Population

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.5.

A planet's population is the center of productivity and political action. Planets are made up of Population Units (POPs), each of which exists on a specific tile on a specific planet. Tiles that have buildings must also be occupied by a POP in order for the building's effects to be active.

Growth[edit]

Monthly Growth Points[edit]

Calculating the Growth Points from food appears to be a multiple Step Process:

  1. The growth bonus from food surplus is calculated. By default, the value is 1, but having excess food while storage is full will add a percentage to that.
  2. This value is known as "Planetary Growth Points" (for lack of a better name). Every Planet is given the same amount of "Planetary Growth Points" from the empire.
  3. On a planetary level - if multiple species are present - growth points are then split among all growing pops, based on how many pops of their Species are present.
  4. Percentile Modifiers to Growth are added after this split by species.
  5. The Formula is not precise, as the exact order of calculations and any inherent rounding/imprecision can not be accounted for.

Growth bonus from food surplus:

Only when the storage is full does surplus food produce extra Planetary Growth Points Empire-wide. The Bonus is capped at +100%, but reaching that is near impossible short of the early game.

The Formula is not fully known, but it assumes a minimum Population of 10. Up to that threshold, the bonus is 5% per unit of food (only 20 units to maximise it). However, once 10 population units are exceeded, the growth Bonus/Food Unit starts to drop drastically. At 50 it already approaches a mere 1%/food unit. Around 100 it goes even below 0.5%/Food Unit. The formula seems to be:

0.5 * FoodSurplus / maximumof(EmpirePopulation,10) [1]


capped at 1 for a 100% bonus.

Growth Cost/pop[edit]

The base cost to grow a pop is 25, with a penalty based on how many pops are already present. This Formula seems to count every fully grown, food needing Pop on the planet regardless of Species.

Additionally low habitability increases the cost to grow a pop by 100%-habitability[%][2]

The Formula is: 1.65p + p^{1.12} Example values up to 10 existing pops and 100% habitability

Current Size Point Penalty
10 29.6
9 26.5
8 23.4
7 20.3
6 17.3
5 14.3
4 11.3
3 8.3
2 5.4
1 2.6

Results of the System[edit]

  • Especially early on, a small amount of food surplus can result in a massive increase in growth speed. However, with increasing numbers of pops, the bonus per unit will drop drastically.
  • Multiple species planets grow slower, as they do increase each others' growth cost while also splitting the Planetary Growth Points between them.
  • Despite this, growth increases still have an effect, making a quick growing species potentially a lot more present in the long run.
  • Planets with low habitability grow significantly slower.

Happiness[edit]

Each pop in an empire has a base happiness rating. The happiness level of a faction determines the base happiness of all pops belonging to it. This means that where any pop not belonging to a faction has a base happiness of 50%, and a pop belonging to a faction that have their happiness reduced to 35% because of their issues will have a base happiness of only 35%. This base happiness then has all sorts of modifiers applied to determine the final happiness rating of a pop. An unhappy pop is less productive than a content one, and produces more unrest. The max happiness of a pop is determined by its habitability on a certain planet, even if the base happiness is higher than the habitability. On a planet where a species has 40% habitability, the species can only have a maximum of 40% happiness.

The base happiness of a faction, and therefore any pop belonging to it, is determined by how an empire treats a certain faction. Factions have issues related to their values and goals, and how well the empire responds to those issues will determine the overall happiness level of the faction. More details on the specifics of this system can be found on the factions page. In general, adhering to a factions demands will increase happiness, while ignoring or doing the exact opposite of their wishes will decrease their happiness rating. Factions with ethics clashing with the government ethics will also have decreased happiness.

A pop's base happiness is then modified by additional factors, such as civics and rights. Recently conquered populations will tend to be unhappy. Slaves will also gain additional unhappiness, depending on what type of slavery they are being subjected to. When an empire is starving, all biological pops gain unhappiness.

There are, fortunately, also many ways to improve happiness in an empire. Certain edicts issued at the governmental or planet level can raise the happiness of citizens throughout the empire or on the affected planet. Some government types can build structures that improve happiness at a planetary level.

Events may also have an impact on planetary happiness for a limited time.

Effects[edit]

Name Mod pop happiness.png Happiness Food.png Food Energy Credits.png Energy Minerals.png Minerals
Physics Research.pngSociety Research.pngEngineering Research.png Research
Happy 61 or greater Up to +20% Up to +20%
Content 40 to 60
Unhappy 39 or lower Up to -20%

Happiness Bonus and Penalties have no effect when the pop is enslaved.

Happiness modifiers[edit]

Empire[edit]

Name Value Cause
Idealistic foundation +5% Empire has idealistic foundation civic as government civic
Improved Energy Initiative +5% Empire has enacted the "Improved Energy Initiative" edict (available through event)
Champion of the People +5% Ruler has Trait ruler champion of the people.png Champion of the People trait
Synthetic +10% Ruler has Trait robotic 3.png Synthetic trait
Starvation -10% Empire is starving
Riggan spice +5% Empire has access to the riggan spice strategic resource from a trader enclave
Grand Design +10% Possible outcome from researching Void Clouds as a Fanatic Spiritualist.png Fanatic Spiritualist or Spiritualist.png Spiritualist (10 years)
The Tree +5% Possible outcome from special Project "The Tree", the other choice is leader lifespan +20 years
Salty +5% Temporary bonus from researching an anomaly
Purple Rains +5% Temporary bonus from researching an anomaly
Extradimensionals/Prethoryn defeated +20% Gained for beating the Unbidden or Prethoryn crisis
Influence deficit -20% Empire influence is at 0 and has a negative monthly gain

Planetary[edit]

Name Value Cause
Consecrated worlds +10% planetary edict from the consecrated worlds ascension perk
Propaganda Broadcasts +10% Planet has enacted the "Propaganda Broadcasts" edict
Peace Festivals +10% Planet has enacted the "Peace Festivals" edict (available if Fanatic Pacifist.png Fanatic Pacifist)
Dangerous wildlife -5% Planet has dangerous wildlife modifier
Hazardous Weather -5% Planet has Hazardous Weather modifier
Unstable Tectonics -5% Planet has Unstable Tectonics modifier
Wild Storms -5% Planet has Wild Storms modifier
Natural Beauty +5% Planet has Natural Beauty modifier
Irradiated -20% Planet has Irradiated modifier
Atmospheric aphrodisiac +10% Planet has atmospoheric aphrodisiac modifier (from event)
Comet Sighted +10% Comet Sighted Event (temporary)
Comet Sighted -10% Comet Sighted Event (temporary) (instead of positive modifier if Fanatic Xenophobe.png fanatic xenophobe)
Recent Impact -5% Event (temporary)
Recent Tectonic Event -5% Earthquake! Event (temporary)
Damaged ecology -2% Planet modifier
Friendly trees +2% Planet modifier
Abandoned terraforming -10% Planet modifier
[Gaia] world +20% Modifier from a specific kind of planet
Mutant stalker -10% Planet modifier from event
Wasteland radiation -10% Planet modifier, does not affect non-biological pops
Uncertain past -15% Planet modifier
Magnetic disruption -5% Event (temporary)

Pop[edit]

Name Value Cause
Communal +5% Has the Communal.png Communal trait
Solitary -5% Has the Solitary.png Solitary trait
Fertile +5% Has the Fertile.png Fertile trait
Psionic +5% Has the Trait psionic species.png Psionic trait
Recently Conquered -40% POP was recently conquered by its current empire (lasts 10 years)
Uplifted +20% If the pop is an Uplifted Pre-FTL species and is living on a planet ruled by their patron species
Enslaved -10/20/30% depending on the type of slavery If the pop is Enslaved
Citizenship -5% with residence rights, -10% with caste system (residence) rights What citizenship rights are given to a certain species
Living standards +40/20/10/0/-10/-20% depending on rights level What living standards are given to a certain species
Population controls -20% when population controls are enabled Whether a species is allowed to grow its population or not

Buildings[edit]

Name Value Cause
Building xeno zoo.png Xeno Zoo +10% The planet has a Xeno Zoo building worked by a pop
Building paradise dome.png Paradise Dome +5% The planet has a Paradise Dome building worked by a pop (available only to empire with the utopian dream harmony)
Building religious monument.png Plague Memorial +10% The planet has a Plague Memorial building worked by a pop (available through event)
Building akx worm 2.png Loop Institute +5% The planet has a Loop Institute worked by a pop (available through event)
Building akx worm 1.png Spiral-Feed Power Hub −5% The planet has a Spiral-Feed Power Hub worked by a pop (available through event)
Building modern 1.png Ministry of Culture +10%

The planet has a Ministry of Culture worked by a pop (available through event)

Building zanaam obelisk.png Art Monument +10%

The planet has a Art Monument worked by a pop (available through event)

Building zanaam obelisk.png Stellar Devourer Trophy +5%

The planet has a Stellar Devourer Trophy worked by a pop (available through event)

(unrecognized string “dragonslayer monument” for Template:Icon) Dragonslayer Monument +10%

The planet has a Dragonslayer Monument worked by a pop (available through event)

(unrecognized string “ether drake shrine” for Template:Icon) Ether Drake Shrine +10%

The planet has a Ether Drake Shrine worked by a pop (available through event)

Unemployment[edit]

A pop that is on a tile that produces no resources is considered "unemployed" and should be moved to a tile where it can be useful. Unemployed POP have a distinct icon on the bottom left corner of the tile. This may be a signal to remove blocked tiles or construct new buildings. Unemployed pops are more likely to migrate if permitted. When there are unemployed pops in the empire, an alert will be displayed.

Ethics divergence[edit]

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. This is called ethics divergence. 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 ones that were picked. 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. For example, enslaved pops tend to become more egalitarian. Conversely, fighting a lot of wars will increase the attraction for militarism across the entire empire. 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 actions such as enacting policies or having traits. Especially the governing ethics attraction can be modified. 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.

Ethics attraction modifiers[edit]

Government Ethics Attraction[edit]

Empire[edit]
Name Value Cause
Exalted Priesthood 20% Having the Civic exalted priesthood.png Exalted Priesthood civic.
Encourage Free Thought -15% Empire has enacted the "Encourage Free Thought" edict.
Information Quarantine 25% Empire has enacted the "Information Quarantine" edict.
Spiritualist 15% / 30% Has Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist as government ethic.
Psionic 10% Empire has a leader with the Leader trait psionic leader.png psionic trait.
Chosen 10% Empire has a leader with the Leader trait psionic chosen one.png chosen one trait.
Puppet 10% Gained from being a puppet.
Muutagan Crystals 10% Empire has traded with a merchant guild for access to the Muutagan.png Muutagan crystals strategic resource.
Satramene Gas 10% Empire has access to the Satramene.png Satramene gas strategic resource.
One Vision 30% Has unlocked the Ap one vision.png One Vision Ascension Perk.
Riots Averted 33% Riots have been dealt with.
Minor/Major Terrorist Action -33%/-75% A terrorist action has taken place due to high Unrest.png Unrest.
Planetary[edit]
Name Value Cause
Atmospheric Aphrodisiac -10% Planet has Atmospheric Aphrodisiac modifier.
Atmospheric Hallucinogen -10% Planet has Atmospheric Hallucinogen modifier.
Reeducation Campaign 20% Planet has enacted the "Reeducation Campaign" edict (not available to Fanatic Authoritarian.png Fanatic Authoritarian).
Social Engineering 30% Planet has enacted the "Social Engineering" edict (only available to Fanatic Authoritarian.png Fanatic Authoritarian).
Sector -10% Planet is managed by a Sector.
Capital World 100% Planet has Capital World modifier.
Distance -0.1% multiplied by the distance from the capital solar system A planet's distance from the capital solar system.
Orbital Mind Control Laser 50% Planet has a Spaceport with a Orbital Mind Control Laser module.
Pop[edit]
Name Value Cause
Base attraction -15% All pops have a basic of value of government ethics attraction.
Positive happiness Up to 20% Happy pops will be more attracted to the ethics of the government
Negative happiness Up to -20% Unhappy pops will be less attracted to the ethics of the government
Conformists 25% Has the Conformists.png Conformists trait.
Deviants -15% Has the Deviants.png Deviants trait.
Buildings[edit]

Effects are Planet wide, unless otherwise mentioned.

Name Value Cause
Temple 10% Planet has a temple being worked by a pop (available only to Spiritualist.png spiritualist or Fanatic Spiritualist.png fanatic spiritualist).
Holotemple 15% Has a holotemple being worked by a pop (available only to Spiritualist.png spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist).
Citadel of Faith 20% Has a Citadel of faith being worked by a pop (available only to Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist).
Ministry of Benevolence 10% Empire wide Has a Ministry of Benevolence being worked by a pop.
Reassembled Ship Shelter 5% Has a Reassembled Ship Shelter being worked by a pop.
Planetary Administration 15% Has a Planetary Administration being worked by a pop. Replaces Reassembled Ship Shelter.
Planetary Capital 15% Has a Planetary Capital being worked by a pop. Replaces Planetary Administration.
Empire Capital-Complex 15% Has an Empire Capital-Complex being worked by a pop. Replaces Planetary Capital.
Habitat Administration 20% Has a Habitat Administration being worked by a pop.
Ministry of culture 10% Has purchased monument via Artist patron event
Loop Institute 5% Has a Loop Institute being worked by a pop.

Non Government Ethics Attraction[edit]

Promoting a faction belonging to a certain ethic will increase all attraction factors to that ethic by 100%, while suppressing will instead lower all factors by 50%.

Consumer goods[edit]

Main article: Consumer_goods

Consumer Goods represents the portion of your industrial base that is occupied with seeing to the needs of your population, ie producing butter instead of guns. Each Pop in your empire will use a certain amount of Consumer Goods each month, with the amount primarily dependent on their living standards. Each unit of consumer goods costs a certain number of minerals dependening on factors such as ethics, traditions, whether your empire is engaged in a defensive war and so on. see main article for numbers

Slavery[edit]

Main article: Slavery

Perhaps unsurprisingly, it is possible to enslave pops, depending upon ethos, policies, government, and the assorted species involved. Enslaving a pop causes it by default to produce more food and minerals, but means it generates extremely reduced (or no) Science and Energy, making it a significant tradeoff in terms of outputs. If the player has the Utopia.png utopia expansion enabled, there are 3 additional slavery that can be chosen. One type increases the happiness of free pops at a lower production, another allows for the creation of special armies and the final one makes a species become livestock.

More importantly, however, slavery can cause both internal and external strife; if the empire's citizens or neighboring empires are opposed to slavery (for instance because they are egalitarian) then this can cause serious civil and diplomatic issues.

Any pop can be enslaved, but it is best done on pops that are different from the starting species. All slaves are largely attracted to the egalitarian ethic, which may lead to them forming a large egalitarian faction that can have major influence in politics. Keeping slaves happy is crucial, as they can go on strike and even rebel when their happiness becomes too low. Slaves are also more prone to migrate.

Robots[edit]

As science progresses, creation of robot workers eventually becomes possible. They are exceptionally productive, easy to keep happy, and able to live and work on any planet surface - unlike most biological species.

All robotic workers cost 150 Energy Credits.png energy and 50 Minerals.png minerals to build. When built, they progress with a value of 1 per month until fully grown, one at a time per planet. They do not consume Food.png food; instead, they cost 1 Energy Credits.png energy each month. They have the Trait mechanical.png mechanical and appropriate Trait robotic 1.png robot traits. Their 200% bonus to habitability from the mechanical trait allows them to operate on any planet type equally well, even Tomb Worlds.

There are three tiers of robotic workers - Robots, Droids, and Synthetics;

  • Robots are the first and basic level of robotic workers. They have an advantage at producing Minerals.png minerals, but are disadvantaged at producing Energy Credits.png energy and produce very little Physics Research.pngSociety Research.pngEngineering Research.png research.
  • Droids are the second tier of robotic workers. They have a slight bonus to all yields compared to robots, excluding Food.png food.
  • Synthetics are the third and final tier of robotic workers. They are good at producing everything including Energy Credits.png energy and Physics Research.pngSociety Research.pngEngineering Research.png science apart, while having no malus to Food.png food production. Unlike Robots and Droids, Synths are sentient and can be granted (or, if oppressed, may demand) rights; doing so makes them equivalent to normal citizens in almost all respects. The only actions that a synth cannot perform is reproducing and being genetically modified.

The artificial intelligence policy dictates if robots can or cannot be built. When outlawed, no type of robotic worker can be made. When set on servitude, synthetics are enslaved and can be disassembled. The final option, citizen rights, lets synthetics have the rights of regular species. A certain degree of Materialist.png materialist is required for the citizen rights option to be selected.

If the Droids technology is unlocked, all owned Robots pops are automatically upgraded to Droids and the basic robots cannot be built anymore. The same is true for Synthetics.

Tier Tech prerequisite Can colonize planets Ethos and happiness Robotic trait Consumer Goods Cost Consumer goods.png Tile output
Minerals.png Minerals Energy Credits.png Energy Physics Research.pngSociety Research.pngEngineering Research.png Research Unity.png Unity
Alien AI.png Robot Tech robotic workers.png Robotic Workers No.png No.png
Trait robotic 1.png
None +10% -40% -80% -80%
Robot green.png Droid Tech droid workers.png Droids Yes.png No.png
Trait robotic 2.png
None +15% -20% -40% -40%
Robot blue.png Synthetic Tech synthetic workers.png Synthetics Yes.png Yes.png
Trait robotic 3.png
-25% +20% +20% +20% 0%

AI Rebellion[edit]

Robotic workers can be a major boon to the production of an empire. However, as research in Artificial Intelligence moves forward, there is a risk of robots gaining sentience and rebelling. This rebellion has a chance of infecting every robotic pop in the universe, prompting a galaxy wide war between flesh-and-blood empires and rogue computer intelligence. This is one of the possible major endgame crisis events. Granting robotic workers equal rights reduces their chances of rebellion -— or at least delays it -- but is not a guarantee that they will remain loyal.

The only way to keep synthetics loyal is by agreeing to the AI accord, which triggers anywhere from 70-100 years after anyone researches Sentient AI.

Movement[edit]

Migration[edit]

Migration is voluntary movement of POPs to a more attractive planet, for example a minority POP of aliens might try to move to its species homeworld. Once migration is activated for a POP, a modifier icon appears on its portrait in the planet surface view and after a certain amount of time it relocates to the destination. Progressive faction will be unhappy if migration controls are enabled for any of the species in the empire. A migration access trade deal with another empire allows migration to foreign territory, in which case the empire of origin loses control over the moving POPs. The algorithm is currently unknown.

Resettlement[edit]

Resettlement is forced movement of POPs by the government. In order to resettle a POP an empire needs to activate the 'Allowed' Resettlement policy. After that, the resettlement menu can be opened through any POP. In this menu the planets and POPs involved in the resettlement can be chosen and the resettlement may be implemented at a cost of 50 Influence.png influence per POP. Resettlement happens instantly (unlike migration), and is a fast way to meet the 5 pop requirement for building planetary administration. Resettlement is not available to Individualist empires. Since 1.3, resettlement does not require Planetary Administration, may be used with sector planets, and requires at least 40% Habitability.

Purges[edit]

As of 1.5 purging is done on a per species basis by setting the target species as undesirables. You cannot decalre your primary species undesireables.[3] Pops that can not live on the Planet (to low Habitability) will be automatically Displaced. The purging of Pre-Sentients is controled entirely via a single policy. Hivemind pops in non-Hivemind empires and Non-Hivemind pops in Hivemind empires are automatically Undesireables too. Robot Pops are instead purged via the AI policy.

Having any pops marked as undesireable is a negative issues for various Factions, particulary Xenophiles. Depending on the purge type, a timer will be started for all pops (see Purge Time below). When the time runs out, the purge is completed: all remaining pops of that species will be removed from the players planets. Unless the Purge type is Neutering, the Pop was Pre-Sentient, a Robot Pop or a Hivemind pop a Diplomatic Penalty will be applied to all other Empires based on the Number of Pops purged:

  • if the Empire does not have taht species as primary species species, is not the Purger AI and either a Default Empire or Awakened Xenophile, opinion_genocidal will be applied. The exact effect varries based on Ethics, going from -5 to -20 per pop.
  • if the Empire has the same Primary Species, opinion_genocidal_our_species is applied instead and all the other checks are ignored. This penalty is -25 per pop.

Either penalty Stacks up to -1000 and decays at 1 per year. Both can stack. Given the major effect of Purging on other Empires, completing a purge other then Dispalcement or Neutering will effectively make every other empire in the game hate you for the rest of the game, and hence should be well thought through in all but the smalest cases.

First the Citizenship must be set to "Undesireable". Then the Purge Type can be selected. Options are:

  • Displacement: The species is driven away through the use of forced resettlement and destruction of their homes. Displaced pops will not be killed, but rather will attempt to flee the empire to other, more welcoming empires, and might even try to settle uncolonized planets. This process is slow, but generates less outrage among other empires than the other forms of purging. It is avalible for Collectivists and will be automatically applied to pops whose habitabiltiy is too low on a given planet.
  • Extermination: The species is systemically killed off by any means available. This is the fastest form of purging, but pops subject to it are unable to produce any resources while they are busy dying off. This was the only purgetype prior to 1.5

Additional purging types are available by having the Utopia DLC.

  • Forced Labor: The species is placed in camps and forced to do hard labor under brutal conditions with inadequate food and shelter, effectively working them to death. Pops doing Forced Labor will be killed off more slowly than through extermination, but will continue to produce minerals, food and (at a significant penalty) energy.
  • Processing: The species is processed into food for the consumption of other Pops. Pops being Processed generate a fixed amount of food and die off at a fairly fast pace, but cannot be put to use producing any other resources.
  • Neutering: The species is prevented from reproducing through chemical castration or biological modification, eventually dying off naturally. Neutered Pops continue to function normally and may even be given a high standard of life, but have a large penalty to their happiness. The speed at which they die off varies based on the species' natural lifespan, but is typically very slow.

Purge Types[edit]

Unless noted otherwise Living Standarts are Forcefully set to Non-Existence, they get -10000% Happiness and they still consume food.

Level Purge time Notes Description
Extermination 60 months (5 years) Affected pops are systematically eradicated. This is the fastest form of purging available - so fast, it is not usually possible to cancel it once started
Pops do not produce anything or consume Food.png Food.
The extermination squads are efficient. The dissolution of entire populations naturally takes time, but they get the job done.
Neutering Variable: 75% of leader lifespan Affected pops no longer grow (as if under Population Control) and will die out over time, but gain only a moderate happiness penalty.
-30% Happiness. Does not allow or Force Non-Existence Living Standarts. No Diplomacy Penalty.

Default death time for species without a lifespan related trait or tech is 54 years

Minimum time taken with a fleeting species will be .75* 46.5 years

Think of it as phasing-out of a people. Our nation goes to meet the future, only some will not be with us.
Displacement Varriable: Event and Migration based Affected pops are expelled from our nation over time, left to find refuge outside of our borders. This is done via Refugee events and normal Migration
-30% Happiness. Forces Basic Subsistence Living Standarts. No Diplomacy Penalty possible
It's not that we drive them from their homes. Their homes are simply no longer theirs.
Forced labor 300 months (25 years) Affected pops are worked to death and can be used to produce food and minerals until their eventual demise.
Cannot produce anything except Food.png Food or Minerals.png Minerals.
With this final sacrifice, they will at least have been of some use.
Processing 120 months (10 years) Affected pops are processed into nutrient-rich food sources, boosting food availability until death.
5 Food.png Food per Pop, regardless of tile. No other output. Also incurs Xenophage Diplomacy penalty
It is a sad but inescapable fact that some are destined simply to fuel the ambitions of their betters.

Purge Events[edit]

As Purge produces unhappiness, considerable Unrest events might be the result. However there is one additional event of particular note: refugees.2. This one will remove pops under purge over time ("fled to uncharted space"), effectively removing them from the game. This allows Displacement to work without a valid target empire, and will also clear spots on the planet over time to re-populate with ones primary species. It also does not incur any Diplomatic Penalties. The rules for the event are:

  • Not Hivemind, Nerve Stapeled or Robot Pop.
  • Citizenship Purge or unable to live on the planet
  • MTTH is 50 years
    • x2 if the purge type is Neutering
    • x0.25 if the purge type is Displacement

Refugees[edit]

Pops from other empires may flee to escape purges, slavery and resettlement. Whether or not another empire is willing to accept those fleeing depends on your Refugees policy. You can choose to accept other species will open arms, allowing refugee Pops to freely move into your empire, be more restrictive and accept only those Pops you have deigned to grant citizenship, or simply shut down acceptance of refugees altogether.

Refugees can be used to help grow your empire.

References[edit]

  1. https://www.reddit.com/r/Stellaris/comments/64rtwl/fixing_pop_growth_in_banksutopia/
  2. http://www.stellariswiki.com/Celestial_body#Habitability_effects
  3. https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-57-species-rights.995302/
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