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As for how to play the game in general, your first mistake was playing the game mostly as a Machine Intelligence. Gesalts are very easy in comparison to individualistic biological empires, with MI even easier than Hiveminds. The biggest hurdle for most beginners is learning how to manage consumer good production and not over-producing food. Treat these jobs like you would maintenance drones as a Gesalt and you should see your economy grow much faster.
Also, as a P.S., Xenophile does not equal Pacifist nor is it Egalitarian. You can love war and slavery and still be appreciative of other cultures, just look to the Romans. I say this only to help you open up your RP horizons.
From my experience, pops don't actually grow on planets with 0% habitability.
You can see the growth bar progressing very slowly, but eventually it goes empty (no pop growing) and starts over.
Additionally, in the 3.10 branch i found that settling planets with robots occasionally causes the growth to be stuck permanently at 0%. Until you manually move 1 pop of the species there.
And that's even on ideal planets (80%+) for your species.
Edit: Something to keep in mind, just to clarify, these are stopgap measures until you get the relevant technologies eventually. I.e. Droids/Synthetic ascension or ecological adaptation on a non-rush timescale. I would go Genetic ascension on the immigration or slaving empires.
How would you then go about bringing such a world into the fold and make sure that they at least become vassals, if not even part of the empire without violating what xenophile / materialist stand for in this game? That would be necessary for the multi-species-path that got suggested. Said Ocean planet bombed itself back into stone age by now and thus is a dead planet now, but that makes the survivors just *more interesting* :P
A way I know of is using a *pre-sapient* race, colonize the planet and force an evolution, but that needs those pre-sapients ... or pre-sentients or however they're called. Of those, I also had only one yet and also got offered the tech to do that only very recently.
And I had a visit from traders, and following a party, I suddenly got mixed children. They're still ocean people, but they're not *Aquatic*, got the 3-point strength advantage instead and thus offering some advantages too.
But being able to bring these pre-FTLs into the fold would be a big advantage ...
Your big issue is not making use of districts. They are the blue/red/yellow/green squares (slots) on the left of the colony interface. Those provide building slots (blue/city district) and jobs for mineral, energy and food. (red, yellow, green)
Edit: oh and orange district these days, for alloy/consumer goods jobs.
https://steamcommunity.com/sharedfiles/filedetails/?id=2828195546
As machine race, I could use these to generate housing as well as they provided one more pop slot than jobs. For my current Aquatic approach, they each provide exactly as much housing as they need population to work properly. So I can build them to deal with the unemployment problem from blue districts *later*, but they don't *solve* the unemployment problem.
Well, pre-ftl and pre-sapients aren't one and the same. I'm not the biggest fan of First Contact and the uplift/monitoring mechanics. I can't tell you what the most effective way to use those features diplomatically is. I can tell you however, it is much easier to just invade them and give them full citizenship/uplift afterwards. Stellar culture-shock lasts for 10 years, but often times it takes much longer to research genetic tailoring and then trying to use the Espionage actions to get them to progress faster.
If you do come across a pre-ftl in the atomic or early space age sometimes they don't blow themselves up and will eventually ask for the system back. If you do, assign an envoy and eventually if you aren't too different you'll have the option to propose subjugation. Or you can just go to war with them to subjugate them after the initial ease-fire is over. (Are you seeing a common theme with pre-FTLs yet?)
Hmm ...
#1 Survivors from nuclear war
They're xenophile just like me, but spiritual (as opposed to my materialist approach).
#2
They're not only xenophobic (with me being fanatically xenophile) but also fanatically spiritual, so about as opposed to my values as can be.
Not to #3 and #4 yet, so no observation post and no idea what they believe in.
I think you misread what I wrote.
Orange districts provide consumer good/alloy jobs.
Red districts provide mineral jobs.
Yellow districts provide energy jobs.
Green districts provide food jobs.
You can build the orange districts up to the planet size.
So yes, they do solve the unemployment problem.
By the way, Ocean Paradise (and the gaia origin) are considered more challenging starts as you have much lower habitability on warm/cold planets and no guaranteed 2x same type planet nearby.
No, the problem I was talking of is that I need to build *blue* districts to increase the number of buildings on a planet. Laboratories, planetary facilities to create strategic resources, institutions to increase the effectiveness of the various district types etc. As materialist empire, I will want research laboratories. But each blue district comes with +6 increase of maximum population and +1 increase of available jobs.
Every other district comes with +2 increase of maximum population and +2 increase of jobs. So, if I have 1 job for 7 additional people before, by building orange, yellow, red or green districts I increase the numbers to 3 jobs for 9 additional people, still leaving me with the difference of 6 people to somehow create jobs for. To get work for *those*, I need to build structures on the planet, and I can build additional buildings only by building more blue districts, further increasing the problem of unemployment as I'm nowhere near of being able to provide 5 jobs on average for each build slot.
But the long time I needed to get started must have been enough for one of the pre-FTLs to discover FTL. And of course the empire they started is fanatically xenophobic, militarist, and expands far faster than I can. Very proud of myself that I managed to get them to accept an embassy, enabling me to increase the relations with them faster than they can *decrease* them (as they're apparently actively trying). I hate diplomacy. But I don't want to go to war just yet. :P
In theory at least. It *does* require such wet worlds in the vicinity, they are (or have been) rather scarce here. Got a ton of dry ones. Bad luck I guess.