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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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Just call them hoi polloi
As a person of Greek heritage, I agree! But most people would see that and don't even understand what it means.

The other problem with calling then civilians is that it's not exclusive: All miners, researchers and the like, are also civilians. The name of the category was never meant to imply about their legal standing, rights and obligations.
 
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As a person of Greek heritage, I agree! But most people would see that and don't even understand what it means.

The other problem with calling then civilians is that it's not exclusive: All miners, researchers and the like, are also civilians. The name of the category was never meant to imply about their legal standing, rights and obligations.
It's been nearly a decade and I still can't even spell casus beli reliably. The hoi polloi can deal with hoi polloi
 
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Just tossing names in the bucket:

Citizen or Residents for egalitarian empires.
Faithful for Spiritualist empires.
Non-Corpo for Megacorporations.
Dormant Drone for Hiveminds.
Serf for Authoritarians.
 
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Going by memory here, since I've been working on other things. I'll use "pop" to mean a pop in 3.14 and "Pop" to mean a pop in 4.0

  • A pop is equivalent to 100 Pops.
  • This means that if you started with 32 pops, you'll start with 3,200 Pops.
    • However, you'll likely start with a bunch of Pops in the Civilian strata, so I'd expect the actual figure to be around 5,000 Pops.
  • 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.
  • Pop Groups should grow simultaneously and gradually, yes
Maybe it would be a good idea to introduce more realistic numbers just as a flavor. For example to count every new system pop as 1,000,000 people.

So 3200 new system pops will be displayed as 3.2B (billion) people and so on.
 
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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.

Will Civilians generate any resources, crime and other negative or positive bonuses depending on their happiness or how crowded the planet/low grade accomendations are? I like the idea (having suggested something similiar several times over the years), though not huge fan of the name "civilian" but I don't have any better ideas either...
 
Just call them hoi polloi
I'm pretty sure the average person who would unironically use "hoi polloi" in English is almost certainly using it to encompass a bunch of things that appear as Jobs in the new system...
 
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.
I literally think it's just encompassing jobs that are in the private sector vs the government. Like taxi's, delivery drivers, clerks, janitorial, medical,entertainment, and some jobless etc. Though I am sure in some egalitarian ones they are government funded, thous increased upkeep.
 
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It's excellent that multiple pops can grow on a planet, on its own its awesome. Should that mean that Necrophages won't eventually run out of necrophytes (allowing for reasonable pop growth setting)? I seem to remember that eventually happening in past games.

Can you give us any rough improvement you are seeing performance wise? It must be pretty big - though I know you devs normally play in medium galaxies? I just put up with slow speed in my Huge games so I'm sure i'll benefit a lot.
 
That's the beauty of it! Why does the Galactic Market restock over time? Why does the Local Empire Market restock over time, before the GM even exists? There's obviously some kind of economy not directly controlled by the player going on somewhere, and the civilian-sourced trade is, among other things, taxation of this private industry and a representation of the logistical support from having a bunch of spare workers on hand to unload the planetary deficit freighters.

And if we take this to the logical extreme we have pre-GM Megacorps, generating buckets of literally money and spending it to buy things from... who? A large "civilian" population generating trade explains this; they're not living in hovels being handed subsistence level food by the government, they're living in hovels working in exploited conditions generating the "real" resources to earn enough money to eat subsistence level food while all the luxury goes to stockbrokers and rich failchildren. You know, capitalism.

I don't think "civilian" is the best name, but labelling everyone not in directly controled employment of the state's (or primary corporate entity's) top level economy as "unemployed" or "dependents" limits what different empires can be represented.
I literally think it's just encompassing jobs that are in the private sector vs the government. Like taxi's, delivery drivers, clerks, janitorial, medical,entertainment, and some jobless etc. Though I am sure in some egalitarian ones they are government funded, thous increased upkeep.
I did think public Vs private sector almost covers it. There's a few jobs that feel a little outside that (unless they get renamed): Merchant and Entertainer. In a typical, non-corporate empire, you don't start with any. What are these jobs if they're public sector?

There is definitely a point that the private sector isn't shown in jobs at 3.14: at game start you can ban mining jobs then buy minerals from your local market before your ships use FTL. Where did that supply come from?

Interpreting this new "pop bucket" to be entirely private sector doesn't work: a business tycoon is in the same bucket as a pizza delivery guy and both are seen as somewhere to demoted to when you can't get a miner job. Unless we re-imagine the public sector a little:

Game starts when a star base is built and FTL ships are just about to explore other systems. This is an amazing flex by the government. Everyone wants to get in on the interstellar expeditions. Through whatever ideologically suitable means, the government convinces some job sectors to not let their workforce emigrate off-world while most entrepreneurs, adventurers and desperate fight over the (initially) limited opportunities for space travel.

Once the empire has a few planets colonised, society has come to see those few key industries as highly prestigious due to enabling intergalactic living. Retail workers gladly sign up to exploit some hellscape far away as if the interstellar government steps in to support workers, those subsidies will go to the miners/farmers/technicians first.

So then, the "Entertainer" is a public servant, receiving a salary to make people happy. Singers with security clearance to create entertainment (and propaganda) using regulated hologram tech. Nobody in the pre-FTL days thought such a job could be public sector but interstellar life is so demanding something drastic had to be done.

Merchants... would probably fit better when called Quartermasters or Logisticians. Public servants in charge of moving goods around because the empire decided somebody reliable had to do that. Especially when the private sector shrunk down from the colonisation fever.
 
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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.

Maybe sector capitals could be used for this? The number of sectors per empire should be relatively small, and it would increase their 'flavor' as regional centers of administration.
 
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I'm happy to read that the current emmigration/immigration mechanic is being replaced by automatic resettlement.
Honestly, I think the entire pop growth mechanic would be better suited to be replaced by the current "pop building" mechanic, how budding currently works. Tho that takes over budding's role and I don't know if it could be replaced with anything.
 
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Interpreting this new "pop bucket" to be entirely private sector doesn't work: a business tycoon is in the same bucket as a pizza delivery guy and both are seen as somewhere to demoted to when you can't get a miner job. Unless we re-imagine the public sector a little:
Business tycoon are what percentage of the population? I doubt we would even need to simulate them. They are so small in number there is hardly a point. But yes It isn't only private sector but just the majority of population that isn't dedicated to bringing direct amounts of resources to the state. so mainly private sector. How this works for mega corps is a little more uncertain, but stellaris has always existed in a amount of abstraction.
 
I did think public Vs private sector almost covers it. There's a few jobs that feel a little outside that (unless they get renamed): Merchant and Entertainer. In a typical, non-corporate empire, you don't start with any. What are these jobs if they're public sector?

There is definitely a point that the private sector isn't shown in jobs at 3.14: at game start you can ban mining jobs then buy minerals from your local market before your ships use FTL. Where did that supply come from?

Interpreting this new "pop bucket" to be entirely private sector doesn't work: a business tycoon is in the same bucket as a pizza delivery guy and both are seen as somewhere to demoted to when you can't get a miner job. Unless we re-imagine the public sector a little:

Game starts when a star base is built and FTL ships are just about to explore other systems. This is an amazing flex by the government. Everyone wants to get in on the interstellar expeditions. Through whatever ideologically suitable means, the government convinces some job sectors to not let their workforce emigrate off-world while most entrepreneurs, adventurers and desperate fight over the (initially) limited opportunities for space travel.

Once the empire has a few planets colonised, society has come to see those few key industries as highly prestigious due to enabling intergalactic living. Retail workers gladly sign up to exploit some hellscape far away as if the interstellar government steps in to support workers, those subsidies will go to the miners/farmers/technicians first.

So then, the "Entertainer" is a public servant, receiving a salary to make people happy. Singers with security clearance to create entertainment (and propaganda) using regulated hologram tech. Nobody in the pre-FTL days thought such a job could be public sector but interstellar life is so demanding something drastic had to be done.

Merchants... would probably fit better when called Quartermasters or Logisticians. Public servants in charge of moving goods around because the empire decided somebody reliable had to do that. Especially when the private sector shrunk down from the colonisation fever.

A funny and terrifying idea: every employed pop now has trade upkeep (you need to pay them)
 
With more focus on internal and external migration, I would love to see one small quality of life improvement:

Please let us see which empire is selling each slave on the slave market!

The RP implications of such a small change are huge for a wide variety of different play styles and ethics. With more pops “moving around” the galaxy this would be a great opportunity to implement it! Pretty please?
 
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Ok, with the system being as described in the elaborating posts, I do think it makes sense to have a separate strata rather than just unemployed workers. Sure, this means that unemployment is only a happiness penalty short-term, but it already works this way in the game anyway for specialists and rulers. With this strata having potentially worse conditions than workers, I can see the justification for needing to go through the unemployment and demotion process.

Looking at it like this, I think that the stratum should be called "underclass" as an equivalent to worker/specialist/ruler, which would be a universal label, and then the specific "job" within that stratum could have different names depending on the empire (civilian, peasant, intern, irregular, etc). The only context the title "underclass" wouldn't make sense in, I guess, is societies without "classes" like Shared Burdens or Gestalt, but I still think it makes more overall sense as a title for a stratum in those contexts than "civilian". I suppose another idea is just to call the stratum "dependents".

I like the idea of having "irregulars" in a very militarized society, and they could provide weak defense armies. Peasants or homesteaders in feudal societies or agrarian idyll could provide small amounts of food, etc.
 
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Everything looks very good and very promising!

However, this name "Civilian" is simple not very good. Not only its very confusing, it does not give the idea to players to what they are. And its very hard to give a good name for it, as everyone (including myself) are thinking in a better one but its hard to figure it out.

I researched a bit and I think the best term is "Underclass" ? Its a neutral term, give a good idea to the players, the name seems to point that they are lower than the Working Class and the definition of it suits this stratum:

"The Underclass is often associated with factors such as:
  • Long-term unemployment or underemployment
  • Low-income or welfare dependence
  • Limited or poor education
  • Living in areas with high crime rates or lacking basic infrastructure
The underclass may face barriers that prevent them from even engaging in the types of jobs typically held by working-class individuals."
 
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Looking at it like this, I think that the stratum should be called "underclass" as an equivalent to worker/specialist/ruler, which would be a universal label, and then the specific "job" within that stratum could have different names depending on the empire (civilian, peasant, intern, irregular, etc). The only context the title "underclass" wouldn't make sense in, I guess, is societies without "classes" like Shared Burdens or Gestalt, but I still think it makes more overall sense as a title for a stratum in those contexts than "civilian". I suppose another idea is just to call the stratum "dependents".

I like the idea of having "irregulars" in a very militarized society, and they could provide weak defense armies. Peasants or homesteaders in feudal societies or agrarian idyll could provide small amounts of food, etc.
Everything looks very good and very promising!

However, this name "Civilian" is simple not very good. Not only its very confusing, it does not give the idea to players to what they are. And its very hard to give a good name for it, as everyone (including myself) are thinking in a better one but its hard to figure it out.

I researched a bit and I think the best term is "Underclass" ? Its a neutral term, give a good idea to the players, the name seems to point that they are lower than the Working Class and the definition of it suits this stratum:

"The Underclass is often associated with factors such as:
  • Long-term unemployment or underemployment
  • Low-income or welfare dependence
  • Limited or poor education
  • Living in areas with high crime rates or lacking basic infrastructure
The underclass may face barriers that prevent them from even engaging in the types of jobs typically held by working-class individuals."
Other users have already suggested "Dependents", which I think is better than "Underclass".

"Underclass" is I think too explicitly "lower", and not applicable for living standards like Shared Burdens or Utopian Abundance.
 
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