Stellaris

Stellaris

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Senna Nov 25, 2023 @ 5:29am
Can't wrap my head around districts/jobs
Ok, I'm new and read a lot about specializing planets. Play as earth. I look at Luna/Mars and notice Luna has more commercial district slots so decide to make it a commercial district for power generation. Mars has a nice number of industrial district slots so I want to make it a mining world. Here's where I get lost.

1. Luna has 3 jobs available, two in mining and one doctor. How do I get technician jobs that get the energy credit bonus? I see I can build fusion reactors to get technician jobs, but there is no building slot available. Do I build a city district first, or am I better off waiting until my administration complex upgrades? What eventually happens to the 3 mining job slots and 2 doctor slots and 1 colonist slot that were the default jobs? In other words, what I'm looking to do is have as many of my pop on the planet be technicians. If I open up more building slots, I understand I can create more fusion reactors and thus more technicians, but what happens to the other jobs/workers? Also, does a district do anything other than create bonuses in production, such as in this case +5% energy credits.

2. Mars has 3 mining jobs unfilled, with 1 terraformer, 2 doctors and 1 colonist. Again, there are no extra building slots yet. As before, do I build a city district first, or wait until the field HQ upgrades to an Admin complex? Once either/or happens, do I build a mining network or multiple mining networks, or do I mix/match mining networks and alloy foundries to help cure my insatiable need for alloys? In other words, how do I min/max a planet to max out alloy production? What happens to the initial terraformer, 2 doctors and 1 colonist? Will they move down to worker jobs eventually to fill the mining/factory jobs I'll be creating and from what I read, that will decrease their happiness some. Or do I just leave them be and add the mining/factory jobs? Very confused.

I have googled and tried to find a guide that explains this in detail, but haven't found one that explains it quite right. I know this isn't difficult as I'm making it so hoping one of you vets can walk me through it. Thanks!
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Showing 1-15 of 17 comments
I Am Atomic! Nov 25, 2023 @ 7:22am 
Sorry for the long post but ive explained stellaris economy and job allocation as clearly as I can, it should help you.

This could have probally been done shorter but I have a tendancy to ramble on too much, so once again Sorry about that.

if this, what has accidently turned into a guide is too much for you then I suggest just watching vidoes on youtube from ASpec and Montu Plays (I especially recomend ASpec's "I Decided To Eat The Galaxy in Stellaris" its quite funny)

First to directly answer what you posted.

first of all, and I cannot stress this enough SPECIALISE YOUR WORLDS AS MUCH AS POSSIBLE mix and match is only for last ditch efforts because you have so few planets that you cant fully specialise or for late game when you have so much resources that you don't care about being efficent.

basically pick one resource type that has a lot of districts available and focus on increasing that on that world, building slots for things like robot assembly planets, holo-theatres, are fine but if you want to specialise in say energy then I wouldnt put a heap of science labs there because you wont get enough population there for both, unless you are deliberately moving population from other worlds to fill up jobs which can be a good thing for really good worlds especially homeworld once you have the tech that gives 10% from resources x3

if you want to increase building slots you need to build more city districts, but each planet has a max amount of districts, but if you have available districts to build you could just build a reactor district. If you cannot build any despite having more districts available for that planet it means that is the maximum reactor district for that planet, it changes from planet to planet.

each planet has a maximum amount of districts that it can build, if you cannot build any reactor districts then you need to pick another existing district, click on it, then select the replace district button which will let you convert that district into the new one you could not build.

You could also build an energy grid in the building slots below the districts, this will add +1 technician job, and make all technician jobs on that planets provide +1 more energy per job, this can be upgraded to an energy nexus to provide 2 technician jobs and +2 energy per job.

you also can AND SHOULD specialise your worlds, 1 world per resource type and build buildings that support increasing that mostly, if you specialise then you can get more resources out of the planet by using the planetary specialisation tab, when you click on a planet on the right side there should be piece of text that says "auto designated" click that then choose whichever resource your planet specialises in and you will build those districts 25% faster and earn 25% more resources from that.

Late game you can spend massive amounts of unity to click the double arrow next to this to upgrade the ascension teir, making that planet specialisation even more productive.

there are also special buildings like the energy grid that I previously mentioned that make your jobs earn more, also the orbital ring mega structure has an option to add additional yeilds to some resources. Increases to the raw income from a job is increadibly good because that means once the % modifiers stack onto the raw production you are earning a lot more resources in the end.

for example lets say you have a basic job income of 2 per job, then +100% from various modifeirs to that jobs yeild you will be earning 20 per job, but if you can increase that base yeild the amount goes up a lot, 3 becomes 30, 4 becomes 40 PER JOB/ONE WORKER and on a specialised world it is not uncommon to have +20 of that same job.

ALTERNATIVELY you could increase the maximum number of districts on the world so that you can keep your existing ones and build some more new ones.

click features, if there are red blocker tiles then if you research the required tech for it you can spend some energy in order to clear that blocker, this will free up more slots to build districts in. Blockers typically block a specific district type so make sure you are clearing the correct ones.

you could increase the maximum amount of districts by completing the expansion tradition tree for +1 max districts on non artificial planets,

or by taking the mastery of nature ascention perk and paying 2000 energy and 100 influence per planet to increase max districts by +2 and there is an extra 50% modifier that is new and I do not know how that works yet for this perk.

you can also use mega engineering tech to create an orbital ring around an inhabited planet after which it can be upgraded to increase max district amount by +3

Finally if you take the ocean paradise origin then the Hydrowhateveritscalled xD ascension perk you can build ice mining buildings on star bases in a system with a frozen world, this gives you 3 charges to increase the size/amount of max districts on ocean worlds by +1 or do the same to habitats - there is a maximum limit per world that you can do this, I cannot remember what that limit is.




Full explaination of game mechanics for economy - more or less xD

to get specific job types available you need to build the appropriate building or district.
Buildings go into the buildings slots on the bottom districts are the 5 sets of colored squares. these squares are empty until you build one of those districts and once you do it gets colored in. Just click on the district or empty building slot that you want to build and it will give you an option to build that district or building

Each planet has a maximum capacity and certain districts that it can build, for example take a size 12 world and build 4 mineral districts, that means you could only build 8 more districts of any type on this planet, although there are traditions and ascention perks that you can take to increase this limit a bit.

Blue squares are city districts and provide housing, 1 clerk job and open up 1 building slot, .5 building slots if it is on a habitat.

the brownish gold squares are industrial districts, they consume minerals or if you have the Catalytic Processing civic they consume food instread, and they turn these basic resources into more advanced resources - Consumer goods and Alloys.

Special note, the best planet type in the game for building alloys and consumer goods is the Ecumenopolis, you can upgrade relic worlds to this after you get the technologies mega engineering, weather control, anti gravity construction, clear all their tile blockers, max out their districts on only city and/or industrial districts and spend 20,000 minerals and 200 influence. You can also make new ones from any planet if you meet the same conditions + take the ascention perk Arcology Project.

Alloys are used to buy all space structures and spaceships including mega structures.
Since more ships and more mega structures = more good :D you want as much of these as possible, even if you are not spending them it is good to have a massive stockpile of them to build stuff later when you need to. You can NEVER have too much alloys, just make sure that you balance increasing your alloy production with increasing your science production, because you can also NEVER have too much science :D

Consumer goods are used to maintain population, build colony ships, pay maintenance on research and culture buildings as well as many other specialist buildings, typically you need a lot of these in order to get lots of scientists as soon as possible, but there is no benefit to having a massive stockpile of these, so long as you are producing a comfortable amount it is fine to sell any excess on the galactic market

IMPORTANT NOTE ABOUT GALACTIC MARKET
do not buy massive amounts of resources all at once unless you really need to, the more you buy all at once the more expensive it becomes to buy that resource, also the more you sell at once the less you can sell that resource for. For these reasons it is best to set a monthly sell or buy amount for whatever resources you want from the market, note that if you want to use the market to maximum efficency do not exceed these limits.

Maximum 'Automatic Trade' to Keep Internal Market at Base Price (v3.9)
Buy Sell
Minerals / Food 42 64
Consumer Goods 21 32
Alloys 10 16
Strategic Resources 4 6
Living Metal / Zro 2 3

Back to explaining the districts.

next is the yellow districts, these are your generator districts and they create energy which is used to pay maintenance on a wide varity of things (mouse over your energy credits or any other resource at the top of your sceen to see how much you are earning from what sources and how much are being spent and what it is being spent on.

in certain circumstances instead of a reactor district you can make a trade/commercial district energy just flat makes energy but trade creates trade value which is converted into energy at a rate of 1:1 but if you take the mercantile traditions you can alter that so that 1 trade value = .5 energy and .25 consumer goods or .5 energy and .25 unity.

The red districts are mining districts, they generate your basic minerals which are used to construct all buildings, and are also converted into alloys or strategic resources unless you have the civic Catalytic Processing in which case food is used instead of minerals to pay for alloys and strategic goods. You will need a lot of minerals because you always need at least 100-200 positive mineral income to buy your buildings and you will be consuming a lot of minerals for consumer goods, alloys and strategic resources.

food districts, unless you are using Catalytic Processing in order to use food instead of minerals then you want as FEW food districts as possible! food is needed to maintain your organic population, robot population or lithoid population do not need food but instead consume energy or minerals.

EVENTUALLY if you conquer many worlds you will need some dedicated food planets, however you can get away with putting this off and keeping it very minimal by using Hydroponics Bays on your star bases + buy buying any extra food you need off the market. Keep in mind that in order to do better you need to waste as little time and resources as possible early on so that you grow bigger faster and are in a stronger position later in the game, so you dont want to waste precious population on farming until you really have to.




Tips on min/max your planets economy.

on the planet you want to manage click the population tab, you can just click which ever job on that planet that you want to specialise, you can do this once for rulers once for specialists and once for workers so 3x per planet.

But if you want to micro the planet to make it more efficent then click either workers specialists or rulers to access all jobs of that catagory for that planet. From there you can click the - next to any job to reduce the maximum amount of pop that can work that job all the way down to 0 and you can restore allowing workers on that job with the +

it is a good idea to reduce all workers on clerks and enforcers to 0, you only need enforcers if crime gets higher than 30% and you only need clerks if all other jobs are fulled or if you are running a trade specialised build. On new colonies it is also a good idea to remove coloniser jobs.

by removing these less productive jobs you are freeing up workers to work more useful jobs. its also a good idea to not build more buildings and districts than you need, as jobs without employees still have to pay maintenance for their building
Last edited by I Am Atomic!; Nov 25, 2023 @ 7:25am
Senna Nov 25, 2023 @ 7:31am 
Thanks. I still haven't figured out this basic....I understand if you build a building it will create the kinds of jobs listed for that particular building. However, I see nowhere in the U/I or mousing over the districts where it says what type of jobs exactly building districts accomplishes. I see what boons it gives (for example, industrial gives a 5% boost to minerals from miners, but does building an industrial district crease miner jobs? This is unclear for me.
Jack Hood Nov 25, 2023 @ 9:01am 
Originally posted by Senna:
Thanks. I still haven't figured out this basic....I understand if you build a building it will create the kinds of jobs listed for that particular building. However, I see nowhere in the U/I or mousing over the districts where it says what type of jobs exactly building districts accomplishes. I see what boons it gives (for example, industrial gives a 5% boost to minerals from miners, but does building an industrial district crease miner jobs? This is unclear for me.

Urban Districts add housing and clerk jobs (Creates trade value = credits per x amount of trade value) and amenities (pop happiness)

Industrial Districts add housing and Metallurgists (Alloys from Minerals) and Artisans (Consumer Goods from Minerals)

Generator Districts add housing and technician jobs (credits)

Mining Districts add housing and mining jobs (minerals)

Agricultural Districts add housing and farmers (food)
Senna Nov 25, 2023 @ 9:03am 
That is exactly what I was looking for. Thank you very much.
Jack Hood Nov 25, 2023 @ 9:06am 
Originally posted by Senna:
That is exactly what I was looking for. Thank you very much.

If you need/want any more help feel free to add me and we could hop in discord or something.
Senna Nov 25, 2023 @ 9:20am 
So let me ask you this why would you put a building down before you’ve used all your districts districts only cost minerals and if it’s adding a job and a house why not fill those up first
HappySack (Banned) Nov 25, 2023 @ 9:24am 
Have you been building any districts at all? it should say what they do if you clicked on their pictures.

Also with the exception of buildings you shouldn't build districts for the sake of it if your pops can't actually make use of them because you're creating empty housing and jobs that aren't being used, as for building they usually come with many other features like advanced jobs in the specialist strata that are valued over basic jobs from districts.
Senna Nov 25, 2023 @ 9:31am 
It doesn’t show the job associated just shows the boon it grants to a job so I guess indirectly it shows. So if I understand u correctly, don’t build districts or buildings until u have extra pops looking for jobs? At that point if you want say a specialized planet of industry then either build industry districts or mining jobs buildings? Are u stuck with your original pops who aren’t miners or can you convert them somehow?
corisai Nov 25, 2023 @ 9:40am 
Originally posted by Senna:
So let me ask you this why would you put a building down before you’ve used all your districts
Because buildings are doing different jobs? In most cases you don't have a Research distict -> here goes a Research lab.

You don't have Unity-producting districts or rare resource districts.

Plus some buildings are buffing your existing production so need to be completed ASAP.
corisai Nov 25, 2023 @ 9:41am 
Originally posted by Senna:
So if I understand u correctly, don’t build districts or buildings until u have extra pops looking for jobs?
Ideally - build new stuff a bit in advance. Few energy credits lost to maintenance is a nothing. But of course not overbuild it, pop growth is slow.
corisai Nov 25, 2023 @ 9:43am 
Originally posted by Senna:
At that point if you want say a specialized planet of industry then either build industry districts or mining jobs buildings?
Fill it with Industry disticts (+ some city districts if you need). Eventually you want to turn it into Ecumenopolis so need to fill planet completely with Industy&City disticts.

Mining districts eventually should be replaced by Industry ones.

Originally posted by Senna:
Are u stuck with your original pops who aren’t miners or can you convert them somehow?
:steamhappy: Even if you're playing with slaves - they could change their job if you need it :)
Last edited by corisai; Nov 25, 2023 @ 9:43am
FAIR Nov 25, 2023 @ 9:48am 
You'll be better playing something else. You start a new game, play for 3 hours and then everyone declares war on you and kill your 3 hours in 3 minutes. End.
HappySack (Banned) Nov 25, 2023 @ 9:59am 
Originally posted by FAIR:
You'll be better playing something else. You start a new game, play for 3 hours and then everyone declares war on you and kill your 3 hours in 3 minutes. End.
Lower the difficulty to civilian because you clearly need it.
Last edited by HappySack; Nov 25, 2023 @ 2:59pm
corisai Nov 25, 2023 @ 9:59am 
Originally posted by FAIR:
You'll be better playing something else. You start a new game, play for 3 hours and then everyone declares war on you and kill your 3 hours in 3 minutes.
Lesson learned: don't neglect building your military power. With some extra corvettes you won't be attacked.
I Am Atomic! Nov 25, 2023 @ 10:16am 
Originally posted by corisai:
Originally posted by FAIR:
You'll be better playing something else. You start a new game, play for 3 hours and then everyone declares war on you and kill your 3 hours in 3 minutes.
Lesson learned: don't neglect building your military power. With some extra corvettes you won't be attacked.
with enough corvettes or better yet destroyers or cruisers YOU can do the attacking! :D
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Date Posted: Nov 25, 2023 @ 5:29am
Posts: 17