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Admittedly, to me buildings are not needed that much for the portraits and backgrounds are good enough an indicator. Maybe even the better indicator. Aesthetics are important, after all and that window is very much for the aesthetics.
Still, the information is important and so planet's buildings and job counts can be found in other windows.

What I like in part about the counter proposal is the idea of a background image that, as well as providing clear visual communication as to the pops job, gives some kind of feel as to what their lives might be like. Part of the rework is, I think, to give more of a sense of a living breathing world rather than a resource extraction centre, and this kind of image does it quite well.

In terms of clothing - well this may be too complicated, but I really like the idea of clothing changing along strata and job lines according to social structure. So a hierarchical society would have a clear regimented 'class uniform'. The shared burden civic might mean that everyone wears the same clothes. Xenophilic societies might have pops with a mix of clothing (reflecting how people take on different cultural influences) and so on.
 
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Pictures of farmer pops are smaller than others. I'm worrying about graphic which represents many pops...

I hope it isn't final draft.
 
Someone posted this awesome counter proposal:

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Not sure who made it and its good as a stand along but i jsut got the idea that what if you added buildings with differing upgrade levels behind them and for some of these jobs use different images for the buildings in each strata to help mix things up and give each world a bit more variety.
 
I doubt it will be - Wiz seems to be emphasising at every possible opportunity that the UI will look different by release.

agree on this it seems like in every post in the latest dev diary that we got he says over and over that the UI will look different, though we will have to see when this overhaul hits us
 
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What I hope

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And what I hate

Sadly, I think the latter highly possible for the present. But I believe PDS.
I prefer the more compact version, less scrolling to check things around, if a single background is used like someone made in response, then the POPs can overlap each other and the background remain the same, just as long as they don't overlap to infinity so you can still see the individual POPs.
 
I personally would like new assets for buildings that bled into adjoining squares, I know that the old way of rendering tiles and the one that everyone likes are very different and would be nasty to reprogram(likely anyway), having semi-random buildings instead of clones would be only a job for the art team(and like 5ish minutes of a programmers time).
 
Plus, humans are preset as adaptive and nomadic. I have to think they'll do just fine demographically beating everyone else.
 
can i 'bomb' (via planet gifting) other empires with an extremely adaptable, fertile, weak, wasteful and solitary species by gifting them a planet. or maybe i can just make them and then change their rights so that they'll emigrate to other empires.

I feel like i'll have created like gremlins or something and unleashed them onto the galaxy, they'll spread and slowly take over opposing empires.

maybe deviant instead of weak
 
can i 'bomb' (via planet gifting) other empires with an extremely adaptable, fertile, weak, wasteful and solitary species by gifting them a planet. or maybe i can just make them and then change their rights so that they'll emigrate to other empires.

I feel like i'll have created like gremlins or something and unleashed them onto the galaxy, they'll spread and slowly take over opposing empires.

maybe deviant instead of weak
I'm fond of charismatic, rapid breeder, nomadic, and deviant myself. I've played a few games as them where they ended up becoming the majority race in several different empires.

Also, I would really appreciate it roleplay wise if forcing migration treaties was a wargoal option. That empire was pretty friendly and eager to work together with others, presuming they allowed a migration treaty. Refusing access to their migration was a serious cause for war. It'd be a nice addition for propagator AI personalities too.
 
This entire new system will be a complete and utter mess that will promote one race empires. Seriously, right now it's a mess to micro gene modded races or specialist robots, but with a system that will do that 'automatically'? Yeah, I don't see that. Sorry, Player, your planet won't grow any more mining optimized race, we need more Blorgs to keep it nice and even.
 
Why would the game base its population diversity based on jobs and not habitability and immigration/emigration pressures? If I colonize a tomb world I would not expect there to be a flood of my mining optimized oceanic race because of all the mining districts available. I'd expect to see Nivecs and Tombworlders move there regardless of what they were good at.

I think Wiz's system makes a lot more sense.
 
Looks like Wiz answered some questions on SA:
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Hmmmm, I guess I am not the only one that is not totally convinced by the migration system mostly because we do yet know how strong it will affect pop compositions. I think the main concern is about the hinted equalisation of demographics over time, which would make most specialized planet setups with different species demographics for differrent jobs pretty much a nightmare of readjustments. If that equalisation only happens while the world is not completely full by prioritizing immigration of a less represented species, and when the planet is full only unemployed pops emigrate, that would be fine IMO. But if this equilization is also working on "finished" worlds where there are basically all houses and jobs filled then this mechanic will mostly be annoying mid-lategame.

For example you set up a research world with mostly species A that is intelligent/weak and a mining world with mostly the strong but dumb species B and fill them up such that the jobs are filled according to the species bonuses. Now, the question is if the migration system will try to move miners to the research world and researchers to the mining world to equalize demographics or not. If it does, it will be a mayor headache for many game strategies...
 
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As I understand, immigration only really occurs when you have overcrowded planets. Not to mention that you can limit migrations of certain species, and still have the Resettlement mechanic.

If you let the POPs decide, then of course you won't have much specialization as the POPs live where they want, not where you want them to live.
 
I think it's pretty clear at this point that micromanaging your colonists to the point where you have an exact sub-species for every single task is something the devs do not want. Many players get the impression that if you can do something to optimize, even the smallest thing, they should do it. To reduce micromanagement, they want to make that choice an impossible one.

You simply are not intended to make sure that every single mine is staffed with the idea POP and the same with every other building, which is fine because no one else will be doing that either. Just relax, don't worry about it, it's fine.
 
As I understand, immigration only really occurs when you have overcrowded planets. Not to mention that you can limit migrations of certain species, and still have the Resettlement mechanic.

If you let the POPs decide, then of course you won't have much specialization as the POPs live where they want, not where you want them to live.
Yes and no. Emigration will mostly occur on overcrowded planets and immigration on planets will free housing and jobs. So if you try to set up a research world for example and most of your pops in the empire are dumb rock pushers on crowded worlds then the rock pushers will flood into your growing research world where they will find housing but no jobs (if they are not allowed to do specialist jobs) or they will occupy jobs they are not suited for and then get cranky if better scientists replace them one after another.

Moreover, resettlement is not viable for all types of societies... but fair enough a democracy should probably allow people to settle wherever they want, even if it's dumb.

So I guess we will have to see how large the effect of immigration/emigration in relation to pop growth is and if it is more a smaller adjustment mechanic or if it will really redistribute demographics on a large scale.
 
Admittedly, to me buildings are not needed that much for the portraits and backgrounds are good enough an indicator. Maybe even the better indicator. Aesthetics are important, after all and that window is very much for the aesthetics.
Still, the information is important and so planet's buildings and job counts can be found in other windows.

P.S. Kudos to the one who came up with those backgrounds and made the pic.

One thing is when the buildings and pops are on the different pages and the text tells you that this buildings produce a number of jobs for the pops, and the other is when there is a clear visual representation of the pop-building relation. One thing is when the infrastructure string tells you the number representing the development of the planet and the other when you can see all these mines, farms, labs, offices, factories and so on. Extra points for reusing already existing graphical assets rather than getting rid of them and makin new ones.

However, event pictures in Stellaris are very immersive and using them for the font is a good idea as well. The development of the planets will be less noticeble but they will look pretty impressive from the start. The problem here is that the art team will have to make some new assets so that they didn't duplicate machine world graphics for energy district for example. Also, I believe clerks shouldn't have ruler chamber font. Maybe news room will suit them better?

Anyway the best solution is to make the system modable so that we could choose the font for the jobs.