Stellaris - BjornB


Hi folks!

It has been a very busy week for yours truly, with a load of press demos and, of course, the grand Paradox press conference in San Francisco. Meanwhile, the rest of the team has been hard at work finishing up the revised start-up screens, but that’s not what I’m going to talk about today… Instead, through the confused haze of my jet lag, I thought I’d say a few words about how to manage your population in Stellaris! As you might recall from the dev diary on Policies and Edicts, your initial choice of Empire ethos will heavily affect what you can and cannot do and what your initial population will tend to frown upon. Three of the more interesting Policies concern Migration, Slavery and Purges.



Let’s begin with Migration. There are two ways in which Pops can move between planets; spontaneous migration or resettlement. If you are playing a Fanatic Individualist empire, you must allow at least your founding species Pops to move freely as they like (there is an option to disallow alien Pops from migrating - not popular with Xenophiles.) Pops who are allowed to migrate will tend to move to planets they like better than the one they currently live on. This is not just a matter of the Planet Class, but also things like whether the planet has Slaves (which Decadent Pops like), if there are alien Pops on the planet (which Xenophobes dislike and Xenophiles like), and whether the planet lies within a Sector or the core worlds (dissidents and aliens tend to move to Sectors to live with like-minded individuals.) If another Empire is granting you migration access, your Pops will also consider migrating to their planets.

Now, unless you are playing an Individualist Empire, you can also enact a Policy to allow the forcible resettlement of Pops. This will allow you to simply move Pops between planets; at a hefty cost, of course. There is one more way to control migration; fanatic Xenophobes can enact planetary Edicts to strongly discourage xeno immigration. In the same way, fanatic Xenophiles can strongly encourage it...



So that’s basically how migration works. Next, we have Slavery. Like the migration Policies, you have three options; allow it for all Pops, xenos only, or not at all. Fanatic Individualists cannot play with Slavery unless the founding species has the Decadent trait, and only Xenophobes can limit Slavery to aliens. Why use slaves? Well, reprehensible as it is, enslaved Pops are harder workers (but poorer scientists.) Of course, slaves can - and will - join Slave Factions, although Collectivist slaves are more accepting of their lot, for the Greater Good.

Finally, let’s talk Purges, which is simply a way of getting rid of troublesome Pops… permanently. Naturally, this is something that both your own population and other Empires tend to react to rather emphatically.

That’ll have to do for now. Next week, we’re aiming for a more cheerful dev diary about sound and music!

Read original post with larger images

Useful links
Official Website
Stellaris Wiki
Developer Diary Archives
Stellaris - BjornB


Hi folks!

It has been a very busy week for yours truly, with a load of press demos and, of course, the grand Paradox press conference in San Francisco. Meanwhile, the rest of the team has been hard at work finishing up the revised start-up screens, but that’s not what I’m going to talk about today… Instead, through the confused haze of my jet lag, I thought I’d say a few words about how to manage your population in Stellaris! As you might recall from the dev diary on Policies and Edicts, your initial choice of Empire ethos will heavily affect what you can and cannot do and what your initial population will tend to frown upon. Three of the more interesting Policies concern Migration, Slavery and Purges.



Let’s begin with Migration. There are two ways in which Pops can move between planets; spontaneous migration or resettlement. If you are playing a Fanatic Individualist empire, you must allow at least your founding species Pops to move freely as they like (there is an option to disallow alien Pops from migrating - not popular with Xenophiles.) Pops who are allowed to migrate will tend to move to planets they like better than the one they currently live on. This is not just a matter of the Planet Class, but also things like whether the planet has Slaves (which Decadent Pops like), if there are alien Pops on the planet (which Xenophobes dislike and Xenophiles like), and whether the planet lies within a Sector or the core worlds (dissidents and aliens tend to move to Sectors to live with like-minded individuals.) If another Empire is granting you migration access, your Pops will also consider migrating to their planets.

Now, unless you are playing an Individualist Empire, you can also enact a Policy to allow the forcible resettlement of Pops. This will allow you to simply move Pops between planets; at a hefty cost, of course. There is one more way to control migration; fanatic Xenophobes can enact planetary Edicts to strongly discourage xeno immigration. In the same way, fanatic Xenophiles can strongly encourage it...



So that’s basically how migration works. Next, we have Slavery. Like the migration Policies, you have three options; allow it for all Pops, xenos only, or not at all. Fanatic Individualists cannot play with Slavery unless the founding species has the Decadent trait, and only Xenophobes can limit Slavery to aliens. Why use slaves? Well, reprehensible as it is, enslaved Pops are harder workers (but poorer scientists.) Of course, slaves can - and will - join Slave Factions, although Collectivist slaves are more accepting of their lot, for the Greater Good.

Finally, let’s talk Purges, which is simply a way of getting rid of troublesome Pops… permanently. Naturally, this is something that both your own population and other Empires tend to react to rather emphatically.

That’ll have to do for now. Next week, we’re aiming for a more cheerful dev diary about sound and music!

Read original post with larger images

Useful links
Official Website
Stellaris Wiki
Developer Diary Archives
Run Rabbit Run - Absolutist LTD
We need your support to get Sky to Fly: Soulless Leviathan passed on Steam Greenlight.
Now it is faster than wind and even faster that light.



What is expected in Soulless Leviathan:
  • Controller support added
  • Much more battles and fire
  • Much more exploring
  • Ability to blast a lot to smash the Robot

    Vote for Sky to Fly: Soulless Leviathan on Steam Greenlight to get game-key for a sequel of the legendary steampunk action runner.
Run Rabbit Run - Absolutist LTD
We need your support to get Sky to Fly: Soulless Leviathan passed on Steam Greenlight.
Now it is faster than wind and even faster that light.



What is expected in Soulless Leviathan:
  • Controller support added
  • Much more battles and fire
  • Much more exploring
  • Ability to blast a lot to smash the Robot

    Vote for Sky to Fly: Soulless Leviathan on Steam Greenlight to get game-key for a sequel of the legendary steampunk action runner.
Community Announcements - EfimovMax
-New class - Berserk
-New weapons
-New specitem
-New Boss
-Randomize bosses on first floor
-Choose random hero
-New achievement
-Fix hero screen
-Fix English language
-Fix menu exit error
-Fix rooms
-Fix bugs

Shaman coming soon...
Spacejacked - Rotten Mage
Greetings!

Even though we're still working on additional features and updates at the moment, there have been a couple of smaller fixes that we feel are worth making live.

Increased Focus Laser Attack Radius
Before:


After:


Added Quick-start functionality

This minor addition allows player to skip the countdown before a wave - especially handy in Challenge Mode. By default, you can hold the TAB key (or the RB button on the gamepad) to skip the countdown before a wave.

What's next?
We're working on an alternative play-style option for players who want to have more time to plan and tweak their turret layout before a wave. As for players who are happy with the standard hectic nature of Spacejacked, we are also working on a New Game+. It will take a little longer though, because we're planning to add new enemies for this mode.

To everyone who have played and enjoyed Spacejacked, we thank you deeply! If you can spare a few minutes, why not leave a review =)? It will really help us immensely!

Once again, thank you and stay tuned for the next update!
Spacejacked - Rotten Mage
Greetings!

Even though we're still working on additional features and updates at the moment, there have been a couple of smaller fixes that we feel are worth making live.

Increased Focus Laser Attack Radius
Before:


After:


Added Quick-start functionality

This minor addition allows player to skip the countdown before a wave - especially handy in Challenge Mode. By default, you can hold the TAB key (or the RB button on the gamepad) to skip the countdown before a wave.

What's next?
We're working on an alternative play-style option for players who want to have more time to plan and tweak their turret layout before a wave. As for players who are happy with the standard hectic nature of Spacejacked, we are also working on a New Game+. It will take a little longer though, because we're planning to add new enemies for this mode.

To everyone who have played and enjoyed Spacejacked, we thank you deeply! If you can spare a few minutes, why not leave a review =)? It will really help us immensely!

Once again, thank you and stay tuned for the next update!
Software Inc. - Coredumping

Major changes include:
  • You can now research specific features and patent them for extra income
  • New software and features to select from
  • Feature and dependency selection has been completely revamped
  • You can build outdoor areas
  • You can copy entire furniture arrangements at a time
  • You can hover over furniture in build mode to get detailed information
  • You can port software to other operating systems after release
  • Steam Workshop support for mods and localization, with more to come in the future

Changes since last update:
Changes
  • Added Steam Workshop support for mods and localizations
  • Spread out cleaners more

Fixes
  • Furniture black on DirectX9
  • Furniture doesn't update visibility after moving it to another floor
Software Inc. - Coredumping

EDIT: Alpha 8.6.3 fixes files uploaded to the Steam Workshop not being associated with the Workshop item for updates.
EDIT: Alpha 8.6.4 fixes bugs in selecting features
Major changes include:
  • You can now research specific features and patent them for extra income
  • New software and features to select from
  • Feature and dependency selection has been completely revamped
  • You can build outdoor areas
  • You can copy entire furniture arrangements at a time
  • You can hover over furniture in build mode to get detailed information
  • You can port software to other operating systems after release
  • Steam Workshop support for mods and localization, with more to come in the future

Changes since last update:
Changes
  • Added Steam Workshop support for mods and localizations
  • Spread out cleaners more

Fixes
  • Furniture black on DirectX9
  • Furniture doesn't update visibility after moving it to another floor
Software Inc. - Coredumping

EDIT: Alpha 8.6.3 fixes files uploaded to the Steam Workshop not being associated with the Workshop item for updates.
EDIT: Alpha 8.6.4 fixes bugs in selecting features
Major changes include:
  • You can now research specific features and patent them for extra income
  • New software and features to select from
  • Feature and dependency selection has been completely revamped
  • You can build outdoor areas
  • You can copy entire furniture arrangements at a time
  • You can hover over furniture in build mode to get detailed information
  • You can port software to other operating systems after release
  • Steam Workshop support for mods and localization, with more to come in the future

Changes since last update:
Changes
  • Added Steam Workshop support for mods and localizations
  • Spread out cleaners more

Fixes
  • Furniture black on DirectX9
  • Furniture doesn't update visibility after moving it to another floor
...