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Clerk jobs are terrible. They serve only to prevent a pop from being entirely unemployed. Almost any other job is more productive for your pops to work. So If you have pops working clerk jobs, build new districts or buildings and give them something better to do. Just keep in mind if your planets amenities are close to 0, those clerks might be keeping it positive - it’s still a better bet to build a holotheater and employ one entertainer instead of keeping clerks. If you want to make sure only one of the two entertainer jobs gets worked bc 2 is likely to be overkill in the early game, click the drop down of the specialist jobs menu, scroll until you find the entertainer jobs and then hit the ‘-‘ this disables one of the two jobs, making sure only one pop works that job and freeing up the other pop to do something more important - this same action can be taken for virtually any job if you want to manually shift around where your pops are working.
The most important resource for the very early game is energy. You can use the market to buy other resources with energy. Your second most important resource is minerals, you need minerals for growing your economy: buildings, districts, starbase mining/research - all needs minerals. Jobs producing consumer goods & alloys? Consume minerals.
However an energy district produces 1.5X the energy compared to how many minerals a mine district produces. You can do a monthly trade buying minerals for 1.3X cost in energy, up to 50 minerals per month before the price starts ticking up.
For this reason energy districts are often the best early districts to build, as they offer you flexibility to buy other stuff you might need in a pinch. A good way to think about basic resources is: minerals are the backbone of your economy - energy is the flexibility of your economy - consumer goods are the fuel for higher level jobs like researchers/priests/entertainers - and alloys are the backbone of your military production.
Edit: about dealing with early aggression, you have some options - first is if you decide you have no interest in fighting this empire in the near future, you can go diplomatic - immediately park an envoy to improve relations, sign any treaty they will allow for make a trade deal for monthly trade - anything. Just keep increasing your interconnectivity with them, primarily through treaties and they should like you enough not to attack. Now this usually works better with empires that share some of your ethics or are xenophiles. If they have opposite ethics to you then this is going to be harder tk pull off, which leads to the other option:
Deterrence - build a big fleet and park it on the border and keep it upgraded and continue building more ships as time goes on. They’re less likely to attack if they know you can hold your own.
Make sure to fortify any choke points you have with your neighbors, especially those that aren’t getting friendly with you. Find the systems they need to pass through to get into the main part of your territory and upgrade those starbases, build defensive platforms, and park your fleets at these choke points.
-Try to get hydroponics quickly so you can make food from stations and need less farmers as food doesn't scale well as a resource.
-Remember you can use edicts to give yourself a boost based on your edict cap which can be swapped anytime but the energy subsidies edict you get for advancing down energy production is pretty great when you need more energy in a pinch
-When giving orders to ships, holding shift when an order is given queues it but holding control and shift together queues it at the top in terms of priority
Along with this, don't expand too quickly either. I know the urge is to grab as much territory as fast as possible, but that's not always best.
Although you should definitely specialize your planets, early game that's not always possible. Build what you need when you need it. You can tear things down and specialize later. Speaking of which, never pre-build districts or buildings on your planets (there are exceptions to this, but none a new player needs to worry about).
I know there's advice above that clerks are useless. That's also not true. Trade, even in non-trade oriented builds, can be immensely powerful, especially for starts lacking in energy planets. Plus, and I've found this to be an incredibly overlooked strategy that works especially well for hive minds, a small nest/trade planet can serve as a population reserve for new colonies. Besides consumer goods/forges a trade planet is one of the best uses for your small planets that lack any real resources.
Micromanagement is part of the game. Embrace it. Automate nothing. There's a pause button if you need to stop, think, or go through all your planets from time to time to make sure everything's going to plan.
Always watch your fleets when they're fighting. If they seem to stop fighting and start getting wiped out even though they shouldn't, immediately go to the main menu. This is an old, rare bug, that Paradox has not been able to fix (because they can't figure out what causes it). Reloading is a 100% fix, fortunately.
If you rush cruiser tech, you should only have to build just enough corvettes to hit the 20/20 fleet size limit you start with. Then you can switch to massing carrier cruisers with missile turrets, and nothing should be able to threaten you once you have that kind of fleet at the ready.
Instead, pay attention to the tooltip to estimate how much energy and rare resources a single upgrade costs, and do the math.
2) If your energy suddenly goes in the red, and you followed the advices above, then it's either piracy (check your trade lanes), or you just moved a large fleet out of your parking starbase in home system.