Stellaris

Stellaris

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Leoscar Jan 11, 2019 @ 3:40pm
Hmm...How do I manage housing and jobs properly?
So I'm doing my first Stellaris playthrough, really enjoyable and all of that, as a pacifist/xenophile/egalitarian. However I noticed that I started lacking jobs and houses for my pops, and if I stabilize it it's a matter of time before I need more, which wouldn't be an issue if all my building tiles weren't full (at least in my capital).
I can research better buildings but these need special ressources I unfortunatly don't have in large quantities, I can buy a lot of them but I like the idea of sustaining myself and not relying on the market too much. It doesn't really matter anyway, upgrading the buildings is just another temporary solution (but a needed one).

So in short, I need houses and jobs:
-I make rich people's houses and buildings that provide a lot of jobs, it costs special ressources, then the planet doesn't produce much because it's all services. I can make buildings that convert minerals into special ressources but it takes one slot and doesn't offer a lot of jobs.

I did a bit of research and found no solid solution, if someone has a guide or something, that's be appreciated. Note that I changed the policies to max food distribution, read somewhere it helps somewhat.
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Showing 1-8 of 8 comments
Colonize more planets, resettle excess pops to them as needed (or does Egalitarian not allow that? seems odd, it's an extremely important feature now that fully grown pops no longer relocate on their own). If nothing else, if your other planets are overcrowded and/or out of work, emigration to the new worlds will help greatly slow the rate the problem increases.

Don't try to make "balanced" worlds; specialize each planet in producing one specific thing, which then gives you a bonus to the production of that thing. Refinery worlds (converting minerals into strategic resources) are a bit trickier, because you need a planet with enough districts to grow the population enough to unlock more building slots. Generator/Mining worlds (energy and minerals, respectively) tend to have extra unused building slots, which I tend to fill with a mishmash of whatever I need a little extra of (just not too much of the same thing, or you might end up switching the planet's specialization by mistake).

I hear luxury housing is not at all worth the building slot it takes up. If you're having problems with housing, be on the lookout for the Engineering technologies that increase housing provided by city districts, and the Tradition that reduces pop housing usage. If all else fails, you may need to replace a Generator/Mining/Agriculture district with a City district to get more housing.
Amenities are easily solved by a building that provides Entertainer jobs.

Eventually you do get to the point where a planet just can't really be developed any further, but the pops keep growing. Emigration to your other worlds does slow it down, but it won't stop it altogether. If you aren't allowed to manually resettle excess pops due to being Egalitarian, I'm afraid I don't know what to do to remedy the issue; seems like that might be a bit of an oversight on Paradox's part with 2.2's new planetary mechanics.
SnusHead Jan 11, 2019 @ 4:15pm 
Playing Egalitarian is like playing Hard Mode these days.
You'll either need to resettle pops en mass sooner or later.
In some cases even purge them.

Or you just activate population controls for your planets which would lead to your economy stagnating and becoming something like a low level fallen empire lul.

Eitherway you gotta decide.
There's infinite pops but only finite ressources. :estusempty:
Leoscar Jan 11, 2019 @ 4:25pm 
Originally posted by Totally Innocent Chatbot:
Colonize more planets, resettle excess pops to them as needed (or does Egalitarian not allow that? seems odd, it's an extremely important feature now that fully grown pops no longer relocate on their own). If nothing else, if your other planets are overcrowded and/or out of work, emigration to the new worlds will help greatly slow the rate the problem increases.

Don't try to make "balanced" worlds; specialize each planet in producing one specific thing, which then gives you a bonus to the production of that thing. Refinery worlds (converting minerals into strategic resources) are a bit trickier, because you need a planet with enough districts to grow the population enough to unlock more building slots. Generator/Mining worlds (energy and minerals, respectively) tend to have extra unused building slots, which I tend to fill with a mishmash of whatever I need a little extra of (just not too much of the same thing, or you might end up switching the planet's specialization by mistake).

I hear luxury housing is not at all worth the building slot it takes up. If you're having problems with housing, be on the lookout for the Engineering technologies that increase housing provided by city districts, and the Tradition that reduces pop housing usage. If all else fails, you may need to replace a Generator/Mining/Agriculture district with a City district to get more housing.
Amenities are easily solved by a building that provides Entertainer jobs.

Eventually you do get to the point where a planet just can't really be developed any further, but the pops keep growing. Emigration to your other worlds does slow it down, but it won't stop it altogether. If you aren't allowed to manually resettle excess pops due to being Egalitarian, I'm afraid I don't know what to do to remedy the issue; seems like that might be a bit of an oversight on Paradox's part with 2.2's new planetary mechanics.

I see, I'll specialize more my planets on the next playthrough, as I fear I'm too advanced in this game to consider redoing my planets entirely, also yes, I'm unable to force my pop to another world, but even if i could the map has very little territory left to conquer so I can't even colonize new worlds yet, maybe teraformation's researches will help with that.



Originally posted by I hunt furries:
Playing Egalitarian is like playing Hard Mode these days.
You'll either need to resettle pops en mass sooner or later.
In some cases even purge them.

Or you just activate population controls for your planets which would lead to your economy stagnating and becoming something like a low level fallen empire lul.

Eitherway you gotta decide.
There's infinite pops but only finite ressources. :estusempty:

Pretty much, I'm glad the overpopulation problem is a thing, I'd expect this from a game like Stellaris, problem is the game doesn't offer a proper solution :|
HeLLfire Jan 11, 2019 @ 4:30pm 
If your main issue is manually moving the pops, over and over and over (repeat 1000 times) when you have a large empire, and you don't want to just turn off pop growth, there's a great mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=1617534169
the sandwich Jan 11, 2019 @ 5:04pm 
To many pops and not enough housing,Jobs and Amenities?
Well there is a simple way to fix that.
Step 1, population control.
Step 2,???
Step 3, profit.
stevasaur Jan 11, 2019 @ 5:22pm 
You mentioned that you haven't been upgrading your buildings due to a lack of rare resources. There are three ways to get rare resources: you've identified two.
-You can acquire Rare Resources from special deposits, either in space (via mining station) or on planets (via extraction building).
-You can buy them from the market for energy credits


However, you can also synthesize Rare Resources via specialist jobs using Synthetic Crystal Facilities/Exotic Gas Refineries/Chemical Plants. Each building gives a specialist job slot which produces 2 units of a Rare Resource at a cost of 10 minerals. Basically, each Rare Resource synthesizer(sp?) allows you to maintain one tier 3 building, not counting any production bonii that increase your efficiency (for example, the Prosperity Tree's +specialist production, a Gaia World's +10% to everything, the +5% for being a "refinery world").

Using the example of Volitile Motes/Alloy Megaforges, one Chemical Plant and one Alloy Megaforge produces 9 specialist jobs with only 2 building slots, as opposed to tier 1 Alloy Forges which would require 5 building slots to provide the same number of jobs.
Leoscar Jan 11, 2019 @ 6:09pm 
Originally posted by stevasaur:
You mentioned that you haven't been upgrading your buildings due to a lack of rare resources. There are three ways to get rare resources: you've identified two.
-You can acquire Rare Resources from special deposits, either in space (via mining station) or on planets (via extraction building).
-You can buy them from the market for energy credits


However, you can also synthesize Rare Resources via specialist jobs using Synthetic Crystal Facilities/Exotic Gas Refineries/Chemical Plants. Each building gives a specialist job slot which produces 2 units of a Rare Resource at a cost of 10 minerals. Basically, each Rare Resource synthesizer(sp?) allows you to maintain one tier 3 building, not counting any production bonii that increase your efficiency (for example, the Prosperity Tree's +specialist production, a Gaia World's +10% to everything, the +5% for being a "refinery world").

Using the example of Volitile Motes/Alloy Megaforges, one Chemical Plant and one Alloy Megaforge produces 9 specialist jobs with only 2 building slots, as opposed to tier 1 Alloy Forges which would require 5 building slots to provide the same number of jobs.

I'm aware of this, however these only give jobs to 2 pops (while allowing the construction of building that give much more), so it requires a bit of coordination and planning, which is something I never did before. I did not mention it to avoid a wall of text.

I'm basically trying to specialize my planets to see if it does anything, only thing I noticed so far is an increased production, especially on the refining planet, which I won't say no to, but as far as jobs go it's not on point, I'll see when I'm done building stuff. In the worse scenario, my economy is too strong to drown now, in case I need to buy stuff to make up for a missing ressource.
vicrodri May 7, 2021 @ 12:17pm 
This is for anyone who gets here as myself, since I found this recently, but in the planet summary tab, clicking on each kind of district you can build these districts witch increase the colony outcome and the housing/jobs. Hope it helps
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Date Posted: Jan 11, 2019 @ 3:40pm
Posts: 8