A notable feature of Stellaris is that all societies have the same fundamental structure, with certain jobs as worker jobs, others as specialists. This social order is maintained throughout a 300 year timespan in which empires go from a one planet state to a multi-stellar empire. Not all of these specialist make sense either - artisan stands out as particularly strange, as someone who manufactures consumer goods would normally be your classic proletarian.
My suggestion is that that most worker and specialist job function (miner, technician, metallurgist, culture worker etc) has both a worker and a specialist version, with different names and production values. For instance:
Clerk --> Trader
Miner --> Geologist
Farmer --> Botanist
Factory Worker --> Artisan
Metal Worker --> Metallurgist
Whether you end up with specialists or workers in each area depends on the decisions you make.
How do you choose who is a specialist?
There are different ways of implementing this, but I would propose that the base is that all functions start as worker, and there are two mechanisms to upgrade certain jobs to specialists.
The first would be a societal 'civic', similar to the present origin slot. This grants you an empire institute, which assigns a number of jobs as specialist across the empire. So a society with a tradition of advanced earth sciences might specialise their miners (perhaps now named geologists) and refiners, a society geared around a military-industrial complex might specialise their soldiers and metallurgists. These would of course need to be carefully balanced and thought through to be flavourful and interesting.
The second would be through the production of tech-unlocked sector-wide institutes, that upgrade another set of workers into a specialist on a sector-wide basis. There would be a soft cap on the number of institutes (with strong penalties for going over), which is increased by techs and traditions (and possibly ethics/civics). Institutes will give sectors a different character from each other, and might in a small way incentivise the production of 'dense' empires around a strong core sector as an alternative to sprawling empires. (not enough to solve wide v tall, but might do a little to alleviate this)
There may be one or two job functions we always want as specialist (e.g. researcher) but this is open to discussion.
How will workers and specialists differ?
Specialists will produce significantly more of their base resource, and produce some other resource, usually intangible like unity or research. For instance, the Geologist will produce more minerals than a miner, and also a small amount of engineering research. The Botanist (a specialist farmer) will produced twice the food and also a little society research.
An additional option is that specialist reduce the number of jobs, without reducing levels of resources e.g. by replacing every two worker jobs with one specialist job. (Where there are odd numbers, a worker job will remain). This frees up pops for other jobs.
Creating yet more variety
There could also be the option of 'forking' institutes through upgrade options, to create distinct classes of specialists who are superior in some ways to the 'vanilla' specialists we are all used to.
For instance, we could go: Farmer --> Agriculturist then either: --> Botanist (bonus society research) or --> Permaculturist (more food + amenities)
Or we could have the option of an additional upgrade of Enforcers to Secret Police who give bonus governing ethics attraction.
Problems and potentials
The main issue I see with this is the complexity of balancing all of these job roles. Hopefully you could set up reasonably simple AI instructions (particular AI characters favour particular institutes). It would create a generic mechanism to make societies feel different from each other, specialise in the production of different resources, and make the most of what they have. Perhaps there is a simpler implementation as well - for instance, you could introduce the specialist institutes only to provide flavourful upgrades of the current class system.
My suggestion is that that most worker and specialist job function (miner, technician, metallurgist, culture worker etc) has both a worker and a specialist version, with different names and production values. For instance:
Clerk --> Trader
Miner --> Geologist
Farmer --> Botanist
Factory Worker --> Artisan
Metal Worker --> Metallurgist
Whether you end up with specialists or workers in each area depends on the decisions you make.
How do you choose who is a specialist?
There are different ways of implementing this, but I would propose that the base is that all functions start as worker, and there are two mechanisms to upgrade certain jobs to specialists.
The first would be a societal 'civic', similar to the present origin slot. This grants you an empire institute, which assigns a number of jobs as specialist across the empire. So a society with a tradition of advanced earth sciences might specialise their miners (perhaps now named geologists) and refiners, a society geared around a military-industrial complex might specialise their soldiers and metallurgists. These would of course need to be carefully balanced and thought through to be flavourful and interesting.
The second would be through the production of tech-unlocked sector-wide institutes, that upgrade another set of workers into a specialist on a sector-wide basis. There would be a soft cap on the number of institutes (with strong penalties for going over), which is increased by techs and traditions (and possibly ethics/civics). Institutes will give sectors a different character from each other, and might in a small way incentivise the production of 'dense' empires around a strong core sector as an alternative to sprawling empires. (not enough to solve wide v tall, but might do a little to alleviate this)
There may be one or two job functions we always want as specialist (e.g. researcher) but this is open to discussion.
How will workers and specialists differ?
Specialists will produce significantly more of their base resource, and produce some other resource, usually intangible like unity or research. For instance, the Geologist will produce more minerals than a miner, and also a small amount of engineering research. The Botanist (a specialist farmer) will produced twice the food and also a little society research.
An additional option is that specialist reduce the number of jobs, without reducing levels of resources e.g. by replacing every two worker jobs with one specialist job. (Where there are odd numbers, a worker job will remain). This frees up pops for other jobs.
Creating yet more variety
There could also be the option of 'forking' institutes through upgrade options, to create distinct classes of specialists who are superior in some ways to the 'vanilla' specialists we are all used to.
For instance, we could go: Farmer --> Agriculturist then either: --> Botanist (bonus society research) or --> Permaculturist (more food + amenities)
Or we could have the option of an additional upgrade of Enforcers to Secret Police who give bonus governing ethics attraction.
Problems and potentials
The main issue I see with this is the complexity of balancing all of these job roles. Hopefully you could set up reasonably simple AI instructions (particular AI characters favour particular institutes). It would create a generic mechanism to make societies feel different from each other, specialise in the production of different resources, and make the most of what they have. Perhaps there is a simpler implementation as well - for instance, you could introduce the specialist institutes only to provide flavourful upgrades of the current class system.
- 3
- 1
- 1