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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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Between developer commentary elsewhere and the Xeno Compat changes mentioned here, it sounds like half-species are dead. Reasonably so for performance.

However, I thought of how the hybridization aspect could be maintained with minimal performance impact and even with the ability to reduce player micro-management if wanted!

On a yearly pulse:
  • Pick a species at random, significantly increased chances for species with unused trait picks & points.
  • Pick a second species at random, x3 chance if they're in the same class as the former (as the perk does now)
  • Pick a random trait from the latter (weighted like the perk does now). If the former can afford it, the previous species gets the trait added. If not, then nothing happens that year.
"Toast: Due to regular hybridization between Humans and Blorg pops, The Nomadic trait has spread across the Blorg population!"
This would allow species to "hybridize" without creating new sub species, improve "undeveloped" species in your empire, and potentially allow event traits to "cross pollinate" over time. If a player doesn't like what traits a species ended up with, they can modify the species as normal using their base traits.

This, combined with pop growth being averaged across species and +1 trait point & pick (facilitating some hybridization over time or used as normal by the player), could really help reduce the micro management and improve the flavor and effect of multi-species empires. This would benefit the AI as well, who may not always plan for updating all their species.
 
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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?

People won't be happier as a Civilian than a worker ... People will be happier as a Civilian than a Worker unable to be employed at their skill-level
 
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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.
I was curious about the racism comment too so I googled it:

Interjection​

ooga booga (slang)
  1. (humorous) Mimicking caveman speech.Synonym: unga bunga
  2. (humorous) Mimicking ape-like behavior.
  3. (derogatory) Used to suggest that the interlocutor is stupid.
  4. (offensive, ethnic slur) Mimicking African languages.
  5. (offensive, ethnic slur) Mimicking Aboriginal Australian languages.
So it is used as an ethnic slur in a few different places for a few different groups of people and languages.

I think I prefer reddits use of "Explain like I'm 5" for requests to simplify complex stuff. There's less chance of being misinterpreted that way.
 
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People won't be happier as a Civilian than a worker ... People will be happier as a Civilian than a Worker unable to be employed at their skill-level

I can't help but think that by these standards civilians should just be workers. Why bothering with another strata just for them, expecially since unemployed workers already have their own strata?
 
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I was curious about the racism comment too so I googled it:

Interjection​

ooga booga (slang)
  1. (humorous) Mimicking caveman speech.Synonym: unga bunga
  2. (humorous) Mimicking ape-like behavior.
  3. (derogatory) Used to suggest that the interlocutor is stupid.
  4. (offensive, ethnic slur) Mimicking African languages.
  5. (offensive, ethnic slur) Mimicking Aboriginal Australian languages.
So it is used as an ethnic slur in a few different places for a few different groups of people and languages.

I think I prefer reddits use of "Explain like I'm 5" for requests to simplify complex stuff. There's less chance of being misinterpreted that way.
Thank you for your explanation. I'm not a native English speaker and didn't know about the last two examples. I've never seen them before, I've only seen the use case with a caveman. If I offended anyone with this, I apologize for that.

But I also believe that such expressions should not be associated with nationalities in general. Any derogatory expression can be directed against a nationality/race/group, it is a problem of the person's malice, not the expression itself. IMHO.

In any case, this is not the point of this post, so I propose to get over with this topic.
 
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What about the scaled growth required ceiling? It always felt really forced to me, and was one of the biggest issues I had with the old pop system.
 
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I think I understand what civilians mean for regular empires , except mega corps. As to me civilians are just people working in the private sector, vs government jobs. But with mega corps they are the private sector and the government, so I am unsure what can be changed to make the fantasy of mega corp work, unless we change them to clerics or general labor? Perhaps changing them to clerics we then can give them a slight lead in trade production but maybe higher upkeep, making mega corps feel like a specialized traders?

I like the colonization changes, a lot it means a strong capital is preferable to just colony spamming.


I think Xenocompatibility needs a rework from being a +1 traits, to a free extra unique trait based on the phenotypes involved.
 
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Racist? Racist to who? The cavemen? Wdym?
Some people use it to mean, uh, other things. If you've never run across that cool, no harm no foul.
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.
I can think of a bunch of gameplay uses for a job category that's basically "Other". For example, let's assume that for most empires Civilians just generate trade. But for a megacorp they might generate trade and amenities, because you've put everything from entertainment to medical care in the hands of private industry. Meanwhile you can have a very authoritarian empire where civilians generate nothing, have very low happiness, and you do demote from worker to civilian immediately, because in this empire "civilian" and "unemployed worker strata" are considered synonymous.

If you're fine with civilian but you're wondering why have civilian AND unemployed pops - a bunch of socially connected Elites or Specialists getting mad about not having their cushy jobs anymore significantly impacts how you plan out your economy.

If you mean why have a difference between unemployed worker vs civilian at all - well, there's a definite flavour difference but I'd not be too upset if "unemployed worker" was removed. There being a downside to building and demolishing buildings all over the place does make specialising a bit less easy, and since the AI never does this it's kind of an indirect AI boost.
 
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If I understand it, they are both the people that have given up being productive AND the ones looking for opportunities at colonies...

They come from pops who once had jobs and a better quality of life but do not create instability or crime...

Their very concept would clash with several types of empires, such as space communists, slavers, etc, who thematically would not abide a large part of the potential workforce to just be idle.
Cool, now everyone gets to start with an unemployment crisis!
"Would not abide" is far away from "can actually competently control all that workforce". Stellaris empires (pre-4.0) start with slums that need clearing to spawn a new pop. An earlygame empire is already inefficient, possibly due to corrupt officials or general incompetence. Now, the government will be doing its best to insist there aren't any useless parts of the workforce, but that won't change the de facto reality on the ground. It's for the player to come in and take such an incompetent starting empire to be a mean, lean society as the in-game decades pass.
However, I do feel like civilians are somewhat of a missed opportunity. As described they feel like a version of Vic3's peasants, a "pool" of unproductive pops to be pushed into more productive jobs ASAP. There should be some fundamental tension between civilians and workforce; something to promote having a mixture of the two instead of just maximizing one. Sounds like they're starting down this route by having civilians being the primary source of trade value which I like. Maybe we can have workers represent the "hard" economy; production, research, bureaucracy, military, and civilians represent the service economy? Having a strong civilian sector could be the primary way to boost wealth, unity, trade value, amenities, and influence, and if you convert too many to workers those start to suffer. Perhaps the xenophobe/xenophile pop growth differences could be mitigated by xenophobes (or genocidal empires) requiring a smaller proportion of civilians to compensate for their lower pop potential. Or there could be other tradeoffs; perhaps civilians have a higher pop growth rate than workers, or directly buff planetary job output? I mainly would just like to avoid a Vic3 like situation where the game turns into a race to convert all your peasants to workers.
This is maybe something to think about after the big overhaul, but I always envisioned clerks as an abstract representation of the private economy, while the factories and farms, etc are run by the state. Perhaps there could be some system to represent the private economy through pops, jobs, and workforce in the future. In the meantime I guess I’ll just keep my head-cannon that the only way a civilization achieves interstellar travel is by perfecting the command economy.
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.

If so, the game would also need wealth levels and a distinction between private and state run districts and buildings.
In Vic3, there was valid reason to convert all your peasants to workers: you had higher tiered agrarian buildings where farmers own the land (subject to laws) and leveraged automation to supply the market better. Meantime urban buildings naturally created service sector jobs which were another career upgrade for peasants.

There's room for your vision on separating hard vs service economy. There still are dedicated jobs for trade/amenities at higher tiers than "below Worker". The Clerk (Worker-tier service job) has been axed, but nothing has been said of the Merchant and the Entertainer (Specialist-tier jobs). I think a lategame empire with some Trade emphasis would have no "Civilians" but many Merchants. I'm thinking business owners who don't need to employ any clerks or lawyers to do paperwork (small or big) as AI does all that for them. Super-enabled capitalists who are their own lawyers because the gene engineering/cyborg implanations/psychic hivemind augmentations are just that good. Also, super-enabled priests of lategame Spiritualist empires, multitasking so well they solve all the petty personal disputes of society.
Why not just keep the clerks for the same purpose?
Or create a brand new job to represent all the dead end, unskilled labour type jobs whose participants would be much more inclined to seek a better life in the colonies rather than continue the endless grinde att home.

Then they could provide something to the economy while they wait instead of having us start with unemployment.
I'm a bit confused about the whole Civillian thing. So unemployed POPs demote to civillians, that are... content with being unemployed and give a stability bonus because they are non-disruptive? Huh? So once there is a job to fill civillians will promote to workers and become unhappy? What?
The changes are nice and all but I can't wrap my head around what these "civilian" jobs even are

- If they are people working menial service jobs, then why are the jobs infinite? There should be a limit to how many are available unless the government subsidize them. Why are they threated differently than normal worker jobs, with more happiness, despite also being worker jobs? Why are workers not switching to these new occupation immediately rather than waiting in unemployment and be unhappy? Why, despite Civilians being a pop's very last resort, are better off than workers? Why a Civilian even changes to Worker if it's a straight up downgrade?
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.
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.
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.
This name "Civilians" is not great, but I'm also questioning the label "Workers" too. I can't think of single-word labels for those two strata that'd be appropriate for all ideologies a bio empire can take. With two words though, I'm thinking:
- Elites
- Specialists
- Glorified/Prioritised Workers
- Unimportant/Interchangeable Workforce

With Clerks being axed, the remaining jobs in that 3rd strata are Miners, Technicians, Farmers and Soldiers: all jobs the state wants to pay special attention to. Depending on ideology, there'd be extra regulations, extra pay, extra management, etc etc. Nobody will really care if some pizza delivery guy goes out of business, society will implode if the farmers aren't working or if the energy (money) isn't flowing. Society won't care if basement dwellers stop writing fanfic or gaming content, they will care if the factories stop receiving raw material.
 
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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.
You in a sense can already do this by assigning a governor to a planet (increases assigned governor's ethic attraction) and gene modding them so they are a sub species (that way you can enslave them)
You can turn that up more by making it a thrall world.

Ethics attraction along with ethics shifting can occur with pops based on factions but also based on certain actions you take within the game (can't link the wiki but it details it very well)
 
This looks very good, and opens a lot of theoretical possibilities for the Genetic and Psionic ascension reworks that weren't really available under the current system.

I am, among other things, very interested to see what this means for Virtual ascension. Growth actually working well would mean Virtual is significantly less powerful.

It's also probably a lot easier to make slaves different from free pops, rather than just worse or better (for example, by my old suggestion of working two jobs inefficiently - they could produce more workforce, but it wouldn't be as high quality).

Is there a planned timeframe for this coming out? I assume it's at least a month off, by the placeholder stuff, but that leaves a lot unknown (especially considering we theoretically have actual DLC for this year too, hopefully including Genetic and Psionic reworks).
 
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It sounds like civilians are (probably) going to be stuck doing scrubwork jobs that don't even merit a building, or doing generic private economy stuff, which will be represented by trade and amenities (e: Or just bored out of their skull because there's nothing to do all day). Basically every planet will have infinite not so great clerk jobs. So you can keep working retail or go dig ore out of the ground on a hell planet in the middle of nowhere... and if you don't understand why people would choose the latter you've obviously never worked retail.
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!
Great write-up by the way, saved me from typing similar.
I can think of a bunch of gameplay uses for a job category that's basically "Other". For example, let's assume that for most empires Civilians just generate trade. But for a megacorp they might generate trade and amenities, because you've put everything from entertainment to medical care in the hands of private industry. Meanwhile you can have a very authoritarian empire where civilians generate nothing, have very low happiness, and you do demote from worker to civilian immediately, because in this empire "civilian" and "unemployed worker strata" are considered synonymous.

If you're fine with civilian but you're wondering why have civilian AND unemployed pops - a bunch of socially connected Elites or Specialists getting mad about not having their cushy jobs anymore significantly impacts how you plan out your economy.

If you mean why have a difference between unemployed worker vs civilian at all - well, there's a definite flavour difference but I'd not be too upset if "unemployed worker" was removed. There being a downside to building and demolishing buildings all over the place does make specialising a bit less easy, and since the AI never does this it's kind of an indirect AI boost.
Mmm, this is a point. If there's a significant performance gain from axing the "Unemployed Worker" strata (or 'Formerly Prioritised Worker' as I'd call it), I'd take it. But it'd have to be significant, I do like the flavour of "these miners had comfortable, happy lives and then you decided their planet will be 100% cities because it's cheaper to import minerals from the megacorp next door".

Though as I type this out, I'm once again reminded that there needs to be friction towards promoting pops up the strata as well as demoting them. A bunch of undereducated miners who are out of work as they can't work at the newly-converted-to-all-lab planet is a great story.
 
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So looking back, planets lacking in resources can run Trade deficits. I assume that will have some form of efficiency penalty for the planet. If Civilians are becoming the main source of Trade, does that mean you'd want a small Civilian pool on most planets anyway?

It makes sense to me - even a dedicated research world needs people on the backend to keep the planet running.
 
With Clerks being axed, the remaining jobs in that 3rd strata are Miners, Technicians, Farmers and Soldiers: all jobs the state wants to pay special attention to. Depending on ideology, there'd be extra regulations, extra pay, extra management, etc etc. Nobody will really care if some pizza delivery guy goes out of business, society will implode if the farmers aren't working or if the energy (money) isn't flowing. Society won't care if basement dwellers stop writing fanfic or gaming content, they will care if the factories stop receiving raw material.
Society won't be looking very good if truck drivers, freight ships crewmen or even everyday shop clerks or garbage disposal workers suddently stop working either though. The problem is that Civilians are treated as jobs that are virtually useless, but at the same time they are (as far as I understood) the main source of trade, which is very much necessary unless you make every planet self-sufficient.


I guess the main problem is that specialists alone are able to produce what society need without any menial labourer doing the actual physical work. A bunch of entertainers can provide amenities for an entire planet, without the need of mechanics, plumbers, janitors, cashiers etc. factory floor jobs don't exists, Traders can probably churn out trade too without anyone working in physical shipping and selling etc.
 
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