Aquatics will have too few jobs

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Sandermatt

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From having a 30 planet size origin, to having reduced housing requirements and a decision that adds more size to a planet it seems that Autics will be able to make planets that support a massive amount of pops. However there seems to be no way to actually create enough jobs for all of them as, yes, the size allows for more districts, but especially if there are any further factors that reduce housing requirements that will likely not be enough.
Do you see any way of ensuring that the pops will actually be able to find employment?
 
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Cat_Fuzz

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May 10, 2016
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Also believe agricultural districts are uncapped on ocean worlds.

EDIT: Above is true of anglers. Well if not build those city / industrial districts when everything else is capped off.
 
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Incompetent

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If each pop used 1 housing, you could spam industrial districts forever and have housing stay in line with jobs. With reduced housing requirements, then sure, past a certain size you will have an excess of housing compared to jobs. But given how the pop growth bonus works, that's exactly what you want. So I don't think this is going to be a problem in practice.

The bigger issue is the clash between a) wanting to cram large populations on a few colonies and b) the way pop growth in Stellaris is unavoidably spread out, almost a flat amount per colony in some situations, so a large colony will not have commensurate growth, and you need to set up some sort of pop funnel to even have a single heavily populated worlds in any reasonable time frame. That already applies much more to Ecumenopolises than it will to the typical Hydrocentric ocean planet, though (unless you really go overboard in enlarging it).
 

Sandermatt

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So aquatics with the ascension perk will already be at -15% housing. This (together with the massive planet sizes) is one of the main things that makes me think jobs are going to be an issue as you very likely have at least one other thing that reduces housing requirements (and if you want could have massively more reductions).
 

Mastikator

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It just means you need fewer city districts, Functional Architecture will be even more S tier for aquatics.

Considering for how long FA has been anywhere from a "meh" to a "ew" civic I find the change refreshing :)
 

theBigTurnip385

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How will you not have jobs??

I see you running an empire with Merchants, Alloy Workers, Science, Anglers, Pearl Divers.

3 of those workers you can have an infinite number of them per ocean world.

At some point Amenities will become a problem, however you could run slavery with domestic servitude and pleasure seekers and have a gene mod servant giving you a base 10 amenity and 0.25 housing and no district or buildings required.

Syncretic or Necrophage slavery is looking good with anglers + aquatics
 
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Thundrag

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I actually agree that the housing reduction from the trait + ascension perk bonus will create a housing vs job disparity, as you no longer gain a huge amount of jobs from the resource efficiency buildings for the worker strata. While this isn't necessarily a bad thing as any positive housing will encourage logistic growth curve it does feel bad to have an obscene amount of excess housing not used since the job count can't keep up
 

evilcat

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Jul 24, 2015
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I thinkt there will be a ways to bypass it.
Utopian abundance
Servants and livestock
Fanatic Purifiers
Ecuneopoli or ringworlds or habitat spam
Bread oceanic but not aquatic trait secondary specie, and force it to bread on job cap planets (and send them to habitats)
Sell slaves to the market
 

sillyrobot

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I tend to think the problem won't be not enough jobs so much as not enough / too many pops.

If you use the default pop growth settings, getting enough pops to support even a single such world becomes a non-trivial near-century task for a decently wide empire let alone trying to take advantage of the sizing offered by other aquatic worlds. If you revert the pop growth settings, the game will experience even worse later game performance from the even larger colony pop sizes.

I don't see a win here.
 

SaintD

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What daft bizarro world are we living in where having an excess of housing is something to complain about?

You need less city districts and if the world is 'finished' and can't provide any more jobs, you use it as a breeding center to resettle pops from or turn off pop growth. Why would you even care if there's empty housing when you're done?
 

theBigTurnip385

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I tend to think the problem won't be not enough jobs so much as not enough / too many pops.

If you use the default pop growth settings, getting enough pops to support even a single such world becomes a non-trivial near-century task for a decently wide empire let alone trying to take advantage of the sizing offered by other aquatic worlds. If you revert the pop growth settings, the game will experience even worse later game performance from the even larger colony pop sizes.

I don't see a win here.

You expand then collapse most of your pops onto one planet.

Since you can start with 30 size planet and grow it to what ever size you want.

Then you only need to support one upgraded alloy building

If you combine it with budding, then you only need one upgraded medical building in your empire and probably only one clonning vat.
 

sillyrobot

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You expand then collapse most of your pops onto one planet.

Since you can start with 30 size planet and grow it to what ever size you want.

Then you only need to support one upgraded alloy building

If you combine it with budding, then you only need one upgraded medical building in your empire and probably only one clonning vat.
Saving alloy plants doesn't really do anything for an empire. It's not like resources are a bottleneck. The only three bottlenecks are building slots (for researchers and bureaucrats), working pops, and influence.

Under the default mechanics, Pop growth/assembly buildings will still be necessary and still occupy pop pretty much on all colonies. More colonies will be needed to provide building slots. You can consolidate some districts, but that's not particularly important.
 

Bezborg

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All I see is a size 30 ecumenopolis putting out hundreds of alloys.
Hundreds?

TENS OF THOUSANDS

saruman.png



But if they don't do something different for an aquatic ecumenopolis, I'll... I'll cry.
 
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Sandermatt

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What daft bizarro world are we living in where having an excess of housing is something to complain about?

You need less city districts and if the world is 'finished' and can't provide any more jobs, you use it as a breeding center to resettle pops from or turn off pop growth. Why would you even care if there's empty housing when you're done?
The problem is that the civic allows you to create a massive planet that can house a ton of pops, but you cannot fully take advantage of it, which fels very unsatisfying. I would prefer it if the moment you hit housing caps and job caps would be aligned.
 

blahmaster6k

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The problem is that the civic allows you to create a massive planet that can house a ton of pops, but you cannot fully take advantage of it, which fels very unsatisfying. I would prefer it if the moment you hit housing caps and job caps would be aligned.
Why would you not be able to take advantage of it?
 

Sandermatt

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If even industrial, mining, farming and generator districts provide housing for more people than they provide jobs (due to housing reduction), there will just be now way to take advantage of all the housing after some point. You hve a planet on which X amount of pops could live, but no jobs for them and absolutely no way to provide these jobs.
 

Me_

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I love how people keep complaining about stuff that hasn't even been released as if they know all the changes coming with it.
 

DeanTheDull

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If even industrial, mining, farming and generator districts provide housing for more people than they provide jobs (due to housing reduction), there will just be now way to take advantage of all the housing after some point. You hve a planet on which X amount of pops could live, but no jobs for them and absolutely no way to provide these jobs.

Why would you want to fill a planet to max housing and cripple your pop growth?

Population growth is a factor of current population and planetary capacity. Planetary capacity is a factor of not-built districts (4 per unused district on most planets) and excess housing. Pop growth will always be a full base 3 growth a month (before modifiers) as long as capacity is double your pops, but can grow to 4.5 a month if capacity is sufficiently high. For most empires, this means that resource districts reduce planetary capacity (districts provide 2 housing as opposed to the unbuilt 4 default capacity), and that you need to invest in city districts to compensate.

What this means is that Aquatics on aquatic worlds are going to have generally higher pop-growth rates on equivalent resource worlds due to a higher planetary capacity, and need to invest less in housing for the purpose of planetary capacity, saving minerals and energy/admin upkeep. It's not like aquatic are getting fewer jobs per planet, they're getting more growth to fill the jobs they do have sooner, and then having more growth-capacity left over.

Whether the pop has a job on that specific planet awaiting them is irrelevant, because pops will either auto-migrate or can be moved for a trivial cost to an available planet. It's the pop growth that matters, not stacking a planet to have jobs = max planet capacity.
 
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