|
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.
|
# ? Aug 23, 2018 12:49 |
|
|
# ? May 25, 2024 13:51 |
|
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.
|
# ? Aug 23, 2018 12:58 |
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 |
|
# ? Aug 23, 2018 13:00 |
|
canepazzo posted:Migration: Habitability is a major factor, yeah.
|
# ? Aug 23, 2018 13:15 |
|
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?
|
# ? Aug 23, 2018 13:17 |
|
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?
|
# ? Aug 23, 2018 13:27 |
|
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)?
|
# ? Aug 23, 2018 13:30 |
|
Aethernet posted:Edit: more explicitly, can you purge by strata or job type?
|
# ? Aug 23, 2018 13:31 |
|
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.
|
# ? Aug 23, 2018 13:34 |
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.
|
|
# ? Aug 23, 2018 13:36 |
|
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.
|
# ? Aug 23, 2018 13:38 |
|
quote:constructing a bunch of Robot Pops with mining equipment will likely see your organic Miners losing their jobs in short order
|
# ? Aug 23, 2018 13:47 |
|
Crime in Stellaris... Oh yeah. Good updates, wiz. Any word if the Leader system will be touched in this update?
|
# ? Aug 23, 2018 13:53 |
|
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.
|
# ? Aug 23, 2018 13:55 |
Wonder if ethics shift/faction joining will change depending on POP strata and housing/employment, as well as their happiness.
|
|
# ? Aug 23, 2018 14:06 |
|
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 |
# ? Aug 23, 2018 14:14 |
|
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.
|
# ? Aug 23, 2018 14:17 |
|
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.
|
# ? Aug 23, 2018 14:24 |
|
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?
|
# ? Aug 23, 2018 14:26 |
|
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.
|
# ? Aug 23, 2018 14:50 |
|
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)
|
# ? Aug 23, 2018 15:31 |
|
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.
|
# ? Aug 23, 2018 16:06 |
|
Aethernet posted:https://twitter.com/Martin_Anward/status/1032644533132165120?s=19 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 |
# ? Aug 23, 2018 16:09 |
|
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.
|
# ? Aug 23, 2018 16:09 |
|
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.
|
# ? Aug 23, 2018 16:11 |
|
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.
|
# ? Aug 23, 2018 16:16 |
|
Aethernet posted:I would happily pay for a Sexy Planets DLC.
|
# ? Aug 23, 2018 16:21 |
|
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. 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.
|
# ? Aug 23, 2018 16:31 |
|
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.
|
# ? Aug 23, 2018 16:33 |
|
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.
|
# ? Aug 23, 2018 16:42 |
|
OwlFancier posted:So, reading the dev diaries we know: 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.
|
# ? Aug 23, 2018 16:45 |
|
Aethernet posted:Wouldn't they be refugees rather than unemployed at that point? 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.
|
# ? Aug 23, 2018 16:46 |
|
I've got a feeling that districts could be targeted by bombardment now rather than buildings
|
# ? Aug 23, 2018 16:46 |
|
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. Seriously, excited to do this in multiplayer.
|
# ? Aug 23, 2018 16:59 |
|
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.
|
# ? Aug 23, 2018 17:14 |
|
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.
|
# ? Aug 23, 2018 17:15 |
|
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.
|
# ? Aug 23, 2018 17:30 |
|
Man, Xanth is a really unfortunate planet name.
|
# ? Aug 23, 2018 17:44 |
|
https://twitter.com/Martin_Anward/status/1032673242534891520
|
# ? Aug 23, 2018 18:02 |
|
|
# ? May 25, 2024 13:51 |
|
Well that was fast.
|
# ? Aug 23, 2018 18:04 |