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Stellaris Dev Diary #122 - Planetary Rework (part 2 of 4)

Hello everyone and welcome to another Stellaris development diary. Today we're going to continue on the topic that we started on in last week's dev diary: The Planetary Rework coming in the 2.2 'Le Guin' update. As this is a massive topic that affects many areas of the game, we've split it into four parts. Today's part is going to be talking about Pop Jobs, Strata, Housing, Growth and Migration. As before, any screenshots are likely to feature placeholder art, unpolished interfaces and non-final numbers.

Pop Jobs
In the Le Guin update, Jobs is the main way through which resources are produced on planets. Jobs come in two main types, Capped and Uncapped. Capped Jobs are Jobs that are limited by what the planet can offer, for example, you can only have as many Pops working in mining as you have Mining Jobs from Mining Districts. Uncapped Jobs, on the other hand, can always be worked by a Pop that fulfills the requirements, but generally require a specific trait or species right setting. For example, a species that is set as Livestock will work in a special Livestock Job that requires no upkeep, produces food each month and makes the Pop working it require very little Housing (more on that below). Pops will automatically fill empty Jobs that they are capable of holding, and each Job has weights that make them more or less suitable for a specific Pop - an Industrious Pop will be preferred over a non-Industrious one for a job that produces Minerals, for example. Pops that are more suitable for a Job than the current Pop holding the Job may take it from it them, so constructing a bunch of Robot Pops with mining equipment will likely see your organic Miners losing their jobs in short order. The player can set the priority of specific Jobs, ensuring some Jobs are always filled before others, but there is no manual assignment of specific Pops to specific Jobs, as that is one of the more micromanage-y aspects of the old tile system that we wanted to get away from.
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In addition to resource production, there is also a wide variety of Jobs related to administration and tending to the needs of other Pops. For example, Clerks are service industry workers, 'Space Baristas' that produce a small number of luxury goods and increase the Trade Value of the planet as a result of domestic economic activity in your cities, while Enforcers are your police, working to suppress dissent and reduce Crime on the planet (more on that next dev diary). Some Jobs are rarer than others - Crystal Miner Jobs are only possible on planets that have Rare Crystal deposits, and some anomalies add unique planetary features that create Jobs which might only exist on that particular planet. Some Empires, such as Hive Minds and Machine Empires, also have their own special Jobs that are not available to others. Jobs are fully moddable and come with auto-generated modifiers and functions that make them very easy for modders to add to planets.
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Strata and Unemployment
Whether or not a Pop holds a Job, the vast majority of Pops will belong to a Stratum, representing social classes and other broad segments of the population. The exact Strata that exist in an empire depend on the type of Empire you're playing, but for regular (non-Gestalt) empires, the population will usually be divided into the following three categories:
  • Rulers: This stratum represents the government and wealthy elite. Ruler Pops have a much greater impact on Stability (more on this in next dev diary) than the other two classes and require a great deal of Luxury Goods to stay happy.
  • Specialists: This stratum represents the educated population working in more prestigious and highly paid jobs. Specialist Pops typically work with refining resources or performing intellectual tasks, and require more Luxury Goods than workers in order to stay happy.
  • Workers: This stratum represents the vast majority of the working population. They generally work with raw resource production and require fewer Luxury Goods than Rulers and Specialists.
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In addition to these three, there are certain special Strata for Pops that fulfill specific conditions, such as the Slave stratum for enslaved Pops. Slave Pops usually require no or almost no luxuries, but are generally only able to hold Worker-class jobs. Each Job is associated with a specific Stratum (such as Ruler Stratum for Administrators and Nobles), and a Pop that takes that Job will usually be instantly promoted to said Stratum. However, while promotion of Pops to a higher Stratum may be quick and painless, demotion is not. A Pop that becomes unemployed will keep the Stratum of the Job that it used to occupy, and will refuse to take a Job from a lower Stratum, even if there are open Jobs available. Over time, these Pops will demote down to a lower Stratum, but as Unemployment can cause quite a bit of unhappiness, having unemployed upper class Pops can be a serious source of instability for a planet while those Pops are demoting. This effect is more pronounced in a stratified empire, as the lack of social safety nets increases the Happiness penalties for unemployment.
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Housing
One of the major reasons we decided to rework the tile system was the limitations it placed on planetary populations - not just limiting us to an absolute maximum of 25 pops, but also ensuring that planets could never be over- or underpopulated, as the ideal number of Pops on a planet would always be equal to the number of tiles. In the Le Guin update, the hard restriction of one Pop per tile has been replaced with a soft cap known as Housing. Housing is a value on the planet that is primarily provided by Districts, with City Districts giving far more Housing than their resource-focused alternatives. Each Pop requires 1 unit of Housing by default, though the Housing demands of individual Pops can change due to a wide variety of factors such as Traits, Stratum, Job and so on.
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For example, a Robot Pop that is not sapient or has not been given Citizen Rights requires far less housing than an ordinary Pop, as the storage and support infrastructure they require occupies significantly less space on the planet than the dedicated housing occupied by your citizens. Housing is not a hard limit, and the housing requirements of Pops can exceed the available Housing if the planet population continues to grow without additional Housing being constructed. This is called Overcrowding, and will result in a variety of negative effects such as reduced growth speed and lowered Happiness/stability, but also increases the Migration Push on the planet (more on that below), so a small amount of Overcrowding may actually be desirable on your heavily populated planets in order to grow your new colonies.
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Growth and Migration
Migration is a concept that's never quite worked out to be as interesting as it should be in Stellaris. While there were a lot of mechanics related to how Pops moved and why, these mechanics were quite opaque, and the wholesale movements of Pops that simply packed up and moved to another world resulted in a mechanic that often felt more like a nuisance to the player than anything, as Pops would leave critical buildings on your core worlds untended to in order to settle down on some newly colonized ball of ice on the other side of your empire. For this reason, when reworking the migration mechanics, we decided that the new system would tie more directly into Pop Growth and make it more clear what benefits you were receiving from migration on a planet.
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Under the new Growth and Migration system, each Planet has five different main variables that determine its demographical direction: Pop Growth, Pop Decline, Immigration Pull, Emigration Push and Pop Assembly. I will go over each of these in turn:
  • Pop Growth: This is the base level of Pop Growth on the planet from natural reproduction and immigration. A Planet will only have a single growing Species at any given time, but is not limited to the Species alreadyliving on the planet - any Species with theoretical access to the planet through migration will be able to start growing on a planet, and when choosing a Species to grow, planets will generally prioritize Species that are under-represented on the planet, meaning for example that an empire with Syncretic Evolution will generally have both its Species growing in turn on any new colonies, instead of being limited to only the Species that they used to colonize the planet. The rights you have assigned to Species will factor into this, so a Species with Full Citizenship will get far higher weight when deciding which Pop to grow next than one that merely has Residence. Habitability is also a major factor.
  • Pop Decline: Pop Decline represents the decline of certain Species on the planet, and usually is a result of shifting demographics or Purging. 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. This means that planet demographics will change over time, for example having your homeworlds turn more cosmopolitan and multi-species over time as a result of signing Migration Treaties as a Xenophile, or your privileged main species with Full Citizen moving onto conquered planets and replacing the less privileged population already living there as a Xenophobe. Purging a particular species will essentially guarantee that Species' rapid decline, creating massive amounts of Emigration in the form of Refugees if Displacement is used.
  • Immigration and Emigration: Each Planet has an Immigration Pull and Emigration Push value generated by factors such as Housing, Stability, Unemployment and so on. By subtracting Emigration from Immigration, the overall Migration state of the planet is calculated. A planet with more Emigration than Immigration will have faster Pop Decline, but will also 'export' its Emigration value to a general Migration Pool that is distributed among potential immigration targets. Planets with higher Immigration Pull will receive a greater share of this migration, which is converted directly into Pop Growth. Normally, Planets can only send their Emigration to planets in the same empire, but signing Migration Treaties or accepting Refugees will allow you to receive migration from planets outside your borders.
  • Pop Assembly: Pop Assembly represents a planet's capacity for constructing artificial (generally Robotic) Pops and comes from certain Jobs provided by special buildings. Each unit of Pop Assembly provided by Jobs will automatically contribute 1 growth towards the next artificial Pop being built on the planet. A Planet can have both Growing and Assembling Pops, and there is no link between Pop Assembly and Emigration/Immigration asides from the potential for assembled Pops to create overcrowding and unemployment.
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That's all for today! Next week we'll continue with part 3 of the Planetary Rework dev diaries, on the topic of Happiness, Stability and Crime.
 
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When I first saw the tileless system WIPs at PDXcon, I was very hesitant about the changes because it almost seemed like the system I spent the most time playing with was being removed. However, after seeing these last couple Dev Diaries, I have really come around to the new idea, and am very excited to see the new system at work.

I can't shake the feeling that we are still losing something on a metaphorical level. I'm not quite sure how to describe it, but maybe its being able to just look at our planets as planets. Just see them sitting there and developing over time in the intuitive way that the tile system presented. I know it might be a bit silly, but I really enjoyed that aspect of the downtine in the game. Idk, maybe just having a completely cosmetic window that shows a real close up render of the planet where I can hold down right-mouse button and spin it around while I'm speeding through a couple months of research would be enough to occupy that part of my brain.

Maybe there could even be an overlay on the planet that (basically randomly) puts a small hex on the surface of the planet that just kind of indicates that there is a mining district in the region and gives some production and population details in the hover over pop-up. Could even be repurposed for a targetable bombardment system if that ever comes around.
 
Not sure if this question has been asked already (I didn't see an answer, at the very least), but will jobs influence ethics attraction in this new system ? For example, soldiers being more likely to be Militarist, nobles Authoritarian, researchers Materialist and so on.

In any case, amazing work being presented here. Waiting for 2.2 is becoming harder every day.
 
No, I don't agree. Sectors should remain in the game as administrative units and even expanded upon with each their own level of autonomy and interaction with the empire's factions, possibly pushing their own leader as governor (untied to the government's leader limit). Governors will have a dominant ethos.

The core worlds as a concept needs to remain, but reworked in my opinion. There is less to no autonomy and friction in these worlds, how many planets or systems should be like CK2 's desmense limit, affected by the government's or ruler's traits, traditions, etc. Governors "in control" of the government can be send to a sector to try and steer it back to the fold (less autonomy) but this might aswell backfire.

Let's wait and see, Wiz already stated sectors will be discussed in an upcoming DD.

If the new planet management is so simplier and have so few micromanagement than you said, so the sectors don't have any reason anymore to exist. (less management for players) [\QUOTE]
 
There is no more manual building of Pops. You just have to set up a Robotics Plant and disable/demolish it if you want to stop building robots.
Please consider adding an option to automatically stop robot production, once the planet is full / overcrowded. It would be very frustrating, if planets get flooded with robots, and all biological pops displaced, whenever I forget to turn off a robot plant.
Even better would be to base it on available worker jobs (I assume those are the ones robots can do without penalty?). Produce robots only if there are free worker jobs, or worker jobs done by someone who could be doing something else instead. (so not a robot or slave, I guess?)
(Pretty please :oops:)
We could consider some sort of robot complex that adds empire-wide pop assembly, I suppose.
This could be an option for "robot focused" empires instead of a seperate building. For example it could be tied to mechanist civic or "the flesh is weak" ascension perk.

Each species gets a 'demographical weight' based on factors like citizen rights, growth speed modifier, etc. This is then modified by their current numbers on the planet, with weight being reduced the more of them there already is. Finally a bit of randomness is applied, and highest weight is picked. For example, if you have 10 Humans and 10 Blorg, it will be a roughly 50/50 chance to get a Human or a Blorg, but if it was 2 Humans and 10 Blorg, you'd be guaranteed another Human unless there was another major factor such as the Humans had only Residence rights, which adds a large weight decrease in being picked for next pop.
Just to clarify: If I have an empire with 100 Humans and I "acquire" 10 Blorgs (conquest, migration, integration, enlighten, uplift, etc) will my planets now all try to reflect that 10/1 ratio of my overall empire and shift there with migration, or will I only get Blorg pops until I have a 50/50 split in my empire?

Another thing: what happens to species that have very limited habitability (gaia preference or non-adaptive). There is a potential downward spiral: e.g. planet A is a gaia world with species A gaia preference. Planet B is a desert and species B is desert preference. Both planets have the same size and are full.
Now species B is under-represented on Planet A so species A would decline there and species B would grow instead.
On Planet B it is instead that species A is under-represented, so they should grow while species B declines. But since species A has gaia preference they can't live (or grow) on planet B.
Are gaia-species doomed to die out, since they get replaced by other species on their gaia worlds, since they are over-represented there?

In any case: please also add a (very large) "Homeworld" weight. Even in a very Xenophile empire I wouldn't want to end up with only 2 original pops left on my Homeworld. :rolleyes:
 
Yes, it works more or less the same as before at the moment. Pay energy to move pops.
That seems like a lot of micromanagement.
Why not at an option on each colony that allows you to select a species from your empire you want to migrate to that planet.
After that pops from that species will be displaced from your planet with a lot/most emigrationtion push (also including unemployed slaves) to the planet you want.
This will mean less micro and no longer will pops teleport from planet to planet.
Of course, this will cost you energy credits to do so. A bit like how it cost minerals to build robots.
 
you guys definitly give those modders time to finish their mods and kill the bugs -.- they mostly spend the time updating the mod for an upcoming update

beside that, in the meantime stellaris could need that time as well.

none the less, those big updates tend to change the whole gameplay and i rly like it
 
@Wiz @Xephos Demonslayer

This option to micro pops could be tied to political ideology, possibly through government type or civics. Authorative government would be more inclined to involve themselves in the specific jobs of their population. I agree it shouldn't be full control, but specific jobs or pops.

Well, that actually sucks. It's not that I dislike automatic pop management, but can we at least have the option to micro specific pops?
 
Mining worlds won't have 100% mining jobs, true. But the opposite can be the case: you may have Ecumenopolis-like planets with high infra and lots of specialist jobs but no mining jobs whatsoever. And you definitely don't want those v. strong proles to occupy specialist jobs on that planet - they are better off in the mines somewhere else and let intellectual labour to be done by intelligent master race.

So, we're definitely going to need ability to limit species and subspecies who are allowed to grow on a planet (maybe unavailable for egalitarians).

---

Also, like others said, single species growth at a time is very unnatural and immersion breaking. Even if multispecies growth gets complicated, in 2.1 pop growth being split between three or four pops of different (sub)species doesn't look like a big problem - why should it be in 2.2?
This issue is getting worse by preferring "underrepresented" species for growth. And even more so if different species have different growth speed.

Example 1:

Imagine a planet populated by rapid breeding species Rabbits - if would fill up quite fast, wouldn't it? Now, if we add just a single pop of slow breeding Snails, this new species would be "underrepresented" and thus picked for growth much more often than Rabbits until they somewhat equalize. As a result, Rabbits will effectively stop growing for long period of time. It's as if a few Snails move in and Rabbits are like "Hey folks, there are 10 billions of us on this planet and just a few hundred of Snails, so let's stop making children until those shelled chaps catch up." It's not even semi-plausible, no matter how you bend your headcanon.

Example 2:

We have 2 planets A and B. Planet A is populated by many Snails, it's overcrowded, and many Snails are unemployed. Therefore it has significant Migration Push and Snails pops are declining via emigration. On Planet B live many Snails and a few Humans, but there is a lot of spare room here. Thus, Planet B has some Migration Pull and immigrants from Planet A increase growth speed of the pops... who turn out to be Humans because they are "underrepresented" species here. And thus we have an absurd situation when migration of Snails form Planet A to Planet B increase Human pops.

Example 3:

If you specialize (sub)species per strata, on your mining worlds you have only a few Master Race pops to do Ruler and Specialist jobs on the planet and many more Proles to do menial labour. As time passes, you build more mining districts to open Mining jobs and a add some housing for the new workers... but instead there grows a bunch of "underrepresented" Master pops who now have to bust there humps in the mines or loiter around with no other job to do.
Of course, if it was the other way round, and more populous species grew faster, you could find yourself in a situation when you add a city district and add some specialist openings, but Proles fill up the housing faster and try to snatch those jobs because their sheer population gives them faster growth. But at least it's plausible and quite logical - 10 billion workers will have way more children than 10 million white collars. And you if you want to turn the tide you at least can figure a logical course of action (e.g. make a Masters-only planet with lots of housing and growth bonuses where they would grow faster and then resettle to target worlds as soon as housing is available).

While I do not think that this new pop growth system is perfect, I think many people are looking at it incorrectly (the quote above is just one of the examples I have seen, that i thought would be good to pull from). The system effectively has two parts: growth speed and species weights. The growth speed determines how fast the next pop is grown (based on species traits and migration) and the species weights determine which pop will be grown. In the short term it may seem like slower-growing pops are contributing to the growth of faster-growing pops, I think it should balance out int the long term to about be the same as each pop taking a percentage of the overall growth.

For example, taking the situation from Example 1 in the quote above:

Lets assume that a planet has 1 fast-breeding rabbit and 1 slow-breeding snail, with a +/- 20%, respectively, to their species weights and growth speeds. If they did not have traits that affected growth, the weights to decide what the next growing pop is would be 50/50, as has been previously mentioned, and the growth speed of the planet would not be modified (lets call it 100%). This would not be the case, however, since the rabbits have +20% and the turtles have -20%. Instead, the species weights would be 60/40 in favor of the rabbits and the growth speed would still be 100% (using a weighted average based on the number of pops: [1*120 + 1*80]/2 = 100), assuming growth speed is weighted based on population.
Lets then assume that a new rabbit grows. The species weights would then shift in favor of the turtles by some unknown amount, lets say it results in a n overall shift of 10% in the favor of the turtles, resulting in a 50/50 species weight. Growth speed has increased slightly to ~107% ( [2*120+1*80]/3 ) since a new rabbit has grown. Hopefully my interpretation of the math should be clear now.
Extending this model your overall population should stabilize to around a 60/40 split in favor of the rabbits and the average growth speed would be a bit over 100%.
In order to compare this to a system where pop growth is split between species, lets assume that any pop requires 100 growth units (gu) to be grown, with growth unit gain modified by growth speed (ex. a pop with 120% growth speed would gain 1.2 growth units when a pop with 100% would gain 1). In the split system, let us assume that growth units are evenly distributed between all species. Using the example above, and assuming the average growth speed for the single pop system is 100%:
-After gaining 500 growth units
-With the single system, the planet would have 3 new rabbits and 2 new turtles (give or take, using the math above)
-With the split system, the planet would also have 3 rabbits (250gu * 1.2 = 300) and 2 turtles (250gu*0.8 = 200)
-After gaining 1000 growth units
-With the single system, the planet would have 6 rabbits and 4 turtles (give or take, using the math above)
-With the split system, the planet would also have 6 rabbits (500gu * 1.2 = 600) and 4 turtles (500gu*0.8 = 400)
-And so on...

While this is unlikely to be exactly how the real math is calculated, It shows how a split system and a single pop system could easily result in similar population distributions overall. I think that, in general, the systems have similar enough results that you could imagine that the split growth is actually what is going on, though it is not supported mechanically.

Migration likely acts somewhat similarly, since the boost to pop growth would help make up for the growth time of the migrant pops. I'd rather not complicate the math more, so I wont go into it here.

My biggest worry for the single-pop-growing system is that a linear modifier to species weights based on existing pops could make it so that species that make up a small portion of the population would be weighted too heavily for growth. That could easily not be a problem, however, depending on how the weighting actually works.

This ended up being a bit longer and more math-y than I would have liked, but hopefully I got my point across.

EDIT: I notices that the math in my first example is incorrect. The weighting due to the difference in pops would have to be removed or changed to be based on the expected pop ratio. The point that a single pop growth system could emulate a split system stills stands.
 
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Capped Jobs are Jobs that are limited by what the planet can offer, for example, you can only have as many Pops working in mining as you have Mining Jobs from Mining Districts.
Here's a good opportunity to make the civics more distinctive and to clean them up since all of them could be completely tied to POP-Jobs, whether a certain civic just increases the possible amount or/and the efficiency of a certain POP-Job or an other one (civic) even unlocks a not common one (POP-Job) ...

Clerks are service industry workers, 'Space Baristas' that produce a small number of luxury goods and increase the Trade Value of the planet as a result of domestic economic activity in your cities
I would rather prefer, that a certain POP-Job just produces a single "what-ever" like in this example and probably, just trade value (instead of luxury goods and trade value) ...

However, while promotion of Pops to a higher Stratum may be quick and painless, demotion is not.
A Pop that becomes unemployed will keep the Stratum of the Job that it used to occupy, and will refuse to take a Job from a lower Stratum, even if there are open Jobs available.
Over time, these Pops will demote down to a lower Stratum, but as Unemployment can cause quite a bit of unhappiness, having unemployed upper class Pops can be a serious source of instability for a planet while those Pops are demoting.
Just for the sake of curiosity aka it's not a critique ...
Is this demotion the only source for the unemployment of POPs ? + This explains the possible unemployment for rulers and specialists, but what's with workers ? ...

Housing is a value on the planet that is primarily provided by Districts, with City Districts giving far more Housing than their resource-focused alternatives.
Here's an other opportunity to make the districts more distinctive since I wouldn't mind, that just the city-districts provide the (needed) space aka "housing" and "infrastructure" (I don't really like this term in regards to this) for POPs and buildings (I don't really like this term in regards to this, too) ...
I think, that this would also help in regards to the specialization of worlds since in this case, even a specialized world in regards to (for example) energy (aka no food-/and mineral-districts at all) would still need city-districts, so that the risk, that a world like this runs out of energy-districts (in relation to its size aka the overall amount of buildable districts) would be (better) compensated by the city-districts ...

and when choosing a Species to grow, planets will generally prioritize Species that are under-represented on the planet
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.
Despite the thing, that the new growth-/migration-feature is (atm) too opaque for me, this seems really un-intuitive, so is it really necessary ? ...
I mean, especially with the new and more nuanced growth-/migration-system, isn't it possible, that (with enough immigration pull, emigration push, POP-decline and POP-assembly) the (normal / more intuitive) prioritization of the POP-growth of an over-represented species could just switch towards an under-represented one, so that we can keep this (normal / more intuitive) prioritization of the POP-growth of an over-represented species ?

Edit:
I've deleted something since it's more or less explained in this dev-diary.
 
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One really interesting potential in this system is to have new job types emerge later in the game, giving a feel for how society changes as it reaches the stars. For instance, psionic ascension could lead to 'precog' jobs that increase stability by predicting trouble before it starts (and might help with the shroud). Gene-modding could work through a gene-modder job that starts modifying pops to the best template of their species for their current job. Advanced capital buildings could add, for instance, a diplomatic corp job, or intelligence jobs. Visitor centres could add cultural exchange workers. And so on.
 
Really good dev diary. I have high hopes that Syncratic Evolution won't make me want to punch myself after Le Guin.
 
It depends on the slavery type. Chattel Slaves have a productivity bonus and require less housing/luxuries, but can only work menial jobs. Domestic Servants have no bonus but can also work as Entertainers and have a special Servant job instead of unemployment. Battle Thralls also have no production bonus but can work all types of jobs, etc.

are there any special types of slavery not currently in the game?

I'd really like a "wage slave" type that can work specialist jobs but who's happiness isn't reflected in stability. You know, employment contracts could get pretty harsh in a company run star civilization.
 
Hmmm. Speculation on the Merchant Ruler job Wiz mentioned. My hunch is that, by default, Merchants produce Trade Value and Amenities (much as Nobles produce Stability and Amenities). Where do Merchants come from? Well, we know at least one other civic than Aristocratic Elite changes the composition of the ruling class; I suspect that Corporate Dominion will, as a portion of what it does, swap out an Administrator job for a Merchant job, much as Aristocratic Elite swaps out an Administrator for a Noble. Pure speculation, but I am guessing that Corporate Dominion does not add a building that generates Merchant jobs, like Aristocratic Elite- but that the Trans-Stellar Corporations tradition will. And, as long as I am engaging in wild speculation, I'd change Pursuit of Profit so that instead of applying Unity to an energy-generating structure (it looks like productivity boosters for Worker jobs will just boost output of those jobs, so there'd hardly be an 'Energy Grid' job to produce this Unity...)... it makes it so Merchants also generate Unity.
 
Actually I prefer the idea of unprivileged species/classes growing faster. It would be fun, for example, being too dependant in the servile species with Syncretic Evolution and ending with some massive slave revolt that forces you to grant rights to the majority, corners your species to decadence or just make you a more repressive state to control the situation, ala Sparta after the Helot Revolt.

It would be interesting too to have a privileged caste of slave governors, like some sort of imperial eunuchs. Just bringing ideas, you don't have to pay me copyright. xD
 
The player can set the priority of specific Jobs, ensuring some Jobs are always filled before others, but there is no manual assignment of specific Pops to specific Jobs, as that is one of the more micromanage-y aspects of the old tile system that we wanted to get away from.

Perhaps this could be accomplished through connection to species rights.

For example, I assume that if a species isn't allowed military service then they can't take Soldier jobs. Perhaps Residence could allow them to take Specialist and Worker jobs, but not Ruler. You could add a Free Labor citizenship status that would only allow them to take Worker jobs, in cases where you don't want to enslave the species.

It would make some roleplay sense for Egalitarian-Xenophobes, who presently can't enslave aliens because slavery requires Impoverished Conditions, which they can't use. That may not be relevant under the new system.

This is still by stratum rather than by job, but as per your criteria it does solve some of the more obvious issues without additional micro.
 
Four hopefully helpful/clarifying questions:

1) With one pop growing at a time, is pop growth speed now planet-wide? Meaning that if half my planets pops are fast breeders, Id get a 50% x 20% = 10% (pop percentage x growth speed bonus) to all pop growth on the planet. That way having a slow breeder be the next pop to grow due to demographics would not suddenly stunt planet growth until it finishes.

2) Similarly, does the number of eligible emigrating pops and their traits modify what the next growing pop is? Bit of a straw man question, but I think people are reading too much into the under represented species thing, it sounds like there will be plenty of extra modifiers that determine what grows next.

3) Can the next species to grow pop change mid-growth, without loosing progress? This would only happen with drastic rights changes or a refugee situation, but would save some headache.

4) If a pop is growing on one planet due to immigration, does the chance of it being the next pop to grow on other planets due to immigration go down? This would prevent a single planet species with a few pops from migrating everywhere all at once. In short is the emigration/immigration system roughly 1:1?

If I understand correctly, integrating a 1 planet minor of primitive slugs and giving them citizenship will not suddenly make your 30 planet galactic empire instantly start growing slugs on every planet merely because they are under represented. Slug pops would have to grow enough on their own to start creating an emigration push for that species, then the chance for them appearing on another planet is modified both by their emigration push and the under representation factor. However, a neighbor purging a populous species via displacement would create a very big emigration push factor that very well could cause you to start growing the refugee species on nearly every planet.
emmigration creates adds to the total immigration modifer, which is split between planets
 
One thing I like about this change is that with the addition of a ton more job types, a significantly lower % of pops will be working on agriculture (at least if you aren't agrain idylicit) this is good because in modern and especially future societies, a very low amount of people work in agrilcuture compared to the population as a whole, and in Stellaris 25% of your pops on Earth at the start of the game worked on farms, which didn't feel right.

Wiz said food will no longer boost population growth. This concerns me. On one hand, it is more realistic this way, but on the other, it seems like the usefulness of food will greatly go down. Yes you still need enough to maintain your population, but you will no longer have an insentive to prioritize food production in any capacity. Just keep the bare minimum number of agri districts.