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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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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.

I just don't want to see all civilians being the same, Bladerunner types, eating ramen in a cantina, in a rainy dystopia.
I think the game needs more tools compared to just having living standards for them.

Understandably, they will base the unrest and revolutions mechanics on them. But that is another discussion.

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.

This could be really bad indeed because with a flat % growth model, empires can really take off and spring ahead of all others with even a small difference in population. Think compounding interest.

Small empires need other ways of getting pops beyond just growth in the mid and end game. some mechanic like wellfare migratiton, or even have global overpopulation to consider small empires as their target. Otherwise the time disadvantage of having to grow pops in the mid or late game would just force those empires into irrelevance.
 
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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 generally understand the Stellaris' idea of a "civilian" as a part of the populace whose doings is of no great concern to the government, so long as there are no complaints. They're not (strictly) "lesser".

But...why would you "drop" into it from being an "Unemployed Worker" if it is simply something which is of no concern to the Government or the Corporations? I think I remember if was EU4 or Secret Government (a non-Paradox game on Masons) had a demographic group called "Dependents" who were ranked below "Workers" (which, in their case, was "factory workers")...

It represented people who were in serfdom or struggling to make a living...

Frankly I feel that in most cases "Underclass" or "Outcast" would be more appropriate and understandable, although I doubt would be a big problem to change the localization (i.e., Dependent...) for specific more advanced societies...
 
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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.

Well...because technically those are glorified unemployment benefits!
 
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But...why would you "drop" into it from being an "Unemployed Worker" if it is simply something which is of no concern to the Government or the Corporations? I think I remember if was EU4 or Secret Government (a non-Paradox game on Masons) had a demographic group called "Dependents" who were ranked below "Workers" (which, in their case, was "factory workers")
I think that I like Dependents better than Civilians as the name for that population group.
 
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I think that I like Dependents better than Civilians as the name for that population group.

I also think that I like "Dependents" better than "Civilians" as the name for that population group.

Yes. While it might not have much history as "Underclass" or "Outcast" probably is more "universal"...it can be one depends on someone else (as the old-fashioned "wife at home", as a hikikomori depending on his parents, as someone depending on aid, etc...) so suggests isn't a much desirable social stratum to be into, but also lend itself to the case in which one simply can't work because in his society machines do everything so people are essentially unemployed because of that structural factor...

( Obviously the truth is that such high abundance society is very hard to envision for us...some attempts to portray it were seen in Star Trek but even more in some old Sovietic tv series... )

P.S.: I think a very important thing would be to put thought on the name and on the concept, given that well...seems that there are technical reasons for wanting to add a new stratum...also because Stellaris needs a stratum name that is "one that fits all", because, as pointed out, some people might be just "inactive" (as technically are called those who stopped looking for a job), but the term must be fitting for all possible scenarios (outcasts/underclass, people pampered by machines, etc...).
 
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Coincidently, Eladrin also mentioned Automation ^^
Yes. I like automation, and brainstormed a lot of different versions years ago. I just hope that the negatives are understood. I worry 4.0 may feel a bit rushed and leave some annoying loose ends to be fixed at a later date (again).

Civilians and no base growth per colony will swing balance towards conquest (pops are king),
Resistance (when added) will swing balance towards vassal integration (conquest is harder but pops are still king, so wide pacifists are king),
Automation (when added) will swing balance towards habitat/ringworld spam (build slots are king) or rarely used (Nanotech Cauldron).
Something like special buildings (if added) would swing balance towards tall empires (ascension levels are king) and so on.

This could be really bad indeed because with a flat % growth model, empires can really take off and spring ahead of all others with even a small difference in population. Think compounding interest.

Small empires need other ways of getting pops beyond just growth in the mid and end game. some mechanic like wellfare migratiton, or even have global overpopulation to consider small empires as their target. Otherwise the time disadvantage of having to grow pops in the mid or late game would just force those empires into irrelevance.
A good point about compound interest in the pop growth models. A rubberbanding mechanic that diverts some excess population growth or migration based on relative empire size could be intersting (although -100% sprawl reduction builds could confuse things).

There's a lot of potential, and I can't wait to see it once it all works. I just like to think it through a bit first, consider alternative solutions and problems before they become annoying. And I hope the changes don't leave loose ends disrupting balance.
 
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But...why would you "drop" into it from being an "Unemployed Worker" if it is simply something which is of no concern to the Government or the Corporations? I think I remember if was EU4 or Secret Government (a non-Paradox game on Masons) had a demographic group called "Dependents" who were ranked below "Workers" (which, in their case, was "factory workers")...

It represented people who were in serfdom or struggling to make a living...

Frankly I feel that in most cases "Underclass" or "Outcast" would be more appropriate and understandable, although I doubt would be a big problem to change the localization (i.e., Dependent...) for specific more advanced societies...
It's not that civilians are not a concern to the Government/Megacorp; it's their doings that are of no real concern. While "odd-jober", "bums", "NEETs", other "underclassers" etc. fall under civilians, so do indie artists, small streamers, local mechanics, fresh graduates, the housebound spouses and elderly and the like. If it sounds like civilians are basically "the rest" left out of the populace after subtracting all positions that contribute to the overall development and cohesion of a political entity, that's because it's exactly that; though this "rest mass" is still vital to this entity's life.

Or at least that's how I understand this whole thing.
 
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I think that I like Dependents better than Civilians as the name for that population group.
If the Civilian stratum does become the Dependents stratum, you could even remove Bio-Trophies as a seperate stratum in Rogue Servitor empires, and simply have organics use the Dependents stratum.

It could also be used as the stratum for individualistic pops in gestalt empires in general.
 
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Fist of all I wanted to say that I love all the changes and can't wait to play Stellaris 4.0! It's amazing that you are constantly improving that wonderful game and thank you for that!

Unemployed pops have 5% chance of auto-resettle per month nowadays. How much chance will it be for Civilians in Stellaris 4.0? Or will I need to resettle them manually after colonisation?

(sorry for my English btw)
 
Are they? There is more to life than formal employment, especially if your needs are met regardless, and the bonuses from Utopian Abundance are meant to represent that.

Forgive me, but that is what generally we tend to think when we are "working" and we'd just like an "extended holiday", Lorenerd11:

Even a society were our work wouldn't be any more necessary and in which our needs are met with a beefy ensured income or allotment of resources would be essentially "employment benefits", because you don't have a job to earn that income and, as such, someone else provides the resources to meet your needs.

The truth is that it is very hard to envision a society without need of human labor, because we rarely consider how much that influences our view on what is "fair" and even our self-perception.

Just think how deeply entrenched in our views is the perception that is "fair" for someone who puts more effort or takes more responsability to earn more...it is such an entrenched idea that it existed even in the most egalitarian societies! Now think that the machines do everything...you and I become like domestic cats attended by the machines! Suddenly...how we'd define our role within our society?
...how we distribute the resources we have ...even if we try to do so fairly? ...would someone who is gluttonous would have the "right" to eat as much as he or she wants? ...how we'd deal with people that cause annoyance to the rest of the community? ...how we reward or punish social and antisocial behavior?
 
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But...why would you "drop" into it from being an "Unemployed Worker" if it is simply something which is of no concern to the Government or the Corporations? I think I remember if was EU4 or Secret Government (a non-Paradox game on Masons) had a demographic group called "Dependents" who were ranked below "Workers" (which, in their case, was "factory workers")...

Think of it as not as a the government going “oh this person has been unemployed for so long, they are now a civilian, more that when they were an unemployed worker, they were used to the life style they could afford on that salary which they are no longer able to maintain and are unhappy about that drop in quality of life. After a while, they are now used to that drop in quality of life and so their attitude is adjusted to the civilian category and are no longer as discontent. And in game, are now represented as a civilian, rather than an unemployed worker.

In an authoritarian society, that could be a very harsh transition period with severe happiness penalties for the pop, while in an egalitarian society, it would likely be far more gentle with less severe penalties.

From a mechanical perspective, I’m guessing it’s so that the game can search unemployed pops first, before searching the likely far larger civilian population when trying to fill job (or workforce) speeding up the game.
 
It's not that civilians are not a concern to the Government/Megacorp; it's their doings that are of no real concern. While "odd-jober", "bums", "NEETs", other "underclassers" etc. fall under civilians, so do indie artists, small streamers, local mechanics, fresh graduates, the housebound spouses and elderly and the like. If it sounds like civilians are basically "the rest" left out of the populace after subtracting all positions that contribute to the overall development and cohesion of a political entity, though this "rest mass" is still vital to its life.

Or at least that's how I understand this whole thing.

I get your point, but in that case "Dependent" (or possibly even "Inactive") seem a better term for this stratum. After all, all roles you are describing most of time aren't able to make a living without others' support.

( Thinking about it "Inactive" has a even better "history" than "Dependent" because technically "Unemployed" are "People who are activelys seeking work" and "Inactive" are "People who stopped looking for a work". And you are right...from the perspective of the State or of the Megacorps those people aren't doing anything much useful apart from "surviving"...but yes...I'd totally opt for "Dependent" over "Civilian"! )
 
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Think of it as not as a the government going “oh this person has been unemployed for so long, they are now a civilian, more that when they were an unemployed worker, they were used to the life style they could afford on that salary which they are no longer able to maintain and are unhappy about that drop in quality of life. After a while, they are now used to that drop in quality of life and so their attitude is adjusted to the civilian category and are no longer as discontent. And in game, are now represented as a civilian, rather than an unemployed worker.

In an authoritarian society, that could be a very harsh transition period with severe happiness penalties for the pop, while in an egalitarian society, it would likely be far more gentle with less severe penalties.

From a mechanical perspective, I’m guessing it’s so that the game can search unemployed pops first, before searching the likely far larger civilian population when trying to fill job (or workforce) speeding up the game.


Actually I'd rather avoid getting deeply into this to avoid other "friendly warnings", but in the actual real world there is such people who "has been unemployed for so long" and are called "Inactive" or "Inactive Population". Someone who has been unemployed for so long that no longer seeks a work, is labelled "Inactive" and expunged from the Unemployment statistics.

So yes...if we call that "Inactive" (or even "Dependent") I can agree with the concept of this new stratum, because it is something that actually exists, has some history and would be pretty obvious because people would rather not to drop in that stratum...
 
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I like "Dependents" much more than civilians.

And we can all see how this discussion is colored by our individual political beliefs. Not making this political, just pointing out for people to be aware.
 
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Think of it as not as a the government going “oh this person has been unemployed for so long, they are now a civilian, more that when they were an unemployed worker, they were used to the life style they could afford on that salary which they are no longer able to maintain and are unhappy about that drop in quality of life. After a while, they are now used to that drop in quality of life and so their attitude is adjusted to the civilian category and are no longer as discontent. And in game, are now represented as a civilian, rather than an unemployed worker.

In an authoritarian society, that could be a very harsh transition period with severe happiness penalties for the pop, while in an egalitarian society, it would likely be far more gentle with less severe penalties.

From a mechanical perspective, I’m guessing it’s so that the game can search unemployed pops first, before searching the likely far larger civilian population when trying to fill job (or workforce) speeding up the game.

Please note that the happiness issue (from unemployment) seems to be what they want to avoid with adding this stratum. I think the issue might be more pratical...like them having population-generated jobs which produce less resources than they consume or that consume resource to produce penalties...
 
They'll use the shortened notation, so 1200 pops will be shown as 1.2k rather than a ton of zeroes. 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?" Since simultaneous growth was one of my major desires for this revamp, we decided to go with multiplying the numbers instead of having fractions.



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.)



1 Pop produces 1 Workforce. 1 Job will usually require 100 Workforce to fill, so will typically provide work for 100 Pops.



You should be able to have partially filled Jobs. (If you have 83 Workforce in that Mining job, it'll produce and consume 83% of the job's resources.)



Right now we're all-in on implementation and there have been rapid changes, we'll have more to show in the near future.

(I relented a little later in this post and gave a small peek at a WIP UI.)



It seems to be a relatively popular concept, even in the half-baked form that I casually mentioned it as. :D

To be completely transparent, the economic changes are our priority right now and are coming in hot, so we might not get to some of the cool extensions of the systems like Resistance jobs in the initial 4.0 release, but if we don't, they're likely to come soon afterwards. I really like them too.



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.



Fairly similarly to how it does now, but with the more granular pop size it'll be a more consistent decline of a number of pops every month instead of one pop every x months.



The auto-migration system that moves unemployed pops around will replace the push and pull based migration system entirely. Unemployed pops and civilians may choose to migrate to the capital of an empire you have a Migration Treaty with (after which they may migrate elsewhere in that empire, or potentially, even back.) We're going to be tweaking some of these numbers for a while once we have everything running according to the base model.



Stop looking at the DD371 draft.

(You're close. Not exactly on target with what we're planning, but pretty close.)



Pops that are especially good at a job will gravitate towards those jobs naturally. We do not want you to have to micromanage pops to that level.



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.



It's still pretty cursed, but fiiiine.

This is part of the Economy tab of Earth. to show off some of how it'll work, I reduced the amount of Artisan jobs and prioritized Bureaucrats.

View attachment 1254209

Got a meeting now, I'll continue going through the thread a little later. (I've read through everything up until this morning.)

I very much like many of goals for this rework and feel that you are addressing longstanding problems with the game. However, I feel that the graphical representation shown can use a lot of improvement. When further developing the graphical representation for pops doing jobs, please consider placing the pops in context. Show pops doing their jobs on the planet. This was what made the tile system fantastic, and similar representations can still be found in the current system.

Feeling that I am building an empire for my pops is what keeps me engaged with the game. I'm sorry to say the mock up does not do this for me. Please do something to keep alive the fantasy that there are actual people on the planets and that planets aren't just spreadsheets. Thank you for any consideration you can give me and for all of your work.
 
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I get your point, but in that case "Dependent" (or possibly even "Inactive") seem a better term for this stratum. After all, all roles you are describing most of time aren't able to make a living without others' support.

( Thinking about it "Inactive" has a even better "history" than "Dependent" because technically "Unemployed" are "People who are activelys seeking work" and "Inactive" are "People who stopped looking for a work". And you are right...from the perspective of the State or of the Megacorps those people aren't doing anything much useful apart from "surviving"...but yes...I'd totally opt for "Dependent" over "Civilian"! )
I get your point as well, however this is where game design creeps in; while all names you've proposed so far are not inaccurate, there is an important common factor among them - they all have directly not-positive connotations, and most of them are outright negative. And as a game designer you wouldn't want to assign a negative name to a beneficial feature, becauses it disrupts intuitivness. And in this context "civilian" is simply the most broad and neutral.
 
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