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Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Pops, jobs and demographics are the topic of this week's diary:
https://twitter.com/Martin_Anward/status/1032594610282004481

Why not give it a whirl?

Hoping next week we begin to touch on things we haven't been teased about yet.

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turn off the TV
Aug 4, 2010

moderately annoying

Psychotic Weasel posted:

Hoping next week we begin to touch on things we haven't been teased about yet.

I haven't heard anything about dissent, stability or crime so far.

canepazzo
May 29, 2006



Migration:

"when choosing a Species to grow, planets will generally prioritize Species that are under-represented on the planet"

Will habitability be a factor?

I'm loving the changes so far, love the kind of organic growth your planets will get.

canepazzo fucked around with this message at 13:05 on Aug 23, 2018

Wiz
May 16, 2004

Nap Ghost

canepazzo posted:

Migration:

"when choosing a Species to grow, planets will generally prioritize Species that are under-represented on the planet"

Will habitability be a factor?

I'm loving the changes so far, love the kind of organic growth your planets will get.

Habitability is a major factor, yeah.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
I like the idea of being less able to explicitly manage your pops, as this will give them far greater character. The population and migration/emigration mechanics sound absolutely fascinating. I'm slightly unclear, mind you, on the causes of unemployment: how might the unemployed ruler in the example be rendered unemployed? A change of government or ethics? Is there an option for a revolution where you hang all previous nobles to avoid their unhappiness effects?

Edit: more explicitly, can you purge by strata or job type?

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Interesting change with the pop growth mechanics - should make growing your empire much slower now that only one species can grow at a time and you dont have planets instantly filling with new arrivals a year or two after being settled.

Would like to see more on how populations fill out now since you no longer have direct control over who goes where. Robots being stationary now is also a huge change. Can you still colonize shithole planets with them in preparation for other species to move in?

GunnerJ
Aug 1, 2005

Do you think this is funny?
Something still a bit unclear to me from the dev diary: Do planets have an absolute population cap? Or is it possible for there to be more pops than the maximum possible amount of housing from districts (as opposed to there just being more pops than currently available housing, though more housing could be provided by making new districts)?

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Aethernet posted:

Edit: more explicitly, can you purge by strata or job type?
Stellaris 2.2: Eat The Rich

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

GunnerJ posted:

Something still a bit unclear to me from the dev diary: Do planets have an absolute population cap? Or is it possible for there to be more pops than the maximum possible amount of housing from districts (as opposed to there just being more pops than currently available housing, though more housing could be provided by making new districts)?

I thought it was explicit that the cap is soft - your pops keep growing but get more and more unhappy with lower amounts of housing, and get a greater push to emigrate. I imagine technology will increase housing provided by buildings and districts so you're not forced into lebensraum policies.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

This looks like it will be so much more interesting. I almost always play some form of xenophile, so I’m glad that these changes seem to be promoting lots of species mixing it up together all over the empire.

GunnerJ
Aug 1, 2005

Do you think this is funny?

Aethernet posted:

I thought it was explicit that the cap is soft - your pops keep growing but get more and more unhappy with lower amounts of housing, and get a greater push to emigrate. I imagine technology will increase housing provided by buildings and districts so you're not forced into lebensraum policies.

Well there's two caps I'm thinking about. One is housing available at the moment, which might go up as you build more districts. The other is the planet size, which as I understand it limits the number of districts you can build. So at a certain point, absent some special modifier, there is a hard cap on how much housing can be on a planet. I think the dev diary implies that population can grow even beyond that (but be really upset about being homeless and looking to emigrate for as long as pops grow on the planet) but wasn't sure because that sounds like a very big, and welcome, change.

Truga
May 4, 2014
Lipstick Apathy

quote:

constructing a bunch of Robot Pops with mining equipment will likely see your organic Miners losing their jobs in short order
:yeshaha:

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Crime in Stellaris... Oh yeah. Good updates, wiz.

Any word if the Leader system will be touched in this update?

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
It'd probably break the game wide open but I'd love to be able to shift jobs into different strata. Either free-form or by like the Mining Guilds and Technocracy civics bumping miners/sciencers up a social class.

canepazzo
May 29, 2006



Wonder if ethics shift/faction joining will change depending on POP strata and housing/employment, as well as their happiness.

Demiurge4
Aug 10, 2011

So what happens if I conquer a planet with a species that shares my native habitability type? Will the game stop growing my founding pop to get parity with this new pop on all my planets?

Also how does updating robots work in the new system? Is it still manual or will roboticists automatically update old robots if I update their template?

Edit: In fact how does the game decide which robot to build in the first place? If I have a design for mining, farming, entertainment and war, will it build one based on which organic jobs it can replace or will it cycle through them to keep 1:1 parity between designs on every planet?

Demiurge4 fucked around with this message at 14:20 on Aug 23, 2018

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


I am pleased that I will not have to juggle spaces between my weak mechanist geckos and the robots they build to lift all the things their skinny little arms can't.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Fast breeding repugnant nomads gonna be even more insufferable with this update if you're an egalitarian who has to maintain migration treaties for faction happiness. Can't keep them away by simply maxing out your available tiles anymore. :v:

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Demiurge4 posted:

Edit: In fact how does the game decide which robot to build in the first place? If I have a design for mining, farming, entertainment and war, will it build one based on which organic jobs it can replace or will it cycle through them to keep 1:1 parity between designs on every planet?
I got the impression building robots was still a player controlled thing.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Demiurge4 posted:

So what happens if I conquer a planet with a species that shares my native habitability type? Will the game stop growing my founding pop to get parity with this new pop on all my planets?

Depends on what rights you give them. If the new aliens only have residency, no they're second class citizens and if anything will be displaced to grow more of your founders not the other way around. But if you make them full citizens the game will prioritize growing them. Although it still should't exclusively grow them until there's parity, just grow them more often than your founders as long as they're less numerous and have the same rights.

hobbesmaster
Jan 28, 2008

The very first question in the dev diary thread on the paradox forums:

quote:

1. What happens to ruler POPs that hold 'obsolete' jobs after a civic change? (e.g. nobles after removing the aristocratic elite civic)

:thermidor:

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
https://twitter.com/Martin_Anward/status/1032644533132165120?s=19

I dunno. I'd like to see buildings in the top picture, to demonstrate that the planet is changing when you build stuff. Rows upon rows of kelp farms, that's what I want.

Wiz
May 16, 2004

Nap Ghost

Aethernet posted:

https://twitter.com/Martin_Anward/status/1032644533132165120?s=19

I dunno. I'd like to see buildings in the top picture, to demonstrate that the planet is changing when you build stuff. Rows upon rows of kelp farms, that's what I want.

So would I, but I honestly don't think we can do it with our current art budget. Maybe in a limited fashion, or sometime in a later update.

Wiz fucked around with this message at 16:11 on Aug 23, 2018

Nickiepoo
Jun 24, 2013

Aethernet posted:

I dunno. I'd like to see buildings in the top picture, to demonstrate that the planet is changing when you build stuff. Rows upon rows of kelp farms, that's what I want.

This would be neato yes.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
I don't mind that look,though I do wonder how crowded the screen may get if you have dozens of pops in a job and the icons get all bunched up.

I'm with you on a more planet graphics and having the planet view shift with the way the planet is being developed. Love having more personalized visuals.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Wiz posted:

So would I, but I honestly don't think we can do it with our current art budget. Maybe in a limited fashion, or sometime in a later update.

I would happily pay for a Sexy Planets DLC.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Aethernet posted:

I would happily pay for a Sexy Planets DLC.

OwlFancier
Aug 22, 2013

Gadzuko posted:

I don't think the current system would support that exactly since it's based entirely on casus belli as opposed to a points system like it used to be. I would like to see some kind of change along those lines though. Maybe open borders only applies one way if you win a Humiliate victory? That would give humiliation more of a reason for existing than it currently has.

Also, while I'm wishing, a way to declare war and only enforce certain claims would be really nice. Or to temporarily abandon claims mid war. I got screwed hard one game when I had claimed the entirety of one empire, was handily on my way cleaning up their systems, when a neutral third party decided to jump in and occupy their capital and a couple other worlds. Suddenly it was impossible for me to win because of the unoccupied claims malus, and I had to wait years for their weariness to tick up high enough that I could even claim a status quo. Not a great experience.

You could add in a new button for status quo (closed borders) that costs a bit more. It obviously doesn't apply for total victories, and it shouldn't be an option for a white peace.

turn off the TV
Aug 4, 2010

moderately annoying

Add a generic graphic for mining, agriculture and generator districts that are shared between all city sets and in two weeks some modder will have drawn districts for each city type anyways.

OwlFancier
Aug 22, 2013

So, reading the dev diaries we know:

1. Buildings provide specialist jobs, but are generally quite expensive.

2. Pops do not like taking jobs below their previous stratum.

So, that seems like it could have some... interesting effects if you bombard a planet and destroy its buildings, producing a lot of now unemployed scientists and nobles.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

OwlFancier posted:

So, reading the dev diaries we know:

1. Buildings provide specialist jobs, but are generally quite expensive.

2. Pops do not like taking jobs below their previous stratum.

So, that seems like it could have some... interesting effects if you bombard a planet and destroy its buildings, producing a lot of now unemployed scientists and nobles.

Wouldn't they be refugees rather than unemployed at that point?

I mean, we don't think of people fleeing the war in Syria as jobseekers.

OwlFancier
Aug 22, 2013

Aethernet posted:

Wouldn't they be refugees rather than unemployed at that point?

I mean, we don't think of people fleeing the war in Syria as jobseekers.

Depends on whether they leave, if they stay on the planet presumably they're just unemployed, and very unhappy at the prospect of becoming miners to rebuild the planet.

Interesting idea for an edict though: War Economy: Makes people temporarily more willing to change job role.

Rumda
Nov 4, 2009

Moth Lesbian Comrade
I've got a feeling that districts could be targeted by bombardment now rather than buildings

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

isndl posted:

Fast breeding repugnant nomads gonna be even more insufferable with this update if you're an egalitarian who has to maintain migration treaties for faction happiness. Can't keep them away by simply maxing out your available tiles anymore. :v:

Seriously, excited to do this in multiplayer.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Wiz posted:

So would I, but I honestly don't think we can do it with our current art budget. Maybe in a limited fashion, or sometime in a later update.
It could be neat if the backgrounds of the jobs were a mix of buildings and other sources. Like, one farmer on the kelp farm background, another farmer on the continental tile+farm building up there etc. Wouldn't have to match up exactly with the actual numbers of each source, just a nice mix of appropriate tiles.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Wiz posted:

So would I, but I honestly don't think we can do it with our current art budget. Maybe in a limited fashion, or sometime in a later update.

Procedurally generated planetary images. There, now it's not art it's technology development. Totally different budget.

DrSunshine
Mar 23, 2009

Did I just say that out loud~~?!!!

Wiz posted:

So would I, but I honestly don't think we can do it with our current art budget. Maybe in a limited fashion, or sometime in a later update.

Oh that would be cool. Kind of like Civ II's throne room screen or Civ3's palace.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Man, Xanth is a really unfortunate planet name.

GunnerJ
Aug 1, 2005

Do you think this is funny?
https://twitter.com/Martin_Anward/status/1032673242534891520

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Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Well that was fast.

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