Population

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This article is for the PC version of Stellaris only.
Demographics in a multispecies empire

Population, also known as Pop.png pops, is the center of productivity and political action within an empire. They provide resources by working in Pop job.png jobs created by District.png districts and Building buildings, and also produce Unity.png unity if they are part of a specific Menu icon factions.png faction.

Demographics[edit | edit source]

Each planet has three variables that determine its demographic dynamics. At any time a planet can have only one growing pop, one declining pop and one assembling pop, and their speeds determine the demographics.

Pop growth[edit | edit source]

Growth as a function of planet capacity and population

Mod pop growth speed.png Pop growth represents the increase in population from natural reproduction and immigration. Its unit of measurement is pop per month. Growth points accumulate every month by adding the month's pop growth, and after reaching a growth progress goal a new pop appears. The growth progress goal is dynamic and depends on the total empire population: growth progress goal = 100 + growth required scaling × total empire population

The growth required scaling value is a game setting. The more pops a empire has the more growth points are needed to be accumulated for the next pop.

Monthly Mod pop growth speed.png pop growth is a function of

  • the base pop growth: a sum 3.0 pop/month and pop growth from pops
  • percent bonuses for pop growth
  • Migration migration per month
  • percent bonuses for pop migration:

The base pop growth is depends on the number of pops on the planet and a logistic curve-like dictated by the Mod planet carry cap add.png planet capacity value. Then pop growth modifiers are applied. And lastly pop growth from immigration/emigration is added/subtracted with its modifiers.

Base population growth formula:
Condition Formula
Graph Pop vs Planet Cap vs Growth
Amount of pops on the planet (X axis). Planet capacity (Y axis). Color and value - pop growth. Marked regions: Light Orange - zero growth, Cyan - minimal growth (0.3 per months), Pink - overcrowding, Light Green and Green - standard growth (3.0) and better, Gold - growth cap (4.5). Values on the border of the Gold zone are the corresponding values for population amount for that cell - to make lookup convenient

On the left is a plot of base population growth as a function of the planet's population from 1 to 99 (X axis) and the planet's capacity from 15 to 104 (Y axis). For reference a number of planet capacity values for zero development cases are given in the table:

value planet type value planet type
15 small Habitat 63 Ring World Sector
21 medium Habitat 83 Planet size 20
29 big Habitat 103 Planet size 25
62 Planet size 12

Base pop growth values spawn between minimum of 0.3 per month (Cyan color) and the maximum value of growth per month (Gold color on the graph). The logistic growth ceiling game setting determines the maximum base growth. By default: ; .

The plot of the base pop growth has the following features:

feature Value Color Growth Condition
plateau 0 Light Orange no growth extreme overpopulation
slope 0 - 3.0 Pink bellow average growth but with overcrowding
plateau 3.0 Light Green standard 3.0 and no pop growth from pops seen for planets of all sizes in the case of a small population
slope 3.0 - 4.5 Green good growth not yet optimal condition
plateau 4.5 Gold maximum pop growth Optimal condition for pop growth


Species can be chosen manually for growth if the Menu icon policies.pngPopulation Controls policy is set to Allowed. Otherwise it is done automatically following in game logic: any species existing on the planet or which has immigration access to the planet may be selected to grow there. When choosing a species to grow, planets will generally prioritize species that are under-represented on the planet and have citizenship equal to that of the already existing species. If immigration access is lost to all planets containing the currently selected species, a new species will be selected and all existing growth progress will be erased.

Pop growth stops when a planet is 15% overcrowded and has 5 pops without housing. Pops start to decline when a planet is 25% overcrowded. Mod planet carry cap add.png Planet capacity is capped at 500, regardless of free housing or unblocked districts. Pops can go over 500 and will not stop growing (or decline) until the required housing exceeds available housing by 15% (or 25%).

Mod habitability.png Habitability is an important pop growth modifier. Pops on low habitability planets will reproduce slower and migrate. Every 1% reduction of habitability below 100% reduces Mod pop growth speed.png species growth by −0.5%. At 0% Habitability pops have −50% growth speed.

Migration[edit | edit source]

Migration Migration is calculated by subtracting emigration push from immigration pull, both of which are determined by factors such as Housing.png housing, Stability.png stability and Job default.png unemployment. A planet with more emigration than immigration will have its Mod pop growth speed.png growth speed lowered and the amount lowered will be added to potential immigration targets. Planets with higher immigration pull will receive a greater share of this migration, which is converted directly into pop growth. Signing a Diplomacy migration pact.png migration treaty will allow migration to and from another empire's planets. A newly colonized planet gains +100 immigration pull and divides a total of +50 emigration push between all developed planets, until Time 15 years have passed or the colony has 10 Pop.png pops.

Mod habitability.png 40% habitability is the minimum that will be considered for automatic migration.

Growth weight[edit | edit source]

The exact mechanics by which a new pop is selected for growing/assembly is not fully known. However a bunch of values can be extracted from the Stellaris/common/defines/00_defines.txt file.

Name Value Description
New_Pop_Species_Randomness 0.5 The higher this is, the more random species selection of new pops will be
New_Pop_Same_Species_Weight 1.0 The higher this is, the more new pops will be weighted by number of same or subspecies pops
New_Pop_Exact_Species_Weight 0.5 The higher this is, the more new pops will be weighted by number of exact same species pops
New_Pop_Slavery_Weight 0.25 The higher this is, the more new pops will tend to be balanced between enslaved and non-enslaved species
New_Pop_Species_Div 0.05 The higher this is, the more planets will tend to grow species that are underrepresented on the planet
New_Pop_Habitability_Threshold 0.75 If habitability is under this, apply exponentially increasing penalties to new pop weight
New_Pop_Homeworld_Mult 2 Pops have increased weight for growing on their homeworld
New_Pop_Growth_Mod_Mult 0.33 How much does species growth mod trait matter for new pop weight
NEW_POP_Immigration_Mod_Mult 1 How much does species immigration growth mod trait matter for new pop weight (when there is immigration)
Pop_Decline_Threshold 3.0 A species will decline when there is another species with a growth priority this many times higher

Pop assembly[edit | edit source]

Pop assembly represents a planet's capacity for constructing Trait mechanical.png Mechanical, Machine unit.png Machine, or biological pops. Pop assembly can be either robotic or biological at a given time; both cannot be produced simultaneously. Once assembly points are reached, a new pop is created on the planet. Non-sapient robotic pops do not migrate but can create overcrowding and unemployment. The constructed template is the one with the highest number of used trait points, but can always be changed manually; unlike choosing a species to grow, this does not cause a penalty to assembly speed.

Pop assembly.png Robotic pop assembly is affected by traits and other modifiers.

Pop assembly organic.png Organic pop assembly is not affected by any traits or modifiers except for the following:

  • +5% per Job healthcare.png Medical Worker Job
  • −25% from Trait lithoid.png Lithoid
  • −75% from Trait necrophage.png Necrophage
Assembly type Monthly pop assembly points Source DLC Other requirements
Pop assembly.png Robotic pop assembly +2 Job roboticist.png Roboticist jobs Tech robotic workers.png Robotic Workers technology
+1 Job replicator.png Replicator jobs Synthetic Dawn.png Auth machine intelligence.png Machine Intelligence authority
Pop assembly organic.png Organic pop assembly +2 Job spawning drone.png Spawning Drone jobs Utopia.png Auth hive mind.png Hive Mind authority
+2 Job necromancer.png Reassigner jobs Necroids.pngMegaCorp.png Civic permanent employment.png Permanent Employment civic
+3 or +4.5 Building clone vats.png Clone Vats buildings Utopia.png Ap engineered evolution.png Engineered Evolution ascension perk, extra with Stem Cell Stimulation Stem Cell Stimulation
+2 to +15 Building ancient relics.png Ancient Clone Vat buildings DLC humanoids species pack.png Clone Army Clone Army origin
+0.02 Trait plantoid budding.png Each pop with the Budding trait DLC plantoids species pack.png
+0.05 Each pop with the Polymelic trait Leviathans.pngDistant Stars.png
Ancient Relics.pngAquatics.png
  • Genetic tradition complete
  • Tech leviathan transgenesis.png Leviathan Transgenesis technology
  • defeat Distant Stars.png Tiyanki Matriarch

Pop decline[edit | edit source]

Pop decline represents the decrease of certain species on the planet due to purging or severe overcrowding. A pop will disappear after 100 decline points have been accumulated. By default, decline rate is −5 decline points per month. Overcrowded planets that have over-represented species will have those species begin to decline in numbers and be replaced by newly growing, under-represented species that have equal citizenship. Purging a particular species will cause that species to decline more rapidly depending on the purge type; the decline factor from purging overrides natural decline factors.

Resettlement[edit | edit source]

Resettlement is the process of pops moving from one planet to another, more desirable one.

Automatic resettlement[edit | edit source]

Sapient, unemployed, free pops have a chance each month to automatically resettle to another planet with available jobs and housing and suitable habitability. If a Building slave processing.png Slave Processing Facility is active on the planet, enslaved pops and robots in servitude are also eligible. Pops cannot automatically resettle from planets that have been colonized for less than 61 months.

Migration Controls Migration controls will prevent this (except for sapient robots). Empires that outlaw slavery (and hence the slave processing facility) cannot enable automatic resettlement for robots in servitude.

A Transit Hub Transit Hub starbase building will increase the monthly chance of a pop automatically resettling.

Forced resettlement[edit | edit source]

If the empire's Menu icon policies.png Resettlement policy allows it, forced resettlement will instantly move a pop from one planet to another. This costs a base amount of Energy.png energy and Unity.png unity determined by the pop's stratum, which may be reduced by additional modifiers.

Pop Stratum Allowed? Mod pop resettlement cost mult.png Base cost
Energy.png Unity.png
Pop cat ruler.png Ruler Menu icon policies.png Policy 500 50
Pop cat specialist.png Specialist Menu icon policies.png Policy 250 25
Pop cat worker.png Worker Menu icon policies.png Policy 100 10
  • Pop cat complex drone.png Complex Drone
  • Pop cat simple drone.png Menial Drone
Yes.png Always 100 10
Pop cat slave.png Slave Menu icon policies.png Policy 50 0
Bio-Trophy Bio-Trophy Yes.png Always 100 25
  • Job purge.png Purging
  • Pop cat assimilation.png Assimilation
Yes.png Always 100 0
Job servant.png Robotic servitude Yes.png Always 100 0
Job criminal.png Subversive No.png Never n/a
Modifier source Mod pop resettlement cost mult.png Cost
Energy.png Unity.png
Menu icon edicts.png Evacuation Protocols edict −50%
Appropriation Appropriation tradition −33%
Operational Proxies Operational Proxies tradition −33%
Civic corvee system.png Corvee System civic +0% No cost
Civic subsumed will.png Subsumed Will civic +0% No cost
Civic machine ota updates.png OTA Updates civic +0% No cost
Trait primitive.png Starborn trait −25%
Nomadic.png Nomadic trait −25%
Sedentary.png Sedentary trait +25%

Happiness[edit | edit source]

Each pop in an empire has a Mod pop happiness.png happiness rating. It ranges from 0% to 100% and has a base level of 50%. Happiness determines approval rating when combined with stratum Mod pop political power.png political power, as well as the following effects:

  • Each point of happiness above 50 adds +1% Mod pop government ethic attraction.png governing ethics attraction to free pops and +2% Authoritarian.png Authoritarian ethics attraction to slaves.
  • Each point of happiness below 50 adds −1% Mod pop government ethic attraction.png governing ethics attraction to free pops and +10% Egalitarian.png Egalitarian ethics attraction to slaves.
  • Each point of happiness above 50 gives each pop −0.02 Job criminal.png crime, up to 0 per pop at 100% happiness.
  • Each point of Happiness below 50 gives each pop +0.02 Job criminal.png crime, up to +2 per pop at 0% happiness.

Fortunately, there are many ways to improve happiness in an empire. Planetary Menu icon edicts.png edicts, civics, Species right living standards.png living standards, permanent modifiers, Pm unknown.pngPm frame 2.png planet modifiers, and Ruler.png ruler traits can positively affect happiness. Events may have an impact on planetary or empire happiness for a limited time as well.

Approval rating[edit | edit source]

Pop approval rating is a measure of the population's support towards the empire. It is determined by the average Mod pop happiness.png happiness of each stratum, weighted by Mod pop political power.png political power. Pops without happiness are treated as having 50% happiness (for example: pops with Nerve Stapled.png Nerve Stapled trait, pops with Machine unit.png Machine trait). The displayed approval rating is rounded down, as is the displayed Stability.png stability bonus.

Note: Pop drones with the Civic machine servitor.png Rogue Servitor civic act like they have Mod pop political power.png political power = 0.09 and Bio-Trophy Bio-Trophy pops have Mod pop political power.png political power = 1 (only for the purpose of this formula).

Approval rating ranges from 0% to 100% and has a base level of 50%.

  • Each point of approval rating above 50% adds +0.6 Stability.png stability, up to +30 Stability.png stability at 100% approval rating.
  • Each point of approval rating below 50% adds −1 Stability.png stability, up to −50 Stability.png stability at 0% approval rating.

Upkeep[edit | edit source]

Upkeep of a pop heavily depends on the type of pop and the type of empire. Usually it consists of:

  • Base upkeep – some basic resource for the pop to sustain itself
  • Living Standards upkeep – an amount of Consumer goods.png consumer goods
  • Job upkeep – additional resources needed for the pop to preform its job
  • Housing needs – a planet wide resource for pops to live in
  • Amenities needs – a planet wide resource for pops to be happy about

Colony habitability lower than 100% for specific pop leads to penalties in the form of increased pop base upkeep and amenities needed for that pop.

See also: Colonization#Habitability

Base upkeep[edit | edit source]

Base upkeep is always 1 of a Basic resource.png basic resource per month, which depends on the type of pop and possibly its traits. Biological pops consume Food.png food, while Trait lithoid.png Lithoid pops consume Minerals.png minerals; Trait mechanical.png Mechanical pops (Trait robotic 1.png Robot and Machine unit.png Machine) consume Energy.png energy. Certain species traits can replace part or all of a biological species' base upkeep with energy as well. Fungoid or Plantoid pops with the Trait plantoid phototrophic.png Phototrophic trait replace half their base upkeep with Energy.png energy upkeep. As do pops with the Trait plantoid radiotrophic.png Radiotrophic trait, with the addition that they require no energy upkeep when living on a Planet nuked.png Tomb World. Trait voidling.png Voidling replaces all of a pop's base upkeep with Energy.png energy upkeep. Exotic Metabolism Exotic Metabolism adds Exotic gases.png 0.125 exotic gases upkeep and Trait cybernetic.png Cyborg traits add additional energy upkeep.

After base upkeep is determined, it can be modified by species, planet, or empire modifiers. For example, Trait zombie.png Zombie pops have −100% base upkeep. Although there is a hidden cap of −90% for the sum of modified applied, this makes base upkeep always non-zero. [1]

Note: Organic pops includes Biological and Trait lithoid.png Lithoid pops.

Base upkeep
Pop type Base Trait plantoid phototrophic.png Phototrophic Trait plantoid radiotrophic.png Radiotrophic Trait plantoid radiotrophic.pngPlanet nuked.png Radiotrophic Trait voidling.png Voidling
Biological Food.png 1.0 food
  • Food.png 0.5 food
  • Energy.png 0.5 energy
  • Food.png 0.5 food
  • Energy.png 0.5 energy
Food.png 0.5 food Energy.png 1.0 energy
Trait lithoid.png Lithoid Minerals.png 1.0 minerals No.png
  • Minerals.png 0.5 minerals
  • Energy.png 0.5 energy
Minerals.png 0.5 minerals Energy.png 1.0 energy
Trait mechanical.png Mechanical Energy.png 1.0 energy No.png No.png No.png No.png

Living standards upkeep[edit | edit source]

See also: Living standards

In addition to base upkeep, non-Gestalt pops, including Bio-Trophy Bio-Trophies, require a certain amount of Consumer goods.png consumer goods based on their living standards. Synthetic (Trait mechanical.png Mechanical) pops that are given citizen rights require consumer goods as well. The amount of consumer goods typically depends on the pop's stratum, but other modifiers can increase or decrease this amount.

Housing[edit | edit source]

Housing.png Housing represents the living space available for pops to live comfortably. Housing is primarily provided by districts, with District city.png city districts giving more housing than their resource-focused alternatives. Each pop requires 1 unit of housing by default but the housing demands of individual pops can change due to a variety of factors. If the number of pops exceeds the amount of housing it will cause Stability.png stability to drop by and a flat +50 planet emigration push.

As a rule of thumb, each resource district exactly pays for itself in terms of housing, while the pops that work building jobs need city districts (or housing buildings) for their housing, though the capital building provides some buffer before cities are needed. This applies equally to Planet city.png Ecumenopolises. The Civic agrarian idyll.png Agrarian Idyll civic gives extra housing to resource districts, allowing the empire to house its pops working building jobs mostly via resource districts. The Trans-Stellar Corporations tradition adds jobs to habitat trade districts, but does not match them with additional housing, making some residential districts necessary.

Amenities[edit | edit source]

Amenities.png Amenities represent the infrastructure and jobs dedicated to fulfilling the needs of the population on a given colony. Individualist empires obtain amenities from a variety of jobs while Gestalt consciousness.png Gestalt Consciousness empires obtain them primarily from Job maintenance drone.png Maintenance Drone jobs. High amenities grant increased Mod pop happiness.png happiness to citizen pops in regular empires and increased Stability.png stability in Gestalt consciousness.png Gestalt Consciousness empires, while insufficient amenities will lower pops' happiness (or stability, for Gestalts) on the colony.

Pops have a base amenity requirement of Amenities.png 1 Amenities, Pop cat slave.png slaves require 0.75, and non-citizen Robots require 0.5. The shown Amenities.png amenities value is the available amenities value, or the surplus. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers.Amenities.png 5 Amenities are always lost on every colony due to inefficiencies. The formula for available amenities (or extra amenities) is the following:

One impactful upkeep modifier is the effect of subprime habitability on the specific pop.

Most values representing amenities are rounded to the closest integer value (the tie-breaking rule is unknown), except for amenities from pop jobs - it is rounded down.

The formula for available amenities or amenities deficit effect on a planet's Mod pop happiness.png happiness (Stability.png stability for Gestalt empires) is not strictly linear, with less effect for extra amenities than missing amenities.[2]

The formula for extra amenities (available amenities > 0 case) contributing to Mod pop happiness.png happiness is:

In other words, it scales from +0% with 0 available amenities, to +20% with twice as many available amenities as necessary.

The formula for a amenities deficit (available amenities < 0 case) affecting Mod pop happiness.png happiness is:

In other words, it scales from +0% with 0 available amenities, to −50% when the planet has less than 25% of amenities needed.

Note: for readability reasons in the formulas above for the happiness effect as a function of amenities the rounding operations are noted as rounding down when in reality rounding to the nearest integer is used. The Stability.png stability bonus or penalty received by Gestalt consciousness.png Gestalt Consciousness empires from amenities in a colony by value is the same %-value a non-Gestalt empire gets in Mod pop happiness.png happiness (the formulas above can be used).

Amenities can be affected on an empire-wide basis by the following:

Source Amenities
Tech artificial moral codes.png Artificial Moral Codes technology +5%
Building Executive Retreat branch office building +10%
Job entertainer.png Resort World +15%
Decision consecrated worlds.png Profane Consecrated World +1%
Decision consecrated worlds.png Respected Consecrated World +2%
Decision consecrated worlds.png Venerated Consecrated World +3%
Decision consecrated worlds.png Holy World Consecrated World +4%
Tech mega art.png Mega Art Installation (stage I) +5%
Tech mega art.png Mega Art Installation (stage II) +10%
Tech mega art.png Mega Art Installation (completed) +15%
Tech mega art.png Mega Art Installation (perfection) +20%
Ancient Relics.png Vultaum Star Assembly secrets special project +20%
Source Amenities usage
Ap one vision.png One Vision ascension perk −10%
R orb insight.png Vultaum Reality Perforator relic −10%
Resolution ecological protection.png Ecological Protection resolution 2 −5%
Decision politics.png Discourage Planetary Growth decision +25%
Species right citizenship.png Resident citizenship status −25%
Civic ascetic.png Ascetic −15%

Stratum[edit | edit source]

Strata represent pops' social classes. The higher a pop's stratum, the more political power they have and the more Consumer goods.png consumer goods they require for upkeep, according to their living standard. It also determines the resettlement cost. Resettlement costs no Unity.png unity if the empire has the Civic corvee system.png Corvée System, Civic subsumed will.png Subsumed Will, or Civic machine ota updates.png OTA Updates civic, or if the pop is enslaved or a non-sentient robot.

If a pop takes a job above its stratum, it will be promoted to the higher stratum. If there are no available jobs of equal or higher stratum the pop will become unemployed, slowly demoting in stratum and causing Mod pop happiness.png happiness penalties in most living standards. The Civic shared burdens.png Shared Burdens civic and living standards each reduce demotion time by −45%, the Kinship Kinship tradition reduces it by −75%, and being in default reduces it by −50%. Pop cat slave.png Slaves demote instantly, regardless of stratum.

Stratum Rank Demotion time Requirements Output modifiers
Pop cat ruler.png Ruler 3 Time 1800 No.pngGestalt consciousness.png Gestalt Consciousness
Modifiers0
  • +40% Trait clone soldier ascendant.png Clone Soldier Ascendant trait
  • +10% Civic shadow council.png Shadow Council civic
  • +5% Trait necrophage.png Necrophage trait
Pop cat specialist.png Specialist 2 Time 900 No.pngGestalt consciousness.png Gestalt Consciousness
Modifiers0
  • +25% Trait clone soldier ascendant.png Clone Soldier Ascendant trait
  • +10% Civic meritocracy.png Meritocracy civic
  • +10% Fanatic Egalitarian.png Fanatic Egalitarian ethic
  • +10% Species right living standards.png Academic Privilege living standards
  • +5% Egalitarian.png Egalitarian ethic
  • +5% Trait necrophage.png Necrophage trait
  • +5% Pursuit of Profit Pursuit of Profit/Creative Collectives tradition
Pop cat worker.png Worker 1 N/A No.pngGestalt consciousness.png Gestalt Consciousness
Modifiers0
  • +10% Fanatic Authoritarian.png Fanatic Authoritarian ethic
  • +5% Authoritarian.png Authoritarian ethic
  • +5% Workplace Motivators Workplace Motivators tradition
  • +10% Job livestock.png Rural World designation
  • +5% Very Strong.png Very Strong species trait
  • +2.5% Strong.png Strong species trait
  • +2.5% Resolution industrial development.png Industrial Development resolution 1
  • +5% Resolution industrial development.png Industrial Development resolution 2
  • +7.5% Resolution industrial development.png Industrial Development resolution 3
  • +10% Resolution industrial development.png Industrial Development resolution 4
  • −2.5% Weak.png Weak species trait
  • −10% Trait necrophage.png Necrophage trait
Pop cat complex drone.png Complex Drone 0 Instant Gestalt consciousness.png Gestalt Consciousness
Modifiers0
  • +20% Menu icon policies.png Manufacturing Focus production policy
  • +5% Empire Capital Machine Capital designation
  • +5% Building Nest Planet designation
  • +5% Building Machine Nexus designation
  • +5% Pursuit of Profit Peak Performance/Neural Signal Boosters tradition
  • +1% per Bio-Trophy Bio-trophy "employed" on planet
  • −20% Menu icon policies.png Extraction Focus production policy
Pop cat simple drone.png Menial Drone 0 N/A Gestalt consciousness.png Gestalt Consciousness
Modifiers0
  • +20% Menu icon policies.png Extraction Focus production policy
  • +10% Colony type fringe.png Fringe Planet designation
  • +5% Empire Capital Machine Capital designation
  • +5% Colony type urban.png Hive World designation
  • +5% Colony type urban.png Machine World designation
  • +5% Drone Network iconify domination tradition
  • −20% Menu icon policies.png Manufacturing Focus production policy
Bio-Trophy Bio-Trophy 0 N/A Organic species in a Civic machine servitor.png Rogue Servitor empire
Modifiers0
  • +10% Decision museum.png Send Artifacts to Organic Sanctuaries decision
Job purge.png Undesirable 0 N/A Undesirables Species right citizenship.png citizenship
Pop cat assimilation.png Assimilation 0 N/A Assimilation Species right citizenship.png citizenship
Job criminal.png Criminal 1 Instant High Job criminal.png crime
Job criminal.png Deviant Drone 2 Instant High Job criminal.png deviancy in Auth hive mind.png Hive Mind empires
Job criminal.png Corrupt Drone 2 Instant High Job criminal.png deviancy in Auth machine intelligence.png Machine Intelligence empires
Bio-Trophy Pre-sapient 0 N/A Pre-sapients
Job fe hedonist.png Precursor 3 Time 5 Fallen Empire
Job fe xeno ward.png Primitive 0 N/A Alien pops on The Preserve

Slavery[edit | edit source]

Entire species can be enslaved by giving them a certain citizenship, which opens a new tab in the Species Rights menu called Slavery Type that determines what are the effects of slavery.

Species right citizenship.png Citizenship Slavery requirements Notes
Slaves Species is alien and the empire is Authoritarian.pngFanatic Authoritarian.png Authoritarian, Xenophobe.pngFanatic Xenophobe.png Xenophobe, or Gestalt consciousness.png Gestalt Consciousness
Servitude Species is robot and the empire has the Servitude Artificial Intelligence policy If Synthetic Dawn.png Synthetic Dawn is active, setting this may cause a robot uprising.
Any Civic slaver guilds.png Slaver Guilds or Civic indentured assets.png Indentured Assets civics Up to 35% of the pops are enslaved if the world does not have enough pops with the Slaves or Servitude citizenship
Grid amalgamation

Enslaved pops also use only Amenities.png 0.75 amenities and Housing.png 0.75 housing (instead of 1), which can be further reduced if the Slavery.png slavery type is Servitude or Livestock. They also have a Mod pop resettlement cost mult.png resettlement cost of just Energy.png 50 energy. Enslaved pops cannot join factions and have only Mod pop political power.png 25% political power, or 18.7% if a Slave Processing Facility is present on the planet. However, they can still increase Job criminal.png crime if they're too unhappy.

Low Stability.png stability is more dangerous when enslaved pops are present on a planet. Normally dangerous events can only occur if it's lower than 25, but if any pop is enslaved it should be kept above 40.

Slaves, workers and specialists[edit | edit source]

In addition to the slave resource output modifiers, worker resource output modifiers can also affect slaves in worker jobs. As of 3.0.1, slaves in specialist jobs are affected by specialist output modifiers, but not by slave resource output modifiers, if in Indentured Servitude.

  • Slaves working on Job miner.png miner jobs can benefit from Pop cat worker.png worker resource output modifiers, such as Authoritarian.png Authoritarian and Strong.png Strong.

If a modifier affects the resource output of both workers and slaves, it actually affects slaves in worker jobs twice.

  • The Menu icon edicts.png Extended Shifts edict increases slaves resource output by +10% and workers resource output by +10%, resulting in an total +20% bonus to slaves in worker jobs.

Modifiers that affect workers aside from the resource output ones don't affect slaves.

  • The Menu icon edicts.png Extended Shifts edict decreases slaves' happiness by −10% and worker happiness by −10%. It does not cause the slaves to suffer −20% happiness.

Ethics attraction modifiers[edit | edit source]

Mod pop ethic shift.png Ethics divergence is where a pop or group of pops decide to follow a different ethic than the general population. A materialist pop may decide to follow a more spiritual path and a pacifist culture might decide that peace is the path of the weak.

Each pop in an empire will only embrace a single, non-fanatic ethic. At the start of the game, the population will be made of the empire's governing ethics. As population expands and eventually is divided over various planets and sectors, certain segments may decide to adopt values that are different from the core values of the species due to various circumstances in and around the empire.

Each ethic has a certain attraction value attached for all pops, depending on both the empire's situation and their own. Each pop can only switch ethics once per year. The exact values and options that influence the attraction levels of certain ethics can be found at Ethics attraction. The attraction factors of ethics can be amplified by certain circumstances such as policies or traits.

Having a positive ethics attraction effect will let all actions that increase attraction to the government ethics result in even more attraction, and negative amounts will be decreased. With a modifier of 50%, an action that would increase attraction by 2 would instead increase by 3.

Hovering over a pop's ethic will display the attraction towards all ethics.

Robots[edit | edit source]

Sentient humanoid robot

Robots are artificial pops and can be constructed once the required technology becomes available. They have the Trait mechanical.png Mechanical trait, giving them Mod habitability.png +200% habitability on any planet. Robots can be given new traits via robo-modding, and the species template with the highest number of used trait points will be built by default. A different template can be specified for each planet.

The jobs a robot can have are limited by the highest robot technology researched. If an empire researches the Synthetics Synthetics technology with AI policy set to Servitude or Citizen Rights, all robots immediately become sapient, gain ethics, are affected by empire and planetary Mod pop happiness.png happiness modifiers and contribute toJob criminal.png crime. With Citizen Rights they also become affected by all Mod pop happiness.png happiness modifiers.

Tech level Maximum stratum Can colonize Sapient
Tech robotic workers.png Robotic Workers Pop cat worker.png Worker No.png No.png
Droids Droids Pop cat specialist.png Specialist (except Job researcher.png Researcher, Bureaucrat Bureaucrat and Job culture worker.png Culture Worker) if AI policy is set to Outlawed Yes.png No.png
Synthetics Synthetics
  • Pop cat ruler.png Ruler if AI policy is set to Citizen Rights
  • Pop cat specialist.png Specialist if AI policy is set to Servitude
  • Pop cat specialist.png Specialist (except Job researcher.png Researcher, Bureaucrat Bureaucrat and Job culture worker.png Culture Worker) if AI policy is set to Outlawed
Yes.png
  • No.png if AI policy is set to Outlawed
  • Yes.png if AI policy is set to Servitude or Citizen Rights

Robots without Citizen Rights require 50% less Housing.png housing and Amenities.png amenities and do not need Consumer goods.png consumer goods. If a planet with sapient robots is captured by an empire that doesn't have the Synthetics Synthetics technology, they lose their sapience, and if a planet with non-sapient robots is captured by an empire that has the Synthetics Synthetics technology and does not have the Outlawed Artificial Intelligence policy, they are immediately given sapience. Note that non-sapient robots can do all specialist jobs with Droids Droids tech, but not after researching Synthetics Synthetics tech.

  • It's possible to take the Ap synthetic evolution.png Synthetic Evolution ascension perk and turn all organic pops and leaders into synthetics.
  • Auth hive mind.png Hive Mind empires cannot build robots and will always purge all robots on their worlds.
  • As long as an empire has the Artificial Intelligence policy set to Servitude there is a risk of them starting an AI rebellion, if either the Synthetics or Sapient Combat Simulations techs have been researched.
  • Auth machine intelligence.png Machine Intelligence empires cannot build robots, but they can use them as drones if conquered from a regular empire or bought on the slave market. Robots in a Machine Intelligence empire can work all jobs and are not affected by happiness.

Purges[edit | edit source]

Purge.png Purges represent the systematic elimination of specific pops or entire species from an empire and can be done on a per pop or species basis.

Targeted pop purging still requires applying the species-wide Slavery.png slavery at minimum and it is limited to a basic extermination, although without production penalty. Gestalt consciousness.png Gestalt Consciousness empires can purge their pops of any composition freely, with exception of Bio-Trophy Bio-Trophies.

Species-wide purging is done by setting the species' Species right citizenship.png citizenship to Job purge.png Undesirables. Gestalt consciousness.png Gestalt Consciousness pops in empires of different authority are forced to be set as Undesirables, unless they can be assimilated. Therefore, gaining planets from a Gestalt Consciousness empire means that the planet will be lost when it is empty of the conquered pops if there is not at least one non-gestalt pop on it. There are also four special cases:

  • Pre-sapients can only be purged if the Menu icon policies.png Pre-Sapients policy is not set to Protected and they are automatically purged if it's set to Extermination.
  • Robots are automatically purged if the Menu icon policies.png Robotic Workers policy is set to Outlawed.
  • Synthetics can only be purged if the Menu icon policies.png Artificial Intelligence policy is not set to Citizen Rights.
  • Empires with the Evolutionary Mastery Evolutionary Mastery ascension perk can change the citizenship of hive mind pops to Pop cat assimilation.png Assimilation, which prevents them from being purged.

Fallen and Awakened Empires can choose not to purge Hive-Minded/Machine pops.

Having any species-wide purge is a negative issue for Xenophile factions, aside from the case of Gestalt consciousness.png Gestalt Consciousness pops and outlawed robots.

There are multiple types of purge available, determined by the Purge.png Purge Type species rights.

Type Monthly decline Effects Diplomacy opinion.png Loss Refugees chance Requirements Description DLC
Displacement 25
  • Mod pop happiness.png −30% Happiness
  • Pop housing usage −50% Pop housing usage
no 100%
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Not Genocidal empire
  • No.pngHive-minded.png Not Hive-Minded or Machine unit.png Machine species
  • No.pngTrait cybernetic.png Not Cybernetic species if empire is Civic machine assimilator.png Driven Assimilator
  • No.pngTrait mechanical.png Not Mechanical species, unless the pops are sapient
It's not that we drive them from their homes. Their homes are simply no longer theirs.
Extermination 100 Mod pop happiness.png −1000% Happiness yes 5%
  • No.pngCivic devouring swarm.png Not Devouring Swarm or Terravore
  • Trait mechanical.png Mechanical species or Menu icon policies.png Purge policy is Allowed
The extermination squads are efficient. The dissolution of entire populations naturally takes time, but they get the job done.
Neutering 10
  • Mod pop happiness.png −20% Happiness
no 0%
  • No.pngGestalt consciousness.png Not Gestalt Consciousness
  • No.pngHive-minded.png Not Hive-Minded or Machine unit.png Machine species
  • No.pngTrait mechanical.png Not Mechanical species, unless the pops are sapient
Think of it as a phasing-out of a people. Our nation goes to meet the future, only some will not be with us. Utopia.png
Forced Labor 50
  • Mod pop happiness.png −1000% Happiness
  • Food.png +3 Food
  • Minerals.png +3 Minerals
yes 25%
  • No.pngGestalt consciousness.png Not Gestalt Consciousness
  • No.pngHive-minded.png Not Hive-Minded or Machine unit.png Machine species
With this final sacrifice, they will at least have been of some use. Utopia.png
Processing 50
  • Mod pop happiness.png −1000% Happiness
  • Food.png +6 Food if species is biological
  • Minerals.png +4 Minerals if species is Trait lithoid.png Lithoid
  • Alloys.png +3 Alloys if species is Trait mechanical.pngMachine unit.png Robotic
yes 20%
  • No.pngAuth machine intelligence.png Machine Intelligence
  • No.pngTrait mechanical.pngMachine unit.png Not Robotic species
  • No.pngHive-minded.png Hive-Minded species
    • unless empire is Civic devouring swarm.png Devouring Swarm or Terravore
It is a sad but inescapable fact that some are destined to simply fuel the ambitions of their betters. Utopia.png
Chemical Processing 50
  • Mod pop happiness.png −1000% Happiness
  • Energy.png +6 Energy
yes 20%
  • Auth machine intelligence.png Machine Intelligence
  • No.pngTrait mechanical.pngMachine unit.png Not Robotic species
They will soon attain a more efficient form. Synthetic Dawn.png
Necrophage 20
  • Mod pop happiness.png −50% Happiness
  • Time Purged Pops are changed to primary species
yes 25%
  • Origins necrophage.png Necrophage origin
  • Menu icon policies.png Purge policy is Allowed
  • No.pngTrait mechanical.pngMachine unit.png Not Robotic species
Only the strongest may survive in a hostile galaxy. This way their journey may continue. Necroids.png

Refugees[edit | edit source]

Human refugees

Pops from other empires may flee to escape purges, slavery, resettlement, crisis bombardment, or as a result of land appropriation. Whether another empire is willing to accept those fleeing depends on its Refugees policy. Refugees will not head for empires where they have the Undesirables citizenship. Accepted refugee pops will get Mod pop happiness.png +20 happiness for 10 years.

Once refugees are generated they will head for any empire that will accept them with their Refugees policy following the following order:

  1. Mod habitability.png Habitability at least 70% and Housing.png housing at least 1
  2. Mod habitability.png Habitability at least 70%
  3. Mod habitability.png Habitability at least 50% and Housing.png housing at least 1
  4. Mod habitability.png Habitability at least 50%
  5. Mod habitability.png Habitability at least 20% and Housing.png housing at least 1
  6. Mod habitability.png Habitability at least 20%
  7. Housing.png Housing at least 1
  8. Any other planet

Pops that are Trait mechanical.pngMachine unit.png robotic or have the Hive-minded.png Hive-Minded, Nerve Stapled.png Nerve Stapled or Trait zombie.png Zombie traits cannot become refugees.

References[edit | edit source]

  1. from the patch 3.7 notes: Capped resource upkeep/cost/production reduction modifiers to -90% for any given case. I.e. you will no longer be able to have completely free upkeep on jobs which are meant to cost upkeep.
  2. The effects are set in 00_static_modifiers.txt at planet_amenities_high, planet_amenities_low, planet_amenities_no_happiness_high, and planet_amenities_no_happiness_low; the threshold for maximum effect is set in 00_defines.txt at MAX_PLANET_AMENITIES and MIN_PLANET_AMENITIES.
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