• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 
Last edited:
  • 134Like
  • 88Love
  • 15
  • 4
  • 2
Reactions:
Our current thought is to send them to the capital even if it's not where they actually want to be, and the next wave of migration would send them to a planet they'd rather be on or potentially to a different empire. We wanted to minimize the number of extra planets being added to the automatic migration checks.

That makes sense. So if I'm not misunderstanding; let's say I'm the UNE and I make a migration pact with an arid preference empire. I settle an arid world (presumably with their pop via a colony ship). Will the aliens know to move to Earth as there is another arid world in the same empire they can move to? Or is it that they are pushed to move to Earth and from there check again?
 
  • 2Like
Reactions:
It's kind of the opposite - everyone starts with a pool of workers ready to go into the jobs that you provide as you expand.

We were quite concerned that without them, you would end up with a situation where you were pop-starved in the early game.
I can see the benefits - you have a massive pool of pops for initial growth and don't feel frustrated by slow pop-growth early game.

I worry:
1. Enemy capitals become loot piñatas as the only good source of additional pops (nihilistic aquisition goes brrr), until balanced in a future patch
2. Non-conquest builds will be pop-starved. The initial glut of population only pushes the problem down the road a few in-game years (like adding trust requirements didn't change empires wanting to become vassals, just delayed encountering it by a few years).

An alternative could be to shift away from pops always being the limiting factor. Some buildings could start pop-inefficient, requiring far more workforce to run than regular buildings, upgrading them would then free pops for jobs elsewhere. Or there could be builds that need less pops, or a more gradual influx of bonus pops rather than giving them all to the player at the start of the game.

1. Increasing Workforce Efficiency
Normal buildings use more workforce with each upgrade, some could do the opposite:

Starting Lab 1200 workforce (1200 Students) to produce a total of 4 Physics/Society/Engineering
Research Labs needs 600 workforce (200 Researchers, 400 Students) for the same output (frees up 600 workforce for your colonies)
Research Complexes needs 500 workforce (100 Science Director, 200 Researchers, 200 Students, +200 Building workforce into student jobs)
Advanced Research Complexes needs 400 workforce (200 Science Director, 200 Researchers, +400 Building workforce into student jobs)

Each upgrade would release a small wave of workers to take other jobs, with a much larger wave at the very start.
Negative: Could push the pendulum back towards colony spam for the extra building slots.


2. Expensive Buildings
Buildings/Districts are normally so cheap you are waiting on the pops to fill them (especially on Ringworlds)

Few, powerful, automated or experimental buildings could have construction costs be the limiting factor.
Limits based on planetary ascension levels would make it less viable for wide empires to mass these buildings (no benefit from colony spam).

e.g.
Labs Energy Credits.png−2
Time
360 Minerals.png400
Experimental Laboratory Energy Credits.png−10
Time
1080 Minerals.png2000 (Limit = Planet Ascension level)

A bonus to tall empires while planetary ascension requirements make conquest less powerful.

Negatives: Ascension levels only apply in the mid-game not the first few years (each ascension perk could instead unlock a planetary ascension level, Ascension theory would need a rework but it would be much smoother progress to ascension level 10, currently a bit messy with how long you can be stuck waiting for the tech)


3. Low Workforce options for colonies
Normal planets need pops to run everything, what if you intentionally keep a planet small and low-population?

Designating planets as outposts (similar to resort/penal worlds) if you do not have the pops for normal buildings.

These backwater worlds could have access to buildings and designations that do not need a large workforce to run (monuments, supply depots, refineries, military/research/trade outposts, observatories, sector scanners, Blacksites, Weapon Testing, Pirate bases, Smugglers dens). These buildings require a less developed world to be valid building options and keep the world small and useful.

This could help differentiate between core worlds and your fringe planets that are not expected to have or need a large population imported from the capital to be useful.

Negatives: If these buildings are too good or the benefits stack then it encourages colony spam.


4. Workforce Overproduction
If you want starting unemployment without it being called unemployment (civilians) perhaps add some wiggle room before unemployment counts as unemployment.

Workforce could function like amenities, giving a small bonus to output for being over the amount needed and a large penalty to output for being below the amount needed.
Starting population levels could then be at 150-200% of the workforce required, without having unemployment and still having a large population available to relocate elsewhere without needing to add civilians.

Negatives: Could be annoying if you aren't warned of unemployment when your pops are inefficiently employed (there would need to be an indicator for being over workforce requirements)


5. Civilian healthcare/education improvements
More civilians could start the game unable to work due to sickness, age, injury, education etc. With techs releasing portions of this population into work as you improve the conditions/education/healthcare on your starting world. You don't start with a huge glut of free pops that quickly dries-up, but gradually have to work to unlock more pops as you advance in tech until normal population growth can take over.

Also could have more pops injured during invasions/bombardment to delay them from being used until their conditions are improved and injuries treated.

Negatives: Having injured pops without enough ways to help could be as frustrating as 100% devastation is, lacking ways to repair it faster.
(I'd love to be able to call emergency galactic council sessions to give aid to enemy or ally planets suffering from <25% stability - kindly or forcefully)
 
Last edited:
  • 1Like
Reactions:
Do note Eladrin specifically called that risk out as why we are looking into civilians fostering resistance during and after invasions, to stop early homeworld invasions being too strong.
 
  • 14Like
  • 6
Reactions:
Wow, this is going to greatly impact performance in a very good way! Now do the same grouping for ships - make fleets act as a single entity, atleast while they are out of combat :3
Even a 7950X cannot handle 5000+ naval cap without lag :(
 
Some ideas for possible alternatives to "civilian": "tenant", "temp worker", "independent", "odd-jobber"
Possible different options for different civics/policies: "homesteader", "peasant", "irregular", "freelancer", "intern"
Regarding the whole "Civilian" condrunuum; I think that a far better term for that strata would be underclass:

- It clearly convey that they are a strata below blue collar workers
- They do have both employment AND poverty
- The backbone of the private sector and of any colonization effort
- Less political power and more stable than angry unemployed workers
- Highly dependent on living standards and welfare
- As a cynical empire ruler; you want to have few of those but never too few
- Allows for many roleplaying possibilities depending on living standards and empire types: Underclass species living with Academic privilege might work as "lab assistants"; certain types of slavery might only apply to those underclass pops; while shared burden empires might have no underclass at all.
A broad civilian underclass is present in a lot of sci-fi, usually subsisting on some variant of universal basic income or odd jobs. We envision the Civilians as fitting into that sort of role - they're not exactly happy about their position, and are ready to jump into an opportunity on another world, but aren't generally causing trouble as long as they have their bread and circuses. Living standards, civics, and the like are very likely to have a significant effect on exactly how happy they are.
I'm starting to approach the conclusion that in the UI, this new 4th strata and (possibly the existing 3rd strata) will need a different name depending on the empire's ethics/policies/etc. A MegaCorp will label them "interns", an aristocratic Authoritarian empire sees them as "spare peasants" (after the farms are already filled with serfs), Egalitarians describe them as "untapped potential" and Militarists call them "weaklings".

Actually "Worker" is a very appropriate term if we consider that those represent the "Upper Class", "Middle Class" and "Lower Class".

The "glorified" workers (who exist just to kiss the bottom of the Elite) already fall into the Specialist strata...
The social strata represent "social classes". It is pretty obvious that whomever set them up had that concept pretty clear and then people who "took over that mantle" forgot that fact: They are not supposed to be "messed with" just to solve a minuscole problem like "dropping clerks" or "dealing with unemployment without putting some thought on it"!

One can actually look to the real world for good examples of how people cope with lack of "standard jobs":

They end up finding "odd jobs", but the bottom of the situation are either "unemployment" or "crime"...because none feeds you for doing nothing meaningful (unless the living standards allow for it).

"Odd jobs" could be simply added based on the population, which is already something easily implementable.

Those would lessen the unemployment problem and, given that they are jobs, they could be tweaked to allow people in them to be more willing or available to migrate.
As you correctly point out those aren't "Civilians"...are "Underclass"!

In essence, it is a split assuming that Workers are "Proletariat" and those so-called "Civilians" are "Lumpenproletarian", but suggesting that they are "happy" seems a complete misunderstanding of their condition.

However I can't help feeling that touching strata to add them is pointless:

Why not go for a simpler solution like adding "Odd Jobs" for workers based on population (which is a sort of Population-based fringe group equivalent of Criminals, but, unlike them, have a very low priority)?

...

"Odd Jobs" are a way to lump together occasional and underpaid jobs...they are not a social class and they indeed aren't what you are left to do if you aren't unemployed...it is what you do to avoid being unemployed!
From what I see, your objection stems from 2 points:
- you regard it sacred that there are exactly 3 social classes: upper, middle, lower. Adding another class to show on the UI (which need not be what the code is doing) is heresy to you
- an odd-jobber and a miner are both lower class and you object to the dev diary calling the former "happy and content" while the latter gets unhappy when unemployed

My take is that the dev diary was describing one possible empire's views on what the different "pop buckets" do (never mind whether they actually translate to social classes or not, code will do whatever's optimal). It's viable in some example empire for the miners, farmers, etc to be highly regulated and made to feel more important even though really they're in the same lower class as the pizza delivery guy. A miner in this example empire who loses his job is too full of indoctrinated pride to immediately stoop to "inferior" odd jobs, they couch surf on friends and coast on savings for a while until they accept they have to demean themselves to ugly jobs.

Other empires will treat these odd-jobbers differently which affects whether they're actually "happy and content" like in this example empire.
 
  • 4Like
Reactions:
Do note Eladrin specifically called that risk out as why we are looking into civilians fostering resistance during and after invasions, to stop early homeworld invasions being too strong.
That effect being limited to "Civilians" (that's still a terrible name, by the way) a group apparently meant to potentially represent something like slum dwellers is not necessarily immersive though.

I would much sooner have resistance jobs being something other strata can fall into as well, but give home worlds a modifier that will drastically increase the number of resistance jobs your species would produce there.
 
  • 6
Reactions:
As you correctly point out those aren't "Civilians"...are "Underclass"!

In essence, it is a split assuming that Workers are "Proletariat" and those so-called "Civilians" are "Lumpenproletarian", but suggesting that they are "happy" seems a complete misunderstanding of their condition.

However I can't help feeling that touching strata to add them is pointless:

Why not go for a simpler solution like adding "Odd Jobs" for workers based on population (which is a sort of Population-based fringe group equivalent of Criminals, but, unlike them, have a very low priority)?

...why not simply "beefing up" the "Colonists" jobs added by the initial colony building, so that people get attracted to colonies?

...why not add a little "population growth" boost (maybe even gradually shrinking) to the "Colonist" job?

...why not add some kind of "Colony expansion" building which grants more population growth boost and then could be replaced by normal buildings?

Why one has to touch the well-conceived and stable strata which are "social classes" to solve such simple problems such like the "existence of clerks" and the trouble of "needing unemployed to transfer people to colonies to produce population" and "being unable to transfer people because colonies have no jobs"?

The thing is simple:

If "Odd Jobs" and "Unemployed" allow to auto-transfer to Colonies and "Colonist" jobs allow growth, people with Odd Jobs and who are unemployed would move to colonies. In the Colonist role, they'd boost the population and then would move to more normal jobs.
At the same time, due to the population shrinking, the old "Odd Jobs" on the planet of origin would disappear!

"Odd Jobs" are a way to lump together occasional and underpaid jobs...they are not a social class and they indeed aren't what you are left to do if you aren't unemployed...it is what you do to avoid being unemployed!

P.S.: A further enhancement could be to add some decision like "Implement the Net or the Web" and then generate better paid Specialist Odd Jobs like "Influencers"...which would be still based on the population, but would reduce "Unemployment" in the Specialist stratum.
However, being based on a decision, the player doesn't need to have them and could just opt for having Specialists demote to Workers as usual...
So you're saying you want a bunch of very low priority, low productivity jobs that scale with population, are first in line for new jobs and emigration, and whose upkeep and happiness are affected by species rights and policies and such? Great idea! We could probably save some efficiency by grouping them into a seperate job category though. We could call them something like... civilians.
 
  • 5Haha
  • 1
Reactions:
Do note Eladrin specifically called that risk out as why we are looking into civilians fostering resistance during and after invasions, to stop early homeworld invasions being too strong.
The main point I was trying to make was that reducing sources of pop growth makes all remaining sources of pop growth and pop aquisition more powerful as pops become the limiting factor to empire development.

I agree that homeworlds having resisting invasion, or having post-invasion insurgency to deal with is one solution to the loot piñatas problem of early-game invasions. I hope it doesn't take too long to be tried and tested. But I worry a large source of pops will still be very powerful even if only 40% of them survive to become useful workers, even with a few years of turmoil.

Delaying homeworld invasions may end up being like adding trust requirements to vassal acceptance - it doesn't change the calculation it only delays it a few years.

So I'm interested in brainstorming alternative pathways where pops are not always the limiting factor to empire development - low workforce frontier planets, increasing automation, more expensive infrastructure, healthcare/education costs etc.
 
That effect being limited to "Civilians" (that's still a terrible name, by the way) a group apparently meant to potentially represent something like slum dwellers is not necessarily immersive though.

I would much sooner have resistance jobs being something other strata can fall into as well, but give home worlds a modifier that will drastically increase the number of resistance jobs your species would produce there.
I finally got around to updating my signature to link my suggestion thread on how I'd like planetary combat to be boss fights where military ships innately carry invasion troops and the civilian pops and buildings convert into a big resistance entity (unless subverted with crazy covert ops and propaganda).
 
Why not handle it in the background? Instead of routing them to the capital first, you could first determine which empire to migrate to, compile a pool of available planets in that empire, and then select one. This way, the migration happens directly from one planet to another without the extra stop at a capital.
I imagine it's the size of the for() loops. A 2 step process limits the number of planets to loop over. Pops asking "which of 30 planets do I migrate to?" twice (once per month) is better than them asking "which of 200 planets do I migrate to?" once. You viewed the pops as picking a foreign country with a migration pact first then moving into the ideal planet in that country. I don't think pops care, they just see planets they're legally allowed to teleport to.
 
  • 3
Reactions:
I'm starting to approach the conclusion that in the UI, this new 4th strata and (possibly the existing 3rd strata) will need a different name depending on the empire's ethics/policies/etc. A MegaCorp will label them "interns", an aristocratic Authoritarian empire sees them as "spare peasants" (after the farms are already filled with serfs), Egalitarians describe them as "untapped potential" and Militarists call them "weaklings".
Megacorp "interns" made me chuckle.

And let's not forget about the materialist "NEETs"
 
  • 1Haha
Reactions:
Could there be technologies that reduce the amount of workforce required to make a job 100% efficient? Intended to represent increased productivity and automation. Example: I have 50 workforce working one mining job, operating at 50% efficiency, but after researching “mining automation technology 1” the 50 workforce are operating at 60% efficiency for the job
 
The main point I was trying to make was that reducing sources of pop growth makes all remaining sources of pop growth and pop aquisition more powerful as pops become the limiting factor to empire development.

I agree that homeworlds having resisting invasion, or having post-invasion insurgency to deal with is one solution to the loot piñatas problem of early-game invasions. I hope it doesn't take too long to be tried and tested. But I worry a large source of pops will still be very powerful even if only 40% of them survive to become useful workers, even with a few years of turmoil.

Delaying homeworld invasions may end up being like adding trust requirements to vassal acceptance - it doesn't change the calculation it only delays it a few years.

So I'm interested in brainstorming alternative pathways where pops are not always the limiting factor to empire development - low workforce frontier planets, increasing automation, more expensive infrastructure, healthcare/education costs etc.
Coincidently, Eladrin also mentioned Automation ^^
 
  • 6Like
  • 6
Reactions:
I'm starting to approach the conclusion that in the UI, this new 4th strata and (possibly the existing 3rd strata) will need a different name depending on the empire's ethics/policies/etc. A MegaCorp will label them "interns", an aristocratic Authoritarian empire sees them as "spare peasants" (after the farms are already filled with serfs), Egalitarians describe them as "untapped potential" and Militarists call them "weaklings".




From what I see, your objection stems from 2 points:
- you regard it sacred that there are exactly 3 social classes: upper, middle, lower. Adding another class to show on the UI (which need not be what the code is doing) is heresy to you
- an odd-jobber and a miner are both lower class and you object to the dev diary calling the former "happy and content" while the latter gets unhappy when unemployed


No. Sorry, but it's an "heresy" because it is a nonsensical strata meant to solve purely technical problems for developers:

The concept of "Civilian" does not ties up with what is the logic of those "strata", which is essentially that of "social classes".

If we want to "throw around" patents of "irrationality", the one who seem getting irrational in "going along with whatever the developers come up with" seems you, while my point of view is simple and quite rational:

Strata were "social classes"...that is the obvious logic of them...so one cannot create a new one just because it is dissatisfied with the problems caused by the unemployed or the lack of representation of "odd jobs"!

Moreover...why should the developers have to mess with certain mechanics that have shown some degree of "stability" just to solve minor problems that are easily solved in other ways...with existing mechanics?

( Moreover other people suggested that a distinction between "skilled worker" or "gratified workers" should be made and they obviously miss a point: The "specialist" is already what represent that!! )

Seems like "finding a dirty toilet" and deciding that it is a "good idea" to "empty the toilet bowl into the -still clean- floor" to "remove feces" from it!

That's my issue with this idea...

My take is that the dev diary was describing one possible empire's views on what the different "pop buckets" do (never mind whether they actually translate to social classes or not, code will do whatever's optimal). It's viable in some example empire for the miners, farmers, etc to be highly regulated and made to feel more important even though really they're in the same lower class as the pizza delivery guy. A miner in this example empire who loses his job is too full of indoctrinated pride to immediately stoop to "inferior" odd jobs, they couch surf on friends and coast on savings for a while until they accept they have to demean themselves to ugly jobs.

Other empires will treat these odd-jobbers differently which affects whether they're actually "happy and content" like in this example empire.


I get that you get that they are using these things like "pop buckets" and seems obvious to me too...in fact, that is probably the only fact upon we both agree on:

They are simply trying to "dump" unemployed pops "somewhere" where they don't "cause them the problems tied with unemployment" but still allow them to "move them around for colonization".

My point is that it is not acceptable to just focus on a "the CEO told we must optimize this game because he told you'd do that in an interview, so let's chop it off until performance improve" stance -which seems to be the actual issue- to the point that they mess with things which "were working*" to add new things that make no sense and have no connection with the concept of the mechanic they are messing with...

An "odd jobber" is still a worker. The fact that he'd rather to be a farmer or a miner is matter of "job priority"...not of "stratum"!

*= Isn't a strange concidence that strata is one of the few things which didn't get too "messed up" in years and years of development?

To me is no coincidence at all...seems more like at the beginning they have much clearer idea of how to build game concepts and develop mechanics out of them and now they just care about "chopping down the game to improve performances"!
 
  • 11
  • 1
Reactions:
The hybridization mechanic of xenocompatibility is likely going to be removed. It was cool, but pooling all of the species together for logistic growth calculations feels like a good enough niche for the AP. (I'm actually a bit concerned that it might feel too "required" for Xenophilic empires.
I will miss the hybridization mechanic if it is removed altogether. It can be a good way to get some special traits with a hybrid species chance, like some of the origin or event traits.
 
  • 1
Reactions:
In essence, it is a split assuming that Workers are "Proletariat" and those so-called "Civilians" are "Lumpenproletarian", but suggesting that they are "happy" seems a complete misunderstanding of their condition.

Sounds more like it's "Workers" that's putting you out of sort rather than Civilians

Workers (in my headcanon), specially with Civilians underneath, aren't actually menial grunts (that'll be Civilians) as much as they're skilled vocational/technical workers (IRL Electricians, carpenters, etc), but not actually part of the class of higher education
 
Last edited:
Sounds more like it's "Workers" that's putting you out of sort rather than Civilians

Workers (in my headcanon), specially with Civilians underneath, aren't actually menial grunts (that'll be Civilians) as much as they're skilled vocational/technical workers

Sorry, but what is "skilled" is highly debatable and essentially a by-product of brainwashing:

I am totally ok with "Workers". The category of "Gratified" or "Skilled" Workers are the Specialists.

You guys simply don't seem to get that that "Civilian" category is purely non-sense:

The "basic" work that one needs to make a living is represented by the "Worker" job category...and then a job within that category might be more or less appreciated!
 
  • 9
  • 3
  • 2Like
Reactions: