Stellaris

Stellaris

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njan Aug 24, 2019 @ 2:11am
HUGE problem with jobs
:steamsad:So, when 2.2 update came out I was little angry, because I didn't understand why Paradox want to make stellaris even harder to understand then it was before. But I got used to it. I even think that it was a great idea. Jobs, crime, trade routes etc. But now I found a BIG problem. Pops sometimes rapidly change jobs so I have huge deficit in for example energy credits. So I must lower job priority. This micromanaging is really annoying and sometimes despite my best efforts I can not prevent it.

So, please, do something with that.:steamsad:
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Showing 1-15 of 19 comments
Elitewrecker PT Aug 24, 2019 @ 2:16am 
Don't open a ton of jobs without the population for them and that won't happen.
Meewec Aug 24, 2019 @ 3:09am 
Originally posted by Elitewrecker PT:
Don't open a ton of jobs without the population for them and that won't happen.
this, i literally only build jobs when i have unemployment or am about to get a pop growth on the planet and have never had job shuffles happen.
galadon3 Aug 24, 2019 @ 4:33am 
Always keep in mind that pops will ALWAYS go for higher class jobs immideatly but take some years to take a lower ranked job.

So lets say you have a mining world with 20 miners and now you build 5 Labs, then 10 of your dirty miners will on the spot find their long neglected science-skills and run for the lab-jobs.

If you now discover that loosing half the mines production is a problem and close down the new labs, the now scientist will deem it below them to work in mines, they would get their white coats dirty after all and it needs some years living off social wellfare until they realize that they will actually have to work in the mines again.
NixBoxDone Aug 24, 2019 @ 6:37am 
That's just a matter of organizing, really. Above posters are right: the solution to this is to make sure to not open too many jobs at once.

Example: when you have a planet with a rapidly growing population, don't build way more jobs than you have people to work them.
That not only wastes resources (the minerals used to produce those buildings and/or districts do nothing until someone actually works the jobs provided by them and some of them have upkeep that ticks even if nobody is working), but can actually be detrimental. Because you might need minerals in the near future, but due to the alloy factory you built 2 in-game years ago you might not only not get the miners you need, but people might instead occupy metallurgist jobs that actually consume MORE minerals instead.

This can be counter-acted by fine-tuning the job priorities so people will be incentivized to become miners anyways, but the easiest solution is to just build new buildings as new workers become available and to build what you need.
If necessary, consider resettling unemployed pops to planets where jobs exist that you need urgently filled.
Last edited by NixBoxDone; Aug 24, 2019 @ 6:38am
Dude Aug 24, 2019 @ 9:02am 
As others have said do not build buildings OR districts whose jobs you can't fill with your existing population. Also there's not a huge issue to have unemployed Pops and on some living standards they even produce useful stuff while unemployed.
Last edited by Dude; Aug 24, 2019 @ 9:20am
BudaKhan Aug 24, 2019 @ 9:09am 
I feel this pain. At some point I want to just manage my damn navy and destroy the enemy. Can't some pinhead AI run my empire with minimal input from me?
Meewec Aug 24, 2019 @ 9:23am 
Originally posted by BudaKhan:
I feel this pain. At some point I want to just manage my damn navy and destroy the enemy. Can't some pinhead AI run my empire with minimal input from me?
they can, i wouldn't trust them to do it though
no one Aug 24, 2019 @ 10:37am 
If you can, build a robot assembly plant. I find it mandatory for Forge World Ecumenopolis to keep up with job demands. You can build all the mines/arcologies/etc. that you want - and the vacant job positions will help with immigration - but you're stuck unless you get a pop in to fill the position. Robots do just fine for that.
AllenCecil Aug 24, 2019 @ 11:07am 
How come none of the above comments mention the automatic development option of planet development? Wouldn't that resolve all problems & issues of micromanagement, what a I missing here?
Meewec Aug 24, 2019 @ 12:16pm 
Originally posted by Xarastier:
How come none of the above comments mention the automatic development option of planet development? Wouldn't that resolve all problems & issues of micromanagement, what a I missing here?
most players don't trust the automation, it has a tendency to cause more harm than good
NixBoxDone Aug 25, 2019 @ 2:36am 
Originally posted by Meewec:
Originally posted by Xarastier:
How come none of the above comments mention the automatic development option of planet development? Wouldn't that resolve all problems & issues of micromanagement, what a I missing here?
most players don't trust the automation, it has a tendency to cause more harm than good

The AI can work for planets, but at least the last time I trusted it with a planet it made decisions that made absolutely zero sense. I'd rather screw the planet up myself than allow the AI to have its way with it, lol.
no one Aug 25, 2019 @ 4:58am 
Given how awful AI empires manage their planets (frequently leading to rebellion), I don't think I'd ever trust the AI to manage any of my planets.
NixBoxDone Aug 25, 2019 @ 6:50am 
In the past, I used to completely develop my planets and then give them to a sector AI with a "careful, just hold this for me" option selected.
Basically it just removed the planet from my ticker so I could concentrate on planets that still needed governing.

This is still (partially) possible in Stellaris, but it requires a bit more finagling. Robots have it easiest in that regard as you can just turn off population assembly once your planet is fully developed and it will then stay mostly static, but for bio pops you might have some extra empty jobs for the still slowly growing pops. If you have immigration or refugees, you will have to put a hand in now and then to course correct, too.
corisai Aug 25, 2019 @ 6:52am 
Originally posted by NixBoxDone:
Robots have it easiest in that regard as you can just turn off population assembly once your planet is fully developed and it will then stay mostly static, but for bio pops you might have some extra empty jobs for the still slowly growing pops.

You can use population control on living planets and just eat some stability penalty.
NixBoxDone Aug 25, 2019 @ 12:30pm 
Yeah, but as far as I could tell that doesn't completely stop pop growth, it just reduces it by a large percentage. Quite a few of my empires also can't resettle or stop migration without harsh penalties, which makes for more uncertain elements in the system.

Robots just are a bit more predictable in that regard.
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Date Posted: Aug 24, 2019 @ 2:11am
Posts: 19