Stellaris

Stellaris

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My unemployed refuse to work!
I have 2 new population on my home planet that are unemployed. But I have a mining district that has space for 2 workers. When I go to the population tab and look at the workers, I see that I am using 4/6 miners and there is an icon telling me there are 2 free jobs. Both unemployed pops are showing as workers, but when I go to the +/- buttons on the far right, (which is where I assume you add workers to jobs) the message says ‘job is already at maximum priority’???

So, my questions are, am I trying to allocate jobs correctly? and how do I change priorities if this is the cause?

Lastly, at start up there is a message that says there is a tutorial for 2.2. Where can I find this?
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Update on this overall issue with the worker assignment AI behaviour.

Someone else correctly pointed out in another thread that certain civic traits like the Megacorporation 'Indentured Assets' force a 40% conversion of your workers into slaves, this seems to be the thing that is breaking the worker allocation behaviour in some instances like my own.

If I manually lower priority on mines/farms the system will openly allocate those indentured slaves to other work jobs but still not allocate any existing unemployed workers. Otherwise if left to make its own decisions openly it will always try to force these slaves into mine/farm work at the expense of ensuring all population are employed.
yea seriously you should just be able to drag workers between job types.

this plus minus plus is absolutely ridiculous
I just fixed the actual bug in my AI mod which will fix it for everyone.

The problem was that the clerk job can't be done by a robot pop. However, slaves which can do the clerk job evaluate higher than robots for mineral jobs (because they produce more). To solve this I cranked the weight on pops with the mechanical trait (robots) on jobs they could do. That way the AI will priortize work they can do.

https://steamcommunity.com/sharedfiles/filedetails/?id=1584133829
Dernière modification de Glavius; 7 déc. 2018 à 10h07
old post, but same issue.
new game, 13 specialist jobs, 13 specialists are employed
15 worker jobs, 15 worker jobs empty
15 workers unemployed.

no jobs are disabled, my workers are not working at all, it's frustrating.
Gokki 22 janv. 2022 à 13h59 
Yeah, i wish the game just told you WHY they aren't working. Just the reason for it so we can fix it.
Same issue, later post.

I have a conquered alien planet. It has 6 worker stratum jobs open. When I move robots to the planet, they take Specialist jobs and displace specialist organic pops instead.

None of the job positions are de-prioritized. I'm not sure why this planet specifically has worker spaces open which none of the workers will take.
YhofChaerkh a écrit :
Same issue, later post.

I have a conquered alien planet. It has 6 worker stratum jobs open. When I move robots to the planet, they take Specialist jobs and displace specialist organic pops instead.

None of the job positions are de-prioritized. I'm not sure why this planet specifically has worker spaces open which none of the workers will take.
It was a bug fix. In the past, people complained that pop will not take jobs they were best at due to random allocation and ruined any perk a species had, so they coded in a preference for jobs if your pop had specific perks. So you get things like this. My bet is that your bots were much better at the specialist jobs than the organics so they got kicked out.
Your mistake is having workers to begin with.

Slaves are better, work harder, eat and need less, and once no longer needed, can provide your people with a rich nutrient paste.
Kiethoo a écrit :
Your mistake is having workers to begin with.

Slaves are better, work harder, eat and need less, and once no longer needed, can provide your people with a rich nutrient paste.
NOOO!!! Bios are meant to be pampered! Not turned into nutrient paste!!! You mulched Fifi! You bastard!!!

:steammocking:
Option A: Make a penal colony and transfer all the non-workers there.

Option B: Put all your lazy pops on an expendable planet, wait for them to rebel, and either
armaggedon bombardment or crack the planet.

Option C: Transfer them to an expendable planet/habitat in a system bordering another empire, give the system containing the planet to other empire.

Option D: Wait until they decide to work again but at the cost of your economy tanking because of these freeloaders
In your planet display, you have a suitcase with a red "no" ring around it that shows unemployment. If you have unemployment, to the right of that suitcase icon (instead of a green zero) is a triangular icon with the number of unemployed to the right of that.

If that triangular icon is brown/bronze, the unemployed are worker-class citizens.
If that triangular icon is gray/silver, the unemployed are specialist-class citizens.
If that triangular icon is yellow/gold, the unemployed are ruler-class citizens.

They will not immediately take a lower-class job, but if you wait long enough they will demote themselves and accept it. Or emigrate to another planet.
The slavers are brutal have harder time with crime and stability, but generally have better job management due to being able to make slave jobs and for indentured assets easily move pops between specialist and worker strata.

Generally, it seems utopian living standard is not that great cause you don't want unemployed anyway. So the cost of goods is a happiness bonus and no loss to unemployed.

Generally rouge servitor is more likely to want to pay more because each bio trophy gives % which helps boost consumer jobs to compensate for higher pop good usage. Of course the good production uses minerals that the slaver is able to cheaply make due to abusing pops heh heh heh.

version 2.2 of game is good amount in past so likely many systems don't work the same. So its going to get harder for the player base with newer versions to assist the more so the gap becomes.
Dernière modification de ScreamCon; 9 févr. 2022 à 15h28
Are you talking about the game or former employees of your company...?
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Posté le 7 déc. 2018 à 5h43
Messages : 29