not much better late game. So they can actually become productive. As of right now, they take twice as long to do so, for no good reason whatsoever.

This is once again a case of a mechanic being so painful and negative, players will go to absurd lengths to circumvent it. The solution should not be to punish them for this. But have an in-depth look at the mechanic itself, the reason why it was implemented in the first place, and question whether it's really beneficial or fun.
As long as there is a way to circumvent a painful mechanic:
Yes, you won't have the capital upgrade until the planet hits the required population level, but rapidly moving a small planet's worth of pops should probably be more of a project than it currently is in live.
People will find a way - in this case lots of manual resettlement or building a transport hub and a few districts, then demolishing those districts after upgrading the colony hub to evacuate pops from a low habitability world back to where they are more productive (skipping the growth penalty of new colonies and getting the extra build slots from the upgraded colony hub). Either make it impossible to circumvent or fun to interact with.
 
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It's still very much in flux. Some of our experiments have included things like adjusting the amount of growth required to build pops, to applying S-shaped logistic growth curves (the wonderful Carrying Capacity mod on the workshop implements something very similar to one of the experiments), but pretty much all of them significantly reduce the number of pops that exist in the galaxy in the late game. (With major economic effects arising from that as well.)

I don't know if you say that as a disadvantage but I actually think it's a good thing, currently, Late game economy is really "too good"
 
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