Controlling population? (migration & jobs)

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Pragmatic

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Dec 8, 2018
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Barely have had time to play since 2.2, so I don't know much about what has changed. One of the things I'm having the most trouble with is controlling the population.

In 2.1, I had open borders, under pacifist/egalitarian/xenophile. I liked the array of bonuses on that, and the restrictions didn't seem too severe.

In 2.2, I have fungoids popping up on my planets out of nowhere. They must be from an empire which I haven't encountered yet, because so far I only have only encountered the reptilian Holy F.E., three primitive civilizations (I increased their rate...), an Artistic conclave, and one pre-sentient. I've changed my policy to closed borders, but apparently that doesn't apply to empires you haven't met. (I think part of the problem is that, using console cheats, I've made my planets TOO inviting...)

Second problem, I'm having trouble keeping the mining/farming/etc. jobs filled. I'm thinking of getting some pre-sapients and uplifting them to be the drone types (whatever it is...). That, and bare-bones robots set to be very good at their jobs. Something to keep the bottom rungs at least partially filled...

Third question, can a P/E/X civilization move specific racial-variants to newly colonized planets? E.g., if I make a specialized science planet (and I need to learn how to set those up...), can I restrict immigration to ONLY those types? I think I just figured out how to set up the pop-growth to priority race/variants, so that at least is helpful. (Not far along enough to see if there's something similar for robot assembly.)

Speaking of robots, what special techs do Machine Empires get, to make robots/droids/synths viable over the bio/tech combo of most empires?