Stellaris Dev Diary #57: Species Rights

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monkofmimmir

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Will it be possible to have all races in a lower class of citizenship such as limited citizenship or slavery or will you need at least one race with full citizenship?
 
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Nice, this will be amazing for roleplaying purposes.

Are there plans to eventually add custom greetings/first contact messages/background popups at the start of the game to further increase immersion?
 
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Really good dev diary!

Right, that's all for today! Next week we'll be talking about something I know a lot of people have been wanting for some time: Orbital Habitats. Don't miss it.

OK, so we are gonna have orbitals in Banks, unexpected!;) (but desired). Can´t wait to read more about it!
 
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Will it be possible to have all races in a lower class of citizenship such as limited citizenship or slavery or will you need at least one race with full citizenship?

Your founder species can only have Full Citizenship or Caste System.
 
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Is it possible to set separate living standards for certain planets or sectors, as opposed to species, so that you e.g. can have utopian living conditions for your pops on your home planet and a couple of Gaia pleasure worlds but hellish conditions in mining sectors?

If all other empires have Closed Borders (or only allow their own pops to enter), will Displacement do nothing to pops that can't flee?
 
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Next week we'll be talking about something I know a lot of people have been wanting for some time: Orbital Habitats.
HYPE

Oh yes 1.5 is now the my most awayted iteration of Stellaris. Cannot wait to see whats their beside Ringworlds.
 
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Those features rocks!

The only things i have hard time understanding is how you can separate Slave\Purging feature from others. I'm not against it (as it's totally up to PDX to decide), just technically. Those two, purging especially, sound like very important. Especially the ability to expel POPs instead of purging.
 

Wizzington

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Those features rocks!

The only things i have hard time understanding is how you can separate Slave\Purging feature from others. I'm not against it (as it's totally up to PDX to decide), just technically. Those two, purging especially, sound like very important. Especially the ability to expel POPs instead of purging.

We're not removing the ability to enslave or purge, it's only the special-flavor types of purging/slaving that are expansion locked. Displacement is also available to everyone, as the DD explicitly says.

At the end of the day, developing Stellaris not free. We have to charge for some things, and in this case we choose to keep most of this massive feature free and charge for extra flavor.
 
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Edit: Nevermind, someone fixed the typo. And, looks great, can't wait to try this out!
 
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General Retreat

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That machine-gun popping noise is the sound of minds blowing. :D

1.5 looks set to be absolutely amazing!
 
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Tim_Ward

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ACHIEVEMENT UNLOCKED: Lunch Hour Reading
Post a dev diary at lunch time (GMT) so I don't have to sneakily read on my phone

Also, is it me or is 1.5 going to be frigging huge? [--------------------------] Like, more than all the previous patches combined huge.
 
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Please tell me there's going to be a 'Tasty' Trait that increases the food output of Livestock or increase happiness of others if held as such. At least have mod hooks for something like this.
 
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Cri11e

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Amazing additions!! I have a question/recommendation regarding empire creation though:
It would be cool if you could create more species in empire creation screen e.g. a battle thrall species with traits for combat and a another specie on the same planet. There could be many different variations that would work well with the stuff mentioned in this devdiary.
 

Asiak

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Sounds amazing. And I could be wrong but it sounds above and beyond what any other similar type games has to offer in terms of species management. Distant Worlds was even more lacking in these types of tools and I don't remember What Gal Civ offered.

Half way through I did stop reading and thing oh god how are they going to interface all of these options. But that pop up is a nice easy way to do it.

Migration Controls determines whether a species is allowed to freely migrate between worlds or not. This is always enabled for slaves and pops that are being purged.

You did intend to write enabled here? I read that and said wait why are slaves and pops destined to death able to move freely through my empire? Perhaps this is a mistype and you meant disabled, or it isn't and it's enabled for systematic purposes probably for the purge methods that require freedom of movement?
 
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Very, very excited for this! The Livestock/Domestic slavery options especially interest me.

@Wiz Can you assign individual POP units specific types of slavery, or is it purely on a per-species basis? Can you play cannibals? Would it be possible to have an enslaved species where some are Domestic slaves and some are Livestock?
 

Milten

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Oh boy, this 1.5 feature list just never stops.
Migration Controls determines whether a species is allowed to freely migrate between worlds or not. This is always enabled for slaves and pops that are being purged.
So we have no means of stopping slaves/purged from running away?
Livestock: This represents a species that is regularly culled to be used as food. Livestock produce a fixed number of extra food, but are completely unable to produce any other kind of resource.
Not quite understood this one. Does it mean that any kind of buildings is useless to them or just everything except farms?
 

Tekadiel

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Damm, Stellaris has become grimdark. But it sounds very interesting. One thing though: I would prefer it if consumer goods would be produced in factories at mineral costs instead of being a a penalty to minderal production. If so, consumer goods could also be traded which would help to differentiate these endless mineral vs energy trades.
 
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