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Stellaris Dev Diary #370 - 4.0 Changes Part 4

Hello everyone!

This week we’re going to look at the upcoming changes to Pops in the Stellaris 4.0 ‘Phoenix’ update.

Last week I said we might also look at the Planet UI, but I’m going to save that until next week since there’s quite a bit to cover here (especially if you’re into the technical details), and I’d rather not split the feedback.

Pop Groups and Workforce​

As mentioned in Dev Diary 366, the Pop and Jobs system introduced in Stellaris 2.2 ‘Le Guin’ has always had significant performance implications in the late game, and we’ve been working on incremental improvements ever since. In the Stellaris 4.0 ‘Phoenix’ update, Pops will be grouped into Pop Groups based on species, strata, ethics, and faction, and these Pop Groups will produce Workforce that is used to fill (or partially fill) Jobs. As part of this change, we’re changing the overall scale of Pops - most things that previously affected or manipulated 1 Pop would now affect or manipulate groups of 100. The new systems can manipulate any number of Pops within a Pop Group just as easily as manipulating one, and I’ll go into some of the benefits of the finer resolution below.

Our primary desire with these changes is to improve late-game performance, but while working on it we took the opportunity to streamline some aspects of planetary management and improve the planet UI.

Let’s take a closer look at some of the details.

Workforce

In Stellaris, the core economic loop since 2.2 has been: Pops fill Jobs, and Jobs produce resources.

With the 4.0 ‘Phoenix’ update, we’re making a subtle but important change - Pops will now generate Workforce, which is used to fill Jobs, and planets themselves will produce resources.

At a basic level, this works almost the same way. By default, every Pop generates 1 Workforce, so Jobs are still filled at the same rate. However, this shift is crucial for backend performance improvements, reducing the number of calculations the game needs to make each month.

Example: Then vs. Now​

Before (3.14):
  • Take a planet with 100 Pops working Metallurgist Jobs, where 20 of them have a +10% Production Bonus from a Species Trait.
  • These 100 Pops produce 612 Alloys per month.
  • Every Pop is individually checked - 80 produce the standard amount, while 20 get a 10% Alloy production bonus from their species trait.

Now (4.0):
  • Instead of tracking individual Pops, we track Workforce filling Jobs.
  • The Jobs are now filled by 10,000 Workforce (since Pops are scaled up by 100).
  • 8,000 Workforce comes from regular Pops, while 2,000 Workforce comes from the bonus-earning Pops.
    • The species bonus is now “10% bonus Workforce when working Alloy jobs” - those Pops contribute an extra 200 Workforce, making the total 10,200 Workforce. Bonus Workforce is allowed to go over the required Workforce for a job, yielding extra production.
  • If 100 Workforce still produces 6 Alloys, the planet still produces 612 Alloys - same output, different system.

Why This Matters:​

The key benefit is efficiency. Instead of iterating through and calculating production for every individual Pop, the game now only checks once per planet. This makes the system more scalable and improves performance, while still allowing for species based bonuses and modifiers.

Most existing species traits that affect Job production will be converted into Workforce bonuses or planet-based modifiers. As always, the final balancing will be refined through the Open Beta.

There are a few quirks and subtleties about how this interacts with other modifiers - bonus Workforce as a modifier is more powerful than bonus Production due to the two of them stacking multiplicatively rather than additively.

Pop groups are currently split up by Species, Strata, Ethics, and Faction. If you end up in a case where a Pop group is not completely uniform (for example, if 20% of the Pop group are recent refugees and thus happier than the rest), then the differences get averaged across the Pop group.

If none of this feels like it makes sense - it’s okay. It’s mostly a behind-the-scenes change. Jobs require Workforce to fill them, and that’s generated by Pops. We have some ideas about ways to expand upon this in the future, such as replacing part of the Workforce with automation by using a building.

Pop Growth

With more granular Pop units, we have more ability to support simultaneous growth of Pops on a planet. Each species present on a planet will grow normally, and with the smaller unit size, will grow every month.

This results in several benefits, including multi-species empires not getting their growth dominated by underrepresented species, and also lets us remove the floor on colony Pop growth. This does mean that newly settled colonies will be very reliant on migration to grow their population until they develop to the point where they can support their own Pop growth, and removes a long-running issue where spamming colonies regardless of habitability simply for the minimum flat Pop growth was optimal.

Xeno-Compatibility will pool all species on a multi-species planet together to calculate their growth rate, then split the growth proportionally across the various species.

Assembly works largely the way it did before, except that fractional Assembly will become “microPops” thanks to the finer resolution of Pops. Machine and Organic Assembly will no longer conflict with one another, as the Organic Pops will handle their own growth, while all mechanical assembly will be channeled towards the highest “score” mechanical Pop templates available.

Colonization and Civilians

Since your new colonies will be extremely reliant on migration from their homeworld until they reach a critical mass of inhabitants where they can begin to support themselves, we’re adding a new population stratum called Civilians (or Residents, for species without full citizenship). These Civilians form the generally content base of your empire, and will trickle out to the colonies, looking for better opportunities. Unemployed Pops will still exist and downgrade through the strata, with unemployed Worker stratum Pops demoting to Civilians over time. This will have an impact on stability, as Civilians are largely content and non-disruptive.

This is mostly for you modders out there to abuse, but in the new system, “Unemployed Specialist” will technically be a Job - there’ll be one for each stratum. Every Job can have a demotion target assigned to it, and a time.

In our implementation, all of the Specialist stratum Jobs will demote to Unemployed Specialist; Unemployed Specialist will demote to Unemployed Worker, and Unemployed Worker will demote to Civilian as they give up on their dreams of productivity and veg out in front of the holoscreen.

There are actually going to be many more Strata than I listed there.

Our current list includes the following for regular empires:
  • Elites
  • Elites (Unemployed)
  • Specialists
  • Specialists (Unemployed)
  • Specialists (Slave)
  • Specialists (Slave, Unemployed)
    • For Indentured Servitude
  • Workers
  • Workers (Unemployed)
  • Workers (Slave)
  • Slaves (Unemployed)
  • Civilians
  • Residents
  • Criminals
  • Pre-Sapients
Gestalts would have:
  • Complex Drones
  • Menial Drones
  • Maintenance Drones (Civilian Equivalent)
    • Unemployed Complex and Menial drones demote directly to here, skipping the Unemployed state
  • Deviant Drones
  • Slaves (For Grid Amalgamation, Livestock, etc.)
  • Bio-Trophies
  • Bio-Trophies (Unemployed)
  • Pre-Sapients
There are likely to be more once we’re done, including the various Purge types.

Like many of the other changes, it’s all about removing iteration. Instead of going through the Pops to find the unemployed ones, we already know that any Pops in the Specialist (Unemployed) stratum are, in fact, unemployed. When a Specialist Job opens up, we have a smaller pool of candidates that are pre-identified, and we already have a clear priority of who has dibs on the Job.

In this model, Slaves would demote to the Slaves (Unemployed) Job/stratum and go no further, so they’ll never hit the content state of Residents and Civilians. Based on playtesting, we might end up adding a Slaves (Specialist, Unemployed)

Modders: Technically, there’s nothing stopping you from having a Job “demote” to a higher strata, like if you had a Worker stratum “Academy Cadet” that led to a Specialist stratum “Officer” Job. Just make sure you comment your script.

Your homeworld will start with a fairly large pool of Civilians to support your early expansion. We’re a bit worried about early conquest of homeworlds being too easy of a snowball with this increased starting Pop count, so are considering various ways of making it more challenging to take homeworlds in the early to mid game. One idea we have includes having Civilians create impromptu defensive militias to help defend their home, and possibly starting you off with a few Defensive Platforms. Another idea is for aggressively invaded Civilians to take “Resistance” Jobs that they must then “demote” out of over time. The number of Civilians converted to this new Job and how long it takes them to drop out of it would be modified depending on how their people are being treated by their new and old masters.

We welcome your ideas and suggestions.

Clerks are dead! Long live Civilians!

We’re currently still experimenting with the effects Living Standards have on Civilians (and Pops in general) - it’s likely that more of the Trade generation from Living Standards will be shifted to the Civilian stratum, and production from Unemployed Pops in the old system may also move to the Civilians. This will give them some of the functions of Clerks in the old economic model. In Gestalt empires, they are likely going to be outright named Maintenance Drones rather than “Civilians”.

We’re also renaming the Ruler stratum to “Elites”, so “Ruler” isn’t double-dipping between your Empire’s ruler at the top economic stratum.

Next Week​

Next week we’ll be going through the new Planet UI, and how all of this changes things there.
 
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I was mid teaching a new group of friends how to play stellaris but ever since the announcement of 4.0 I've been much more anxious to start teaching them since so much of the gameplay loop is getting tweaked/reworked. Not really a complaint just sharing.
 
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Big issue in the previous pop rework was that the AI was not properly "taught" how to play using the new rules; after the previous pop rework the economy AI was barely working.

Are you addressing, updating and changing the AI properly for these pop and other changes coming in 4.0 so that the AI empires remain functional and are not only propped up by AI bonuses?
 
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Wait: if only pops with Full Citizenship can be Civilians, why not just call them Citizens?

Also, if Clerks are being replaced by Civilians, will the old Clerk generating buildings and districts now provide bonuses to Civilians instead? Even if Clerks weren’t particularly good, I do value having some sort of mechanical representation of those parts of the economy that exist beyond the bureaucracy and the various parts of the war machine.
Because all civilians are citizens, in this very scaled down example, but only some citizens are civilians, I assume.
 
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How does this interact with small groups of pops with bonuses? Say you have 10k workforce on a planet, and 1k have an alloy bonus. If you only need 1k alloy workers, will the game give your alloys the full bonus, or does it average the workforce and apply 1/10 of the bonus?

How does this work if you have a species that’s good at both alloys AND mining, and a second species good at neither, but only enough of that first species to fill alloy OR mining jobs? How does the game choose where the bonus goes?
 
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Have they removed the evil curve that suppresses population growth?
What about interspecies compatibility?
If all pops grow simultaneously, would xenophobic empires be at a disadvantage in terms of population?
With the grow floor removed its implied that it would work like budding were more pops->more growth.
So both Xenophobic and Xenophile empires get the same total growth but Xenophiles would be split proportionally between their respective species.
The colony changes also reinforce the idea, since colonies don't have that 3.0 growth a month they need more immigration to get similar growth number to hit the old numbers.
 
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Clerks after the trade changes dev diary: I will, finally, after seven years of being terrible, have my chance to shine
Clerks after this dev diary: oh
 
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I love the changes.
The new growth will make way more sense.

I was thinking about the auto-demotion. If I understood correcty, unemployed is a purely transient state. Pops will demote slowly to civilian which is infinite a bit like the servant job for slaves. I think it's a great way to remove problems but I thought about one thing : If civilians are clerks replacement and civilians tend to auto migrate, will there be options to reduce migration if there isn't enough amenities ? I could imagine a planet be ok on that side and then 10 civilians migrate to a new colony and the planet is in the red amenities wise. Granted there are better ways to manage amenities than clerks even right now but they help when building slot left are scarce.

Will you add ways to stop demotion in the base game or do you leave that to modders ? Something I would like for RP purposes is a decadent main specie that refuses to go below the specialist strata. That can be done with micromanagement but a way to automate that would be great. Having something akin to what fallen empire have with hedonist pops living on the back of slaves/robots.
 
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If civilians are clerks replacement and civilians tend to auto migrate, will there be options to help managing amenities ?
Civilians are clerk replacements for trade value, not necessarily for amenities. I suspect we'll hear more about that when they go over planet changes next week.

It sounds like the design goal of civilians is that you should pretty much always be happy when they migrate somewhere and take up productive work, so I doubt they're doing anything important for the planet they live on like generating amenities.
 
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I understand the need for civilians as a concept in the new system, but I hope that their name and output can change depending on ethics, civics and government.
For example calling them consumers when playing an megacorp empire, subsistance famers in agrarian idylls (maybe they also have some food output), laymen for spiritualist empires, proletariat for shared burden empires, pleasure seeker for pleasure seeker empires. You could keep "civilian" for militarist empires.
 
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Your homeworld will start with a fairly large pool of Civilians to support your early expansion. We’re a bit worried about early conquest of homeworlds being too easy of a snowball with this increased starting Pop count, so are considering various ways of making it more challenging to take homeworlds in the early to mid game. One idea we have includes having Civilians create impromptu defensive militias to help defend their home, and possibly starting you off with a few Defensive Platforms. Another idea is for aggressively invaded Civilians to take “Resistance” Jobs that they must then “demote” out of over time. The number of Civilians converted to this new Job and how long it takes them to drop out of it would be modified depending on how their people are being treated by their new and old masters.

How about something like with the preftls, stellar shock or something ?
No need to touch space defence, fighting early starbase is already hard enough.

If you want to make early starbase more viable, how about we can make its deisgns though! that is also great for lategame fortresses
 
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How do pops actually become unemployed? I would have thought that filling up the job capacity through workforce would put extra workforce into unemployment, but the example given above shows how the workforce limit can be exceeded through bonuses. How then do pops get pushed out of a job?
 
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Not sure about civilians.
Whether or not civilians are happy should depend more on their standard of living. Given their low standard of living, they should be even more dissatisfied than the unemployed because they see no hope for improving their situation.

I wholeheartedly hope that you will “Resistance” Jobs. The decision to invade planets may be a bit more difficult and not as straightforward thanks to this.
 
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With all pops growing at the same time, how will this effect the Broken Shackles start? Are they going to end up with a massive population boom due to all of the species present?
All of the species grow but they each grow more slowly.

If your homeworld has only one species and it has 10 pop growth per month, it will get 10 pops of one species.

If your homeworld has ten species (evenly distributed) and it has 10 pop growth per month, it will get 1 pop each of ten different species.
 
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