Stellaris

Stellaris

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stars☆ Sep 22, 2021 @ 6:37am
Population Management and unemployment
Hello,
I am new to Stellaris and in all of my playthroughs I had a huge Problem with unemployment in the mid/late game. I feel like it becomes to much to micro after a certain point when your empire includes 15+ planets. At this point I feel like the whole game is just about managing your planets and avoiding unemployment.
Is there anything I am missing out on? I see people playing multiplayer and wonder how are they managing all this without pausing and so on while I am sitting here and can not figure out how to deal with unemployment :D
Originally posted by HappySack:
Originally posted by nico:
In some cases I used all my district building slots and cant provide any more because of it.

Fair point, you probably need to keep colonizing planets if you can, if you run out then you should resort to terraforming or making habitats (if needed then slowing down pop growth by removing traits that increase it or destroying anything that increase it like gene clinics also helps).

The final answer to overpopulation (other than soylent green) is to start making ring worlds.
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Showing 1-13 of 13 comments
HappySack (Banned) Sep 22, 2021 @ 6:45am 
Use the built in automation if you don't know how to keep building districts to supply jobs.
stars☆ Sep 22, 2021 @ 6:48am 
Originally posted by HappySack:
Use the built in automation if you don't know how to keep building districts to supply jobs.
In some cases I used all my district building slots and cant provide any more because of it.
Ryika Sep 22, 2021 @ 6:53am 
Unemployed Pops will automatically move to other planets if they're not enslaved or under population controls. As long as you have jobs somewhere - with at least medium habitability - you can just allow the pops to stay unemployed until they move elsewhere.

Just be careful not to go above 3 unemployed pops on a planet, since negative events can trigger.
The author of this thread has indicated that this post answers the original topic.
HappySack (Banned) Sep 22, 2021 @ 6:54am 
Originally posted by nico:
In some cases I used all my district building slots and cant provide any more because of it.

Fair point, you probably need to keep colonizing planets if you can, if you run out then you should resort to terraforming or making habitats (if needed then slowing down pop growth by removing traits that increase it or destroying anything that increase it like gene clinics also helps).

The final answer to overpopulation (other than soylent green) is to start making ring worlds.
Last edited by HappySack; Sep 22, 2021 @ 6:56am
TSE Imperator Sep 22, 2021 @ 7:29am 
Originally posted by nico:
Originally posted by HappySack:
Use the built in automation if you don't know how to keep building districts to supply jobs.
In some cases I used all my district building slots and cant provide any more because of it.

Each planet has a decision that you can enact to stop population growth. You don't have to suffer under continual housing and job shortages.

The other thing you can do if your empire is rich is to enact the highest levels of living standards (utopia, chemical bliss) and then those unemployed pops start generating unity and some other resources in return for huge amounts of consumer goods.
Elitewrecker PT Sep 22, 2021 @ 7:33am 
Unless ALL your planets have unemployment, stopping growth is wasting potential pops.
TSE Imperator Sep 22, 2021 @ 7:54am 
Originally posted by Elitewrecker PT:
Unless ALL your planets have unemployment, stopping growth is wasting potential pops.

This is true, but every empire has a point (in my opinion) where adding more planets, habitats and such has diminishing returns in management requirement vs usable economic output.

Having piles of extra pops was much more useful to save up for that new colony/conquest prior to it costing influence to resettle. Which is a stupid mechanic imo.
Rage000 Sep 22, 2021 @ 12:54pm 
You can try the mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=2421769377
Private Sector Jobs which changes the unemployment mechanic
adobo Sep 22, 2021 @ 1:52pm 
They auto-relocate to an available job rather quickly though even without a transit hub.
Leoscar Sep 22, 2021 @ 2:10pm 
A few things you can do :

Stop pop growth, it's unoptimal but it'll do the trick. Pops are especially valuable in this version of the game so you want as many of them as you can, but if you have unemployement everywhere, well it's an option.

Manually resettle robots, unlike free organic pops, robots don't move around by themselves, you need to move them yourself, so if a planet has unemployement for a long time when another planet has free jobs, that's probably why.

Make an Oecumenopolis, these planets can fit hundreds of pops no problem and are valuable since they specialize in producing alloy/consummer goods.

Habitats/Ring worlds can produce raw ressources/science, the later you can never have enough of, they're nice to get your uneployed pops to do something useful.
stars☆ Sep 22, 2021 @ 2:34pm 
Originally posted by UwU Notices your towers:
Manually resettle robots, unlike free organic pops, robots don't move around by themselves, you need to move them yourself, so if a planet has unemployement for a long time when another planet has free jobs, that's probably why.
Oh really? I did not knew that and I am using robots alot in my colonies. Maybe that might do the trick. I wonder if there is a certain point after which building robot assemblies is a bad idea.
TSE Imperator Sep 22, 2021 @ 2:42pm 
Originally posted by nico:
Originally posted by UwU Notices your towers:
Manually resettle robots, unlike free organic pops, robots don't move around by themselves, you need to move them yourself, so if a planet has unemployement for a long time when another planet has free jobs, that's probably why.
Oh really? I did not knew that and I am using robots alot in my colonies. Maybe that might do the trick. I wonder if there is a certain point after which building robot assemblies is a bad idea.
Generally, you want to stop robot production after they've filled your basic jobs.
Leoscar Sep 22, 2021 @ 2:48pm 
Originally posted by Spirit:
Originally posted by nico:
Oh really? I did not knew that and I am using robots alot in my colonies. Maybe that might do the trick. I wonder if there is a certain point after which building robot assemblies is a bad idea.
Generally, you want to stop robot production after they've filled your basic jobs.

I think the game auto chooses which of the available pop on a planet is the best for each job on that same planet, so robots aren't likely to replace organic specialists unless they're producing more while doing that job. If that's the case then there isn't much of a point in stopping robot production, not to mention robots don't care about being unemployed, so keeping a few around ready to be resettled on a fresh habitat/planet can be a good thing.
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Date Posted: Sep 22, 2021 @ 6:37am
Posts: 13