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If overproducing raw materials by that large a margin, you likely need to resettle some pop to your Urb worlds for better high tier production of goods and better research.
Basically sell for creds, move miners over to alloy and CG worlds to produce more there untial a nice balance is reached for you. If overproducing CG and alloys, move some specs to research, or if fine there byt still over producing minerals/food energy move some to research.
Basically de-serfify the empire and get those cities working!
PS Basically raw materials you want to get to the point where you have a stable but low net income. (Personally mine is somewhere between 50-150 if near capacity) with the rest being turned into Alloys and CG, the CG being used to fuel the Research Engines and Worship Sticks.
The point, though, that I can't move serfs into specialists because you only get one specialist-capable building per 5 pops, and that building has 2 spec jobs. So 3/5 pops have to stay serfs and can't produce anything but base resources. It appears hard-coded and I see no way around it.
Since I also have a lot of mining stations and some vassals, I end up with a big surplus of base resources.
I sure could just trade it on the market, but that is highly inefficient. Does everyone end up in the same situation, or is there a way around it somehow?
Most of the specialist job buildings have upgrades that brings them up to 5 and 8 jobs. It's easy to make a planet that is entirely specialists.
Not move them into Specialists on the raw materials worlds, Physically move pops from those world to your Spec worlds and have them fill slots there. Also moving them from those Raw Mat worlds to your Urb world will unlock those building slots. Pops are the single most important resource, everything is a pale second.
Don't have the tech to do that yet.
Nobody has the tech for rares yet, and buying something else the conversion losses would be abysmal.
Anyway, thank you all for throwing in ideas. Looks like there really isn't a better way and I just have to suffer the conversion penalties. It's a good problem to have, I suppose.
You lose 100% of your income if your storage is full. Better to lose the conversion cost.
Use the npc factions with energy to purchase various things, or increase pop food usage if you haven't already, and toss 1,000's of food at your planets for boosted growth.
Use the excess in trade deals to make various people like you always works too.
The trade value actually isn't too bad on spending energy for alloys (prior to the beta update, base game of Leguin buying alloys may actually be better than making them).
OH! Be sure you check your trade (like consumer wealth) and that it's being used to produce consumer goods if you can, or unity if you really want it.
(as a note, either using the trade value or making the consumer goods is generally best, whereas purchasing alloys is the ideal situation since it's harder to make that until the beta and the market treats alloys as double consumer goods, where really it's triple until the beta where it's half).
Perfect, those are the two I've overlooked so far. Thank you, that's exactly the kind of ideas I made the topic for.
Oh, if you just want ideas like that i would recommend going into your policies and increase the food quality of your empire (Increases growth all over but also makes pops use more food, can be used in combination with the 1000 food decision on a world).
Might also be worth checking if you can increase the living standards for a happiness bonus and stuff of that nature (Often needs increased consumer goods costs, check both policies and species rights).
Also if you want to boost a particular resource income and you know that you have a planet that produces a lot of that resource you may want to give them luxery goods (boosts amenities, thus happiness, thus stability, thus resource income on that planet).