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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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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.

GIVE ME THE HALLELUJAH!

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.

This is also very exciting!

Assembly works largely the way it did before, except that fractional Assembly will become “microPops” thanks to the finer resolution of Pops

Could you elaborate a little more pretty please? I am afraid I did not get this.

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.

So the way goes Workers -> Unemployed Workers (who have decreased happiness) -> Citizens (who have standard happiness)? Something like that? It kinda feels strange. At first I was going to suggest that Workers should keep on being unemployed and unhappy, while only Unemployed Specialists and Rulers can become Civilians and only they can emigrate (and everyone for Egalitarians, while for Authoritarians only Rulers or something). But then I thought that there is nothing stopping Workers from becoming Specialist in a first place anyway (unlike Literacy in Victoria). So like... I guess scrap my thoughts here.
But I still think that going from happiness penalty to standard happiness is weird. Maybe Citizen happiness or the number of possible citizens should be much more reliant on the Living Standards - with higher living standards allowing more citizens?

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.

Okay, I love that!
 
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I'm still not sure I like this. It feels like having 200 instead of 2 for most jobs will cause the feeling of drowning in zeroes.

12 and 2 feel more distinct from each other than 1200 and 200.

Or even 120 and 20 would feel better, if 1 pop were to be changed to 10 pops instead of 100.

Perhaps the numbers should be truncated (and rounded (with full numbers only shown in tooltip)). I would have said 12k and 2k but 'k' stands for a thousand, not a hundred...
 
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Perhaps the numbers should be truncated (and rounded (with full numbers only shown in tooltip)). I would have said 12k and 2k but 'k' stands for a thousand, not a hundred...
Judging by the reactions, it does seem like I'm (nearly) alone in feeling this way, so. Guess I'll just have to get used to it :D
 

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”.
You mentioned trade, giving me a thinly veiled excuse to post this here instead of in the previous dev diary!

I was thinking about Megacorps and realised that since upkeep is based on market price and Megacorps are presumably keeping their high-trade high-market use playstyle, this means having one or more Megacorps in your game will skew market prices higher and result in higher penalties for deficits.

Now I love the flavour and realism of the end stage capitalist empire slowly destroying the galactic economy just by existing but I can see it causing a problem for trying to balance a good price for deficit imports since you'll probably see pretty different behaviours between those with the Megacorps DLC and those without.

We also haven't heard anything about Trade Hubs or Offworld Trading Companies and I'm still hung up on 1/3rd of Utopia's Galactic Wonders perk sitting in the Megacorps DLC.

We can kill three birds with one stone by:
1) Pushing Trade Hubs or Offworld Trading Companies or both to the Megacorps DLC as thematic early game logistics mitigation alternatives.
1) adding a number of trade boosting and logistics reduction items to Megacorps. This would effectively add self-balancing to the DLC since there'd be higher base costs but more options to reduce them.
2) pushing the trade items like It would add value to the DLC, allowing some of the more out of place items like the matter decompressor to be shuffled into Utopia or the base game without making anyone feel like they've "lost" part of their purchase. And if there's no good place for repurposing trade hubs or merchant guilds (or both) into the base game there may be a place for them as something only useful to those with the Megacorp DLC (or maybe even only useful for Megacorp empires).

Putting my specific ideas for what to add to Megacorp behind a spoiler since that's not the main point:
Trade Hubs or Offworld Trading Companies
Starbase modules or building
Must be built in an inhabited system.


- Boosts the total trade output of the system.
- Generates trade based on the resource output of the system AND the deficits of any planets in the system:
-- Early game deficit mitigation that's more interesting than just a local deficit reduction
-- A mining hellworld, foodless metropolis, or isolated science colony offers more opportunities to fleece the locals than a self-sufficient planet.

Trade Nexus - Partially stolen from @DrFranknfurter
Kilostructure
Must be built in an inhabited system.
Maximum of one per sector
Possibly for a future Megacorp-themed expansion rather than backporting to Megacorp


Significantly boosts the total trade output of the system
- no messing around with local resources, they're too big to care about the local economy beyond cash (and this encourages them to be built in systems with developed, high trade producing planets, which makes more sense to me than hellworlds)
Reduces deficit costs for the sector by 10% across the board.
- straightforward but powerful mid-game mitigator that still requires some strategic planning around placement and build order
- useful for tall and wide, though tall empires need only build a couple for full effect

Galactic Trade Nexus
Megastructure
Must be built in an inhabited system.
Can be upgraded from a Trade Nexus
Can be in the same sector but not the same system as a Trade Nexus


Generates a lot of base trade.
Significantly boosts the total trade output of the system.
Reduces deficit costs for the sector by 10%
- stacks with any Trade Nexus in the same sector
Reduces deficit costs for the empire by 10%

- The first Galactic Trade Nexus built immediately moves the Galactic Market to the planet in the system it was built in

-- Further Galactic Trade Nexus structures do not automatically redirect the market, but after the first Galactic Trade Nexus is built only systems with a Galactic Trade Nexus can be nominated for future Galactic Market shifts
 
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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... 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."

Suggestion:
"Resistance" jobs should not contribute to pop growth, in addition to any negatives they have. They could send growth outside the empire or add pop decline instead for non-resistance species as they take part in ongoing battles in the background. Also I would have resistance jobs be difficult to deal with, slow and expensive, especially for assimilators.

The new system seems like it will significantly favour conquest/integration of vassals for the extra pops, and habitat/ringworld spam will be worse or completely pointless in some cases.

Questions:
1. How will pop decline will work in the new system?
I'm thinking of a gradual background churn of species as some grow and some decline, slowly changing the overall demographics.

2. How have pop migration numbers have been changed?
Currently high stability and free jobs can completely overwhelm any sources of migration push (push numbers are too small), so most pop movement comes from automatic resettlement of full unemployed pops instead of migration push and pull. I hope this is looked at.

3. Do some jobs require different amounts of workforce?
Two jobs could have the same output, but one is more advanced/automated and requires less workforce than the other. This could be used to make pops less important in some circumstances in the late game and lead to more idle, even hedonistic pops like the fallen empires (and make conquest less powerful).
Edit: I missed this part:
"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."

4. How do bonus jobs per x pops interact with the new system, and with all the civilians?
I wonder if you could just resettle lots of civilians to boost those planet features or if they will be changed to avoid exploits.

"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."

5. Promotion and Demotion sounds like a much better system, are there any plans to add job training to Stellaris outside of mods?
Demotion as a mechanic feels backwards in that pops can instantly do the most technical jobs but take decades to become civilians. Re-Training people to use my fancy technology feels better than just waiting for the previous elites and all those fired scientists to just give up their will to live.
 
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Thats a buff for tall, few planet empires i assume?
I would really like it if migration between colonies in the same system was faster/easier than interstellar colonies, and indeed, maybe the further away a colony is the slower migration happens?

It just feels right that population should be able to grow in an existing populated system faster than having to traipse down hyperlanes.
 
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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.

We welcome your ideas and suggestions.
Why not go back to the beginning of Stellaris.
Before, planets could have a spaceport that helped with its defense.

Planets, habitats and ring worlds could have a spaceport (or equivalent).
The starting planet could have a spaceport "equivalent" to a starport.
Colonies could start with a spaceport equivalent to an outpost.

The higher levels of upgrades would be the orbital rings.
At the same time, we can get rid of land combat (even if that would be another topic). A habitable world could work for combat as a "starbase", the more the capital building is evolved (as well as other buildings, bonuses, pop and etc.) the more the planet has hit points and offensive and defensive potential.

A system with multiple inhabited worlds or a ringworld might have a collosal defense.

Moreover, given the current functioning of habitats (one per system), it could be interesting and simpler and that habitats become an extension of starbases.

An inhabited starbase could be even more powerful than a simple starbase.

And soon starbases with thrusters for nomadic empires... :p
 
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I read this...
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.

...and suddenly think this here might be playable.
BirchWorld.PNG
 
Also as someone suggested before - in order to make the conquering of Homeworlds harder on top of Resistance it would be good to buff the starting starbases a little more, cause once you lose it, you are more or less done for.
 
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"Resistance" jobs should not contribute to pop growth, in addition to any negatives they have. They could send growth outside the empire or add pop decline instead for non-resistance species as they take part in ongoing battles in the background.
Pop decline for all species, I should think. Being in a resistance movement isn't the healthiest occupation and, well, collateral damage is inevitable.

Demotion as a mechanic feels backwards in that pops can instantly do the most technical jobs but take decades to become civilians.
It takes decades* for them to acknowledge that they'll have to give up the privileges of their previous social stratum and go scrabble in the dirt for minerals or sell fast food to their former peers. That's not something that should be instant.

*only rulers should routinely see actual decades, for specialists it's usually more like a year or two
 
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Are there any plans to rework resettlement system? Currently, especially in mid/late game, it is trivial to evacuate almost entire planet and do other massive population transfers which to me always has felt bit silly and "unrealistic" even for Stellaris. Eg. got a new planet with big research bonus, filled it with labs and then instantly moved large amount of random workers and other less important pops from the other worlds to get near instant research world.

I feel like immigration could play much bigger role in Stellaris.
 
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This sounds good. I am very confused about how this will interact with other things though.

For instance, leader generation. I suppose it will still use the same percent based weight mechanic?

Additionally, are we getting any improvement to Dominant species with this? If not, we should. Let me explain.
Currently, we are very limited to what we can do with our main species. It makes sense that we can't purge ourselves, but not that we can't enslave ourselves (except with a civic, that doesn't allow for easy control on ratios). With these changes, and since now pop groups will be tied to several things, including faction etc. It makes sense that we can enslave pop groups. For instance, I want my pops that are egalitarian to be enslaved, to teach them the error of their ways (just an example). Improvements on this area would be very welcomed. We could finally RP about how we treat our dissidents and traitors for example.

On another note, the productive traits are straightforward (they now boost workforce totals) But how about reductions? For example, traits that reduce empire size from pops, I suppose won't work on the workforce, but rather in the group, so 100 by default. Is this assumption correct?

And finally. I believe that this is an excellent time to 'deal' with Virtual pop printing mechanic. Perhaps they can get a huge 'growth' of civilians or something. The mechanic is not only badly balanced (on top of all other benefits of virtual, such as immortal leaders, low empire size, unconquerable pops and huge production bonuses) But also make sense. Think about it this way.
A pop needs to be created for any species, an example of that is seen in the synthethization situation on the event that asks, now that we will 'build' ourselves, how will people be generated? Experts create identities, its a mix of their parents etc. This makes sense for everything except virtual. As a matter of fact, virtual is more akin to just installing software over and over on places (with said software being the pops) While this seems to make sense, it doesn't, as software shouldn't have happiness or factions for instance. So they should instead be rapidly built, but not instantaneous.

This will have the side effect of turning virtuality down a bit, and among other things, avoid the bug where things like purging never end because new pops are printed immediately. As a matter of fact, virtual pop purging doesn't make sense. The servers should be destroyed and the planet lost instantly. Yet we treat them as pop in this scenario, and like software in others. It needs to be standarized.

All in all, it is a great time to do this, since we are reworking pops, this printing mechanic should be reviewed. By having plenty of civilians, it would be better.
 
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Are there any plans to rework resettlement system? Currently, especially in mid/late game, it is trivial to evacuate almost entire planet and do other massive population transfers which to me always has felt bit silly and "unrealistic" even for Stellaris. Eg. got a new planet with big research bonus, filled it with labs and then instantly moved large amount of random workers and other less important pops from the other worlds to get near instant research world.

I feel like immigration could play much bigger role in Stellaris.
Doesn't that just burn insane amounts of energy and unity for negligible returns?
 
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Any thoughts on stratum name changes depending on your civics etc.? For example with shared burdens having stratum names that emphasize the extra egalitarian aspects of the society.

Additonally, any information on how living standards will affect the population? Say, Utopian Living standards and unemployed pops - will they be content in staying where they are, produce unity/science etc. or will they attempt to move to other places.
 
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I don't often play into very late game, but the more granular pop-growth and especially fixing this "long-running issue where spamming colonies regardless of habitability simply for the minimum flat Pop growth was optimal" seem like elegant solutions to unintuitive aspects that have been annoying me!

About homeworld conquest;
  • Free defense stations sound like a bandaid-type solution. Not that this couldn't be simple and effective, but less mechanically interesting to play with.
  • Resistance sounds cool, but I'm concerned that, if it needs to be strong for balance reasons, it might spring like a trap on players not familiar with the mechanic. So, punishing a short-term decision with heavy long-term effects that are difficult to communicate up front, which might not be fun. And it might lure in the AI as well.
So I would argue for something that prevents homeworld conquest before it happens.
Maybe exploring and emphasising the material and logistical cost of launching something like a planet-size invasion early game; sufficient armies and transports are still 'basically free' in the current version.
Maybe assault armies and orbital bombardement could start weaker and scale more with tech.
Perhaps Pops/Civilians could produce (more) defensive armies - or maybe, to scale the impact of homeworld conquest with game progress, the conversion rate of Civilians into armies could depend on the availability of migration/refugee targets. So, the more inhabited planets an empire has, the less their people will be willing to die for any individual one of them, making invasions more difficult on small, dense, isolated targets than on large, established and well-connected empires.

I am a little confused as to what civilians represent. The term is very broad, demotion from unemployed workers and "veg out in front of the holoscreen" sounds like long-term unemployement, but the comparison to clerks and maintenance drones sound more like multi-purpose service personnel?

Update looks very cool!
 
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