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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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For mechanical purposes, I don't think "Civilians" is unclear at all.

It represents pops that are not currently working a job that contributes to your economy in an obvious and mechanically represented way, but still participates in it, as represented by trade value. Could mean students, assistants, et cetera.

I like "Dependents" mainly as a term for individualistic pops in gestalt empires, because it is a strata that Genesis Architect's organic specimens, Rogue Servitor's bio-trophies, Hive Mind's livestock, or a regular Machine empire's grid amalgamated pops could all be categorized under.

Right now organic specimens from Genesis Architects are weirdly categorized under the Bio-Trophy stratum despite being a slavery type... It feels a little odd.

It would also potentially pave the path for individualistic pops in gestalt empires that aren't subjected to outright slavery, but are allowed to simply reside on the collective's worlds.

Frankly I seemed to have understood that that stratum doesn't have jobs, because it can't have unemployed "Civilians/Dependent"...
 
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You're right, but that's part of why it's an issue... for a single example, one of the Branch Office holdings is a "Private Mining Consortium."

We DO control some things that are explicitly civilian, and we DON'T control some things that are explicitly government. It's not really wrong to call these pops civilians, I just think it's MORE right to call them something that doesn't say what they are - something more generic, because they're pops that aren't doing anything specific, but that includes not specifically being (or not being) civilians. The only thing they are specifically is NOT doing some other job.

Actually, perhaps given that a better term would just be to un-truncate Pop, and call them Unused Population. They are the population, and you are not using them. Still not awful to just use Civilians though.


An individual in this case would never be relevant except when using it for something, and if you were, it would no longer be part of that group because it would have a job.
That is a megacorp they control all 'private' business in stellaris. These are just 'private' fronts for the megacorp to extract resources from other empires.
 
These jobs are not created by you the player, it is jobs outside the government or no job at all.

I don't think this is true, they can be depending on government type but to me it's a abstraction of non governmental jobs, UBI recipients. I doubt you would put self employed people at the bottom of a strata compared to say janitorial staff at the capital. The pyramid only matters in strictly hierarchical societies like fanatical authoritarian , particularly dystopian ones.

Well...yes...but why would demoted Worker be suffering from negative unemployment penalties while waiting to "drop" in that stratum?

...and stranger still...why you wouldn't have the unemployment condition in that stratum but people from that stratum would be keen to move to a colony?
 
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That is a megacorp they control all 'private' business in stellaris. These are just 'private' fronts for the megacorp to extract resources from other empires.
In an authoritarian megacorp, probably. In an egalitarian megacorp, probably not.

This is exactly the problem. Mechanically, civilians basically works. Thematically, it brutally slaughters a lot of the RPG/thematic elements of the game. Because it takes that subjective line and makes it objective.
 
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Frankly I seemed to have understood that that stratum doesn't have jobs, because it can't have unemployed "Civilians/Dependent"...
I see this interpretation to be inaccurate. A strata in the game is a container in which another container labelled "jobs" is placed, into which pops are inserted. You can't have pops sitting in a strata without that middle container.
 
I've done some cleanup of the thread. How on earth did it get this heated? (Don't answer that.)

IMHO If you're going to get so upset about something it might be best to sleep on it before you post.
 
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Anyway, I'm really looking forward to the next dev diary.

Eladrin's posts suggest it will go into more detail about districts and buildings and I can't wait to see what the plan for them is.
 
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I personally find the term "civilian" to be confusing, but since that's a (hopefully) settled debate let's focus on the rest of this super-juicy DD instead. It is glorious, seriously.

> More powerful species traits. Yes. YES. This economic rework could be a great opportunity for revisiting poor old forgotten regular traits (plus bio ascension traits). Also, species Traits granting planets modifiers sounds like it would open a ton of creative design space, too.

> The division of pops between species, strata, ethics, and factions seems to indicate a more prominent role of "internal politics" in the overall economic system. Perhaps we are on the cusp of multi-faction ethics. One can only hope!

> Pop growth changes will be massive. The perspective of populating ring worlds, not getting overrun by xenos and the Nomadic trait becoming useful is super exciting. But I do wonder if there would be any peaceful alternatives for increasing your pop growth other than conquest, now that the habitat spam and "colonize everything on sight" have been (rightfully) disincentivized.

> Resistance and rebel jobs making the post-war pacification of a planet a far more arduous task, possibly requiring importing soldiers and enforcers from abroad sounds like it would do a ton of good to the game by curbing conquest snowballing. It is a mechanic worth implementing beyond homeworlds.

> I do wonder if this new pop system would allow for manned stations and the like. Or nomads, even!

At some point I think it's best to leave it up to player interpretation. It's a fine line definitely, but stellaris is a sandbox that gives us tools to make empires and role play them how we like. Having the game try to fix a roleplay for each ethic sounds too restrictive.

Changing names based on civics could be interesting, so long as it reflected any mechanical changes.

I believe that this brand-new strata has tons of flavor potential if matched with unique citizens whose output sets them apart from "regular" citizens. Say, serfs providing basic resources in feudal societies, "Wellness workers" bestowing pop growth bonuses in Pleasure Seekers empires, and so forth.
 
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> The division of pops between species, strata, ethics, and factions seems to indicate a more prominent role of "internal politics" in the overall economic system. Perhaps we are on the cusp of multi-faction ethics. One can only hope!
I mean, they had the perfect opportunity to remove it if they didn't want it going forward. That factions stick around means they have plans for it. Whether those plans happen in 2025, 2026 or beyond is a separate matter.
"Wellness workers" bestowing pop growth bonuses in Pleasure Seekers empires, and so forth.
I like that idea. There shouldn't be too many jobs in this strata as every new job is a performance hit. But I do agree there should be more than 1 so empires have some flavour between them. Even if mechanically they have really tiny benefits, it's a good narrative: like how the fallen machine empire tells a whole story with just building names, tooltips and system names.
 
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Virtual ascension has a way of working incorrectly right now.
Creating infinite pops is a bad design.
It would make much more sense if pops had the virtual trait generate a significant workforce capacity, offset by the cost of servers.
 
Virtual ascension has a way of working incorrectly right now.
Creating infinite pops is a bad design.
It would make much more sense if pops had the virtual trait generate a significant workforce capacity, offset by the cost of servers.

At the very least it shouldn't be possible to genocide a planet with the "shutdown server" option. It would be better if there was a general "evacuate planet" button that anyone could use which would force pops to migrate away.
 
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While scripted localization to change their name could be interesting, we've found it tends to be confusing to newer players when game terms change from game to game.

Make it an option that can be switched on and off in the settings then :) (Yes i know feature request costs money - maybe not profitable)


I just really dont like civilians as phrase tbh. it breaks immersion for me in so many empire ethic constaltions.

i just hope it will be resolved sometime :) And id really like to know what you the developers think the other strata are compared to "civilians"
B.c. all I can come up with I dont like.
 
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Have to say I love the idea of a Resistance job that civilians take up upon their world of residence being invaded. That feels like the most elegant solution of the available ones.

Reducing the complexity of the calculations is a definite plus, and combined with the trade changes should be very positive for the mid-late game.

One side-effect of the new implementation will seriously affect civs/species that settle distant worlds such as via Fruitful Partnership. Will colonies created in this way have more starting civilians to balance this, or is the judgement that the advantage of having a distant colony is a sufficient tradeoff against it taking ages to build up if immigration to it is virtually nil?
 
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how does the civ/residence mechanic work with drones? mechanically or biologically?
especially considering that you are removing the "clerk" system... which was a pretty big deal for both ethics
 
  • Civilians
  • Residents
"Residents" is a confounding name for the stratum, since the word also refers to all other pops with Residence citizenship status.
How about "Ordinary Residents", or "Regular Residents" or "Common Residents", instead?
Any of these names would:
  • more clearly distinguish the stratum's residents (pun not originally intended) from the holders of the similarly named citizenship status,
  • seemingly not carry any negative connotations, and
  • be so generic that they should fit every imaginable type of (non-Gestalt) empire.
alternatively Citizens, Residents and Slaves (as different categories).
We currently do not intend on changing "Civilians". Many of the proposed alternatives in this thread carry negative connotations that we very much want to avoid - they might be, but also critically might not be an underclass or unskilled, depending on the ethics, civics, and policies of your Empire.
How about "Ordinary Citizens", or one of the other variants I suggest above (Regular/Common)?
  • This would be consistent with the "Ordinary Residents" suggested above.
  • By naming both strata so similarly, it would be very easy for (new) players to intuit that they work the same way. The labels "Civilian" and "Resident" lack that advantage.
  • This would also avoid the issues with the term "Civilian", which implies that every other position is non-civilian (i.e. military) and also implies that this stratum does not contain any military personnel - which would chafe immensely, if this group is used for militia defenders and resistance fighters.
  • "Ordinary Citizen" (or the other two alternatives) does not have any negative connotation that comes to mind as I write this.
  • The term also seems universally applicable to any kind of regime - whether we are talking about Oppressive Autocracies, post-scarcity Utopian Abundance societies, or a Starship Troopers empire (where "civilians" are non-citizens; given the popularity of Starship Troopers among Stellaris players, it would be unfortunate if Citizen Service empires referred to a large amount of their citizens as "civilians").

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)
Would "Slaves (Unemployed)" function like those other two strata, as far as availability for migration is concerned?

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.
Will it be theoretically possible to
  1. add Student and Apprentice jobs that result in "demotion" to the Specialist and Elite strata,
  2. modify that "demotion" rate by the experience gain rate of the species/empire,
  3. assign a job weight of 0 for pops outside of the same stratum as a job (making Student/Apprentice jobs the only way to move up), and
  4. annually demote a share of all employed pop groups to Civilian/Resident, with the demotion/retirement rate being based on their life expectancy?
If so, that would basically make it possible to finally model an economic impact from the species traits for experience gain and lifespan. Species/empires with faster experience gain would complete the Student/Apprentice jobs faster, while long-lived species/empires would have their pops spend more years in the upper strata before retiring. "Transcendent Learning" would no longer be a leader-only ascension perk.

(Noble jobs could then also be special in that they stay in the family, i.e. there would be no retirement that would give other pops the opportunity to step in, and there would be no need for spending years of adult life on education since the offspring have already been prepared for their inherited jobs from the day they gained communicative abilities.)
 
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While some of the hostility has been unwarranted, I still maintain civilian does not make sense because it has a very specific meaning. One suggestion, which has come up, is: Masses.

The masses are something that folk have differing options on, but is not an inherently judgemental term. It's a good catch-all.
...
Masses/The Masses - "Give us your tired, your poor, your huddled masses yearning to breathe free". This group name poses a question rather than giving an answer: What do you do with The Masses. To the authoritarian they are a problem to be dealt with and kept in line, to the Egalitarian they are the backbone of society to be supported. To the decadent they keep the parties going, and once post-scarsity is achieved the masses can do whatever they want while certain skilled individuals take on the task of running the nation.
This is kind of what I was hoping for, and a much better articulation of why I landed on it. Is it a label? Yes. But it's also a question. It's up to us, the player, and our head cannon of what we do with them. The same choice every leader in the real world has to make.

The only implication is that there are a lot of them. Like space opera lots of them.

Will it be theoretically possible to
  1. add Student and Apprentice jobs that result in "demotion" to the Specialist and Elite strata,
  2. modify that "demotion" rate by the experience gain rate of the species/empire,
  3. assign a job weight of 0 for pops outside of the same stratum as a job (making Student/Apprentice jobs the only way to move up), and
  4. annually demote a share of all employed pop groups to Civilian/Resident, with the demotion/retirement rate being based on their life expectancy?
If so, that would basically make it possible to finally model an economic impact from the species traits for experience gain and lifespan. Species/empires with faster experience gain would complete the Student/Apprentice jobs faster, while long-lived species/empires would have their pops spend more years in the upper strata before retiring. "Transcendent Learning" would no longer be a leader-only ascension perk.

(Noble jobs could then also be special in that they stay in the family, i.e. there would be no retirement that would give other pops the opportunity to step in, and there would be no need for spending years of adult life on education since the offspring have already been prepared for their inherited jobs from the day they gained communicative abilities.)
This has the potential to be interesting, very interesting. It also has the potential to be very hard to balance. It would also likely be really rough to play around if implemented unsatisfyingly.

Anyway, I'm really looking forward to the next dev diary.

Eladrin's posts suggest it will go into more detail about districts and buildings and I can't wait to see what the plan for them is.
Huzzah, and back to what the mods were nudging us to do.
 
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Well...yes...but why would demoted Worker be suffering from negative unemployment penalties while waiting to "drop" in that stratum?

...and stranger still...why you wouldn't have the unemployment condition in that stratum but people from that stratum would be keen to move to a colony?
I understand why you feel that part would be very confusing, I too was confused at first. I look at this way, unemployed government employees create unhappiness and stability issues because they lost their positions of power with in the government, being previously government employees they have a lot more influence on the broader society, then some unemployed or homeless person from the private sector.
In an authoritarian megacorp, probably. In an egalitarian megacorp, probably not.

This is exactly the problem. Mechanically, civilians basically works. Thematically, it brutally slaughters a lot of the RPG/thematic elements of the game. Because it takes that subjective line and makes it objective.
Even a egalitarian megacorp wants to improve the well being of their megacorp by leveraging other empire's economies. Granted I do see the deceptive aspects hurting a person's RP who wanted to make the honest salesman megacorp.

I am unsure how it, does this in this case. As the word civilian to me is very abstract, especially in how they are using it.

My question about the new strata replacing maintenance drone jobs: how would that work with the virtual ascension, where pops spawned in to fill jobs?
This is super good question, maybe it caps based on housing available or just has a set cap based on number of districts?
 
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