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Without POPs there won't be proper supply/demand and without that there won't be proper interstellar trade. :-(
 
You could click on Jual and get a new breakdown, one for cultures and one for society.

If the game had the data to break all the population groups down into the individual sub-components (so the proportion of Jual human aristocrats, for example), then it's got all the data structures in place for pops anyway. Those kind of 'headline' stats are available in Vicky 2 (the charts at the top of the page for whatever region you have selected), it's just that the pops are the 'building blocks' of those charts.

That said, whether the pops will need to do as much economic stuff as they do in Vicky is far from certain. If the game doesn't have to worry about how many units of fish/wine/luxury furniture/etc; each pop needs to be happy (or at least doesn't have to worry about it at the level of Vicky 2, and if it does have this kind of thing in it, let's hope there's a substitution effect (in an economic sense) this time) then it'd be a good deal less finickity to deal with.
 
Would they? We don't know how detailed this can be. Technically each race have their place within each of the basic 6 groups. For all we know they can simply fit "race" into them and differentiate POPs by other means.

Actually they've been pretty damn clear. Everything about the races will be randomly generated.

Why would you even want a game with billions of pops on thousands of worlds??? That sounds neither managable nor fun.

Having 10-50 pops per planet ( like each Victoria state ) sounds perfectly fine and manageable. Both performance wise and what would be fun.

You've never played Vicky 2 have you?

New York City had over 10,000 POPs alone.
 
About races, yes, but we didn't have much info on POPs themselves. Especially in racial context.

*facepalm*

You do realize the whole bloody map is randomized, right?
 
*facepalm*

You do realize the whole bloody map is randomized, right?
Yes. And that explains nothing. Here is what we know about POPs:

  • In order for a tile to produce something we need to assign workers on it. Per population point we have a "workers unit" available. But beware: Just like a roleplaying character each population unit has individual qualities that Stellaris generates based on the initially selected national characteristics - for example "industrious" (good!) or "xenophobic" (bad if other races live on the planet).
So....

  1. Population = workers.
  2. Workers have traits.
  3. Traits are based off their national characteristics.
This still doesn't say that group race A will be different in their inherent properties from group race 2. There are also other questions. Will we have a caste system (warriors, workers, etc.)? If yes, will all races share same system or will they differ in this aspect? In short: what kind of deep differences can we expect besides traits? In Victoria 2 people were exactly the same for all nations. Obviously Stellaris takes different approach, so I am curious about how they will address having completely alien races working as a society.