Stellaris

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Best way of stopping unemployment?
Just finished a round of Stellaris, Ironman as a Divine Empire. But the whole second half or atleast last 1/3 I had issues with unemployment and housing. How do one solve it? Less migration treaties?
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Showing 1-15 of 43 comments
Minoris Apr 2, 2019 @ 4:12pm 
Less migration treaties may help. There are also edicts you can use to curb down pop growth.

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.
Originally posted by Minoris:
Less migration treaties may help. There are also edicts you can use to curb down pop growth.

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.
Gustuv Wynd Apr 2, 2019 @ 6:05pm 
Yeah, if you get unemployment and have no open planets you can send them to (they will NOT migrate on their own), about all you can do is the planet decision to expel excess population and enable the planet decision that stops pop growth (but they will maintain current levels) though these come with some draw backs of their own. If you don't you will be cursed with unhappiness and/or crime. Machines aren't too bad because you can put them into standby mode and keep them around for when you do get another planet.

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.
Last edited by Gustuv Wynd; Apr 2, 2019 @ 6:05pm
Primarch Timmy Apr 2, 2019 @ 6:28pm 
Kill them
Gustuv Wynd Apr 2, 2019 @ 6:34pm 
Originally posted by Juicee Brucie:
Kill them

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.
Last edited by Gustuv Wynd; Apr 2, 2019 @ 6:35pm
Doomwarrior Apr 2, 2019 @ 6:40pm 
just put pop controls into effect or become a robot and stop producing robots. Or build a fresh set of habitats, one can never have enough habitats... :) Oh and make sure to use Auto pop migration mod for less insanity :)
Last edited by Doomwarrior; Apr 2, 2019 @ 6:41pm
cats_on_strings Apr 2, 2019 @ 6:57pm 
One of the best ways for dealing with mass unemployment is to build commercial zones. Each commercial zone can be upgraded into a megaplex that will give 11 jobs for your population.

Another option for late game is to dump excess population into ringworlds, habitats, or ecumenopolis worlds.
Well, it mostly comes from either a bug, or pops coming in as specialists/rulers and losing said jobs.

Now if you play as the shared burden they almost immediately go down in strata to whatever you need them as.
Originally posted by Gustuv Wynd:
Originally posted by Juicee Brucie:
Kill them

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.

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.
Gustuv Wynd Apr 2, 2019 @ 7:50pm 
Originally posted by Lady Crimson:
Originally posted by Gustuv Wynd:

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.

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.
Last edited by Gustuv Wynd; Apr 2, 2019 @ 7:51pm
So I can move them manually? I had a ton of newly made Gaia worlds laying around! Damn! Sure, I made these Gaia worlds specifically for my own race as a backout if that horde of infestors would ♥♥♥♥ to much up. :P but still!

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.
Leoscar Apr 3, 2019 @ 1:33am 
Stop pop growth. If you can't change that in the policy menu.
If egalitarian, use the better living condition that makes unemployed pop happy AND produce unity/science.
radwyn Apr 3, 2019 @ 1:48am 
As people say selecting population controls for the planet curbs growth and encourages any excess to migrate it costs influence and some production efficiency. There are a few other options too depending on your government type most are models of real world issues imo authoritarians can address this more easily as should be the case the people aren't free.

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.
Last edited by radwyn; Apr 3, 2019 @ 2:03am
Leoscar Apr 3, 2019 @ 3:55am 
Originally posted by radwyn:
As people say selecting population controls for the planet curbs growth and encourages any excess to migrate it costs influence and some production efficiency. There are a few other options too depending on your government type most are models of real world issues imo authoritarians can address this more easily as should be the case the people aren't free.

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.
Cryten Apr 3, 2019 @ 5:04am 
Well they arnt restricted but most empires will have a decent amount of xenophile or egalitarian faction pops. So forced migration will give you happiness penalties.
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