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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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No, I am saying that getting such "separate job category" idea is a plainly dumb solution...

On top of it, the issue with "upkeep and happiness being affected by species right and policies" become utterly secondary given you have already solved the issue with them not having so many unemployed pops, so you are discussing non-existent problems...

Do you see?

The one who "stares at the finger when someone points him the star" is not me...guess who is?

P.S.: Try harder in trying to look brilliant by painting the others as fools...definitely it's not a talent you have...

Its very clear that “civilians” is meant to represent people who aren’t working in a steady job and are living on a universal basic income (or lack there of and somehow scraping by in authoritarian regimes), think of The Expanse and the population of Earth on “Basic”, enough to live on, but if offered chance to be employed and get more, would take it. That is what civilians are intended to be, the long term unemployed.

It does make sense for them to be below workers in this sense, their access to luxuries (and possibly necessities) and political power is less.

You haven’t been reading posts by the devs, as it’s been explained that how happy civilians are will be affected by factors such as living standards, where utopian abundance civilians would be happy but those on stratified society would be substantially less satisfied with their lot in life.

You can view unemployed elite, specialist and worker pops being unhappy as pops that have recently been fired and beginning the process of lowering their expectations of what they will have to live with and accepting the drop to “Basic”.

So civilian is now the bottom level of “just enough to sustain themselves with odd jobs and UBI, workers are the people with steady employment, specialists are the “gratified” workers and elites are the well… elite.
 
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You guys simply don't seem to get that that "Civilian" category is purely nonsense:
I don't think devs are trying to make some sociopolitical statement here, it's just something to call pops that are not currently employed in an industry (such as agriculture, mining, or maintaining power infrastructure) but can still fill jobs and contribute to the economy through trade.
 
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Sorry, but what is "skilled" is highly debatable and essentially a by-product of brainwashing:

... It's brainwashing to consider an electrician more skilled than a conveyor belt factory worker, burger-flipper or someone doing various hustle jobs such as Uber, Wolt etc??
 
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Its very clear that “civilians” is meant to represent people who aren’t working in a steady job and are living on a universal basic income (or lack there of and somehow scraping by in authoritarian regimes), think of The Expanse and the population of Earth on “Basic”, enough to live on, but if offered chance to be employed and get more, would take it. That is what civilians are intended to be, the long term unemployed.

It does make sense for them to be below workers in this sense, their access to luxuries (and possibly necessities) and political power is less.

You haven’t been reading posts by the devs, as it’s been explained that how happy civilians are will be affected by factors such as living standards, where utopian abundance civilians would be happy but those on stratified society would be substantially less satisfied with their lot in life.

You can view unemployed elite, specialist and worker pops being unhappy as pops that have recently been fired and beginning the process of lowering their expectations of what they will have to live with and accepting the drop to “Basic”.

So civilian is now the bottom level of “just enough to sustain themselves with odd jobs and UBI, workers are the people with steady employment, specialists are the “gratified” workers and elites are the well… elite.

My issue was precisely with trying to push such despicable real-world political concepts much willed by certain elites into this game.

Note that no...there is no "universal basic income" element in The Expanse...the people on Earth there were barely scraping by and trying to flee, but seems a pretty much high unemployment situation!

Same applies for Cyberpunk and other such situations...and yes...I despise (which is way stronger than "respectfully disagree" )when game developers try to push political propaganda down my throat and mess badly with the game mechanics to do so too!

( Actually even "The Expanse" has a not-so-subtle propagandistic agenda...a bit coincidental that the owner of the company who produced it wants badly to have a bunch of slaves to go on Mars and end up in a "Total Recall"-like enslavement situation, eh? )
 
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... It's brainwashing to consider an electrician more skilled than a conveyor belt factory worker, burger-flipper or someone doing various hustle jobs such as Uber, Wolt etc??

Yes...yes...it is absolutely such an issue:

That is a blue collar worker telling himself he's "more essential" and "more competent" than those people and then you have a white collar worker telling himself that he is "more essential" and "more competent" because instead of coming out of a technical school he went to university and so on...it's just a delusion of that electrician, accountant, etc...

The truth is that "skilled" is just whatever competence isn't readily available and at a cheap salary for an employer...it is a false, meaningless and very self-serving label.
 
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That is a blue collar worker telling himself he's "more essential" and "more competent" than those people and then you have a white collar worker telling himself that he is "more essential" and "more competent" because instead of coming out of a technical school he went to university and so on...it's just a delusion of that electrician, accountant, etc...
I wouldn't call it a delusion, but I do agree that all work requires skill to do well, and I'm personally not a fan of the 'unskilled labor' descriptor. That said, I think the Civilian bucket of population could work well, even if it might not be the best name.
 
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Note that no...there is no "universal basic income" element in The Expanse...the people on Earth there were barely scraping by and trying to flee, but seems a pretty much high unemployment situation!

Civilians on Earth in The Expanse have Basic Assistance provided by the United Nations.

It's an incredibly common sci-fi trope across a great number of stories - an overpopulated homeworld looking for relief through colonization. As I've said - how happy they will be will be directly linked to the living standards you're giving them. An Oppressive Autocracy, for instance, will likely still need quite a few Enforcers to keep order.
 
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I wouldn't call it a delusion, but I do agree that all work requires skill to do well, and I'm personally not a fan of the 'unskilled labor' descriptor. That said, I think the Civilian bucket of population could work well, even if it might not be the best name.

Yes. The name in my opinion is a big issue because causes confusion (like Workforce...if you get more Workforce from a talented Worker, Specialist, etc...why not call it something more understandable like "Labor" or "Work"?).

"Underclass" or "Outcasts" that might be less problematic in terms of clarity and in the fact that is essentially a "social class ranked below worker". The point that is seen as a "bucked of population" is obvious to me too, but I think should be refined better as a concept.

At the current state and name feels really too much like a "bucket"!
 
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We experimented with decimal places earlier in development, and ended up hitting the confusion point of "what's 0.03 of a pop - can they work?"
Luckily increasing the scale by 100 has the same effect as adding 2 decimal places.

And you probably use intergers for calculations anyway, so those decimal places would have been display only. No reason to get into messy floating point math :)

It will be very similar to how they currently select jobs. (Though we're likely to significantly streamline some of the scripts since there were some unnecessary double-calculations going on.) As with pop growth, all declining species will decline simultaneously though.
I just recently heared of a trick: If you go Genocider as Clone Origin, you can have the "Decline" queue stuck.
That won't work anymore after this.

  • 100 Pops produce 100 Workforce
    • There will be modifiers to this, for example a cyborg species with the power drills trait may provide +10% Bonus Workforce to Miner jobs.
  • A job that required a pop in 3.14 will now generally be 100 Jobs that require 100 Workforce.
I am still a bit confused about the priority works. Say you have a 100 pop with a +100% bonus (200 workforce) and 100 Jobs.
Will:
a) 100 pops be assigned, giving you the bonus for having twice the effective work force?
b) 50 pops be assigned, because those can already fill all the jobs. And the bonus is only for the rare cases where you can't match the numbers of workers to jobs precisely and have a slight overwork?

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.
As I understand, migration will pick:
1. Any planet with a existing population and good habitability, your empire and outside
2. Any planet in the same empire with good habitabiltiy
3. The capital of all your Migrating Pact allies (up to maybe 100 if living conditions are bad), so they have a seed population for step 2.
 
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
Which is presumably why literal chattel slaves work in the Worker stratum?
 
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Civilians on Earth in The Expanse have Basic Assistance provided by the United Nations.

It's an incredibly common sci-fi trope across a great number of stories - an overpopulated homeworld looking for relief through colonization. As I've said - how happy they will be will be directly linked to the living standards you're giving them. An Oppressive Autocracy, for instance, will likely still need quite a few Enforcers to keep order.

It is a recent common sci-fi trope, because some elites want to push those ideas, Eladrin.

Moreover, I have to be honest...MarkDey struk the right key...my main issue with it is about being called "Civilian"...those are essentially "Outcasts" or "Underclass"...why you guys have to use such politically correct label?

Also I think I got bothered by the idea of them being in such awful condition and still being "happy", but objectively I might have misunderstood...is like a temporary "happiness" state due to not being into the unemployed condition?

In essence you guys are adding an extra buffer to the potentially troublesome impact of the "Unemployed Workers" not having a deeper layer to descend into?

I still think that adding Odd Jobs based on population would be a much less "messy solution", Eladrin:
- One less stratum to have to deal with.
- They would show up when population gets higher and still work as a buffer.

If you pair it with a boost in the number of Colonists granted by the originary building of the colony and a population growth boost granted by colonists (that could possibly be further increased by a planetary modifier added by a "Colony Expansion" building or decision), you'd probably easily solve all your issues with the Migration...

Moreover, frankly, that "Basic Assistance" is essentially a "band aid" on the Unemployed, why you couldn't simply add a modifier which lessens the negative impact of unemployment?
 
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... It's brainwashing to consider an electrician more skilled than a conveyor belt factory worker, burger-flipper or someone doing various hustle jobs such as Uber, Wolt etc??
One of the most skilled workers I ever saw was a guy taking fast food orders so quickly he blew through a line out the door in minutes. I am pretty good at my job and I get paid good money for it but I have never been a good at anything as that guy was at working a till.

It's been over a decade and I still think about that guy sometimes. Yes I left a positive feedback card.
 
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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"!
Yes...yes...it is absolutely such an issue:

That is a blue collar worker telling himself he's "more essential" and "more competent" than those people and then you have a white collar worker telling himself that he is "more essential" and "more competent" because instead of coming out of a technical school he went to university and so on...it's just a delusion of that electrician, accountant, etc...

The truth is that "skilled" is just whatever competence isn't readily available and at a cheap salary for an employer...it is a false, meaningless and very self-serving label.
Alright, you made your point that how the UI presents the odd-jobbers is a sensitive matter. Next time, do better to not trample on other people while making your point. There are many players for whom performance issues mean Stellaris is "not working".

I do agree that all work requires skill to do well, and I'm personally not a fan of the 'unskilled labor' descriptor. That said, I think the Civilian bucket of population could work well, even if it might not be the best name.
It's like how peasants in Vic3 need a lot of skills compared to the labourers doing simple physical hauling. Or how one society views merchants as lesser than peasants while another flips it around. Even though both need a lot of skill.
 
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Moreover, I have to be honest...MarkDey struk the right key...my main issue with it is about being called "Civilian"...those are essentially "Outcasts" or "Underclass"...why you guys have to use such politically correct label?
Because the living conditions of unemployed civilians, whether they are provided with the means to live decent lives, depends on their living standards.

In genuinely egalitarian empires, a form of UBI or other assistance was likely implemented.

And in authoritarian empires, dystopian euphemisms are not out of place either.
 
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Civilians on Earth in The Expanse have Basic Assistance provided by the United Nations.

It's an incredibly common sci-fi trope across a great number of stories - an overpopulated homeworld looking for relief through colonization. As I've said - how happy they will be will be directly linked to the living standards you're giving them. An Oppressive Autocracy, for instance, will likely still need quite a few Enforcers to keep order.
It's also:
  1. Perfectly represented in the current version of Stellaris simply by actual unemployed pops with various levels of living standards. "Civilians" as a seperate stratum is definitely not an upgrade for me, immersion wise.
  2. Immersion-wise not compatible with the idea expressed before of this stratum being a major source of trade value. Does anyone think the impoverished masses seemingly forced to idle on Earth are producing something that helps ship resources across the interstellar empire?
  3. Not compatible with the idea that this stratum would be the ones primarily becoming resistance fighters.

You also have not addressed this yet, but the name "civilians" i.e. "non military" (most of your pops) is obviously a terrible name, I hope you guys are commited to finding a different one.

I want to emphasize that most of this rework is looking great! I just know everything about these "civilians" as currently presented is going to actively pull me out of the game every time I see them.
 
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It is a recent common sci-fi trope, because some elites want to push those ideas, Eladrin.

Moreover, I have to be honest...MarkDey struk the right key...my main issue with it is about being called "Civilian"...those are essentially "Outcasts" or "Underclass"...why you guys have to use such politically correct label?

Also I think I got bothered by the idea of them being in such awful condition and still being "happy", but objectively I might have misunderstood...is like a temporary "happiness" state due to not being into the unemployed condition?

In essence you guys are adding an extra buffer to the potentially troublesome impact of the "Unemployed Workers" not having a deeper layer to descend into?
There's the people working high prestige, high infrastructure jobs directly for the state and then there's everyone else. They may have jobs in a civilian economy, or they may be working low prestige and/or low infrastructure state jobs, or they may be on a UBI equivalent, or they may be dying on the streets. Which it is depends on your empire setup and species rights. If they're in an empire where they're working as relatively highly paid space janitors or data entry then why wouldn't they be reasonably happy? And if they are in an empire where they're an actual underclass of downtrodden serfs then I expect that's why the OP says "Civilians are largely content and non-disruptive."

E: like I don't necessarily disagree with your politics, but I think you're misunderstanding the politics being represented by this change. The civilian... lets say category rather than class, is I think deliberately ambiguous as to what it represents because that allows a level of per-empire flexibility that the more specific "unemployed" does not.
 
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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!

The civilian category makes sense, the name does not.

Elites - Political Elites (upper level beauacrats/functionaries/planetary government), traditionally the upper class
Specialists - Specialized labor, generally requires significant education and long term training: researchers, chemists, doctors. Traditionally the upper middle class
Workers - General labor. These folk might have trade school, and while skilled, are not as prestigious or as educated as specialists. Likely to be unionized, an represent the lower middle class.
Civilians (terrible name) - Service Workers, gig workers, and in general the informal economy. Workers that have traditionallly low security and weaker protections because their jobs require less training and are easier to replace. Depending on ethics and civics these folk have the most disparity.

The idea is fine (if imperfect, garbage collectors should be workers with these parallels, while farmers are specialists but farm hands "civilians"). Maybe it could change based on ethics/civics

Elite/Upper/Middle/Lower
Owning/upper/Lower/Peasant
Beauacratic/Middle/Proletariat/Proletariat
 
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Yes. The name in my opinion is a big issue because causes confusion (like Workforce...if you get more Workforce from a talented Worker, Specialist, etc...why not call it something more understandable like "Labor" or "Work"?).

"Underclass" or "Outcasts" that might be less problematic in terms of clarity and in the fact that is essentially a "social class ranked below worker". The point that is seen as a "bucked of population" is obvious to me too, but I think should be refined better as a concept.

At the current state and name feels really too much like a "bucket"!
"Civilian" covers much more than "underclass" or "outcasts"; like some people already mentioned the thread, civilians can be also applied to situations where a species lives in a utopia of sorts doing nothing the wole life, and all the work is done by machines (eg. Wall-E)

I generally understand the Stellaris' idea of a "civilian" as a part of the populace whose doings are of no great concern to the government, so long as there are no complaints. They're not (strictly) "lesser".
 
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One of the most skilled workers I ever saw was a guy taking fast food orders so quickly he blew through a line out the door in minutes. I am pretty good at my job and I get paid good money for it but I have never been a good at anything as that guy was at working a till.

It's been over a decade and I still think about that guy sometimes. Yes I left a positive feedback card.

Yes. "Skill" is matter of specialization and what gets paid more to do is matter of how many people are available for that kind of job and how many of such people employers want to hire: They are never going to pay someone who does a job they badly need much if they need many of such workers, because they'd be cutting their profits. Moreover, it is also matter on whether or not the loyalty of that worker is important...they are likely to pay more someone who will have to handle sensitive data, have to deal with their personal security or that could have direct access to them. In essence, they pay you more if the consequences of you being upset with them or becoming treasonous might become dire...because anyone with a brain understand the risk of having a backstabber looking at your back (although certain elite nowadays doesn't seem to have even enough brain to recognize that! )!

Personally I have a white collar background, but I remember that once, when I was studying Abroad, a maintenance guy (which is a blue collar work who doesn't get much appreciation) pointed me out that I shouldn't have put the metallic base in when using the electric oven to microwave...now...was one of those multi-use ovens (microwave, traditional, grill, etc...), but objectively I never put much thought that given the base was tied to the oven, could be hazardous to put it in the microwave...

...so well...I might have been more "skilled" with spreadsheet, macro development and other stuff related to my work, but that guy knew a lot more than me about practical stuff that, frankly, in some cases might be much more important than a report!

In essence, a lot of people don't get paid much, but that's not because they aren't "skilled" or don't have useful skills!

P.S.: Moreover, let be honest...even when we go to a fast food, we definitely notice the difference between someone who is skilled and does a good work (as in the case of the guy of your story) and someone who doesn't and maybe end up making that visit to the fast food a horrible experience...
 
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"Civilian" covers much more than "underclass" or "outcasts"; like some people already mentioned the thread, civilians can be also applied to situations where a species lives in a utopia of sorts doing nothing the wole life, and all the work is done by machines (eg. Wall-E)
I actually like the idea of civilian pops under say, Utopian Abundance being something other than just "unemployed". It feels weird that when you have living standards that are the closest an empire can have to fallen empire Hedonist jobs, it still feels like glorified unemployment benefits.
 
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