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Fixing this empire is a challenge on its own.
In a new game you set the economic policy to consumer goods. Now you can build generator districts to output consumer goods!
If you build some industry you need minerals, specialists and you get alloys in the proces.
Or outright build the orange consumer factories, but then you need city districts and building slots.
Another possible quick fix, given that you play an empire that has trade is to set the trade-policy to consumer benefits wich turns trade-points into energy and consumer products instead of turning them just into energy. (ofc it will half the energy income you get from trade, give the small surplus you have in energy, that will most likely turn red)
Long run you need industrial districts, they produce alloys and consumer goods but if you specialize the planet for either of it, the industrial district changes its production to that.
But you also need more minerals to run said industrial districts (they consume minerals)
What are you talking about?
also of influence in the same screen:
F7 > production Policy > (standard depends on your ethics)
The trade-policy defines what trade-points are turned into (either pure energy or energy and consumer goods or energy and unity).
If you build generator districts you just get energy not trade, that does exactly nothing for consumer good production.
You need minerals. Always have a mineral surplus of 100+ or preferably 200+. Always. That way if something gets imbalanced in your econ, you can immediately fix it by building appropriate districts.
You need minerals for everything, from consumer goods and alloys, to building districts, to restoring ecumenolopolis, to feeding lithoid pops. EVERYTHING.
Setting trade value to convert to goods, using slave guilds although grouty massively decrease good need from pops. Setting up large good production worlds.
You still have 11k to burn though so I wouldn't be worried yet.
also I didn't know that about the specialist jobs
(edit: grammar fixed on my comment)
The bureaucrats and scientist job takes -2 goods on top of the 0.5. One of the discovery tree tradition reduces scientist good upkeep.
As far as worker pop goods 0.25 versus stratified economies 0.1 doesn't seem worth it, but the happiness loss versus the amount of pops scaling late game could mean large amounts of good savings. If your willing to take the happiness loss.