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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 work a well paid job that's pretty analogous to one of the existing Stellaris jobs and if someone invented a space drive tomorrow and found a colonisation planet the day after I'd be on the first ship out that would have me.

Yes..."the first ship out that would have me"...because many people who are in the equivalent of the "Dependent" stratum would be filling most ships until you can find a ship with empty position. That said, realistically, there would be personal preferences sure, but given Paradox is trying to optimize performance, those would probably not considered...
 
Sorry, but that is sophistry...there is a substantial difference between depending functionally (which is a consequence of work specialization and involve an exchange of benefit) and being unable to earn enough to survive because you aren't paid enough or you don't work at all (which involve little or no exchange of benefit) ...the latter is Dependent. Then he or she might tell himself or herself whatever story might be sugarcoating his or her real condition.

It's not matter of dependence from Government, Church or charities...it is matter of "being unable to scrape by" without having to "attach" himself or herself to someone else in a purely transactional way*.

*= One might put it in sense that even "employees" and "employers" depend on each other, but that is a transactional relationship:
The employee gives "work", employers reap the benefits of "leveraging such work". Someone who needs his or her family or community as a crutch is in no way different from someone depending on the Government, Church or charity to "scrape by"...the only difference is in the (deluded) way in which he or she portrays oneself.
The concise form of this: symbiote vs parasite. Cue the backlash as the word "parasite" has bad connotation and the humans are diverse and flexible enough that some "one directionally dependent" individuals can get into transactional relationships.
 
The concise form of this: symbiote vs parasite. Cue the backlash as the word "parasite" has bad connotation and the humans are diverse and flexible enough that some "one directionally dependent" individuals can get into transactional relationships.
I would definitely not throw around worlds like "parasite" when one could argue that in real life, that term could easily be applied to some people in the Elites stratum.
 
If manual resetlement is gone how will the Doomsday origin work now and all the fiddling it entails of keeping mandatory pops on the home world for last while evacuating everyone else first, and possibly needing to evac into unstable and overcrowded conditions because its better than the planet blowing up and taking everyone with it.
 
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I would definitely not throw around worlds like "parasite" when one could argue that in real life, that term could easily be applied to some people in the Elites stratum.

Technically the Elite are there to "lead" and theorically none would be able to stop the people from the lower strata to give them a "French cut" if they are extremely dissatisfied with how they do their jobs (as, in some cases, would be extremely appropriate!).

If they act as a bunch of foolish sheeps, instead...well...you have your negative happiness modifier to the Worker and then you end up having an extra stratum below Workers too...which, as I pointed out, is "Dependent"!

Actually the Elites seem to label those people as "parasites", but the main guilt of those people is to be too "sheeps" to giving "French cut" to those snotty "Elites"...

Politically correct labels for "Dependents" seems just a localization issue and, in the case of the Elite, a hypocrisy to hide their actual plans to use the Purge option on them as soon as they manage to lure them sheepishly into that pesky Purging "job"...
 
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If a planet has pops that, say, have +10% to alloy workforce, and there are no alloy jobs on that planet. Do those pops then create alloy workforce that will then make alloys, or would it be wasted since they are not working alloy jobs?
 
Technically the Elite are there to "lead" and theorically none would be able to stop the people from the lower strata to give them a "French cut" if they are extremely dissatisfied with how they do their jobs (as, in some cases, would be extremely appropriate!).

If they act as a bunch of foolish sheeps, instead...well...you have your negative happiness modifier to the Worker and then you end up having an extra stratum below Workers too...which, as I pointed out, is "Dependent"!

Actually the Elites seem to label those people as "parasites", but the main guilt of those people is to be too "sheeps" to giving "French cut" to those snotty "Elites"...

Politically correct labels for "Dependents" seems just a localization issue and, in the case of the Elite, a hypocrisy to hide their actual plans to use the Purge option on them as soon as they manage to lure them sheepishly into that pesky Purging "job"...
Jashkar, you do not understand what the currently-named-civilians group is intended to represent. This is why so many people are disagreeing with you. You have a fundamental misunderstanding of the intended flexibility and scope that is intended by this group of pops. You have had it explained to you several times but for some reason you don't seem to be grasping what the intention is. People are not being "politically incorrect" by not agreeing with your word choice, people are using different words because your interpretation of what this grouping is intended to represent is wrong, or at best incomplete.
 
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Will the overall System migrate employed pops so that it optimizes its workforce over time? (e.g. all pops work jobs that maximize their potential output/make use of ther bonuses)
 
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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.

It's possible to defend early rushes very cost effectively in the current patch by building naked (no defensive modules) hanger platforms with scout wings (this is more cost effective without researching strike craft). These cost about 160 alloys each, and because strike craft are highly effective against corvettes trade so well against early fleets 3 built around an outpost can repel an early 20 corvette fleet. This is a more cost effective way of defending a chokepoint than upgrading an outpost to a starbase, and because platforms build quickly can be done reactively after a war dec (though clearly not in a border system if the opposing fleets are waiting on the other side of the border). The only problem is that the AI won't do this.

My point is that one (partial?) solution option could be to code the AI to use existing tools better; simply keeping a small alloy bank after first contact and hardcoding the response of spamming some naked hanger platforms on the capital system starbase in response to an early war dec from an empire with superior fleet power would make zerg rushing home systems extremely expensive (and probably annoying).

I don't like starting with defense platforms thematically as it really makes no sense pre first contact, but it's a minor quibble...
 
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I would definitely not throw around worlds like "parasite" when one could argue that in real life, that term could easily be applied to some people in the Elites stratum.
Oh I'm in complete agreement that it's an appropriate term for some individuals all across the different strata. It's a dangerously concise metaphor that gets the point across too bluntly, leaving a lot of opening for interpretation of the intended scope. Glad we can talk on this.
If a planet has pops that, say, have +10% to alloy workforce, and there are no alloy jobs on that planet. Do those pops then create alloy workforce that will then make alloys, or would it be wasted since they are not working alloy jobs?
The behaviour that follows the 3.14 precedent is the latter: no bonus workforce as there's no relevant job. It doesn't make sense for pops to be able to magically create alloy when there's no facilities on the planet. Now, if immigration is legal for these pops, I expect they'll teleport to planets that do have factories and displace pops already working in alloy jobs. Whether they actually do that quickly and efficiently is another matter.
the intended flexibility and scope that is intended by this group of pops
Part of me wonders if this group should be bluntly named "willing future colonists". We've yet to agree on whether to show this on the UI as a 4th 'strata' or as a job on the "Workers" strata.
 
It's possible to defend early rushes very cost effectively in the current patch by building naked (no defensive modules) hanger platforms with scout wings (this is more cost effective without researching strike craft). These cost about 160 alloys each, and because strike craft are highly effective against corvettes trade so well against early fleets 3 built around an outpost can repel an early 20 corvette fleet.

I don't like starting with defense platforms thematically as it really makes no sense pre first contact, but it's a minor quibble...
What if an event created those for free if a war happens within the first X years of the game? As well as if the empire picks the hostile approach to first contact?
 
I would like to ask if it is possible to do something similar to recruits for aviation or some restrictions so that there is no problem when some empire can easily keep a fleet of several hundred or millions (I mean, maybe it is possible to do something so that ships from time to time need to dock to stations, because without this they lose the ability to fight, for example, like in Crusader Kings 3 when the army has supplies. Maybe it is possible to make them have supplies and, for example, the player would have to somehow build infrastructure or place ships to restore the ability to fight qualitatively. It seems to me that in the late game when the player has the ability to spam in the literal sense of the word with a fleet, recruits would not be a problem as an additional resource that could fall or rise over time. They will not do this either, but do you plan to replace energy with "money" in the future? Well, I would like the market to change a little because sometimes it seems that the market is a bottomless pit, yes, if someone buys something and If someone sells, they will feel the fluctuations, but if they don't buy, they don't know what's on the market. Is it possible to make a similar system as in Victoria 2, when excess resources would be sold to other players, and if there was a lot of something, the price for it would fall and so there would be some kind of regional problem with prices, incomes, etc. And the last question, are you going to change politics and parties in the future to something similar to Victoria 3? Where the player would change laws from time to time and interact with the country, and not like now, at the start he came in, changed 2-4 laws, in the middle of the game he changed 2 laws and passed decrees, at the end of the game for unity he included all possible bonuses and that's it.
 
I don't like starting with defense platforms thematically as it really makes no sense pre first contact, but it's a minor quibble.

Given we also start with military ships an easy headcanon is the empire had some space combat prior to hyperdrives. Different nations or minor hives defending their resource outposts prior to unification.
 
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I didn't read all the replies in the thread, so my apologies if I'm repeating someone else's post/question/feedback;

How will this change resettlement? Will we still be able to manually move pops between planets?

Will planet lists in resettlement window follow planet sequence changes in the outliner? :)

Also, can you please allow crisis difficulty slider to go to 100x? :p
 
Given we also start with military ships an easy headcanon is the empire had some space combat prior to hyperdrives. Different nations or minor hives defending their resource outposts prior to unification.
I mean something like that more in the middle or at the end of the game because at the moment in this period of the game 1 doom stack appears (especially if it's nants, nanites are completely broken. The only thing that limits the player in the nanite fleet is their conscience and how much FPS they are willing to tolerate). I agree that such restrictions are not very suitable, but also recruits (like Europa 4 where at the start you can feel problems, but already in the middle and end of the game if it's not a war of absolute exhaustion you don't feel problems that you won't have anyone to fight with). I would like something like that. In general, the previous comment, like this one, I only write here what I wanted to see in my ideal Stellaris and I understand that my vision differs from both the developers and the majority of people. (sorry if there are any mistakes, English is not my language)
 
On "Civilians" and "Workers"

I agree with others that "Civilians" feels awkward in terms of what we are trying to capture. Civilians, is usually antonym to Military. So it does feel inaccurate to use for the unpromoted zero point tier. (think physics, basal energy state) Similarly, "dependents" is awkward to use there. I typically think of that word in terms of military dependent, aka family of the military member. But it also implies sucking resources away in a social context which isn't really accurate to what we are going for.

Similar challenges occur with calling the zero point tier "private sector". Because that, via antonym implies all the other stuff is government sector fully. Which isn't really true. It's more like the specialist and worker tiers are just those enfranchised with political power. Or really just leading roles in the play. Since we kind of assume our zero point tier to be the quiet sheeple contentedly voting/acquiescing along those in power to stay in power.

In some sense, I kind of wager that what we are trying to capture in the zero point tier's name is "undirected" or "self-directed". These are people/pops off doing their own thing, to their own ends. Not really involved in whatever empire task and goal we have set. I do struggle to think of better, or even sufficient, terms to describe that which don't also carry social or living standards contexts into it. "Citizen" for example is bad because of living standards stuff, etc.

I think part of our problem is also that "workers" as a tier name, isn't exactly doing a great job in the new system either. "Workers" kind of infringes upon what we can call the zero point tier. We assume that the zero point tier is also working at some level, doing their own thing. They aren't truly unemployed like vegetative resource suckers. But for the "worker" tier, that name also fails to capture that these workers are ones we have tasked with something important. They are like the road crew building the highway on a government contract. They are very much the muscle of everything as contract, or day laborers. (Hourly, salaried?) They dutifully do their job and report to their foreman and project engineers (the specialists). But having them called "workers" alone seems to imply by antonym that the zero point tier is entirely not working, which isn't really true.

---
Other random names to throw at the wall
"Disengaged"
"Silent Masses"
"Masses"/"The masses" <-- probably my work in progress pick for now
"Population"/"Total Population"
"Regulars"
"Normies"
idk man...
 
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On "Civilians" and "Workers"

I agree with others that "Civilians" feels awkward in terms of what we are trying to capture. Civilians, is usually antonym to Military. So it does feel inaccurate to use for the unpromoted zero point tier. (think physics, basal energy state) Similarly, "dependents" is awkward to use there. I typically think of that word in terms of military dependent, aka family of the military member. But it also implies sucking resources away in a social context which isn't really accurate to what we are going for.

Similar challenges occur with calling the zero point tier "private sector". Because that, via antonym implies all the other stuff is government sector fully. Which isn't really true. It's more like the specialist and worker tiers are just those enfranchised with political power. Or really just leading roles in the play. Since we kind of assume our zero point tier to be the quiet sheeple contentedly voting/acquiescing along those in power to stay in power.

In some sense, I kind of wager that what we are trying to capture in the zero point tier's name is "undirected" or "self-directed". These are people/pops off doing their own thing, to their own ends. Not really involved in whatever empire task and goal we have set. I do struggle to think of better, or even sufficient, terms to describe that which don't also carry social or living standards contexts into it. "Citizen" for example is bad because of living standards stuff, etc.

I think part of our problem is also that "workers" as a tier name, isn't exactly doing a great job in the new system either. "Workers" kind of infringes upon what we can call the zero point tier. We assume that the zero point tier is also working at some level, doing their own thing. They aren't truly unemployed like vegetative resource suckers. But for the "worker" tier, that name also fails to capture that these workers are ones we have tasked with something important. They are like the road crew building the highway on a government contract. They are very much the muscle of everything as contract, or day laborers. (Hourly, salaried?) They dutifully do their job and report to their foreman and project engineers (the specialists). But having them called "workers" alone seems to imply by antonym that the zero point tier is entirely not working, which isn't really true.

---
Other random names to throw at the wall
"Disengaged"
"Silent Masses"
"Masses"/"The masses" <-- probably my work in progress pick for now
"Population"/"Total Population"
"Regulars"
"Normies"
idk man...
I'd probably favor The Masses, or alternatively Citizens, Residents and Slaves (as different categories). That doesn't carry an antonym implication except against the other two categories, but since those would BE the other two categories it wouldn't be a problem.
 
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Seriously, we need to stop focusing so much on the word "civilian".
It totally has its place. It simply groups together civilians who do not have a more specific job or who are on welfare for example.
It is not wrong and we understand what he means.

No words will be perfect.

But hey! If it continues like this, Eladrin had better add a category equivalent to "civilian", which we could call "militiaman".
Pacifist ethics, more civilians, less militiaman; the opposite for militarist ethics.

Civilian: happy = economic bonus; unhappy = economic penalty
Militiaman : happy = military and stability bonus; unhappy = military and stability penalty
 
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I'm still fond of "Dependents", if not as a replacement for Civilian, then as a stratum for individualistic pops in a gestalt empire.

To a hive, individualistic pops are certainly are certainly neither Worker nor Civilians. And they are functionally useless, due to their inability to function as part of the collective.
 
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