Stellaris

Stellaris

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Caridor Feb 13, 2019 @ 8:50am
Rising unemployment on....I KNOW!! (any fix?)
Hi all

Playing wide and my nation has a lot of planets, which simply cannot have anything else built on them. Everything upgraded, but still not enough jobs to go around. Can't replace housing districts on most of them either, due to housing already close to capacity. I suppose I could start evicting the excess population to ringworlds or whatever, but eugh...yet another drain on my influence and yet another thing stopping me from making more claims.

Any ideas? Or mods to just auto-renew the increased benefits?
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Showing 1-12 of 12 comments
Elitewrecker PT Feb 13, 2019 @ 8:57am 
Stop growth.
Space Dad Feb 13, 2019 @ 9:09am 
Tell your lazy pops to make their own opportunities and stop expecting the government for help.
Leoscar Feb 13, 2019 @ 9:17am 
Set policy to allow complete stop of growth. Then for 25 influence, your world will not bother you anymore with new unemployed pops, provided you managed factions well and manage to keep a high influence per month.
corisai Feb 13, 2019 @ 1:40pm 
Stop carry about claims?

By being genocidal or making colossus.
Dionysosss Feb 13, 2019 @ 2:09pm 
sell your pop to slavery
transfer them to other planets
or do someting realy realy realy weird
get them more jobs, i know its madness sorry for sugjesting it
Last edited by Dionysosss; Feb 13, 2019 @ 2:09pm
Shahadem Feb 13, 2019 @ 10:07pm 
It's very strange that people even have menial jobs when there are robots to do the work. Isn't that the point of automation? Do people work at the mining stations? If so then why aren't there any pops living on the mining stations? If not then why do I need people to work in the mining districts?

Why aren't we allowed to choose different economic systems? For that matter, why do we pay to construct consumer goods AND pay people to work AND pay to produce the food all of which people get access to without paying for? WHAT? It's like some weird amalgamation of communism and capitalism, but just the worst parts. At some point the productive capacity of the civilization must be so great that the majority of the people do not need to work. Take the Federation for instance. No one has to work, but some people still choose to work to better themselves and find some meaning in their life. Yet in Stellaris, every pop HAS to work even if it shouldn't be needed.

Why do energy credits exist but no buildings which produce fuel resources? I mean sure there are energy districts but i just assumed that those were power plants. What do the power plants consume, where is that produced, how it is produced and who produces it? It makes no real sense why we are required to produce alloys and consumer goods but not refined fuels. Who is producing the anti matter for the spaceships and missiles? What about the dark matter for the dark matter reactors? Do they just pump dark matter from space? Who is mining and enriching the fuel for the nuclear reactors that your species uses at the start of the game?

When you trade energy for alloys or alloys for energy what exactly are you trading? Since you produce no fuel then are you trading stored electricity? How is it stored? Why is there no research to produce better batteries to store more electricity?

Why are trade goods directly substituteable with energy but not with alloys or consumer goods? Even though you need to consume energy to produce trade goods at a 1:5 ratio or something you can then turn around and directly substitute trade goods for energy at a 1:1 ratio? What even are trade goods?
Last edited by Shahadem; Feb 13, 2019 @ 10:09pm
captain403 Feb 13, 2019 @ 10:58pm 
If your economy can support it, turn a planet into an ecumenopolis. You get jobs for a LOT of pops on even one. And your alloy production will go through the roof.
corisai Feb 14, 2019 @ 5:23am 
Originally posted by captain403:
If your economy can support it, turn a planet into an ecumenopolis. You get jobs for a LOT of pops on even one. And your alloy production will go through the roof.

Ringworlds are nice too (especially free) 200 farms / cities / powerplants in 4 planets isn't a joke.
Sabaithal Feb 14, 2019 @ 5:26am 
Originally posted by Leoscar:
Set policy to allow complete stop of growth. Then for 25 influence, your world will not bother you anymore with new unemployed pops, provided you managed factions well and manage to keep a high influence per month.
This. Balance out jobs and housing, then once that fills up just declare pop control on that planet.

You never even have to look at that planet again.
Space Dad Feb 14, 2019 @ 10:25am 
Originally posted by Shahadem:
It's very strange that people even have menial jobs when there are robots to do the work. Isn't that the point of automation? Do people work at the mining stations? If so then why aren't there any pops living on the mining stations? If not then why do I need people to work in the mining districts?

Why aren't we allowed to choose different economic systems? For that matter, why do we pay to construct consumer goods AND pay people to work AND pay to produce the food all of which people get access to without paying for? WHAT? It's like some weird amalgamation of communism and capitalism, but just the worst parts. At some point the productive capacity of the civilization must be so great that the majority of the people do not need to work. Take the Federation for instance. No one has to work, but some people still choose to work to better themselves and find some meaning in their life. Yet in Stellaris, every pop HAS to work even if it shouldn't be needed.

Why do energy credits exist but no buildings which produce fuel resources? I mean sure there are energy districts but i just assumed that those were power plants. What do the power plants consume, where is that produced, how it is produced and who produces it? It makes no real sense why we are required to produce alloys and consumer goods but not refined fuels. Who is producing the anti matter for the spaceships and missiles? What about the dark matter for the dark matter reactors? Do they just pump dark matter from space? Who is mining and enriching the fuel for the nuclear reactors that your species uses at the start of the game?

When you trade energy for alloys or alloys for energy what exactly are you trading? Since you produce no fuel then are you trading stored electricity? How is it stored? Why is there no research to produce better batteries to store more electricity?

Why are trade goods directly substituteable with energy but not with alloys or consumer goods? Even though you need to consume energy to produce trade goods at a 1:5 ratio or something you can then turn around and directly substitute trade goods for energy at a 1:1 ratio? What even are trade goods?

I like a lot of your points, here are a few things I can think to answer some things you brought up.

I imagine that the menial/labor jobs, like farming and mining especially, are mostly unskilled workers using advanced machines to add productivity to their labor, like how farmers today use giant tractors, advanced irrigation systems, soil ph stabilizing fertilizers etc etc. Mining stations are probably not automatic, as you can build them before you can build robot pops... As for research stations, I know that in game events related to observatory stations of primitive worlds mention the crews on board, who are probably specialists. As for why aren't pops needed for these, or your whole armada of ships, or why destruction of either has no effect on your population, and why you can fill them with crews as fast as you can build them is probably just for ease of gameplay, though adding this element would be really cool and challenging.

If you set the living standards of a species to utopian abundance, unemployed pops produce unity and maybe research? I might be thinking of the academic privilege setting, but in both cases the "need to work" thing you talked about is sort of addressed, unemployed pops still contribute to society, presumably by being philosophers or amateur scientists or something. The economic system of your empire is pretty much just the species rights of your empires' various species, how well compensated the lower stratum of each species is treated. I like how you can use this to make a realistic mixed economic system, or try to achieve a specific goal like a rigid caste system or true communism.

The features of planets are often things like geothermal vents or frozen gas lakes, which say how many generator districts they add, so I assume the gen districts make relavent power plants for whatever planet feature they're on. The "energy credits" they produce are consumed by buildings, ships, stations, etc, so I assume that it's fuel?

I don't know what to think about the internal market, why can it buy or sell you all the things you can afford? Maybe pops have side jobs, producing alloys and consumer goods and such to trade with each other or the government? If this is true, it would make "trade goods" more understandable, they are shiny baubles that don't really add value to anything but pops just like and want. The "distribute consumer goods" planet decision icon is a tentacle with bling, so maybe non industrial quality gems or Lisa Frank stickers are collected by trade hubs without having to build at site mines?
corisai Feb 14, 2019 @ 2:00pm 
Originally posted by Commie Dad:
I imagine that the menial/labor jobs, like farming and mining especially, are mostly unskilled workers using advanced machines to add productivity to their labor

You're VERY wrong. Modern mining is very high-tech industry. We're no longer dig ore from surface soil or "just" a 10-50m deep. Geology, prospecting and actual construction of mines is advanced tech that only few countries have.
Space Dad Feb 14, 2019 @ 4:48pm 
The original point I was addressing was whether such jobs would be entirely automated, requiring no human labor. What I was saying was that farmers and miners, in Stellaris, are basically technicians of advanced machines that amplify their labor. I also noted how farming uses advanced tech...
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Date Posted: Feb 13, 2019 @ 8:50am
Posts: 12