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The biomass turns into a pop when a job is open.
Since they have a +1000 bonus to workforce, most jobs are filled with a single 'pop'.
You also use this biomass when you construct buildings.
I think you can figure out the rest from there.
Yeah, definitely sounds like I avoid this origin for a while XD
Let's say you have 1200 job slots for miners. Guess how much "biomass" (or "biomass-pops") will be used? If you guessed 2, you're wrong, it will use some random amount between 5 and 200.
Someone have even already created a bug for it.
https://forum.paradoxplaza.com/forum/threads/stellaris-phoenix-v4-0-3-3b8a-wilderness-job-bug-using-too-many-pops-and-pops-refusing-to-fill-jobs.1741753/
In terms of the fantasy being explored, it makes sense. The player isn't controlling one intelligence or government, it's all sorts of different organisms working together for mutual benefit. That's what the biomass number is supposed to represent. It makes sense to compare it to the nanites ascension for machines which increasingly turns everything into nanites and regularly gives you ships and more nanite deposits based on that.
The problem is that there's no clarity regarding how much biomass you need to keep things running smoothly (especially early on) whereas the nanite ascension happens when you are at least mid game and sorted out your borders and production. When you are switching to nanite ships, you don't have weird income swings like you do with wilderness and that's what always throws people off.
Edit: I forgot to say that while nanite rewards super wide play, wilderness has a sprawl penalty that crushes you if you expand with too many districts.
In a pretty stupid way (increase the Wilderness workforce bonus to 99999), but should work as a stopgap