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If your ethos allows it, conquering planets and eliminating their pops to make room for your own people is a solution. If you're peaceful/xeno friendly though, it's part of the challenge and there aren't all that much you can do as far as I know.
Its just so frustrating. Seeing how you need to toss consumer goods on them and the sectors governors didn't seem to do much even if I gave em resources.
I am pretty sure unemployment was a half thought out or half implemented idea...or both. There is so much about it that is just broken. Same with housing...I mean what kind of a society would be having kids left and right when they knew there would be literally no place left on the planet for them to live and/or work? I mean people are standing on top of each other because the planet is so populated that every square cm is utilized and people are still having kids?
best fix for unemployment is to revert to an older version of the game.
Yeah, that is another thing that is broken...most likely you will have a ethics that won't allow purging, yet you can always expel unemployed or homeless pops. I mean that is the most common form of purging in the game...displacement...but this ins't purging I guess.
Another option for late game is to dump excess population into ringworlds, habitats, or ecumenopolis worlds.
Now if you play as the shared burden they almost immediately go down in strata to whatever you need them as.
Either way, it's a waste of a good pop. Can always resettle.. or they will naturally migrate.. if not.. try building up buildings that can upgrade.
I don't think they will naturally migrate...at least I've never seen one do it. However, you WILL reach a point where there will be no place to migrate them to and it might take forever to get a building upgrade to pop up in research or you may have already hit the high end. Which sounds like the situation the OP was in.
The commercial zones are a good idea too...I will always have at least one per planet. They are good for the anemities/trade and provide a lot of job slots. In fact, they are one of the first buildings I build provided I am OK on resources and research.
How do I Manually make em move without pulling that kick out edict?
I agree on it being a half idea, 2,2 is nice but a lot of things makes me just wonder what they where thinking, Unemployment, Housing and the War Exhaustion is mainly those things.
If egalitarian, use the better living condition that makes unemployed pop happy AND produce unity/science.
Authoritarians and to a degree xenephobes can move people freely, corvee ethic best of all more egalitarian types might be restricted or upset with forced relocation to other worlds. That's the beauty of Stellaris realistic variation. If you are egalitarian for example servitude robots can be moved manually but not citizens.
Actually anything that's not a egalitarian can move every pop freely.