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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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With regards to defending invaded colonies/etc I always liked how assimilation worked minus the part the unassimilated just sat there so perhaps just stationing enough troops to manage that population would work? In the end I am not too sure it matters or needs to be represented unless the ethics are so misaligned that it would foster constant turmoil - after all some peoples might want to be assimilated!
 
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)

If they’re talking about automation taking up part of the workforce, and this new underclass of unemployed “civilians”, they should just decouple the whole “anti-robots” thing from spiritualists and develop some system for a “they took our jobs” political movement from organic workers to ban robots. It should get more powerful as robotics advances and the metal men start taking jobs from specialists and then “elites”.

Just give spiritualists boosts to unity (and clear benefits from psyonics) and materialists boosts to resource production and leave robots out of at. Obviously this would require a huge overhaul to implement but it would make a lot more sense.
 
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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?

Growth is not linearly dependent on your size (it's Logarithmic), so in your case, depending on the exact calcuations it could easily end up if

Species A (by itself) would grow 3
Species B (by itself) would grow 1

But if baseline numbers were combined together before running the calcuation, and then split proportionally, they'd grow 3.75 and 1.25 respectively
 
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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.
I have a bit of a bold suggestion. But in addition to 'resistance' jobs on your conquered world, maybe conquest could require a type of special 'integration' job across your empire. Every new world you gain, based on pops at time of acquiring (so colonies too but they're cheap) could require integration jobs to integrate them into the empire. This would be a multi year long process that if ignored will explode resistance and give the newly conquered world lots of opportunities for rebellion. It might even take half or a quarter of the population of the new world in 'integration' pops to get the job done well.

The idea is to shift the cost to pops across the empire. In the early game with fewer pops and fewer planets this cost might be enormous for a conquered word/ But as you get more pops and can spread it across more of your planets the cost will quickly become trivial for everything but the greatest expansions. By roping colonies in but tying it to their pop count you would make early game colonies more expensive but still much cheaper than conquering a new populated planet and if your colony population somehow grows absurdly quickly the cost will go up too.

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.
I get where you're coming from, I'm not against it, but I will forever just picture robots wearing poorly made skin suites and talking about how much they like consuming matter and inhaling oxygen.
 
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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.

In real life yes, you're right. However in stellaris you can be much different than the typical real life invader who comes to steal your lands, resources and women (throughout history I mean). You can choose to be the real life equivelent of a plunderer and should suffer the appropriate penalties or you can choose to be the slave liberator freeing the slaves of an empire. Or the friendly robot pulling organics out the toils of menial, sometimes forced, servititude. There's enough wiggle room in the game that doesn't have to stricly follow reality.
 
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Is the immigration system still represented by growth transferring from one planet to another planet or is that getting reworked to civilian workforces actually leaving their home planet?

How would this work for external migration pacts? Would civilians actually leave one empire to join another?

I fondly remember release Stellaris playing a fanatic xenophile individualist (back when it was called that) and having such high migration values I could depopulate other empires. I think civilians/residents being the only workforce that can migrate is a really great way to offset those old problems because while I thoroughly enjoyed welcoming my friend's pops into my empire he did not enjoy having only three pops at a time on his homeworld.
 
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Seems like the most basic but also most influental change for the upcoming update. Really like to try it out.

Small but probably invalid concern: Will looking at the numbers and then shifting population / workforce arround still as easy as it is in the current version for optimization? I can imagine it is a bit more tricky to calculate 148 workforce x job output then 2 pop x job output on the fly.
 
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The changes are nice and all but I can't wrap my head around what these "civilian" jobs even are

- If they are neets that aren't looking for a job, then who is maintaining them outside of social welfare or utopian abundance empires? Why are workers spending time unemployed in misery rather than get to this comfortable new state immediately (or even quitting their jobs altogether)?

- If they are people working menial service jobs, then why are the jobs infinite? There should be a limit to how many are available unless the government subsidize them. Why are they threated differently than normal worker jobs, with more happiness, despite also being worker jobs? Why are workers not switching to these new occupation immediately rather than waiting in unemployment and be unhappy? Why, despite Civilians being a pop's very last resort, are better off than workers? Why a Civilian even changes to Worker if it's a straight up downgrade?
 
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I don't have anything intelligent to add, I just want to say that I really like the direction 4.0+ is going. Stellaris is one of my favorite games and I'm happy to see it get so much love...how many years since release again?
 
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I am still utterly confused how workforce will work in the new system.
I think this really needs a concrete example with images or diagrams. Descriptions just don't translate for me.
Especially how will pops be prioritized for certain jobs?
What if there are more jobs then Workforce, will people move?
What if a pop has a bonus to several Yields, which jobs will they prefer?

I am also unsure how Ethics will work. Wouldn't each species be split into way too 8+ different groups?

I understand the 1 existing pop = 100 neoPops, 1 existing Job = 100 Workforce Requirement. So the calculations have granularity.
And I think I understand the demotion system. I think I proposed something similar, just not nearly as complex. It is nice that the "clerks" can now finally migrate, without me having to micro how many there will be. I hope you also finally allow Robots and Slaves to migrate internally.
 
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.
Might I suggest that rather than making it harder to actually take Homeworlds in the early game instead have the early game conquest of planets apply the "Stellar Culture Shock" modifier to prevent those pops from migrating for the first few decades. This would mean you're still able do that early game expansion if you want to but you won't receive the same benefits for it. I think this is important since if you're playing a g3nocidal empire (or Rogue Servitors) you'll still want to conquer their homeworlds despite not benefitting from the civilian population.
 
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Pops will be grouped into Pop Groups based on species, strata, ethics, and faction,

Won't migration treaties and gene modding severely hamper the effect of this change? For example, you have a migration pact with another empire, so they have pops. Then that empire has migration pacts of its own, so your pops also show up in those empires. Then everybody creates species templates of their own and an ascension path, and sooner or later some of those pops will find their way back into your empire.

The species list of a xenophile empire in the lategame is a hot mess.

Also, what about Vocational Genomics and its counterparts?

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.

No more Lithoids clogging up the growth spot on EVERY. SINGLE. PLANET.

Hallelujah

Unemployed Pops will still exist and downgrade through the strata, with unemployed Worker stratum Pops demoting to Civilians over time.

How will this affect Shared Burdens, Social Welfare and Utopian Abundance, which make Unemployed pops produce resources?
 
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Will migration pacts and federations allow the migration of civilians between star nations? I always wanted to have create a large multi-country open border area where pops could freely migrate to whichever worlds gave them the best opportiunity, but the current migration mechanic is just a pop growth speed buff and doesnt really fufill my player fantasy.
 
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You should turn Toilers on Thrall Worlds into a stratum similar to Civilian so they can resettle and immigrate! Begone useless jobs!

1739463375791.png
 
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I love the idea of resistance jobs. I noticed that in my latest game crime also tended to shoot up on newly conquered worlds so depending how it is reworked I wouldn’t mind seeing these resistance jobs act similarly to how I experienced a pull towards criminal jobs.

I do think that resistance jobs should be increased if the target species is enslaved or set to purge living standard.
 
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It's great that the devs are taking steps to make pop mechanics better.

That being said, even with 2300 hours in stellaris I'm having trouble understanding the proposed ''workforce'' mechanic. We need to fix performance issues, but this seems like an overly convoluted solution.

As a veteran player I'll figure it out after a few hours of playing, but for new players this would be overwhelming. Bonus workforce per pop, workforce going over the workforce capacity, what?? if there are 100 jobs available, how can we have 120 workers??

The current problem comes from calculating production per individual pop. Instead of creating a new mechanic and adding another layer of gameplay complexity, why not group all pops from the same species on a planet and average things like happiness across them?

Using your example above:


  • 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.
  • 80 pops = group 1 stats (average happiness & other attributes)
  • 20 pops with 10% bonus = group 2 stats (average happiness & other attributes)
  • Production = 80x group 1 + 20x group 2
This will make the game calculate resources based on groups instead of pops. Its a much easier concept to understand, removes the need for introducing a convoluted mechanic just to improve performance, and doesn't make new players quit after 1 hour because the game is too complex.
 
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Migration from home worlds to colonies affected by spacecraft available/assigned to move them...could that be a thing? Perhaps have civilians travel fleets similar to current army fleets going from civilian spaceports. These would not be affected by the player, just grow automatically from civilian requirements, be low in hit points, but visible and protected by military fleets.
 
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I think that since you will need to 'redesign' the traits that give production bonuses all around, a few of them could have special considerations since you are at it (tiny changes like these should not take much time), to name a few:
  • Nerve Stappled: Cost 3 points for a 5% increase, and removing sapiency.
VS
  • Suppressed: Cost 1 point for a 10% increase, and removing sapiency too.

As it stands, suppressed is 6 times stronger than nerve stappled, double the effects and a third of the cost.

Similar issues exist with several other traits, I am just using these two for reference. And yes, I am aware that genetics will receive an 'overhaul' or 'redesign' at some point. But since you will be touching most traits, I think there is no reason to leave it in this dire state for long, considering that you will be literally touching most of the traits somehow. Changing the costs and output modifier should be touching a couple numbers, so I believe it shouldn't much work at all. And allow for the players to start having a better experience earlier. (Current issues with traits balance aside, some things could really use a revision. For instance, suppressed say -100% experience gain, but the trait itself forbids leaders...)
 

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