Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
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.
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.
You can use population control on living planets and just eat some stability penalty.
Robots just are a bit more predictable in that regard.