• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

bobucles

Captain
Jun 29, 2018
425
3
Can you tell me what is wrong with this picture?
jobs.jpg

Or this one?
so hungry.jpg

Or how about this one?
so stable.jpg

Long story short, the job assignment system is bad. It doesn't harvest resources in dire need, it doesn't harvest the rare planet features that are ALWAYS worth it, it over emphasizes bad jobs that don't pay off, and the manual """"priority""" system doesn't prioritize anything.

Closing jobs is stupid. There is no reasonable situation to force pops out of work except in the most strange of situations. Even then, it makes more sense to shut down excess buildings and change districts to remove jobs and save upkeep at the same time.

When resources are in the negative, pops should be working those jobs. Forcing workers on energy when food is falling doesn't make sense.

Pops not working rare resources does not make sense. It makes even less sense when those resources are in the negative. Rare resources are always better than vanilla jobs and if they aren't then they don't qualify as rare.

For whatever reason maintenance drones have a higher priority than makes sense. When 20% of a planet's pops are giving the rest an extra 12% output it's a net loss of resources. Pops should be working open jobs before they splurge on excess amenities, at least for gestalts.

Here's how to fix the job priority buttons:
- The minus sign no longer closes jobs. Instead it deprioritizes job slots. Pops will not work the location until all other jobs are filled. For amenity jobs, it may make more sense to never fill the job slot unless amenities are negative.
- The plus sign prioritizes a job. Pops will fill all priority jobs before being auto distributed.
 

roman566

Lt. General
53 Badges
Aug 16, 2008
1.211
180
  • Europa Universalis III
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Leviathan: Warships
  • Heir to the Throne
  • Darkest Hour
  • Divine Wind
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Stellaris: Federations
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Surviving Mars
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines
  • Europa Universalis IV: Third Rome
  • Sword of the Stars
  • Victoria: Revolutions
  • Magicka
  • Europa Universalis IV: Wealth of Nations
How To Fix Job System:

Step 1. Make the planetary window large enough to show all jobs without the need to scroll.
Step 2. Add special option to disable automatic job movement. New pops will be placed based on existing weights, but won't be moved around without player intervention.
Step 3. Introduce the new and revolutionary system known as 'drag and drop'.
 

Rios_

Sergeant
79 Badges
Nov 5, 2016
91
25
  • Europa Universalis IV
  • Tyranny: Archon Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • BATTLETECH
  • Stellaris
  • Prison Architect
Trouble with drag and drop is that while it helps the player, it does nothing for the ai and puts a notable micro burden on the player (one of the selling points of the new design was to reduce that sort of micro), where as properly implemented weights for pop job assignments will help both. Drag and drop also requires work from graphics artists, which tends to be at a bigger time premium then other bits of dev time, so for a stop gap solution it's less then ideal.

That said, the images above shouldn't be happening, the amenities one is especially bad given the return on excess amenities is not good unless you need to prioritise a processed good like alloys, and they are fixable as several ai mods have fixed them. Get this fix in for the first patch next year and most of the "ai is too weak" complaints will probably go away, as it's this sort of thing that causes it to fall behind and get stuck.
 

Retry

First Lieutenant
47 Badges
Jan 21, 2018
202
2
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Cities: Skylines - Snowfall
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Surviving Mars
  • Hearts of Iron IV: Colonel
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44 Deluxe Edition
  • Knights of Pen and Paper +1 Edition
  • BATTLETECH
  • Shadowrun: Hong Kong
  • BATTLETECH: Season pass
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
Trouble with drag and drop is that while it helps the player, it does nothing for the ai and puts a notable micro burden on the player (one of the selling points of the new design was to reduce that sort of micro), where as properly implemented weights for pop job assignments will help both. Drag and drop also requires work from graphics artists, which tends to be at a bigger time premium then other bits of dev time, so for a stop gap solution it's less then ideal.
Drag&Drop doing nothing for AI isn't an issue, AI problems are an entirely separate issue anyways. Ship Designer does nothing for AI too, for example.

I really don't think they achieved the lower-micro goal they set out initially either, certainly not for Wide empires in any case.

Wasn't the old Tile system basically drag&drop anyways? Why would that be such a hassle to make?
 

Losttruppen

Colonel
38 Badges
Oct 20, 2016
821
1.438
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Magicka
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Age of Wonders III
  • BATTLETECH
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
Drag and drop also requires work from graphics artists

This work was done for 1.0 release 2.5 years ago and remove 2 weeks past. I also don't think it was what held the AI back from using its pops effectively.

I would definitely be into a larger planet window. The construction queue, job lists, and the tiny building tabs that are half taken up by expensive upgrade buttons are all very constrained in the new planet UI.

While I agree it is probably a nuissance to manage a large number of planets with the new system, I don't think it should micromanage your economy for you to the point OP is suggesting. The biggest problem with the new system is how the pops automatically move themselves, adding more pop jumping about will just bring us back to the early days when the AI would just move pops around planets like whackamole.

You should be able to set up a new planet with a couple districts and buildings(once you can afford a bit of energy upkeep) and let it fill naturally, but right now with strata jumps being instant and semi-permanent it's just a hassle trying to keep your planets producing at their current output. I would love to see lore-friendly options for different empires to manually move pops up a strata, that takes time akin to reeducation or drone-specialization to fill specialist jobs.

It should not be an immediate upgrade from a menial labourer to a dark portal researcher. Newly bred pops should be able to jump right into specialist roles and specialists can migrate, but if you capture a planet and build 10 research facilities that should take a couple years to fully staff, not result in a famine because the farmers wanted cushier jobs and forged their credentials and lied about past job experience to the science recruiters.
 

ArmChairAttila

Pimp Daddy
49 Badges
May 14, 2006
1.253
211
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Arsenal of Democracy
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
Labeling the job assignment as stupid or bad is pure opinion and conjecture. Which means that opinion is borderline irrelevant. The game has tools built in to help you micromanage which jobs YOU want. I may want a completely different assignment and I will use the tools in the game to get them.
 

calen

Second Lieutenant
26 Badges
Oct 9, 2014
115
61
  • Darkest Hour
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
Labeling the job assignment as stupid or bad is pure opinion and conjecture. Which means that opinion is borderline irrelevant. The game has tools built in to help you micromanage which jobs YOU want. I may want a completely different assignment and I will use the tools in the game to get them.
Just because the game already as tool doesn't necessarily mean those are good tools.
 

ArmChairAttila

Pimp Daddy
49 Badges
May 14, 2006
1.253
211
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Semper Fi
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Arsenal of Democracy
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
Just because the game already as tool doesn't necessarily mean those are good tools.

Just because random internet guy has a opinion does not make his opinion valid.

Tools may or may not be the best. I have not need to use them much because I do not overbuild my planets with a bunch of empty job slots. The only time I mess with the tool is with hives and maintenance drone jobs.
 

bobucles

Captain
Jun 29, 2018
425
3
Why are there so many more jobs than pops on those screenshots? Did a bunch of pops get resettled/killed?
+180% Pop growth rate is a hell of a drug. I have 1500 pops to worry about in 2300. 10 free jobs will last 10 years so it's not as crazy as you might think. Gotta stay ahead of the curve.

I have not need to use them much because I do not overbuild my planets with a bunch of empty job slots
Bad tools tend to not be very useful. The job priority system will place pops into the synthesized rares before it will place them into the FREE rares. That's objectively a bad allocation and there's no sane way to defend it.
 

roman566

Lt. General
53 Badges
Aug 16, 2008
1.211
180
  • Europa Universalis III
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Leviathan: Warships
  • Heir to the Throne
  • Darkest Hour
  • Divine Wind
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Stellaris: Federations
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Surviving Mars
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines
  • Europa Universalis IV: Third Rome
  • Sword of the Stars
  • Victoria: Revolutions
  • Magicka
  • Europa Universalis IV: Wealth of Nations
Trouble with drag and drop is that while it helps the player, it does nothing for the ai and puts a notable micro burden on the player (one of the selling points of the new design was to reduce that sort of micro), where as properly implemented weights for pop job assignments will help both. Drag and drop also requires work from graphics artists, which tends to be at a bigger time premium then other bits of dev time, so for a stop gap solution it's less then ideal.

How does the game work now:

Habitat, 3 empty enforcer jobs, 9 empty scientist jobs, 10 empty soldier jobs. New pop goes into soldier job. Want him an enforcer? Click 10 times on soldier to force him to promote, click 9 times on scientist to send him to enforcer, click 9 times to open job slots. Whoops, enforcer went into scientist because job weight is higher? Click 9 times on scientist to put him into enforcer again. Then every time new pop appears open one scientist job until you need your second enforcer.

Now repeat this for TWENTY HABITATS.

Fixed weights so now enforcers are the most important? The opposite happens - rather than go to science, you have to keep the new guy from going into enforcer job.

You CAN'T fix this system. There will always be a situation when pre-scripted weights will fail to do what the player wants.
 

yerm

Field Marshal
68 Badges
Apr 18, 2013
4.662
4.867
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Dungeonland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: No Step Back
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
Just let us rank job priority within tiers on our worlds. That's really the crux of the problem. Pretty much everything else, even if annoying, seems by design and/or manageable. This part is a nightmare.
 

Playwars

Captain
32 Badges
May 5, 2016
356
31
  • Sword of the Stars
  • Sword of the Stars II
  • Arsenal of Democracy
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders II
  • Age of Wonders
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Mount & Blade: With Fire and Sword
  • Age of Wonders: Shadow Magic
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
How does the game work now:

Habitat, 3 empty enforcer jobs, 9 empty scientist jobs, 10 empty soldier jobs. New pop goes into soldier job. Want him an enforcer? Click 10 times on soldier to force him to promote, click 9 times on scientist to send him to enforcer, click 9 times to open job slots. Whoops, enforcer went into scientist because job weight is higher? Click 9 times on scientist to put him into enforcer again. Then every time new pop appears open one scientist job until you need your second enforcer.

Now repeat this for TWENTY HABITATS.

Fixed weights so now enforcers are the most important? The opposite happens - rather than go to science, you have to keep the new guy from going into enforcer job.

You CAN'T fix this system. There will always be a situation when pre-scripted weights will fail to do what the player wants.

EXCEPT if you use the suggestions posted above :

-Being able to manually assign job priority.

-Being able to stop the automove of pops and have the ability to drag and drop sais pops.

Personally I'd prefer job priority assignment but the option to drag and drop would be nice.
 

roman566

Lt. General
53 Badges
Aug 16, 2008
1.211
180
  • Europa Universalis III
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Leviathan: Warships
  • Heir to the Throne
  • Darkest Hour
  • Divine Wind
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Stellaris: Federations
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Surviving Mars
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines
  • Europa Universalis IV: Third Rome
  • Sword of the Stars
  • Victoria: Revolutions
  • Magicka
  • Europa Universalis IV: Wealth of Nations
EXCEPT if you use the suggestions posted above :

-Being able to manually assign job priority.

Won't help. I have given a simple example with one race. How would the priority system chose races? Say, you want your domestic servants to work as entertainers, but your race will nearly always take priority. How do you prioritize worker jobs? Or soldier jobs? Let's say we add 10 slaves in my scenario that I want as soldiers, but the game will always prioritize my people over slaves so every time new pop grows I have to go to the planet, fire all soldiers so my pop promotes, then hire them again.

Adding priorities will only mess up a system that's already messed up.
 

Baqar79

Second Lieutenant
12 Badges
Dec 16, 2013
161
40
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
Agree with OP, would love to have a priority system (perhaps the top being the lowest priority, so less scrolling to see what jobs are vacant).

By setting priorities within tiers, it becomes much easier to manage promotions since regardless of who is promoted, the job priority will ensure pops move within the strata to fill any vacancies made by that promotion, so you have a much better idea of how a promotion to a new strata is going to effect your colony.

I would even go further and allow changing of job priorities on buildings/districts being built in your queue (just have them appear as semi-transparent empty jobs) so you have a bit more control over how a colony is going to develop without having to wait for a building with new jobs to finish first before setting it's job priorities.