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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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Machine and Organic Assembly will no longer conflict with one another,
I have been loving everything about these dev diaries - Stellaris is becoming the game I've always hoped it would be, at this point, and I have nothing but respect and admiration for everyone working on this ambitious enterprise! - but please, please, please listen to me on this one point:

The Cloning technology needs to unlock actual organic pop assembly speed. For the love of Zarqlan, kneecap the plantoid/fungoid bloom boom meta with pruning sheers before it gets out of control. I'm already so sick of how Spiritualists basically need to be plantoids, fungoids, or lithoids (though lithoid meta will never go away, sigh) to have access to pop assembly at all without going against their own idealogy. Now that they won't be competing with robotic assembly, there needs to be some general access to organic pop assembly so the chlorophyll fest isn't an auto-pick.

It would still be gated behind the Cloning tech, like robots are gated behind their tech line, so plantoids and fungoids would simply be jumpstarting their assembly pop growth a bit earlier than everyone else, like the Mechanist origin does with robots! Bio ascension would still make the most out of it, like synth ascension does with robots! But please, salt the earth and spray the weed killer before this update goes live, I'm begging - unless there's some important information I'm missing about how this all will interact that makes my worries moot! If so, great! Would love to not break out the flamethrower on this one and it'd be amazing if that was already accounted for! Just making sure this thought is heard in case it wasn't.
 
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Was kinda hoping the scaling would be greater. I want to see realistic pop sizes. Billions and billions of pops on the homeworld at game start.

Even just for the satisfaction of planet cracking billions of souls.
 
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Have they removed the evil curve that suppresses population growth?
What about interspecies compatibility?
If all pops grow simultaneously, would xenophobic empires be at a disadvantage in terms of population?

Xenophobes always have the option of taking in slaves xenos.

Interesting. If clerks are dead where would the bonus from Advanced Server Maintenance (Virtuality) tradition shift to? To Civilians?
Would virtuals even have "civilians" (this isn't a great name for the strata)? They are the replacement for unemployed pops, which virtuals don't have unless they take in non-virtual pops.
 
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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.
What happens if a planet has 100 agrarian worker pops, 98 mining jobs, and only two farming jobs? Is there an output cap or does each job produces 5 jobs of food as everyone takes a hobby shift? Either works I'm just curious. I'm guessing the answer is "depends on the open beta".

Do things like "Strong" add a generic "Worker Workforce" that gets divided evenly among all jobs?

Assuming Agrarian adds 10% does that mean if you have Agrarian and Industrious on the same species template that 1000 pops would produce 100 extra farmer workforce and 100 extra mineral workforce? 75 of each? 50 of each? The last one feels wrong but I can see arguments for either of the first two.
 
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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
Not according to this bit:

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”.
It sounds like civilians are (probably) going to be stuck doing scrubwork jobs that don't even merit a building, or doing generic private economy stuff, which will be represented by trade and (maybe) amenities (e: Or just bored out of their skull because there's nothing to do all day). Basically every planet will have infinite not so great clerk jobs. So you can keep working retail or go dig ore out of the ground on a hell planet in the middle of nowhere... and if you don't understand why people would choose the latter you've obviously never worked retail.
 
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I'm a bit confused about the whole Civillian thing. So unemployed POPs demote to civillians, that are... content with being unemployed and give a stability bonus because they are non-disruptive? Huh? So once there is a job to fill civillians will promote to workers and become unhappy? What?
I don't think I understand this system at all.
 
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Can someone help me understand the part about xeno-compitability? So lets say we have two species with one having growth 3 and the other 1. So those two will get now pooled together 3+1 = 4. And then the growth is split appart proportionally so again 3 for the one and 1 for the other? Or does that mean for the hybrid species aswell so I dunno something like 2 for the one, 0.5 for the other and 1.5 for the hybrid or something?
 
Very good stuff.

I'm curious to know if fractions in workforce round up? e.g. A single pop on a planet produces 100 workforce and there is a modifier that gives 0.5% minerals to jobs, now workforce. That would be 100.5 workforce. Would that stay the same and go into the calculations as is or would it round up for simplicity sake? Actually, how does fractional resources work now in general? I assume the 1 pop = 100 workforce was to try and basically convert percentages into a whole number so that everything could be done as integers because integers are a lot less awful to deal with for calculations than floating point numbers.

Also, I am interested to see if the Civilian strata will have any interactions with buildings like Temples, Commercial Zones, Holo-theatres and the Cyberdome. I assume higher amounts of Civilians would mean those buildings would have an increased effect of what it is they're doing. I could especially see Temples working really well for Spiritualist Civilians and Duelist Holo-theatres/Cyberdomes getting a lot out of Militarist Civilians.
 
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So Clerks are being demoted to Civilians as non-Worker Strata jobs and Trade Value generated from all Pops(via Living Standards) are going to be removed apparently and shifted towards Civilians. The whole perk of having Unemployed Pops for Unity/Research also seems to be going away or is being shifted to the Civilian job depending on what Living Standard your species has. Maybe with this 4.0 rework, it might put some value into the Nomadic Trait as that ought to speed up Pop Growth on the first few Colonies and may even beat Rapid Breeders in that regard due to its 1-point cost. UNE starting to feel rather strong for a vanilla empire if I'm correct on Nomadic.
 
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Hopefully this fixes performance and won't be a fake out like the other time the new pop system was supposed to fix the them.

Will trade route be revamped as well? I use a mod that essentially removes them and it fixed my performance by a huge margin so a rewrite of that would be great.

Also, will we ever get a Machine empire > biological empire route? I want to ascend my robots into biologicals.
 
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Doesn't that just burn insane amounts of energy and unity for negligible returns?

Depends, usually the point where I consider doing this as a player is when I have gotten all/most ascensions I want and have strong surplus of energy so depending on empire size it might give decent returns to use mass transfers to optimize planets - or quickly grow them. And obviously if some of your worlds are threatened during the war it might be safer to evacuate the pops if you are not 100% sure of your defenses.

Also, I don't think the AI uses the resettlement system so currently it is just 100% player advantage to (ab)use.
 
I like this, but I do worry that unless spiritualist technophobia is addressed this new system just puts them further behind since they can't cludge organic assembly to pretend to keep up (but this is just my normal whine about Spiritualst being nonsense)

I do wonder what living standards do in the new system, and I hope this also means the empire wise scaling slowdown goes away (not the per planet logistic growth, but the feature that makes it basically impossible to populate ring worlds/late game ecus)
 
For invading or taking other planets, the proportion of resistance fighters should depend on how ethically opposed they are to your goverment. For example, if spiritualists were conquered by a materialist then much of the spiritualist faction should be resistance or refugees into other spiritualist empires. If a materialist conquers another, there should much less resistance fighters, but still some.

For homeworlds, there should be a massive buff to push them to become resistance fighters, where as the colonies don't get that, to make using the pops from them eaasier. Homeworlds of enemies should take an extrememly long time for the pops to be useful, like 75 years or so. There should also be many events about them sabotaging anything you try to build there, and constantly demanding indepedence/returning to their own empire if there is a majority of them.
 
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So, a little confusing, can we have growth from migration and native population growth simultaneously for one group or does migration still displace native growth?

As for unemployment and such I never appreciated the penalties as too often than not bugs in who promoted would sometime force a demote as well which obviously meant I was in a situation I could not prevent

Will all planets calculate on the same day ?
 
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Can we have propaganda between empires affect growth down to civilians, and have that civilian travel between empires i.e., so if I want to send TV shows to local nations using a TV platform (size 1-5 or so to go to farther planets) about the benefits of moving from there empire to our empire. You get refugees from their civilian base.

Initially looking at the new system I didn't see much difference, but it's more nuanced and could end up being very nice in what it offers.

Also a machine to move various strata directly down to pre-sapients for us to make the best burgers ever from would be wonderful. Maybe a pickup system for ships to do that with...
 
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For invading or taking other planets, the proportion of resistance fighters should depend on how ethically opposed they are to your goverment. For example, if spiritualists were conquered by a materialist then much of the spiritualist faction should be resistance or refugees into other spiritualist empires. If a materialist conquers another, there should much less resistance fighters, but still some.

For homeworlds, there should be a massive buff to push them to become resistance fighters, where as the colonies don't get that, to make using the pops from them eaasier. Homeworlds of enemies should take an extrememly long time for the pops to be useful, like 75 years or so. There should also be many events about them sabotaging anything you try to build there, and constantly demanding indepedence/returning to their own empire if there is a majority of them.
That's just not how conscription or a people's sense of homeland work. Whether you like your current government or not, people don't like getting invaded and dominated by a foreign power.
 
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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.
I didn't take 'Civilians' as being idle, per se, but more like simply... there. Kind of not really defined by anything in particular in their life, possibly drifting, possibly moving between casual jobs a lot. And the Civilians are also replacing Clerks, who were previously the general and amenity workers. Maybe Civilians includes people like students, and people who spend a lot of time traveling - the 'everybody else'.

Your idea about fulfilling other jobs though isn't a bad one.
 
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What I can say beside that I love this new approach to the game mechanics? This new update not only seem to be more realistic simulation and role-play wise, but it's also faster.
 
For invading or taking other planets, the proportion of resistance fighters should depend on how ethically opposed they are to your goverment. For example, if spiritualists were conquered by a materialist then much of the spiritualist faction should be resistance or refugees into other spiritualist empires. If a materialist conquers another, there should much less resistance fighters, but still some.

For homeworlds, there should be a massive buff to push them to become resistance fighters, where as the colonies don't get that, to make using the pops from them eaasier. Homeworlds of enemies should take an extrememly long time for the pops to be useful, like 75 years or so. There should also be many events about them sabotaging anything you try to build there, and constantly demanding indepedence/returning to their own empire if there is a majority of them.
I like this, and I think adding political rights and living standards checks would reflect it even better. If a non-founding species under Residence with Basic Subsistence or Stratified Economy had an Egalitarian empire annex their planet and give them full voting rights and Social Welfare or Utopian Abundance, the vast majority pledges allegiance to their incredibly generous new overlords who let them vote and gives them nice things. Likewise if a species went the opposite way from full democracy and lounging in lazy boys to curtailed political rights and metal stools with no padding the majority would be going full separatist and trying their hardest to return to their beloved former empire.

Could even add in checks for traits, like a Traditional species doesn't fully appreciate that you're now showering them in consumer goods and democracy and longs for the good old days of drinking protein sludge from the same hose they used to get beat with.
 
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