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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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Yeah, if it has no drawbacks you might as well enable it and observe what the AI does with it

I'm just gonna rawdog it.

Why not go back to the beginning of Stellaris.
Before, planets could have a spaceport that helped with its defense.

Planets, habitats and ring worlds could have a spaceport (or equivalent).
The starting planet could have a spaceport "equivalent" to a starport.
Colonies could start with a spaceport equivalent to an outpost.

The higher levels of upgrades would be the orbital rings.
At the same time, we can get rid of land combat (even if that would be another topic). A habitable world could work for combat as a "starbase", the more the capital building is evolved (as well as other buildings, bonuses, pop and etc.) the more the planet has hit points and offensive and defensive potential.

A system with multiple inhabited worlds or a ringworld might have a collosal defense.

Moreover, given the current functioning of habitats (one per system), it could be interesting and simpler and that habitats become an extension of starbases.

An inhabited starbase could be even more powerful than a simple starbase.

And soon starbases with thrusters for nomadic empires... :p

Or, hear me out: they could just incorporate the basic mechanics from the At War mod suite. Planetary defense guns (energy and kinetic), and planetary defense fleets (can also be system defense, but they're just corvettes that are built on-planet from banked-up alloys and have no FTL capability, and any leftovers are 'recycled' if they won the combat). Cheaper than orbital rings, and ideally available from the start of the game.
 
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Judging by the reactions, it does seem like I'm (nearly) alone in feeling this way, so. Guess I'll just have to get used to it :D
I'm waiting for the UI dev diary to see how it is displayed (but you aren't alone... the UI often seems to get worse and not better).

I worry that adding two digits to all the pop numbers will make them slightly harder to read (and waste UI space) while still not accurately representing the big numbers of pops that should be in the billions or even trillions.
25 becomes 2536
101 becomes 10135
The numbers could just be displayed as whole numbers with two decimal places in the tooltips with no difference in functionality for me at least.

I wish numbers like this and the increasingly inflated fleet power numbers were reduced to more managable numbers instead of growing each patch. Looking at a system with half a dozen enemy fleets can be just a wall of numbers all jumping around where I hope my wall of numbers is bigger. I really wish things like fleet power was automatically added up and those numbers refactored to simplify the calculations for the player. I would adjust Fleet power numbers to be much closer to Naval capacity numbers and total fleet power summed and displayed at the system level for ease of comparison between friend and foe.
 
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I like most of this just fine, but the civilian thing is throwing me for a loop.

If I understand it, they are both the people that have given up being productive AND the ones looking for opportunities at colonies...

They come from pops who once had jobs and a better quality of life but do not create instability or crime...

Their very concept would clash with several types of empires, such as space communists, slavers, etc, who thematically would not abide a large part of the potential workforce to just be idle.

I'd prefer if they filled jobs that were not related to the economy. Criminals, Partisans (giving strength to factions in opposition to the government), and full on Exodus (these people are getting out of your empire altogether if you don't do something).

Having colonies with open jobs would then slowly siphon pops away from these troublesome jobs, but at least there would be some consequence for messing up your economy.
 
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With all pops growing at the same time, how will this effect the Broken Shackles start? Are they going to end up with a massive population boom due to all of the species present?

From how i read it, not really, since pre-xenocompatability, each species group is considered in a vacuum, meaning that they'll have the growth of several small planets (without the floor from logistical growth scaling)
 
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Love the changes to pop groups, workforce, and growth! Goodbye colony/habitat spam, hello late game performance!! Looking forward to hearing more about migration changes, those will be critical for understanding the new system and the potential balance between xenophobe and xenophile.

However, I do feel like civilians are somewhat of a missed opportunity. As described they feel like a version of Vic3's peasants, a "pool" of unproductive pops to be pushed into more productive jobs ASAP. There should be some fundamental tension between civilians and workforce; something to promote having a mixture of the two instead of just maximizing one. Sounds like they're starting down this route by having civilians being the primary source of trade value which I like. Maybe we can have workers represent the "hard" economy; production, research, bureaucracy, military, and civilians represent the service economy? Having a strong civilian sector could be the primary way to boost wealth, unity, trade value, amenities, and influence, and if you convert too many to workers those start to suffer. Perhaps the xenophobe/xenophile pop growth differences could be mitigated by xenophobes (or genocidal empires) requiring a smaller proportion of civilians to compensate for their lower pop potential. Or there could be other tradeoffs; perhaps civilians have a higher pop growth rate than workers, or directly buff planetary job output? I mainly would just like to avoid a Vic3 like situation where the game turns into a race to convert all your peasants to workers.

Also like the idea of having resistance jobs spawn on conquered planets, but still think that planetary assaults should cause a LOT more casualties. Pop ethics should also play a role in how they resist; maybe pacifist pops resist more through work stoppages or non-compliance, while militarist or xenophobes lean more towards terrorism. Could also be a good way for unhappy pops to express their dissatisfaction in general, maybe they could spawn things like political organizers, terrorists, criminals, etc... that have an outsized impact on planetary politics (and potentially tie in with the espionage and diplomacy systems)? Hoping to hear more about how the internal politics system will be changed in the coming update.

Also, would it make sense to merge habitats and starbases into one type of "structure" that fills both roles? A "planet" for pops in space that also handles interstellar trade, shipbuilding, logistics, and other space jobs?
 
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It would be good if Districts became the primary source of jobs and buildings provided only bonuses. So there should be more district types, covering all resources.
 
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Will we have greater control over what species of pop (I guess now workforce) gets assigned to a job, whether that's by manual assignment or species preference? If I'm running a multi-species empire and I want the Intelligent species with Academic Privilege living standards to be my Scientists instead of the Charismatic mouthbreathers I have that's better suited for Entertainers or Servants, will I be able to prioritize them or de-prioritize the Charismatics from taking Scientist jobs?
 
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Pop decline for all species, I should think. Being in a resistance movement isn't the healthiest occupation and, well, collateral damage is inevitable.
I think it would be better split pop decline into two casualties from the two sides in the ongoing conflict 50:50 (modified by species traits),

Resistance pops decline modified by pop traits like Strong/Weak/Resilient
Non-resistance pops decline the same amount in the background insurgency (modified by traits etc.)

It takes decades* for them to acknowledge that they'll have to give up the privileges of their previous social stratum and go scrabble in the dirt for minerals or sell fast food to their former peers. That's not something that should be instant.

*only rulers should routinely see actual decades, for specialists it's usually more like a year or two
My point is that Demotion is only half the situation simulated (the annoying half, and not fully simulated).

Yes, going from a highly paid job (1 CG per pop) to a poorly paid job (0.5 CG per pop... or 0.005 in the new system) should cause issues - but probably more issues with unhappiness, resistance jobs and factions or events around civil disobedience, not decades of strikes because a megacorp branch office closed. Also, the UK had miners' strikes in the 80s from closed mines, so any situation where relative political power decreases (like changing living standards empire wide) should cause problems with the affected pops, not just issues from closing higher tier jobs.

Without promotion as a mechanic, going from "scrabbling in the dirt" to managing a lab is instant, with no costs, no time and no negatives. It feels wrong to have half a system that only tries to simulate movement in one direction, with all movement in the other direction being instant, free and uneventful.
 
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Very exciting news, these all sound like great changes and I’m eager to try them out. I’ve posted before that I’d like to see slow-growing colonies and more emphasis on home worlds. It also makes sense to me that pops would be much more tenacious about defending their empire’s home world than a colony that’s only a couple decades old.

Also, if Clerks are being replaced by Civilians, will the old Clerk generating buildings and districts now provide bonuses to Civilians instead? Even if Clerks weren’t particularly good, I do value having some sort of mechanical representation of those parts of the economy that exist beyond the bureaucracy and the various parts of the war machine.

This is maybe something to think about after the big overhaul, but I always envisioned clerks as an abstract representation of the private economy, while the factories and farms, etc are run by the state. Perhaps there could be some system to represent the private economy through pops, jobs, and workforce in the future. In the meantime I guess I’ll just keep my head-cannon that the only way a civilization achieves interstellar travel is by perfecting the command economy.

Maybe it's not even that—what if we have "energy" robots and "mineral" robots? Which one would have the higher score then?

I’m assuming that the “score” here would be partially determined by the unmet workforce demands of a planet? So, energy jobs need more workforce —> more energy robots assembled. Seems like the most obvious solution to me, though I have no idea how complicated that would be to implement.

Big issue in the previous pop rework was that the AI was not properly "taught" how to play using the new rules; after the previous pop rework the economy AI was barely working.

Are you addressing, updating and changing the AI properly for these pop and other changes coming in 4.0 so that the AI empires remain functional and are not only propped up by AI bonuses?

Same concerns here, but hopefully the Open Beta, which we didn’t have back in 2018, will help catch these issues.
 
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With a workforce shortage, are all jobs across a stratum equally impacted, or do jobs get randomly selected to be disabled due to a shortage of workers?

Can we still disable jobs, or even better prioritize multiple jobs, to force those jobs to receive as much workforce as possible before splitting what's left among other jobs?

EDIT: can we also specify which species we want demoted in the event of unemployment? Even if the game prioritizes species that don't have matching job output jobs, I might still prefer a species with a reduced CG upkeep get to keep their Elite/Specialist job instead of one with only worker traits.
 
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I do really hopes this slows down making a new colony just because you can, and it truly goes to "pops make pops" instead of "planets make pops".
 
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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.


Your homeworld will start with a fairly large pool of Civilians to support your early expansion.
Cool, now everyone gets to start with an unemployment crisis!
 
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I like the resistance idea. It felt weird that a newly conquered planet can immediately be used to fuel your economy. Resistance jobs based on treatment of the pops and traits sounds flavourful. Could make egalitarian crusades a good gameplan.
 
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Very curious to know how spiritualist and the new pop growth mechanic interacts with. As a spiritualist, i usually dont like to build robots even if the meta way tells you that building robots is better.

With pop growth and machine building changing, i wonder how this changes and if its still better to build robots as spiritualist empires (the classic, pre machine age spiritualist empire)
 
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Som very intreging changes to look forward to.
But these "civilians" dont really sitt well with me.

Why not just keep the clerks for the same purpose?
Or create a brand new job to represent all the dead end, unskilled labour type jobs whose participants would be much more inclined to seek a better life in the colonies rather than continue the endless grinde att home.

Then they could provide something to the economy while they wait instead of having us start with unemployment.
 
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