Looking at it, what it seems like is indeed that when a POP first pops (hehe, sorry), it is at 0/50 growth, and then grows up till full at which points it stays there. This means that going by the window there is a maximum population (hihi, okay I wasn't really sorry) of 25 POPs at 50/50. By this I would say 1 full POP = 1 billion people. It makes sense for any conversion to be simple, and 25 billion is about right for a maxed out planet. Since I presume that represents only the top 1% of populous (can't stop till it pops) planets out there.
We have no data on how new POPs are created, but my speculation is that it happens sequentially, so you get a new POP whenever the last one is filled up, as long as there is space on the planet. The speed of growth than being based on how much food resource there is on the planet, as per the diary. In other words, the limiter on POPs will be space, which is different from Vicky where there was no space limit on POPs.
That's a simplification, but I don't think it's necessarily a bad one. As I've said before, the Vicky 2 economic simulation really fundamentally doesn't work, because it's just not possible to simulate a supply-and-demand based global economy with that level of detail in a game. A less simulation-based system was necessary, this would be it.
What is a shame though is that this seems to mean that there won't be any 'class division' amongst POPs, and that would mean a much, much simpler level of societal simulation.
We can say that POPs will have the following 'stats' aside from their size which presumably will usually be maxed out: Species, Ethics and Traits, Happiness. But while Ethics and Traits makes for a somewhat complex societal simulation, what the removal of 'class' does is that it removes the economic aspect of societal division. Basically, it seems like there won't be any distinction between poor and rich people in Stellaris. The closest things will be the overall development of the planets people are living on, but that obviously not the same.
Imo, it looks like POPs in Stellaris will be more like a cross between POPs and CK2 style vassals. It'll still be interesting and somewhat complex, but I will miss class divisions. I'd really wish there were a basic division of upper-middle-lower class POPs, with some kind of system feeding into that. Perhaps it could be done with something like the specialist system from Civ 4?
To just brainstorm a bit. You add a lower-middle-upper class division to POPs. At its root, a planet can support one Middle Class POP for each available tile, and Middle Class POPs are always tile-bound. But through policies or other means, you can switch some Middle Class POPs to Lower Class POPs (which are also tile-bound) and in return for every two Lower Class POPs the planet gets one 'specialist' Upper Class POP which is not bound to any tiles. These specialist Upper Class POPs then provide additional benefits like increased research or resources or production. Of course, the downside is that lower class POPs are less happy and more likely to support more egalitarian ethics. In addition, for extra complexity you could expand it beyond just a local planet-based system: you could have certain empire-wide policies which trade extra lower class POPs in distant worlds for extra Upper Class POPs in your core worlds. This would create a source of conflict, but also a great incentive for you to keep unproductive periphery worlds in your empire. Because they'll give you extra Upper Class POPs in your maxed out hyper-productive core worlds.
The more I think about it the more I like it, though I guess Paradox has already chosen otherwise. Though even if it's not in the base game, it might always end up in a DLC
We have no data on how new POPs are created, but my speculation is that it happens sequentially, so you get a new POP whenever the last one is filled up, as long as there is space on the planet. The speed of growth than being based on how much food resource there is on the planet, as per the diary. In other words, the limiter on POPs will be space, which is different from Vicky where there was no space limit on POPs.
That's a simplification, but I don't think it's necessarily a bad one. As I've said before, the Vicky 2 economic simulation really fundamentally doesn't work, because it's just not possible to simulate a supply-and-demand based global economy with that level of detail in a game. A less simulation-based system was necessary, this would be it.
What is a shame though is that this seems to mean that there won't be any 'class division' amongst POPs, and that would mean a much, much simpler level of societal simulation.
We can say that POPs will have the following 'stats' aside from their size which presumably will usually be maxed out: Species, Ethics and Traits, Happiness. But while Ethics and Traits makes for a somewhat complex societal simulation, what the removal of 'class' does is that it removes the economic aspect of societal division. Basically, it seems like there won't be any distinction between poor and rich people in Stellaris. The closest things will be the overall development of the planets people are living on, but that obviously not the same.
Imo, it looks like POPs in Stellaris will be more like a cross between POPs and CK2 style vassals. It'll still be interesting and somewhat complex, but I will miss class divisions. I'd really wish there were a basic division of upper-middle-lower class POPs, with some kind of system feeding into that. Perhaps it could be done with something like the specialist system from Civ 4?
To just brainstorm a bit. You add a lower-middle-upper class division to POPs. At its root, a planet can support one Middle Class POP for each available tile, and Middle Class POPs are always tile-bound. But through policies or other means, you can switch some Middle Class POPs to Lower Class POPs (which are also tile-bound) and in return for every two Lower Class POPs the planet gets one 'specialist' Upper Class POP which is not bound to any tiles. These specialist Upper Class POPs then provide additional benefits like increased research or resources or production. Of course, the downside is that lower class POPs are less happy and more likely to support more egalitarian ethics. In addition, for extra complexity you could expand it beyond just a local planet-based system: you could have certain empire-wide policies which trade extra lower class POPs in distant worlds for extra Upper Class POPs in your core worlds. This would create a source of conflict, but also a great incentive for you to keep unproductive periphery worlds in your empire. Because they'll give you extra Upper Class POPs in your maxed out hyper-productive core worlds.
The more I think about it the more I like it, though I guess Paradox has already chosen otherwise. Though even if it's not in the base game, it might always end up in a DLC
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