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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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Perhaps the number of civilian jobs could be tied to the trade (logistics) consumed by a planet? To represent the service industry supporting the commerce of resources. This way there would still be unemployment as a mechanic but without the need for clerks to generate trade.
 
I get a vibe that civilians will be like subsistence farmers in victoria 3, so you start the game and they instantly get promoted to fill the new jobs provided on your first buildings. This will make the early game much faster, depending on the rate that civilians can be promoted to a higher strata - if that's how it would be implemented.

Does this mean that there could be planets with few or no civilians at all? Or does it mean that X pops must equilibriate into also having Y civilians with some arcane backend formula?

The politics and the economy of such a system is vastly different: The civilians are not the spouses/family of the other working pops. How do they sustain themselves? Doesn't this imply that all empires are defacto comunist? It implies that there is a large part of resources and land on all of the planets that is not controlled by the state. What if I want to clear out the civilians and build more alloy plants to fund my military dreams? Where do those civilians live? What do they consume? Do they have money?

If so, the game would also need wealth levels and a distinction between private and state run districts and buildings. i.e. 20 more game systems and UI capabilities.

I think the representational abstractions that Stellaris started with, will start to break down - I can see the potential for more detail and storytelling including having proper megacorps across empires even, but is that the focus of the game?

Don't get me wrong, I was advocating for a pop remake since 1.0
 
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Hmm, let me first see if I understand the flavour of the Civilian strata and then ask the mechanical questions.

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.

...

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.

...


Your homeworld will start with a fairly large pool of Civilians to support your early expansion.

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.
So this feels like the equivalent to Vic3's sustenance farm peasants: people minding their own business, making their own tools, food, clothes, etc by hand to support a noble who likewise is minding their own business (splurging on personal life extravagance instead of paying big taxes to the state). A social contract between the state and the nobodies to stay out of each others' lives. It's not that these Civilians are hardcore NEETs (i.e. No Lifers living in family basements with no intent to move out). They just happen to be doing things horribly inefficiently and that's enough for their meagre ambitions:
- A local mom & pop store clerk where there's barely any customers
- A white collar hire doing pointless busywork just to collect a paycheck
- A hobbyist making bespoke consumer goods by hand for locals (with zero e-commerce or anything commercially sophisticated to grow business)
- A lowkey grumbler who keeps saying "I'll make it big one day" but not forming any concrete plans to do that while they just hang out with friends (physically or digitally)
- A starving artist hoping somebody will notice them for who they are

Contrast to the Unemployed Worker who is actively job hunting for serious work, there just aren't enough jobs to go around (maybe because of automation).


So the first question: before colonisation, what happens when a new district/building opens up on the homeworld that creates new jobs? I assume the Unemployed Workers get priority to fill them before the Civilians. Will that logic hold if the new jobs are for miners, all the Unemployed Workers are Blorg with terrible species aptitude for mining and there are Skaarj Civilians who would make excellent miners? If there's room for discretionary hiring like that, can there be thought policing so only pops of the "right" ethics get hired for specific jobs (with huge backlash from those skipped over)?

What if the new jobs are for Specialists and nobody is in "Unemployed" strata? Will employed Workers be promoted and then Civilians fill in the vacancies? Or will Civilians jump straight to the Specialist strata? Even if there are no job productivity modifiers, this will be visible if a player engineered demographics so all the Workers are Skaarj and all the Civilians are Blorg: will they see Blorg suddenly be above Skaarj even though the Skaarj have been working hard all this time? I assume there's no barriers to promotion so a bum off the streets will perform an Elite job just as well as a Specialist with a long, esteemed career.

Now the state opens a new colony on some distant planet. If there are Unemployed Workers/Specialists as well as Civilians, who gets priority to go to the new world?
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.
Can there be a cost for the state to "demote"pops? That sounds like a recipe for simulating college education.
 
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Me stoopid. I didn't get the new civilian strata. What's the diference between unemployed and civilians, and for what reason we now have civilians at all?

They are just unemployed pops, but happy? Why are they happy? Why unempoyed pops aren't?
Can we make civilians to be workers/specialists if we build more jobs?
Can worker/specialists do the same thing as civilians, like migrate to a new colony or protect their homeworld? If not, why? If I have a job, why I can't migrate to a new promising world, defend my home from the invaders or join the resistance? If can, what the point of the civilians at all then?
Why our empire will start with a lot of happy unemployed pops? Are we a bad government by default?
Why? Why? Whyyyyyyyyy?!

Me head hurt. Pls explain me in ooga booga.
 
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I am still utterly confused how workforce will work in the new system.
I think this really needs a concrete example with images or diagrams. Descriptions just don't translate for me.
Especially how will pops be prioritized for certain jobs?
It seems like they won't be, and won't need to be, though maybe there will be weighting for promotion through strata.

If you have 2,000 workers and 2,000 worker tier jobs and 1,000 of these jobs are miners and you have 500 Industrious worker strata pops then you will get:
(2000/2000) + ((500/1000)*0.1) = 105% of the minerals.
If you have 1,000 Industrious worker strata pops you get 110%.
If you have 1,500 Industrious worker strata pops you get more than 110% maybe? It's not been explicitly said.

So there's no need for a specific "pop" to be "working" a specific "job" to make sure that their bonus is being applied, if you have one industrious pop and 1,000 mining jobs then she's increasing everyone's jobs by 0.01%, which works out to be the same extra minerals as her increasing one specific job by 10% (better actually, since it's applying as a multiplier on the other multipliers instead of just being added on)

...that said, I just realised as I was typing this that we don't know if bonuses are split by strata. If I have an Agrarian Elite Politician on a 1,000 farmer planet will she add 0.01% to all their farmer pops? I want the answer to be yes. Or at least have them cascade down so Agrarian Elite Politician boosts farmers even if a particularly charismatic farmer doesn't boost politicians.
 
Cool, now everyone gets to start with an unemployment crisis!
I think Civilians are more abstracted as non-important jobs, atleast in the perspective of the empire: Basic service industry personel, lower rank employee in factories, aides and none notable officials, petty criminals. The kind of people that in a historical sense would be the base for a colonization pool. That goes in line with the fact they still generate trade, being the base of the economy and it's output.
 
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This is utterly fascinating, and very much welcome. Changing some bonuses to instead giving extra workforce will have some very interesting effects, alongside the pop growth being purely proportional to population (something I had been advocating for forever, as it was an amazing idea in Space Empires 4, where population management was so simple yet so rewarding). This will help greatly for the divide between wide and tall, and offer some interesting possibilities. Though, I would like robot assembly to allow the template to be chosen as it used to be, or at least have it be a policy, as I've numerous times had to deploy robots that weren't being automatically built on some worlds (by making specialized industrial robots on my forge worlds and farming bots on farm worlds, ect), and the game regularly assigned the wrong ones to be assembled.

As a suggestion to make homeworlds harder to conquer : I would recommend a two pronged upgrade, an early game one with defense platforms for the starbase (most players will dismantle them for the upkeep, but the AIs should keep them), and one that scales well into the late game, with elite 'Home Guard' armies that scale with population. I've always felt that an Empire's Homeworld should be the hardest place in the galaxy to invade, but by and large they've always been extremely easy, as none have any defensive buildings on them. They should be an epic battle, trying to take the home of your enemy, a bloodbath of epic proportions straining your fleet and armies, like the Siege of Terra in Traveller, not the whimper that it usually is now.

Clerks and maintenance drones being unemployed pops is fascinating however. It will give a real balancing act with amenities and trade, as previously an unemployed pop was more or less just a drain on your resources, but here there would be reason to keep below 'full' employment.

If I may make a suggestion regarding that : make the Byzantine bureaucracy edict instead make the civilian population into a lower tier bureaucrat. Having a Trantor ecumonopolis where every person who isn't employed for critical Imperial industries is instead working in an office to coordinate the immense logistics of the Empire sounds amazing. (Bureaucrats should also probably create some trade as well, since they're the ones trying to assign resources where they're needed throughout the Empire, administratum style, maybe giving the Byzantine Bureaucracy civic -20% trade required for resource deficits on a planet).
 
I imagine "civilians" (not a huge fan of the name) should be something like oddjobbers or generic laborers, and should maybe just take the place of unemployment for worker strata, unless they have separate living conditions that are below what workers have. It would be strange and unintuitive for a worker to sit in unemployment and be unhappy, waiting there until becoming a civilian and being satisfied again.

As others have suggested, I also think it would be neat to have different versions of the civilian based on civics or something. Perhaps they could have different effects, with some small production apart from trade value. Maybe it could be set with a policy choice, with certain civics, traditions, etc unlocking more options.

Anyway, I am thrilled about the changes to pop growth and migration. I wonder if the logistic growth ceiling will also be removed alongside the floor, as the ceiling is another reason why it's beneficial to spam colonies.
 
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Me head hurt. Pls explain me in ooga booga.
Don't be gross and racist. e: later posts show V01ds33r was not bring racist and has just been blessed with a much more innocent life than me.
Me stoopid. I didn't get the new civilian strata. What's the diference between unemployed and civilians, and for what reason we now have civilians at all?
Can we make civilians to be workers/specialists if we build more jobs?
Yes. That's what they're for.
Can worker/specialists do the same thing as civilians, like migrate to a new colony or protect their homeworld? If not, why? If I have a job, why I can't migrate to a new promising world, defend my home from the invaders or join the resistance? If can, what the point of the civilians at all then?
Pulling civilians out of a civilian pool to populate a new planet is less resource intensive than pulling out an Elite and suddenly everyone on the planet starts shuffling. Fluffwise you're less likely to emigrate if you're already working a job you like. Presumably unemployed pops can emigrate.

They are just unemployed pops, but happy? Why are they happy? Why unempoyed pops aren't?
Why our empire will start with a lot of happy unemployed pops? Are we a bad goverment by default?
Why? Why? Whyyyyyyyyy?!
It's cushier to be an elite than a specialist.

It's cushier to be a specialist than a worker.

It's cushier to be a worker than a civilian.

If you shut down a bunch of labs then the ex-scientists become unemployed because initially they'd rather sit around being angry about it than accept the pay and prestige cut to go be a farmer or go do whatever it is civilians do all day. If you open a new science facility on the planet, or at least an alloy plant or CG plant, they will be first in line at the door waving their credentials and work experience in your face and start straight into sciencing or at least get put in charge of alloy science or whatever. Or if you open a new science planet they'll jump on the first spaceship out of there to go do more science far away.

If none of that happens and they're stuck sitting around being grumpy for long enough then they'll start thinking OK, fine, maybe being a farmer isn't so bad. They call it agricultural science don't they? Also they're running out of cash and had to downgrade their lifestyle anyway, and also they haven't published in a while so everyone's kind of avoiding them at parties. So they go be farmers and yeah it's not ideal but it's better than doing nothing all day (or maybe a few other scientist/cg/alloy pops start to burn out and decide they want to be farmers for the country air so they go take farmer jobs and the ex-scientists run up to the door waving their credentials and work experience etc, whichever works best for your headcanon at any one time).

But let's say there are no free worker tier jobs either so now they're even madder because they swallowed their pride and went to the farms and were told to go home anyway! (or maybe they're agrarian so they shove out a bunch of existing farmers onto the unemployment line, maybe that's a thing, we don't know). In either case there's a bunch of angry unemployed worker tier pops who consider being a civilian beneath them... until they either get a new job, emigrate to work somewhere else, or accept that they need to go sign up for UBI/get a job at space mcdonalds/sit at home grumbling at Foxoid News while their spouse takes a job at space mcdonalds/go home and write a book or a videogame or whatever/age out into retirement age/die (delete as inappropriate for your empire settings and or personal preferences)

Meanwhile someone who's already chronically unemployed or is fresh out of college and has never entered the workforce is going to be less annoyed by living off UBI/taking a temporary job at space mcdonalds/opening a space etsy store to kill time because it's not a drop in living standards, and we just invented space travel so sure something'll come up before they get bored.

And presumably if you give their species awful living standards for civilians they will get pretty mad anyway!
 
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I'm really looking forward to testing all these things! like many others i'm a bit confused over "civilians".
I think i get what they are ~ they represent everything a society does, thats not producing an already existing ressouce, everything from knitted socks to erotic fanfiction... BUT:
(Except soldiers) all workers are civilians, (arguably except enforcers) all specialists are civilians, and civilians who are doing "whatever" usually are some form of worker IRL.
The word "civilian" for a person thats doing an undefined job ist very odd, especially since you will have workers with full citizenship who are not civilians.

Not that i'd have a better word for a "person thats contributing to the local civilian economy exluding some forms of art, research, Food, raw material production, millitary, Energy and other some other segments"
 
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Civilian fleets could be produced similar to the new method for pops. So, to get a pop between planets, it would need a civilian fleet (with a base capability of moving one (100) civilian between planets, you would need a large civilian fleet to move civilians to colonies. It would be more expensive to move higher strata pops between planets (Elites don't like moving to the barbarian planets with no showers.) These would be representative fleets, merchant fleets could move supplies to other planets, with negative amounts resulting in negative growth) moving every now and then, they would cost more when they are moving (just like military fleets). You can't build an empire without roads.

So, say a spaceport has a level one civilian dock. that would be able to ship one merchant/travel/etc. Fleet to other planets. Level 2 dock would be able to ship 2, etc. This gives more value to supporting your civilian fleets otherwise planets get unhappy and stop growing up, enough lack of support and you get unhappy civilians that might rebel.
 
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If we’re talking pops that are content, why not make a strata for pops that are noncontent in more ways than resistance? Like, add in criminal elements or other things. Maybe you could call it “subversives” or something like that.
 
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Don't be gross and racist.

Racist? Racist towards whom? Cavemen? Wdym?

Regarding the rest of your post: people who do unskilled work are still workers. People who don't work at all are still unemployed, even if they are content about it. Your suggestion would probably cover up some of the RP-related explanation, but I still can't figure out why the game would be better with civilians than without them.
 
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It's really strange that this thread has no Developer replies yet
 
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If you shut down a bunch of labs then the ex-scientists become unemployed because initially they'd rather sit around being angry about it than accept the pay and prestige cut to go be a farmer or go do whatever it is civilians do all day. If you open a new science facility on the planet, or at least an alloy plant or CG plant, they will be first in line at the door waving their credentials and work experience in your face and start straight into sciencing or at least get put in charge of alloy science or whatever. Or if you open a new science planet they'll jump on the first spaceship out of there to go do more science far away.

If none of that happens and they're stuck sitting around being grumpy for long enough then they'll start thinking OK, fine, maybe being a farmer isn't so bad. They call it agricultural science don't they? Also they're running out of cash and had to downgrade their lifestyle anyway, and also they haven't published in a while so everyone's kind of avoiding them at parties. So they go be farmers and yeah it's not ideal but it's better than doing nothing all day (or maybe a few other scientist/cg/alloy pops start to burn out and decide they want to be farmers for the country air so they go take farmer jobs and the ex-scientists run up to the door waving their credentials and work experience etc, whichever works best for your headcanon at any one time).

But let's say there are no free worker tier jobs either so now they're even madder because they swallowed their pride and went to the farms and were told to go home anyway! (or maybe they're agrarian so they shove out a bunch of existing farmers onto the unemployment line, maybe that's a thing, we don't know). In either case there's a bunch of angry unemployed worker tier pops who consider being a civilian beneath them... until they either get a new job, emigrate to work somewhere else, or accept that they need to go sign up for UBI/get a job at space mcdonalds/sit at home grumbling at Foxoid News while their spouse takes a job at space mcdonalds/go home and write a book or a videogame or whatever/age out into retirement age/die (delete as inappropriate for your empire settings and or personal preferences)

Meanwhile someone who's already chronically unemployed or is fresh out of college and has never entered the workforce is going to be less annoyed by living off UBI/taking a temporary job at space mcdonalds/opening a space etsy store to kill time because it's not a drop in living standards, and we just invented space travel so sure something'll come up before they get bored.

And presumably if you give their species awful living standards for civilians they will get pretty mad anyway!

I think this is thinking way too much into it in order to justify what doesn't really make sense in practice: why are civilian jobs unlimited? Are civilian jobs immune to automation? Why are people happier being a civilian than a worker, yet at the same time they want to stop being a civilian as soon as possible? Are civilian poorer than workers and if so, why do they produce more trade?

I really don't see the point of making this a thing outside of being a pop sink. At least they could make civilian jobs being determined by the size of the population or the economy or anything that would allow to actually have an unemployment crisis if you stop growing the economy altogether
 
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Regarding the rest of your post: people who do unskilled work are still workers. People who don't work at all are still unemployed, even if they are content about it. Your suggestion would probably cover up some of the RP-related explanation, but I still can't figure out why the game would be better with civilians than without them.

very rough approximation

Elites -> Rich Educated people
Specialists -> Educated
Workers -> Vocational/technical skilled workers in their respective fields
Civilian -> Various menial jobs, either underneath any of the above or in various service industries

Also various Civilians would be your 'soft cap' as of how many you have that would be willing to migrate to different planets for a chance at a better life
 
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